Major Avatar Apparel Creator Blueberry May Leave Second Life: Are There Greener Pastures Elsewhere?

People are often mystified as to why I continue to write about the now-twenty-year-old virtual world of Second Life, when there are so many other, newer metaverse platforms which I could discuss and dissect on my blog. I attempted to answer that question in 2019: Editorial: Why Second Life Is the Perfect Model of a Mature, Fully Evolved Virtual World for Newer Social VR Platforms to Emulate. There’s quite a lot to learn from Second Life’s rich history; ignore it at your peril!

In today’s SL lesson, we learn that there may, indeed, be greener pastures than venerable, long-running Second Life—even for those creators who got their start on the platform! And it would be wise for the newer metaverse platforms, too, to ponder the possibility that their current user base might depart for more lucrative opportunities in other virtual worlds, or even from some unexpected competition!

As usual, I am a little late to report the recent news that major women’s avatar apparel brand Blueberry has decided to, at the very least, hit the pause button, and quite possibly, leave Second Life altogether.

Nobody seems to know the future of Blueberry…

To make a real-world comparison, it would be as if Zara or H&M—or, here in Canada, the ubiquitous Reitmans—suddenly decided to go out of business. Blueberry has been a phenomenally successful store in Second Life, easily earning over a million dollars a year in revenue, according to this October 2022 business article from the Observer. Blueberry might well be the single biggest creator of womenswear in Second Life. In other words, this is major news.

In a mid-April Facebook post by Blueberry’s proprietor, Mishi (the text of which was also posted in an April 13th, 2024 notice to the Blueberry store group in SL):

Hi fam ❤
I’m very sorry to say that I will be taking a break from SL. Blueberry does not plan to release any new items for the foreseeable future. At some point, I will share an update. Right now I need this time to reflect.
I do consider all of you berries as my forever family and I am eternally grateful for your support and understanding. Thank you for all of your love.

The store group notice goes on to add:

Please send all questions regarding credit to blueberryxx in a notecard and any other questions to [a URL, which unfortunately which appears to have been cut off by the character limit in the message]

Somebody suggested that the URL shortner redirect might be to the contact page on the House of Blueberry website, which is here: https://www.houseofblueberry.com/contact.


Okay, first, let’s deal with the practical matters in the wake of this news. Then, I’m going to pull back for a bigger picture.

If you have ever been a customer, you should go to the Blueberry store, as soon as possible, and head for the Information Wall in the front entrance to the store (exact SLURL):

The Information wall at the Blueberry store in-world

First, if you have made any purchases from Blueberry in the past, hit the Redeliver sign, follow the website link, and get redeliveries of everything you’ve bought over the years (for some of you, it’s a lot!). If the store shuts down (as is indeed possible), you will want to have backups of your purchases in your inventory, since you won’t be able to get any redeliveries.

Secondly, Blueberry has always been very generous with gifts of store credit over the past dozen years (since its founding in 2012), particularly during shopping events such as the regularly-occurring Shop and Hops. Click on the blue Check Store Credit sign to see what your current level of unspent store credit is, and spend it now.

All right, now that that’s done, let’s dig a little deeper into what’s happening here. From the long and growing discussion thread on the topic on the Second Life Community forums, started by Persephone Emerald, I will share only a few quotes:

  • “It was repeatedly reinforced by the CSR’s [customer service reps] in group chat that the store would be closing, no idea when, but if you have any store credit you should use it pretty sharpish.”
  • “The Blueberry Discord [server] seems to have disappeared too.”
  • “I don’t think it’s also been mentioned here that the group moderators said in the group that they were basically laid off, but were continuing to support users as best they could for the sake of the Blueberry customers and group members.”
  • “The store is closing in SL. The CSR’s have announced that in group and her Discord group is gone as well.”
  • “They have no more CSRs, only recently laid off employees. Those people are saying they do not know whether the store will stay or go, but they know that for now, no new releases. No support provided, buy at your own risk. Whatever was said three days ago is vague, and it still remains a mystery on what is happening with this brand.”

