Dana Cowley, who is the senior marketing manager at Epic Games (the makers of the phenomenally successful Fortnite), made a great observation about the metaverse that I wanted to share with you:
An hour in the metaverse needs to be better than – an hour on Facebook – an hour on Instagram – an hour on Twitter – an hour on YouTube – an hour on Netflix – an hour in Fortnite – an hour in anything we have now
In other words, the metaverse has to be so compelling—and offer something so different from what we have now—that people will inevitably flock to use it. It’s something to keep in mind as we look at the current landscape of social VR platforms and virtual worlds.
My comparison chart of social VR platforms (full-size version available here)
I think what I will do (rather than throw my lot in with the entrepreneur and try to make money off my labour) is try to work something up for publication in a research journal instead. Working for a university, I tend to have more of an academic than an entrepreneurial bent anyways. Then I could add it to my résumé for the next time I apply for a promotion at work (assuming I do so before I decide to retire).
Which beings me to today’s topic: people making money off the metaverse. I’m actually already making a little money in two ways:
serving advertising from WordPress’ WordAds and Google’s AdSense on my blog (which brings in anywhere from $5 to $35 per month);
my Patreon page (currently bringing in $13 a month from 7 supporters—thank you!).
This money earned goes toward my blog hosting costs with WordPress (I have their Business plan at $33 a month, billed annually). Every little bit helps!
Other people are generating income by creating content for the metaverse: mesh buildings, trees, and furniture, avatar clothing and attachments, animations, etc. In fact, some Second Life content creators actually are able to make a decent living wage from their work (but they are definitely in the minority; most creators earn only a secondary income from SL, and some do it just for the creative outlet).
A few people like Bernhard Drax (a.k.a Draxtor Despres) have been able to parlay their video-making work into a lucrative side hustle, working for companies such as Linden Lab to help promote their products. Strawberry Singh, who is well-known for her pictures and videos of Second Life, even landed up getting hired by Linden Lab! And who’s to say that what happened to Drax and Berry can’t happen to you, too?
While I seriously doubt that anybody is making a living wage off the various social VR platforms so far (except for the people working for companies creating the platforms, like High Fidelity and Linden Lab), we can expect that at some point in the future, individual entrepreneurs will generate a good income from social VR. The big questions are where and when it will happen, not if. Many people are waiting on the sidelines, honing their skills and biding their time, to see which social VR platforms will take off in popularity. There’s no sense dumping a lot of time and money into a platform if nobody’s using it.
What do you think of all this? Do you think that we are still years away from people earning a living off the metaverse? Feel free to share your opinions in the comments section, or better yet, join the RyanSchultz.com Discord server, the first cross-worlds Discord where people discuss and debate the issues surrounding social VR and virtual worlds. We’d love to have you with us!
My Twitter stream has been throwing up all kinds of blogworthy stories lately! The lastest is a series of tweets from Kent Bye, the host of the long-running Voices of VR podcast, who is attending SIGGRAPH 2019, the big annual computer graphics conference, in Los Angeles.
Kent attended a presentation today by Tim Sweeney, the founder and CEO of Epic Games, the maker of the phenomenally successful battle royale game Fortnite. Launched in 2017, Fortnite now has 250 million registered users worldwide, and made US$2.4 billion dollars in revenue in the last year. (Yes, that’s Billion, with a “B”.)
The title of Tim Sweeney’s SIGGRAPH talk was “Foundational Principles and Technologies for the Metaverse”, which is perhaps a surprising presentation topic for a game developer. Kent Bye tweeted his notes on Tim’s talk at length:
The future of [a] shared entertainment medium is to have meaningful experiences that people interact with and become a part of the larger world with open world compatibility and open interfaces. The Marshmello concert in Fortnite is one indicator of where it’s going. The metaverse is going to evolve from individual creators creating experiences that interoperate with other experiences.
Need virtual worlds to scale beyond a 200 players on a shard. Need 1 shared world w EVERYONE. Needs a programming environment to scale to unlimited sized. Not single thread C++. Large-scale concurrency w safe transactions that are consistent, durable, isolated.
