I Am a Guest on the VR in Education Podcast with Craig Frehlich

Yesterday evening, I had an enjoyable, wide-ranging conversation with Singapore-based teacher Craig Frehlich on his VR in Education podcast, about the intersection of social VR and education. (He had discovered me via that article that Patty Marx wrote for the Dec. 9th, 2019 issue of New Yorker magazine.)

Here’s a link to the 30-minute episode if you want to have a listen.

Here’s a link to all Craig’s podcasts to date, and to his Twitter and blog. Thank you for having me on your show as a guest, Craig!

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UPDATED! Social VR in 2019: A Perimortem Or a Call to Arms?

There is hope amidst the general despair in social VR…
(Photo by Lina Trochez on Unsplash)

This is the first chance I have had to find a little peace and quiet, decompress, and meditate on the events of the past couple of days, and indeed the events of the past twelve months. It’s been a rocky year.

A year ago, things seemed much more hopeful for social VR and virtual worlds. High Fidelity was hosting numerous splashy events, with hundreds of avatars in attendance. New and better features were continually being added to Sansar, which was also experiencing record attendance at big events like the Monstercat launch. Prospects seemed so bright as we entered 2019.

And then, things started to go wrong, or perhaps more accurately, stubbornly refused to go right. High Fidelity abruptly switched direction away from consumer use in an ultimately futile attempt to pursue the business market, and now the company has announced it is essentially shutting down its flagship platform in the new year. Linden Lab, despite assurances earlier in the year that it would be “business as usual” while they were still trying to build an audience for Sansar, suddenly laid off many of its talented staff working on the project (and at the worst possible time: halfway through a complete redesign of their human avatars). Even worse, LL has had to back out of a recent disastrous decision to replace the popular Atlas of worlds with the Nexus and the Codex, only after many users threatened to pull their worlds in protest. 

After the bruising year that has befallen Linden Lab’s Sansar project and Philip Rosedale’s High Fidelity, an observer might be forgiven for wondering why any company would choose to embark on building a metaverse at all. In a recent blogpost, Philip blames problems with the current state of VR hardware for HiFi’s failure to thrive, but that does not absolve him of his tactical decision to go all-in on virtual reality, at a time when the majority of users were still in desktop mode (and likely will be for quite some time). Ebbe Altberg similarly gambled that VR would take off much sooner than it has, a gamble that he (and frankly all of us) bet the house on. A bet we appear to be losing.

In one of my darker moments of gallows humour this week, while writing the blogpost about the demise of High Fidelity, the thought occurred to me: that I might be the one blogger who documents both the rise and the fall of social VR. Was all this just a fad? Will virtual reality continue to be a niche, unprofitable market? Will High Fidelity and Linden Lab be the first of many metaverse-building companies to downsize, backtrack, and even fold in 2020?

In 2020 all eyes will be on Facebook as it launches its latest and greatest attempt at social VR, Facebook Horizon. Will Facebook be able to leverage its existing reach (and its deep pockets) to make social VR a viable proposition? If mighty Facebook fails, despite using all the powerful tools and tectics at its disposal, then perhaps that will be clearest signal yet that social VR (at least, as it is currently being conceived and marketed) is not what consumers want or need. 

We could land up back at the drawing board, a discomforting thought. Or, perhaps, one or more companies and/or communities of users will bring some outside-the-box thinking that is sorely needed to kickstart this market and bring it out of its comatose state. 

Look at Mozilla Hubs. It runs on just about every single piece of hardware you can throw at it, from high-end VR headsets to the cheapest cellphones. It’s so dead simple that you don’t even need an account to use it! Yet despite its limited features, I have had some truly wonderful meetings and experiences in Hubs this year. 

Look at Cryptovoxels, a one-man labour of love that started off with slow, organic growth, and is now growing and thriving, with an invested community and a thriving art scene. 

Look at NeosVR, which is probably unique among all social VR platforms in that a majority of its users are actually in VR headsets (a claim that even VRChat cannot yet make), and which is doing some truly amazing and innovative work that is attracting notice.

Look at ENGAGE, which is already profitably using social VR to create educational experiences for universities, with innovative features such as three-dimensional video recording of lessons.

This is not the time for a perimortem or a postmortem; it is time for a call to arms. A time to put our brains together and come up with new ideas and approaches, new niches and markets for this amazing technology. Yes, there will be failures and missteps, but there will likely be more successes like Mozilla Hubs, Cryptovoxels, NeosVR, and ENGAGE.

This is not a time to give up hope. It is a time to keep going, keep pushing, and keep trying new things. To keep moving forward, despite setbacks. 