In fact, there was so much speculation (some quite unfounded), that Mishi posted a second message to Facebook:

I want to stress once again that this is not a goodbye.

I need a minute to reflect on the changes I want to make to the future content I want to create.

Please allow me some time to think in peace. This isn’t just a business for me, it has been my passion. This platform specifically has been my passion. The people have been my passion.

So I ask of you, please, to take my word at face value here. I don’t want to make promises to anything because I don’t know what changes I want to make as yet.

So, aside from closing the Blueberry Discord server, and letting their customer service representatives and group moderators go, we really don’t know anything at this point. We’re just going to have to wait and see. (But don’t wait if you had your eye on something in the store, or if you have unspent store credits. Do it now!)


But I now want to focus on the bigger picture here, and speculate a bit about what’s possibly happening with Blueberry. Blueberry and its owner, Mishi McDuff, started off small, as the Observer noted in its 2022 article:

Mishi McDuff, founder of House of Blueberry, or Blueberry for short, attended a 2011 virtual concert in Second Life, an online gaming platform some call the first metaverse. She had wanted to see Sean Ryan, a Texas-based singer and songwriter, perform. McDuff joined the platform for the first time and attended the concert with her starter avatar. But alongside characters dressed as fairies, warriors and supermodels, she felt out of place. For her second virtual concert, she wore a polka dot dress she created in Photoshop, and concert attendees asked to buy her design for their own avatars. 

McDuff founded Blueberry knowing Second Life users were willing to spend money on their digital identities. Its first year, Blueberry recorded $60,000 in sales according to McDuff. By 2016, its yearly revenue hit $1 million with a team of three, designing virtual clothing for Second Life.

But, like many creators who got their start in SL, Mishi started looking at creating wearables for other platforms:

Last year [2021], McDuff decided to expand the team and scale the company as interest in the metaverse swelled. It has now entered the Roblox metaverse and sold more than 20 million virtual assets total. In addition to digital clothing, their portfolio includes accessories, hair styles, pets and pet clothing.

As one person commented in the previously-mentioned Second Life community forums thread:

“Roblox revenue last year was 2.2 billion dollars. And they’re moving to more realistic avatars.”

Take a scroll through the House of Blueberry website, and it’s very clear where the emphasis is! (There is precious little mention of Second Life at all on their website!)

As one commenter stated on the SL Community Forums:

We know that there’s a massive number of daily and monthly users on ROBLOX (70.2 million daily and over 216 million monthly active users)… but according to Zepeto’s numbers, they have around 300 million users worldwide.  Go ahead and look, I did so myself.

Compare those numbers to what the daily and monthly numbers are for SL, and you’ll understand why this was more or less a business decision.

House of Blueberry was also front and centre in a mixed-success initiative called the Metaverse Fashion Week (MVFW), and last year they received some $6 million in funding for digital fashion initiatives, according to a VentureBeat article dated January 16th, 2023. (I also wrote about Blueberry’s heavy involvement in the Metaverse Fashion week in a February 2022 blogpost on my blog.)

While blockchain metaverse platforms and NFT-based avatar wearables have largely crashed and burned since their heady heyday only a few short years ago, they are far from the only game in town. Non-blockchain platforms and apps, such as Roblox, Zepeto, and Snapchat, all have far larger markets for avatar customization, and they absolutely dwarf the user base of Second Life.

And the user base for Snapchat, Roblox, and Zepeto also skews significantly younger than Second Life’s, another important consideration to anybody looking at the metaverse marketplace. While it’s true that older users tend to have more discretionary money to spend, they also—sad to say—have a tendency to grow old and even die! Second Life’s user base keeps adding just enough new people to replace those who retire (or die), but not at a rate that makes it grow significantly (pandemic bumps notwithstanding).

