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Ask HN: How is the “metaverse” concept different from the Second Life boom?

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Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#61
For the most part, I think it's mostly (but not all!) the same, where the hype and excitement is from a new generation of VCs and founders who didn't experience the VRML/second-life era.

Of course, not only is the technology to facilitate a metaverse is better, but I think society has also evolved a lot since then. Remote work/life is now much more of a mainstream/accepted thing than it used to be. Internet is now a mainstream full-blown appendage via our smartphones.

I'm much more optimistic a metaverse (in a Platonic ideal sense) could catch on this time around, BUT I'm much less sure that what will be hawked to us is the "right thing" (whatever that means).

I do think this article posted on HN last week is definitely onto something that Meta and other attempts may not be thinking about. https://debugger.medium.com/the-metaverse-is-already-here-it...

Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#62

Second Life was limited in many ways, as far as gameplay goes. Ultimately it failed because it was boring, in my opinion. More modern examples of games that approach this concept are Minecraft or Roblox (public company valued at $45B). Roblox in particular is interesting as it created a platform for others to make game experiences and re-sell them, and it's been very successful. Minecraft, too, has had a lot of stayi…

Ultimately it failed because it was boring, in my opinion.

This, in fact, the real problem. Second Life really is a virtual world, not a game. You log in, and you're somewhere in a virtual world the size of Greater London. Now what? The virtual world itself is completely indifferent to you. You can do nothing, if you choose, and nothing will happen. You will not be attacked by monsters. You will not be destroyed by a shrinking vortex. You can go to an area that's not busy and sit or stand for as long as you want to stay logged in. A car might drive by. The sun will rise and set. Not much else will happen.

You can travel around and look at stuff. You can talk to people. There are games to play if you can find them. You can build stuff. You can sell stuff. But you have to find things to do. There are guides and search tools, but you have to use them. It's a "pull" system like the web, not a "push" system like Facebook.

This totally throws a sizable fraction of new users, mostly those who want a pre-structured entertainment experience. It's great for the fraction of the population that likes to build something from nothing. That small fraction.

The second part of "boring" is that Second Life is really sluggish. This is a fixable problem, stemming from legacy code from the era of OpenGL and single-CPU desktops.

Nobody has really looked hard enough at metaverse client theory yet. You have many of the problems of an MMO client, in that you have to present a real-time 3D environment. And you have many of the problems of a web browser, in that the network throws un-optimized stuff at you and you have to deal with it. The big game engines, UE5 and Unity, don't address that latter problem.

All this looks quite fixable, if you target a gamer-level GPU (even one from 5 years ago), a few CPUs, an SSD disk for caching, and over 100mb/s networking. This is what the average Steam user has. We ought to be able to get up to GTA V level visual quality and frame rate. Second Life has content that good.

A third problem with Second Life is that the social features are terrible. The group message system has been losing messages for a year due to a scaling problem. (It was designed so that you could talk to people in your party, not broadcast to your store's customer base.) The voice system, outsourced to Vivox, is flaky. There's two decades of technical debt and not much will or money to fix it.

Mainstream metaverse adoption may be a problem in the era of the $1000 phone and the $200 laptop. What we're seeing right now are new low-end virtual worlds that look like games from 15 years ago. Many run inside a browser. This may be why few people actually spend time in Decentraland. The VR headgear people really don't have much more compute power than a phone. Beat Saber, fine. Breakroom, OK. Big virtual world, not so much.

On line right now:

- Roblox: 1,446,121 users.

- Second Life: 35,008 users.

- VRchat: 29,072 users.

- Decentraland: 604 users.

- Facebook Horizon: they're not saying.

Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#63
When the tech is as easy as putting on a pair of glasses and not that much more, and it's solid, fast, reliable, cheap - then we will have that revolution.

But it's probably 20 years and a few 'Magic Leaps' away from reality, 'pun intended'.

