VRChat’s Popular Endgame Talk Show Will Focus on Mental Health During the Coronavirus Pandemic

On this blog, I have often written about Endgame, the popular, long-running talk show based in VRChat (here, here, here, and here).

Well. this coming Saturday, March 21st, 2020, at 11:00 a.m. Pacific Time, Endgame is hosting a special episode, titled Coping with COVID-19: Dealing with the Stress of a Pandemic:

In a tweet sent out yesterday to promote the event, the organizers said:

Join us for a special Endgame episode in VRChat on Saturday: we’ll facilitate a support group to discuss how we can cope with COVID-19. It’s stressful to be isolated, but we can come together in social VR to navigate this pandemic. Saturday 3/21 at 11:00 a.m. PST @PsychNoah

PsychNoah is, of course, Noah Robinson (a.k.a. Psych; TwitterLinkedIn), a clinical psychology doctoral student at Vanderbilt University and the founder and CEO of Very Real Help, and one of the three regular hosts of the Endgame talk show in VRChat, along with Nomono and Poplopo.

Given how I have been struggling with both anxiety and depression during the coronavirus pandemic, I do intend to be in the studio audience for what promises to be a fascinating, wide-ranging, and educational discussion. Although users are urged to ask questions, you can also just sit back, watch, and listen, and enjoy something that is becoming ever rarer in the real world—being part of a crowd!

Endgame now has its own website, with and you are welcome to join their “Deep Thoughts” Discord server. You can also find all their previous weekly episodes on YouTube. See you on Saturday!

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How VRChat, Somnium Space, and Other Social VR Platforms and Virtual Worlds Are Adjusting to the Coronavirus Pandemic

A number of social VR platforms and virtual worlds are responding to the continuing global public health crisis that is the coronavirus pandemic, offering their platforms as a way for people to safely gather while they are under quarantine, or practicing social distancing.

For example, Somnium Space has announced that they will host a daily meetup in-world at 3:00 pm PST/6:00 p.m. EST/23:00 CET:

Also, VRChat has just published a brand new guide, titled Stuck Inside? A Quick Guide for using VRChat to Stay Connected:

This very handy guide gives step-by-step instructions for those new to VRChat, and even gives a few suggestions of worlds to explore. (Remember, you do not need a VR headset to enjoy VRChat.)

And (of course), there are many other social VR platforms and virtual worlds that you can also use to gather with other people and make new friends online. Sansar is still up and running, and of course Second Life is still as popular as ever!

In fact, just an hour ago, Linden Lab CEO Ebbe Altberg said:

We are seeing an increase in new registrations and returning residents during this outbreak. Please be kind and welcoming to those who may just need a friendly conversation to escape from this crazy world for a moment or more. If you have a friend or colleague who is looking for a safe place to socialize online during these tough times, we encourage you to help them discover how Second Life can enable them to feel less isolated by connecting them to your favorite communities or experiences.

My personal experience has been that spending time with others in a virtual world, or on a social VR platform, feels just the same to your brain as if you were having a conversation with a real-life friend in a real-life location. So please remember to turn to the metaverse if your social distancing strategy is leaving you feeling a little lonely and isolated during the coronavirus pandemic.

Come online. Reach out. We’re here.

Photo by Perry Grone on Unsplash

The VRChat Community Mourns the Loss of 1001, Creator of Treehouse in the Shade and Many Other Innovative Worlds

(“We now return you to our regularly scheduled programming…”  If you are looking for my blogposts about the Wuhan coronavirus/2019-nCoV/SARS-CoV-2/COVID-19, please click here. Thanks!)


Back in January 2019, I wrote about an amazing world in VRChat created by two users named 1001 and SCRN, called Treehouse in the Shade, which featured a user-operated control panel with dozens of shaders to control the environment around a treehouse:

Today, Ron Millar, the Chief Creative Officer of VRChat, wrote in an official blogpost:

Recently, VRChat lost one of its most prolific and talented creators. Earlier this week we were informed that 1001 had passed away. Needless to say we were all in shock and deeply saddened by the news. It hit me pretty hard. He was a close friend and someone I enjoyed spending time with in VRChat or chatting to on Discord.

1001 is best known as the creator/co-creator (along with SCRN) of Treehouse in the Shade, Bamboo Temple, Fluid Flow Studio, Music Visualizer, and other worlds. They have many friends in our community, and expressed their talent by creating amazing things in VRChat.

I met 1001 and SCRN shortly after they released “Treehouse in the Shade’’ in July of 2018. It was a collaborative effort and maybe one of the most startling worlds VRChat had ever seen — definitely at that time. It immediately blew my mind and I even made it my home. Not only can you change the shaders on the fly, but you can control them with an X,Y pad up in the treehouse! There’s also a jetpack that lets you fly through the raymarched shaders in real-time. So wild! I finally met 1001 and SCRN about a month later, in August of 2018. SCRN and 1001 had these incredible shader “creatures” they could manipulate in front of them as part of their avatars.