Also, factor in that popular avatar clothing designers in Second Life have to deal with constant changes and additions to the various brands of mesh bodies which they are often asked to make apparel for. For example, take the recent decision by Maitreya to replace its ubiquitious Maitreya Lara 5.3 mesh body with the retweaked LaraX, which is just different enough to require some rerigging work (although things like shoes and rings should still work).

It takes a lot of work to rig clothing properly for a single brand of mesh body; multiply that work by the number of mesh bodies you are being asked to support by your customers. It quickly becomes obvious that the amount of work required (rigging an article of clothing for five or six or seven or eight of the most popular brands of male and female mesh bodies), to serve a user base which has stayed pretty much the same size for the past decade, poses a rather serious workload problem.

Some stores, such as Spoiled in this image, rig for as many as nineteen or twenty mesh body variations! This is INSANITY, and yet new mesh bodies and add-ons multiply in Second Life.

So, I wouldn’t be surprised in the slightest that Mishi of the House of Blueberry, and whoever is on her team, have scouted out the field, done their research, checked their spreadsheets, and decided to cut their ties to Second Life, and focus on the much more lucrative opportunity to create avatar apparel for those games and apps that boast millions of users. It just makes economic sense.

The truly worrying thought is: how many other Second Life content creators are also looking at places where the grass is greener, and are willing to jump ship? (Go ahead, call the mixed metaphor police. I dare you. 😜 )

Blueberry just might be the most public case to date, but I somehow doubt that they will be the last. And the lesson here for all metaverse platforms is: be good to your content creators, or they might desert you for better profits elsewhere! What is your platform doing to attract and keep the talent that brings in new users?

Lars Doucet: Some Required Reading for ANY Metaverse Company Hoping to Make It Big, and a Voice of Reason in the Current Metaverse Hype Cycle

If you really want your platform to become the seed for “The Metaverse”, then you need to give it away.

—Lars Doucet
If you want to make a mint off the metaverse (and especially if you dream of being the next Roblox), you’d better be listening to what Lars Doucet has to say! (image source: Photo by Jason Leung on Unsplash)
Lars Doucet
(image source)

Lars Doucet is an independent game developer and consultant for various multi-million dollar game projects (through his company, Level Up Labs), as well as a games industry analyst, commentator, and blogger at Fortress of Doors.

On July 1st, 2021, Lars wrote a Fortress of Doors blogpost titled So You Want to Compete with Roblox, which is primarily directed at those companies who desire to become the next billion-dollar-valued metaverse platform (Roblox, as many of you already know, obtained a market valuation of UA$41.9 billion when the company went public this past March). However, much of Lars’ wisdom also applies to any social VR platform or virtual world that wants to break into the big leagues, especially if they are competing against an entrenched front-runner in a particular market segment, so I decided to write up this blogpost as an introduction to Lars’ ideas for my regular readers (if you’re not interested in my thoughts, just click over to read Lars Doucet’s blogpost in full; I have links to other content of his at the tail end of this post).

Lars starts off by dashing any dreams of would-be Roblox competitors, saying that they are too late to try and overtake something which has been building for years:

I used to get so many pitches from startups eager to knock PC gaming powerhouse Steam off its block, that in 2018 I wrote one big standard response called So You Want to Compete with Steam, with a follow-up a year later. The dust has now settled and the result is clear: all of the new contenders failed but Epic, and even they have a long upward climb ahead of them.

Flash forward to today, and my inbox is stuffed with pitches from start-ups wanting to compete with Roblox, that plucky Lego-ish multiplayer game-creation platform currently valued at 41 billion dollars.

So I guess we’re gonna do this again. Here’s how you can build a successful business that competes directly with Roblox: DON’T.

I say this out of love: the vast majority of you are going to fail. I admire you and your hard work and dedication; I’m pessimistic simply because your task is incredibly hard.

First of all, you are late to this party. Roblox first launched in 2006a full fifteen years ago – that’s five years before Minecraft, if you can believe it. They have a massive head start and are playing by an entirely different set of rules. Your only chance is to flip the entire problem on its head.

