My Predictions For The Next Two Years

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Photo by Wyron A on Unsplash

I’ve been hanging around virtual worlds of one kind or another for over a decade now. I’ve seen them come and go. Some were spectacular failures that provided lessons for other companies. Others just kind of meander along, not attracting very many users or ever becoming very big (like the multitude of OpenSim-based grids).

What usually happens in today’s hyper-competitive computer applications marketplace, is that one or two players in a particular market segment get big (e.g. Microsoft, MySpace, Facebook, and yes, in its own way, Second Life), and then continue to grow like a juggernaut, based on the network effect, while the smaller players in the marketplace fight each other over the leftovers. The ones who get big are usually, but not always, the early entrants into the field (Second Life is a prime example of that, although there were notable virtual worlds which were founded before it, like ActiveWorlds).

But social VR and virtual worlds are not a zero-sum game. Many consumers are frequent visitors to a number of different metaverse platforms, and many creators build and sell products in various virtual worlds. Right now, success in one VR-capable virtual world (e.g. VRChat) generates interest in other social VR spaces. As they say, “A rising tide lifts all boats”.

It’s still not clear where all this is going, but I’m willing to polish my crystal ball and make a few predictions of what will happen over the next two year period, from now until April 2020.

What I predict will happen, over the next two years, is that one of the Big Five computer companies:

  • Alphabet/Google
  • Amazon
  • Apple
  • Facebook/Oculus*
  • Microsoft

Is either going to launch their own social VR/virtual world/metaverse product, OR is going to buy one of the Big Four metaverse-building companies:

  • High Fidelity
  • Linden Lab (Second Life and Sansar)
  • Sine Wave Entertainment (Sinespace)
  • VRChat

(We’ve already seen this happen with Microsoft’s purchase of AltspaceVR.) We could also see a company buy out a virtual world, just to grab the programming talent, and then shut the world down completely (as Yahoo! did with the promising Cloud Party).

Now, there’s no guarantee that any of the Big Four companies WANT to be bought out by the Big Five. Perhaps instead of a buyout, a strategic partnership deal will be inked. But I bet you anything that it’s tempting for the bigger companies to buy their way into the evolving metaverse marketplace, rather than design something from scratch.

I also predict that a LOT of the new virtual world/social VR startups we see popping up are going to fail over the next two years. There’s a lot of virtual-reality-related (and especially blockchain-related) hype taking place, and some people are investing in startups that are risky. Some smaller companies have jumped into grand virtual-world-building projects without realizing the sheer magnitude of the work involved in creating a fully-featured, viable metaverse. I’m afraid that some investors are going to get burned.

I also predict that Sinespace and VRChat are going to pull ahead in terms of features, simply because they decided to build on top of the popular Unity game engine, and they can use all the cool Unity development tools that are popping up. By comparison, feature development on Sansar and High Fidelity will be slower, as they continue work in-house on their own engines.

And finally, I expect that Second Life’s 15th anniversary celebrations will entice some former users to dust off their old accounts and revisit the platform to see what’s new. It may well herald a renaissance for SL! At the very least, it will help stave off a slow decline in SL’s user concurrency figures.

*Sorry, but as I have said before, Facebook Spaces is not a palatable social VR/virtual world product. It can’t even come close to competing against what High Fidelity, Second Life, Sinespace and VRChat are currently doing. But I bet you anything that Facebook has other plans up their sleeve. They can still try to leverage off their 2-billion-plus Facebook network (not to mention 800 million Instagram users) to become a potential major disruptor in the evolving metaverse marketplace. I’m not counting them out yet!

AltspaceVR: A Brief Introduction

Nobody was more surprised than I was when Microsoft stepped in at the last minute to save AltspaceVR. Most people assumed the virtual world was doomed when they announced last July that they had run out of money. But obviously, Microsoft felt that the product was worth saving, as their potential foot in the door in the increasingly crowded room of social VR apps. God knows they have enough money to do something interesting with it. God knows AltspaceVR needs someone to pour money into it.

AltspaceVR is a California-based company which was founded in 2013, and which launched its social VR application in May 2015. So they’ve been around for a while now.

My biggest problem with AltspaceVR is the platform’s avatars. They are dreadfully cartoony. I can only assume that they made this deliberate design decision so the avatars are very quick and easy to render on a platform that supports not only the Oculus Rift and HTC Vive headsets, but also Google Daydream, Samsung Gear VR, and the numerous Windows Mixed Reality headsets, plus Windows computer desktop users. But I find them to be butt-ugly, and terribly unappealing. Let’s hope Microsoft has plans to upgrade them.

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I personally found it extremely funny that Microsoft felt they had to tart up the default AltspaceVR avatars in the following promotional video titled “Ushering in the era of Windows Mixed Reality”, issued in October 2017, shortly after they bought AltspaceVR.

If you click on the following YouTube video, it should start around the 15:40 minute mark, which is where the AltspaceVR segment occurs. I can assure you that the avatars used in this Microsoft promotional video were ones with completely redesigned and customized heads, which are NOT available to current AltspaceVR users! User avatar customization options in AltspaceVR are very limited, still. Truth in advertising, hmmm…

There are a few interesting regular events happening in AltspaceVR, notably VR Church, an initiative launched by Pastor D.J. Soto (WIRED article), which I wrote about in an earlier blogpost on religion, spirituality and virtual reality. (SacredVR also holds weekly guided meditation events in AltspaceVR.) Of course, religious events are hardly new to virtual worlds; Second Life has had churches operating almost from the very beginning.

AltspaceVR is worth keeping an eye on, if for no other reason than to see what Microsoft plans to do with their acquisition.