UPDATE Dec. 13th, 2019: Will Burns (whom I have written about before on this blog) had this characteristically blunt, I-told-you-so response to this editorial on his Twitter:

He said:

Call to arms. They wouldn’t have a problem if they actually understood the underlying mechanics and causality for making a social VR platform. What we’re seeing isn’t the failure of social VR but instead the unmasking of all the pretenders who bullshitted competency.

Oasis: A Brief Introduction to a New Chinese Social VR Platform

This week, somebody on the RyanSchultz.com Discord server alerted me to a brand new, Chinese-language social VR platform called…Oasis.

First, let’s talk about that name: Oasis. As I have said before, when reviewing a completely different, adult-oriented virtual world also called Oasis (that link is safe for work), it is a truly TERRIBLE choice to name a social VR platform:

Another big problem with Oasis? As I mentioned earlier, it’s almost impossible to find this game on Google, due to so many other unrelated hits you get from searching on “Oasis”. Search on “Oasis VR” or “Oasis game” and you get the Ready Player One-branded experience by VIVEPORT, or the Chinese game company.* Search on “Oasis adult” or “Oasis sex” and you get the Oasis Aqualounge, a “sexual adventure playground for adults”, which appears to be a swingers resort in downtown Toronto. Search on “Oasis adult game” and you finally get the right hits—as well as this blogpost as the third** highest-ranking hit on Google. That’s not a good sign.

*And it’s not even the same Chinese company as this new one!
**Now, my highly critical blogpost is the second highest-ranking hit.

Having yet another platform called Oasis is just plain lazy thinking on the part of the developers, and a cheap attempt to cash in on Ready Player One. It also makes this app almost impossible to find on the Internet. (Try a few Google searches yourself and see what you come up with. You’ll pull up a lot of stuff called Oasis, but not this new app.)

I was able to find a recent Sina.com new article, which I ran through Google Translate, to get some more details:

Oasis VR’s self-developed VR game will be launched on Steam on December 12th. Its online version supports both PC and VR platforms… [OASIS VR] is a virtual world that provides a completely immersive gaming experience, including full body tracking, social networking, creation, etc. Players can upload their own virtual images, meet new friends, and build their own world in the “oasis”. Rather than saying [it] is a game, it is better to say that it is like a virtual world. There is no fixed gameplay, but there are endless ways to play. Going to the bar with friends, playing killing games, spelling spells like Harry Potter, etc., [if] tired, you can run the ranch, go to the cafe and chat with friends…

In the current 1.0 version, there are more than 10 different worlds to play in, such as ballrooms, killing games, ranches, Harry Potter, cat cafes, ferris wheel, candy dance room, outdoor theater, etc.

Here’s the Steam page for Oasis, where the app is in the Early Access Program. You can take a look at a video and some pictures of the product. But everything is in Chinese, and the page notes that you need to have a Chinese mobile phone number in order to use the program, so that excludes most of us. If anybody out there has a Chinese mobile phone number and wants to test this one out and report back to us, I’ll publish a review.

And I’m adding this one to my ever-growing list of social VR/virtual worlds, just for completeness.

Rec Room Job Postings: The Social VR Company Is Planning for User Generated Content and a Marketplace

Last month, I wrote the following in an editorial on the current state of social VR:

So, it would appear that those social VR platforms that do have in-world economies can’t attract large numbers of users, and the ones that don’t have in-world economies might be popular, but obviously can’t keep running indefinitely without a means of generating profit.

And back in August, I noted that VRChat is looking to hire staff who can work on building a virtual economy and a marketplace for user-generated content.

Well, today I took a gander at the Jobs page on the Rec Room website, and guess what I found? Job postings for the following positions:

  • Game Designer, User Generated Content, with the responsibility to “utilize a broad range of game design techniques to make complex and intimidating User Content Creation tools approachable & easy to use for everyday gamers”;
  • Games Developer, Marketplace, where the successful applicant will “build the tools that allow creators to sell wares via the in-game economy”; and 
  • Senior Gameplay Engineer, User Generated Content, whose job will be to “design, build, implement and maintain creative tools that players use to collaboratively build within Rec Room”.

So it would appear that Rec Room, like VRChat, is also planning to implement an in-game economy, including a marketplace where user-generated content will be sold. Note also the mention of staff who will be working on easy-to-use, collaborative building tools for user content generation.

Of course, having an in-world economy would be an important step on the road to Rec Room becoming a profit-generating company. It will be interesting to watch as the company attempts to grow its userbase!