Housekeeping Notice: See You in November

Photo by Luis Villasmil on Unsplash

Guys, I’m really sorry to do this to you again, but I am just absolutely swamped with work at my full-time paying job as an academic librarian at the University of Manitoba Libraries, with a lot of time-sensitive deadlines that I must meet, from now until the end of October. I’ll be pulling a lot of evenings and weekends, so something has to give.

What that means is that I am, once again, putting the RyanSchultz.com blog on hiatus until November 1st, 2020. Hopefully, once I have completed the mountain of work in front me, I can return to blogging “News and Views on Social VR, Virtual Worlds, and the Metaverse”, as the tagline of my blog states.

See you in November!

A New Milestone: Two Thousand Blogposts!

I reached another milestone today! According to my WordPress statistics, this is my 2,000th blogpost.

So, you might ask, what is my most popular (i.e. most visited) blogpost on the RyanSchultz.com blog? Well, I remain seriously amused that my all-time most popular blogpost of all time is one that is the top Google search result when you search on “vrchat adult” (which, apparently, quite a lot of people do):

  1. UPDATED! The Dirty Little Secret of VRChat: Hidden Adult Content (with a whopping 47,653 views as of today; that link is quite safe for work, by the way)

The remainder of my Top Ten are:

2. UPDATED! Second Life Steals, Deals and Freebies: Free and Inexpensive Mesh Heads and Bodies for Female Second Life Avatars (20,745 views)

3. Meet the Man Who Has Lost 200 Pounds Playing Beat Saber in VR (this is one of my posts that actually got picked up by Google News; 10,681 views)

4. UPDATED: NOW AVAILABLE! More Details on the Upcoming Ability to Change Your User Name in Second Life (10,347 views)

5. UPDATED! Second Life Steals, Deals and Freebies: Free and Inexpensive Mesh Heads and Bodies for Male Second Life Avatars (6,922 views)

6. UPDATED! Oasis: A Brief Introduction to a New, Adults-Only Social VR Platform (link is safe for work; 6,877 views)

7. UPDATED! Linden Lab Announces a Mix of Good News and Bad News for Second Life Users (6,723 views)

8. Comprehensive List of Social VR Platforms and Virtual Worlds (6,463 views)

9. UPDATED! RyanSchultz.com Reader Poll: What Social VR/Virtual World Do You Spend the Most Time In? (5,586 views)

10. 3DX Chat: A Brief Introduction (and the Biggest Problem with Most Adult Virtual Worlds) (link is safe for work; 5,496 views)

Of the Top Ten, four are about Second Life, still far and away the most popular part of my blog. People seem to appreciate my coverage of steals, deals, and freebies in Second Life, and I will be continuing to write about what is (still) the most popular and economically successful virtual world to date, still going strong at 17 years old!

Sex seems to be a popular topic. Another three of my Top Ten blogposts (#1, #6, and #10) are about adult content in virtual worlds other than Second Life; I can only assume that they keep showing up in people’s Google search results when they are looking for virtual worlds where they can watch (or have) sex. I suspect that there has been increased interest in this topic due to the coronavirus pandemic, as people look for socially distanced alternatives to real-world encounters. (Of course, as I have written in post #10 above, most platforms still can’t hold a candle to Second Life, which has entrenched front runner status in that particular market niche.)

However, as I have stated before:

But no, I still don’t plan to cover adult/sex-based platforms in the same way I write about other niche and more general-purpose social VR platforms and virtual worlds. Despite my very rare past forays into that market on this blog, I will be leaving that field to somebody else to cover. Not my circus, not my monkeys.

Nevertheless, this is a significant milestone for the three-year-old RyanSchultz.com blog, and one I didn’t expect to reach quite so soon. Break out the champagne! And let’s drink a toast to the next 2,000 blogposts!

Photo by Becky Fantham on Unsplash

Editorial: I’m Officially Back!

Well, I am now officially back from my self-imposed vacation from the blog, refreshed and re-energized!

However, I will still extremely busy with projects at my full-time, paying job with my university library system over the next month, so please don’t expect a torrent of blogposts. My time will be limited.


I will also be resuming sponsored blogposts for Sinespace. If you are interested in having me writing sponsored blogposts for your platform, feel free to contact me. If sponsored blogposts are not your thing, then how about advertising on my blog?

Don’t forget that you can also join the RyanSchultz.com Discord server, where 450 people from around the world discuss, debate, and argue about anything and everything pertaining to the ever-evolving metaverse. We’d love to welcome you!

Thanks for sticking around, and stay tuned for more “News and Views on Social VR, Virtual Worlds, and the Metaverse”!

Editorial: Upon Reflection…

Taking a much-needed break from blogging has given me an opportunity to reflect a bit on my journey over the past three years, and ponder where I might go from here.

Photo by Joshua Earle on Unsplash

Frankly, I never expected to become a journalist covering the ever-evolving metaverse, with a growing audience; this blog started off as a tiny little niche blog, where I wrote about my (mis)adventures and explorations in Sansar. And everything that happened after that—writing about more and more social VR platforms, hosting the Metaverse Newscast show, focusing on freebies in my beloved Second Life—just kind of happened organically. I didn’t have any sort of plan; I just made choices along the way that led to this point.

But for me, the seeds for this journey were first planted in Second Life 14 years ago, which since its earliest days has been this strange and marvelous phoenix that keeps rising from the ashes, again and again, confounding and bewildering many casual observers who continue to predict (wrongly) its failure. Even a cursory glance at the official Second Life Community News feed (curated by the highly capable Strawberry Linden) reveals the absolute torrent of creativity that the platform has provided to so many people. Second Life is not going anywhere, honey.