I can’t tell you how many people I took to that world. I spent a lot of good times there with friends, family, streamers, VRChat team, partner companies, and famous people. Deadmau5 hung out there with me a few times. One of his streams is 1001, mau5 and myself hanging out and talking about the world, flying around on the jetpacks, and chatting about maybe getting some of 1001’s shaders onto the mau5cube. I took investors and various VIPs in to see worlds he and SCRN had worked on. Everyone that saw it had the same reaction — they were blown away, and it would leave a lasting impression. It showed them what was possible. We even chose to use Treehouse in the Shade in our trailer and in our main marketing images.

I hope you will take a little time to go explore worlds he had a hand in creating with his close friend and creative partner SCRN. We’ll be setting up a world row for a little while up at the top of the VRChat Worlds menu for everyone to have a chance to go experience for themselves. As a forewarning, some of the worlds are quite CPU/GPU intensive, and do not have Quest versions. However, if you can check them out, you will not be disappointed. We’ll also list all the world links below.

Here are the links to 1001’s worlds in VRChat from Ron’s blogpost:

Note that this is only an excerpt of everything that Ron has written about 1001; please go over to the official blogpost to read the whole thing, thanks!

Editorial: My Social VR/Virtual World Predictions for 2020

Photo by Jen Theodore on Unsplash

Now that I am (finally!) finished my annual holiday tradition of utterly ransacking all the Advent calendars and December shopping events I can find in Second Life—the better to clothe my small army of alts with fashionable freebies!—it is time to turn my attention to predictions for the coming year.

Let’s start with a look back at my predictions for 2019, shall we? I said then:

  • That Second Life would “continue to coast along, baffling the mainstream news media and the general public with its vitality and longevity”, and that “the ability to change your first and last names in SL will prove very popular—and also very lucrative for Linden Lab”. Well, I am going to stick to that prediction. Implementing avatar name changes in SL turned out to be a thornier problem than Linden Lab anticipated, hence the delay, but they now have eight years of pent-up demand for this feature, and I anticipate that it will still prove popular—and profitable—for Linden Lab. I myself upgraded one of my alts to Premium to be able to change her legacy name of Bumbly Rumpler. (I know. I know. I don’t know what I was thinking at the time!) I also snagged her a lovely new riverside Victorian Linden Home in the process.

  • That OpenSim would move on implementing virtual reality support, but (as far as I can tell), that work has stalled or been abandoned. To be honest, I have barely set foot at all in OpenSim this past year, so I regret that I am not in any position to make predictions for 2020!

  • That “one or more blockchain-based virtual worlds are going to fold”—a prediction which has come true, at least for MATERIA.ONE, which has not officially folded, but is currently on an indefinite hiatus. The landscape is littered with various blockchain-based projects that are either dead, moribund, or stuck in pre-development hell: Aether City, Ceek, The Deep, MARK.SPACE, MegaCryptoPolis, The Sandbox, Stan World, SuperWorld, Terra Virtua, and VIBEHub. And yet, somehow, new crypto projects keep appearing, hoping to become the next Bitcoin.

    However, three blockchain-based virtual world projects appear to be doing well—Cryptovoxels, Decentraland, and Somnium Space—and I expect that they will all continue to do well in 2020. I note that both Decentraland and Cryptovoxels have tended to rank in the Top 5 in sales volume on the OpenSea marketplace (this screencap is from a tweet made Dec. 27th):

I’m already working on a predictions blogpost for the various social VR platforms and virtual worlds in 2020. Among my predictions is the following: if Linden Lab cannot find a way to increase the overall number of users in Sansar within the next 12 months, even with a pivot to (and an exclusive focus on) live events, then the company will do one of three things:

– convert the existing Sansar code to open source and let the community take it over (which I think is the least likely option);

– sell Sansar to another company and keep Second Life running (or perhaps sell off Linden Lab and all its assets entirely to another company); or

– shut down the Sansar project completely (which I think is the most likely option).

In case you haven’t been paying attention, the honeymoon period for Sansar is OVER.

I am increasingly worried (even heartsick) over the future of Sansar.

  • That “the Oculus Quest VR headset will ignite the long-awaited boom in virtual reality”. I think that we can agree that the Oculus Quest has been a runaway success. Facebook is apparently selling the units as fast as they can make them, and they are now backordered until late February 2020. (The Valve Index is also selling well, and also similarly backordered.) I do predict that this will bring many more people into those social VR platforms which can natively run on the standalone Quest headset, such as VRChat, Rec Room, and AltspaceVR.

  • That “Linden Lab’s launch of Sansar on Steam will likely have only a modest impact on overall usage of the platform”. I deeply regret that this prediction has come true in spades. I said at the time that Linden Lab ditching its SandeX and launching Sansar on Steam would be a terrible mistake, and I take no pleasure in being proven correct. Sansar has been pummeled by negative reviews by Steam gamers, adding to the general sense of malaise about the platform in the past year, especially since approximately 30 staff working on the project were laid off by Linden Lab a couple of months ago, in an attempt to trim their continued financial losses. This was a move which was probably imposed on CEO Ebbe Altberg by the Linden Lab board of directors, who are probably very worried that if Sansar tanks, it will take down Second Life with it.
Photo by Drew Beamer on Unsplash

O.K., now that we’ve looked at how well my predictions for 2019 have fared, now it’s time to peer in my crystal ball and make some new predictions for 2020.