A viable Metaverse is going to need a successful economy so that creators can make a living, which is absolutely essential. We need a rich set of different economic models. The app store with microtransactions is merely one model. Ad models are dysfunctional.
I’m super impressed with Tim Sweeney’s vision of the open metaverse. It’s a breath of fresh air relative to other major players who are trying to own virtual worlds through walled gardens and app store ecosystems. A viable metaverse needs to be open and interoperable.
Who really needs this? Who actually wants this? I’ve yet to see a succinct, compelling answer to either question beyond the implicit one: Because it’ll be really cool. I’m certainly in that camp, but then again, I’m a gamer/science fiction fan. So yes, I’ve loved the idea of a unified 3D Internet where gaming is significant and meaningful for decades. But I’ve become convinced that metaverse advocates are mistaking their personal preference for a market need — a desire to institutionalize gaming culture as the fundamental, universal culture of the Internet.
In response to skeptical questioning from Wagner on Twitter, Kent Bye responded:
The metaverse was first conceived in science fiction before the modern explosion of 3D gaming and immersive and interactive environments. It was an active feedback loop between game dev architects, but the metaverse today is going to be more of a blend of Fortnite and the open web.
So, what do I think about all this? I must confess that, like Wagner, I am rather skeptical that Fortnite, as it is right now, would form a useful model for the future metaverse. Games are designed to be focused more on linear play-through and set objectives, while virtual worlds are meant to be more open-ended and less goal-oriented in nature (although you can certainly have games within virtual worlds). As well, you can have thriving social communities in MMOs like World of Warcraft and Lord of the Rings Online, so there is a somewhat fuzzy boundary between games and virtual worlds.
I do agree with Tim Sweeney that open standards are critical to create a functioning metaverse, and I also agree with Kent Bye that walled gardens and app store ecosystems are going to hinder, rather than help, usher in a metaverse for everybody.
Did you know that you can help support my blog (as well as the newly-launched Metaverse Newscast show), and get great rewards in return? Here’s how.
One of the people I follow on Twitter is Ben Lang, who is the co-founder and executive editor of the popular virtual reality news website Road to VR. Yesterday, he posted:
I’m starting to think that VR won’t have its consumer mainstream moment (smartphone levels of adoption) until a comprehensive metaverse emerges that interconnects and makes *all* VR content social to some extent. Stuff like this awesome immersive music video is really freaking cool, but would be 100 times richer if discoverable through something a simple as a ‘VR hyperlink’, as well as easily being able to bring a friend along to experience it. Telling a friend ‘hey there’s this cool new thing, come check it out with me’, and then asking them to download an app and then coordinating a time to get online together to invite each other and then *finally* seeing the thing for 10 mins isn’t tenable for smaller experiences.
Ben is making the point that it shouldn’t be so difficult to share VR experiences such as this with friends. And a seamless, interconnected metaverse would probably give a huge boost to the consumer VR market.
Another Twitter user called Matrixscene responded to Ben, with a link to a two-part report on how a metaverse working group did a field test for traversing disparate virtual worlds to see how they interconnect with each other.
Part 1 of the report gives several examples of links or portals between social VR experiences, for example:
Portal links in JanusVR
Links in Cryptovoxels to other WebVR sites
Part 2 of the report details a “field trip” the author and several other people undertook to see how well they could navigate between various virtual worlds. The places visited included:
Anarchy Arcade (website; I still have to blog about this)
We were communicating over Discord’s voice chat the entire time. Anarchy Arcade served as the most premium base reality we ventured to on this trip for several main reasons: – Shortcuts were easy to launch – Universally compatible – Optimized heavily in the background
How soon do you think it will be until we get a truly seamless VR metaverse? Or do you think it will never happen? As always, you are invited to join the ongoing conversations on this and many other topics on the RyanSchultz.com Discord server, the first cross-worlds discussion group!