It may happen gradually as techines buy the big googles, they then get smaller like Ski Googles, more people get on board, then they'll just be glasses and we'll look at VR headsets like horse and carriage.

I suspect we will really start to face social problems as people in that era will not be exposed to humans that lived before the internet and were 'normal' and the hyper connectivity we did not evolve for will throw us all for uge loops.

Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#64

Earlier quoted context omitted.

> Meta-not-Facebook I am going to start using this term to satisfy people that argue its not called Facebook anymore.

"The artist formerly known as Facebook"

s/artist/criminals/

Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#65

Earlier quoted context omitted.

That’s the most dystopian thing about this - the best, most aspiration use for VR they can show case is… meetings, but in VR.

What's wrong with that? That meetings are necessary in modern working life is a fact. So might as well have products and services that make them better on some axes. And it doesn't necessarily have to be just office meetings either. University lectures or tutorials this way also sound pretty cool to me. You could have a student from Taiwan, the US, Germany and Sweden sit in the same classroom and interact, without ha…

The point is not that meetings are not a good application, there really doesn't seem to be a lot of useful productivity stuff beyond that.[1]

Also in person meetings are useful over a video call largely because there is lot of information from body language you can pick up being up close to someone. There is a lot of information on how someone breathes, moves or posture etc.

AFAIK there is no good VR solution that is able to solve that today. Even if there was enough cameras on you to pick up that level of detail , the bandwidth on transist across continents today or in next 15 years is not going to be available even for it make sense for businesses let alone regular users. VR as a replacement for zoom sure is interesting gimmick , but as replacement or equivalent to sitting next to each other we are atleast 2 decades away .

[1] real estate is only successful business application I have seen in the VR space

I keep reading about this multi billion army contract , I am sure the money is real, but whether it is actually effective remains to be proven.

Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#67
post #43

Only goofy asocial types think that you can actually replace actual human interactions with virtual reality. Would you rather actually meet your friends, or have your virtual avatars meet up in some fake VR world?

That's an important point. Matthew Ball, the venture capitalist, made the insightful comment a few months back that COVID-19 changed that. It is now possible to use a virtual world without being considered a loser.

Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#68
towards the end of SL's heyday, we were trying to make an open metaverse with OGPX, MMOX and VWRAP. alas, the company ran out of money before we could complete the work (and IBM kind of stiffed us on some IP issues.)

it's interesting to note that cory and babbage and beez and a raft of other lindens wound up at FB between 2009 and 2011. i went to pitch the idea of continuing the "open metaverse" and try to get FB to fund the VWRAP work, but no dice. 2010-2011 was way too early for virtual worlds or augmented worlds to be on the FB radar.

at linden, at the end, we wanted to build a shared world which could be fed with real or made up geo data and with a common protocol different organizations could use to cause a consistent, shared experience be delivered to end users.

the key here is "different organizations." by the end we were trying to build an open protocol linden could be a key player in, but not own it as a walled garden.

i think the prime difference here is FB wants to own the venue (walled garden) and sell different data layers to different communities.

i would be very surprised if they weren't working on an AR experience where advertisers could buy a data overlay identifying most likely consumers for specific services. so you're minding your business at the mall and someone walks up and says "excuse me ma'am, i notice you bought floral print shirt last week. we're having a sale on slacks that would complement that shirt and your colour pallette."

not to mention strossian "cop space" or a raft of less intrusive layers for different communities.

so... "own the venue" and "sell distinct value-added layers to different parties"

Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#70

Second Life allowed for a lot of the NSFW content and interactions that people tend to enjoy both in entertainment and in real life (this is also true of VRChat to some extent). Metaverse will be a sanitized, sterile project for children. Fundamentally the people like Zuckerberg responsible for its execution do not understand what people want, which is why Metaverse has no chance of success.

Guard rails never work completely, even in kids worlds (i.e. the "babboing 4 furni" trend in habbo hotel).

NSFW content will always find a way.

Always.

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