Source: My Dark Fantasy

SL is a fully-evolved, vibrant, mature virtual world which has become the model which other metaverse companies have spent countless programming hours and (in some cases) millions of dollars to try and recreate, with varying degrees of success.

I think that the ones that have been the most successful (so far) are NeosVR, ENGAGE, AltspaceVR, VRChat, Rec Room and, somewhat to my surprise, three blockchain-based worlds: Cryptovoxels, Decentraland, and Somnium Space. And there are many other platforms slowly but surely building up their business, taking advantage of the unexpected opportunities presented by the coronavirus pandemic (one example is Sinespace, a company which is patiently and cannily playing the long game, and which is extremely well-poised to snatch Second Life’s mantle, if and when it is ever dropped).


And, during my break, I have been also thinking a lot about Facebook/Oculus and their impact on virtual reality in general, and social VR in particular. I have decided that, despite my new, personal boycott of Facebook products and services, I will continue to write about their upcoming social VR platform, Facebook Horizon, as it launches in public beta, probably before the end of this year.

I, like many other people, now absolutely refuse to have a Facebook account as a matter of moral principle. In August of 2019 I wrote (and yes, it bears repeating at length here):

In this evolving metaverse of social VR and virtual worlds, is too much power concentrated in the hands of a single, monolithic, profit-obsessed company? I would argue that Facebook is aiming for complete and utter domination of the VR universe, just as they already have in the social networking space, by creating a walled ecosystem…that will have a negative impact on other companies trying to create and market VR apps and experiences. The field is already tilted too much in Facebook’s favour, and the situation could get worse.

More concerning to me is that, at some point, I may be forced to get an account on the Facebook social network to use apps on my Oculus VR hardware. In fact, this has already happened with the events app Oculus Venues, which I recently discovered requires you to have an account on the Facebook social network to access.

Sorry, but after all the Facebook privacy scandals of the past couple of years, that’s a big, fat “Nope!” from me. I asked Facebook to delete its 13 years of user data on me, and I quit the social network in protest as my New Year’s resolution last December, and I am never coming back. And I am quite sure that many of Facebook’s original users feel exactly the same way, scaling back on their use of the platform or, like me, opting out completely. I regret I ever started using Facebook thirteen years ago, and that experience will inform my use (and avoidance) of other social networks in the future.

Yes, I do know that I have to have an Oculus account to be able to use my Oculus Rift and Oculus Quest VR headsets, and that Facebook is collecting data on that. I also know that the Facebook social network probably has a “shadow account” on me based on things such as images uploaded to the social network and tagged with my name by friends and family, etc., but I am going to assume that Facebook has indeed done what I have asked and removed my data from their social network. Frankly, there is no way for me to actually VERIFY this, as consumers in Canada and the U.S. have zero rights over the data companies like Facebook collects about them, as was vividly brought to life by Dr. David Carroll, whose dogged search for answers to how his personal data was misused in the Cambridge Analytica scandal played a focal role in the Netflix documentary The Great Hack (which I highly recommend you watch).

We’ve already seen how social networks such as Facebook have contributed negatively to society by contributing to the polarization and radicalization of people’s political opinions, and giving a platform to groups such as white supremacists and anti-vaxersThe Great Hack details how Cambridge Analytica used Facebook data without user knowledge or consent to swing the most recent U.S. election in Donald Trump’s favour, and look at the f***ing mess the world is in now just because of that one single, pivotal event.

We can’t trust that Facebook is going to act in any interests other than its own profit. Facebook has way too much power, and governments around the world need to act in the best interests of their citizens in demanding that the company be regulated, even broken up if necessary.

Of course, Facebook is well within its corporate rights to insist that, henceforth, Oculus Go, Quest, and Rift users have to use Facebook accounts. Just as I am well within my rights to avoid providing another smidgen of personal data for Facebook to strip-mine for profit. It will be very interesting to see how more the consumer-privacy-oriented First World countries (such as Canada, and those countries within the European Union) will respond to the Facebook juggernaut.

I also have absolutely zero doubt that Facebook will continue to use every single lawyer, lobbyist, tool and tactic at its disposal to fight to maintain its market dominance, even as the Facebook social network continues to foster divisiveness, bleed users and lose advertisers. Believe me, Facebook would not have taken the unprecedented step of forcing Oculus device users to set up Facebook accounts if they weren’t afraid of losing the younger generations of users who have, thus far, resisted joining the social network their parents and grandparents belong to. (Of course, most of them are already on Instagram, which is owned by Facebook.)

It is relatively easy to bypass the tethered Oculus Rift VR headset and its associated Oculus Store ecosystem with competing PCVR products and services (such as the Vive headsets, the Valve Index and Steam). However, it is difficult—frankly impossible at present—to find a non-Facebook alternative to the standalone Oculus Quest VR headset. I have no doubt that the market will throw up a few capable competitors to the Quest over time, but Facebook has built up a huge lead, and it will be very difficult to unseat from its dominance in that particular market segment.


So, as you can see, I have been doing quite a bit of thinking while I have hit the pause button on this blog. I will continue to spend the rest of my summer on my self-imposed vacation from this blog, and no doubt I will have other thoughts, insights and opinions to share with you when I return, hopefully feeling more refreshed.

I feel that with this blog, after a few stumbles and setbacks, I have finally found my voice, and you will continue to hear it over the next three years, and probably far beyond that! Enjoy the rest of your summer! I will be back in September.

Photo by Jason Rosewell on Unsplash