Lars outlines three components which absolutely must be in any product that tries to make a dent in the ever-evolving metaverse, they are:

  • High quality multiplayer support for user creations out of the box
  • High performance servers with excellent reliability
  • Powerful, user friendly, and joyful creation tools

Note a couple of the words he uses very carefully. “Multiplayer” support for user creations out of the box means the ability to support collaborative creation of user content (an example of this are the user creation toolset in NeosVR, although I would argue that they are not particularly “user friendly”, as they are powerful, but also have a rather steep learning curve). Many social VR platforms still lack collaborative building tools, or any sort of in-world building tools, forcing content creators and world builders to use external tools like Blender and then import 3D models.

Note also Lars’ reference to “joyful” creation tools—in other words, make it FUN to create something. From what I understand, one of Horizon Worlds’ strengths is its content creation tools, which are apparently easy and fun to use. Do this part especially well, and you will empower your userbase to create wonderful worlds, which attracts new users, who then also become content creators—it becomes a virtuous circle.

Then, Lars tackles each of the selling points of products who say they are going to be the next Roblox, “but with…”, harshly but accurately poking holes in the arguments. I’m not going to quote this section in my blopost; it’s better if you go over there and read it in full yourself.

He then talks about how Roblox spends a lot of money on hosting and network infrastructure, and how cloud provider costs (e.g. AWS) can eat up a significant chunk of cash as your platform grows. He then discusses what he sees as the three big problems you’ll face as a metaverse platform creator:

First Problem: Chicken-or-the-Egg Deadlocks

Which comes first, the chicken or the egg? (Photo by Grace O’Driscoll on Unsplash)

Lars states:

One of the key themes of So You Want to Compete With Steam was a nasty paradox best articulated in Joel Spolsky’s Strategy Letter II: Chicken and Egg problems, which also applies to would-be Roblox competitors:

• You need players
• Players won’t show up without content, so you need creators
• Creators won’t show up until you have players

Joel points out that you can’t expect this deadlock to solve itself – instead you need to just go out there and deliver a truckload of chickens or a truckload of eggs. Typically this means spending a lot of money. Anyone able to rely on organic growth alone started ages ago and that door is now closed to you.

Note particularly that last sentence, which I am going to repeat in bold for those of you who still don’t get it: ANYBODY ABLE TO RELY ON ORGANIC GROWTH ALONE STARTED AGES AGO AND THAT DOOR IS NOW CLOSED TO YOU. I have repeated versions of this statement on my blog until I was blue in the face, and few of the newer social VR platforms have been paying any attention.

Linden Lab’s fatal mistake with Sansar (one of many) is that they 100% expected that they would be able to build a high-end social VR platform with a in-world currency and an integrated marketplace for user-generated content, just put it out there, and expect it to sell itself! What worked for Second Life in 2003 most assuredly did NOT work for Sansar in 2017. A last-minute, hail-Mary pass. pivoting from social VR to a live events platform, essentially failed, and Linden Lab landed up selling Sansar to Wookey. At present, Wookey has suspended all development and furloughed all its staff. Millions and millions of dollars† were sunk into a platform which is currently on life-support, hanging on by a thread, and could be unplugged at any moment. Say a prayer for Sansar; it could use one.

Lars Doucet advises:

Seed your platform with awesome material by paying your own employees to build beautiful creations. Hire contractors and independent content creators and then pay your staff to train them in your tools. Pay these people to make tutorials and guides and videos and post them all over the internet and don’t stop. Set up an affiliate system with creator and influencer rewards. And that’s just the obvious stuff – you need to be thinking about new and innovative solutions to this problem 24/7. Pay any and every price to get high quality content onto your platform.

Second Problem: Platform Dynamics

Here Lars differentiates between different kinds of platforms, from open to closed:

On one end you have open platforms like the World Wide Web where each of the five aspects is owned by no one but the commons.