First, all current social VR platforms and virtual worlds will struggle with a key problem: effective promotion. Getting the word out to the public about the various platforms is proving to be more and more difficult in an age of social media overload and short attention spans.

We can expect to see more partnerships between various platforms and influencers (such as Sansar’s continued partnership with the VR vloggers Cas and Chary, and my own recent sponsorship and advertising deal with Sinespace). By the way, my partnership with Sinespace is not exclusive, we can still see other people 😉 and I am still actively looking for other advertisers and sponsorships for my blog and the Metaverse Newscast show (hint hint).

Second, every single eye will be on Facebook as they launch their new social VR platform, Facebook Horizon, early in the new year. It’s disgusting to me how even the smallest Facebook announcement gets oceans of fawning mainstream press coverage, and you can certainly expect Horizon to suck up all the oxygen in the press room when it gets closer to launch date. If Facebook Horizon, backed by the almost limitless resources and reach of its ambitious parent company, fails to take hold in 2020, then that will be the clearest indication yet that the nascent social VR industry is in trouble (and that I might be out of a job!).

Third, as I have said above, I am extremely worried about Sansar. The Sansar website has recently had a complete redesign to focus almost exclusively on live events:

It would appear that Linden Lab is going all-in on Sansar as a platform for live events, to the detriment of other features such as avatar customization (I don’t expect anything new this coming year). However, competition in the live events market in 2020 is likely to be intense, with the following products also planning to focus on hosting such events:

  • Microsoft-owned AltspaceVR (which has also recently announced a pivot to live events);
  • VRChat (which is already home to popular talk shows such as ENDGAME, and many other regular live events);
  • Wave (which has already pulled off some spectacular musical events such as the recent Lindsey Stirling concert);
  • Upstarts such as Ceek and Redpill VR (which are in various stages of pre-development and may or may not launch in 2020);
  • Not to mention that Facebook will also want to muscle in on this extremely lucrative territory (with Oculus Venues, and probably Facebook Horizon, too)—and Facebook will not hesitate to ruthlessly use every tool and tactic at their disposal to achieve market dominance (including “hiding” posts about competing platforms in their Facebook, Instagram, and WhatsApp social network users’ newsfeeds). Facebook also has deep pockets to ink deals with major talent, locking them into exclusive deals to appear on their platforms.

Expect many skirmishes on the live events battlefield in 2020, and also expect some causalities to occur.

Fourth, Second Life will continue to coast along as it always does, still boasting approximately 600,000 regular monthly users in recently released statistics by Firestorm, and still making millions of dollars in profits, both for its content creators and for Linden Lab. It’s the gift that keeps on giving, and I see no sign of it stopping anytime soon. I predict that SL will still be around five years, perhaps even ten years, from now, and that people will still be logging in, and still merrily ransacking Advent calendars 😉 …and I will continue to blog about steals, deals, and freebies in Second Life!

Fifth, we can expect to see the upcoming Educators in VR International Summit as an example of an increasingly important use of social VR platforms in 2020: conferences. This is a natural fit, and one that saves precious resources (such as airline fuel) in an increasingly environmentally-conscious world. We can expect to see more conferences and meetings hosted in VR as an alternative to real-world meetings (although, as High Fidelity found out, the remote workteams support marketplace isn’t quite there yet, since the vast majority of companies still expect their employees to show up to their offices rather than work remotely from home). I think it’s going to take another generation for that shift to take effect in any widespread fashion.

Sixth: those social VR platforms which currently lack an in-world economy, currency, and a marketplace for user-created content, will be moving towards implementing those features. VRChat already has a booming off-world economy in the creation and sale of custom avatars. We already know that both VRChat and Rec Room are making plans in this area, based on job postings on their websites, but we can also expect other platforms to take this step, taking their cues from the continuing success of the mature, fully-evolved in-world economy of Second Life.

Platforms where people can make money tend to attract droves of new users, appealing to their greed and the universal desire to strike it rich (Decentraland as a more recent example; although its continued success is not 100% guaranteed, investors have sunk a lot of money into it, and it will be interesting to see how this ultimate expression of virtual, cut-throat capitalism will evolve and grow over the next year).

Finally, at some point Apple (and other companies, including Facebook) will launch the first consumer-oriented augmented reality headsets. The over-hyped Magic Leap One has turned out to be rather underwhelming (and underselling) so far, but who knows? Perhaps future AR products may ignite consumer interest, and have an as-yet-unknown impact on the current crop of social VR platforms.

Perhaps the big bet we all placed on virtual reality has been misplaced? We won’t know the answer to that hypothetical question until at least another decade has passed. Of course, some social VR platforms may decide to extend support to whatever AR/MR/XR hardware becomes available in the future, too. Anything can happen.

So these are my social VR/virtual world predictions for 2020. Please check back in a year, and we’ll see just how accurate I was!

Image by Jim Semonik from Pixabay