Towards the middle you have different kinds of closed platforms like Windows and Steam where certain components of the stack are proprietary, but others are unowned; the owner either refrains from (or is simply unable) to capture most of the value that creators produce on the platform.

On the far end are digital company towns, proprietary platform stacks privately owned from top to bottom. In the physical world company towns are communities where a single corporation is not only the sole or principal employer, but also owns all the housing and stores – the company is your boss, your landlord, and even your grocer. Total ownership grants the company power over not only every aspect of their workers’ lives, but also their families and the entire local economy. Digital company towns likewise squeeze as much value out of creators as possible.

And he makes the point that Roblox is a company town, controlling the creation tools (Roblox Studio), the playback engine (the Roblox app), the discovery methods (the Roblox discovery portal), and the marketplace (items can only be bought and sold using Robux through the Roblox Marketplace, with all financial information managed by Roblox). While it might look tempting to set up wannabe Roblox competitors using the same model, Lars makes it very clear in his article that this is a tactical error:

Look, I know some of you as customers actually like company towns from giant companies like Apple precisely because they’re locked down and you trust the platform holder. Good for you, sincerely! You are more than welcome to continue liking them as a customer. But this article isn’t addressed to you; it’s addressed to startups who think they can deploy this kind of vertically integrated stack without already starting from a position of strength.

Simply put, if you’re trying to build a Roblox competitor in 2021 under the company town model, you’re delusional. You should not build a company town for two very good reasons:

1. Company towns are bad, and you shouldn’t do bad things*
2. It’s way, way, way too late to succeed with this strategy

So, if you can’t rigidly control everything in order to compete against the entrenched front-runner(s), what can you do? Lars suggests giving something away:

Give people a reason to build on your platform. Make them owners, not tenants.

What should you give away? Well, that depends on your specific situation, but I recommend “as much as you possibly can.” Recall the five components of a platform:

• Creation tools
• Playback engine
• Discovery methods
• Marketplace / transaction engine
• Relationship with the customer

Again, I’m going to refer you to Lars’ blogpost for more details.

Third Problem: Ownership and Trust

Building trust with content creators is key (Photo by Jannis Lucas on Unsplash)

Platforms tend to follow a certain kind of life cycle, and there’s no better primer than Dan Cook’s Game of Platform Power. In it he outlines how platforms transition through “Growth” and “Engage” phases where they are friendly and generous to the creators who produce value on their ecosystems, before maturing into the “Extract” phase where they leverage their size and power to lock-in users and capture as much creator-produced value for themselves as possible.

A classic example of this is Second Life, which is now merrily coasting along, collecting fees for the sale of in-world land and currency, still going strong at the ripe old age of 18 with a locked-in, relatively small but highly passionate userbase who resist leaving their friends and communities behind to join other virtual worlds. For example, it’s hardly a surprise that Linden Lab, now owned by the deep-pocketed Waterfield Network investment group, has recently raised its fees for buying Linden dollars. Second Life is a cash cow, and they are rightfully milking it!

And Lars makes what I think is a somewhat counterintuitive, very nervy, and potentially game-changing suggestion on how to build that trust with content creators: make it easy for them to pack up and leave!

No matter how generous your platform is today, content creators aren’t dumb, they know how this works, and they’re being exploited right now by company towns like Roblox. Words are cheap. What they want is assurance. Trustless assurance. And no, I’m not talking about blockchain.

You really want to shake things up? Give content creators a loaded gun pointed at your platform’s head.

Another word for this is “exit rights.” If you want creators to come over in the first place, give them the power to leave anytime they want.

Mind. BLOWN. I can see how Lars Doucet is a highly-paid and in-demand consultant, just for these few paragraphs of advice alone! However, I would also add that we need to see some metaverse interoperability and standards before we can really put this into action. However, Lars makes a rather compelling case for doing at first what sounds like corporate suicide, using companies such as Substack as an example of how and why such an approach works.

Lars wraps up by dispelling some common myths about what is the “metaverse” (for example, that the metaverse cannot and should not be owned by any one person or company). And he wraps up by saying that anybody who wants to become the next Roblox is embarking on a wild, crazy, risky venture—but that “simply the riskiest thing to do is to play it safe.”

As I said in my blogpost title, this is some harsh advice that many commercial social VR platforms probably don’t want to hear, but should definitely read through at least once.

You can read more of Lars’ wisdom and advice on his blog, called Fortress of Doors (here’s his recommended reading list), and by following him on Twitter.


*As an aside, Lars wraps up his Fortress of Doors blogpost with the following highly-accurate-but-snarky observation:

That’s not to say someone fundamentally can’t craft a “Dark Metaverse” under the company town model. It’s just that their name is Facebook, it will be a dystopian hellhole, and you don’t have a chance of competing on those terms.

🙌 PREACH, LARS! 🙌

†More specifically, 75 million dollars (US) over four years, according to this Sansar Wookey Investor Fact Sheet, which is attached to the publicly-accessible LinkedIn profile of Wookey CEO Mark Gustavson:

Part of the Sansar Wookey Investor Fact Sheet

This is the first time I have shared this figure on my blog. Mark and his V.P. are currently the only two Wookey employees left on the payroll; as I have said above, all the rest of the Wookey staff have been furloughed.

Editorial: Social VR Has ARRIVED (And Two Other Things to Keep in Mind)

Just a few scattered thoughts, blogged in quick takes and snatches in between my training and committee duties on a very hectic day in the life of this academic librarian.

First: social VR has officially ARRIVED, people. Sept. 25th, 2019 is the date that everybody begins to take social VR seriously. Facebook’s entry into the social VR market today, with the announcement of Facebook Horizon, is the clearest sign yet that social VR is moving from a niche market into the mass-market mainstream.

It’s not if it will happen, but when, and how quickly it will take off from here. Remember that VR hardware is no longer the bottleneck it once was; Mark Zuckerberg said today that wireless Oculus Quest headsets are selling as fast as Facebook can make them, and soon you will be able to access Oculus Rift content via your Oculus Quest headset (although it’s still not clear how processor-heavy environments like Sansar will fare).

Second: Facebook will dominate the social VR market and crush competitors. If you are not convinced of this, I suggest you Google “snapchat facebook ftc” (or just click that oh-so-handy link) and read some of the articles outlining Facebook’s tactics in their attempt to snatch marketshare away from rival SnapChat. Yesterday, the Wall Street Journal reported:

Facebook Inc. for most of the past decade was Silicon Valley’s 800-pound gorilla, squashing rivals, co-opting their best ideas or buying them outright as it cemented its dominance of social media.

Now the knives are coming out. A number of Facebook’s current and former competitors are talking about the company’s hardball tactics to investigators from the Federal Trade Commission, as part of its broader antitrust investigation into the social-media giant’s business practices, according to people familiar with the matter.

One of them is Snap Inc., where the legal team for years kept a dossier of ways that the company felt Facebook was trying to thwart competition from the buzzy upstart, according to some of those people. The title of the documents: Project Voldemort.

Among other things, Snap accuses Facebook of “discouraging popular account holders, or influencers, from referencing Snap on their accounts on Instagram, which Facebook owns”. Now stop and think about what would happen if Facebook decides not to promote those posts that refer to Sansar, High Fidelity, or VRChat on your Facebook friends feed.

The WSJ article goes on to say:

In recent months, the FTC has made contact with dozens of tech executives and app developers, people familiar with the agency’s outreach said. The agency’s investigators are also talking to executives from startups that became defunct after losing access to Facebook’s platform in addition to founders who sold their companies to Facebook, according to some of those people. The discussions have focused on the aggressive growth tactics that propelled Facebook from a social network for college students 15 years ago to a collection of services now used by more than one in four people in the world every day.

Facebook can and will use whatever tools and tactics available to dominate the market and crush their competitors in the social VR marketplace. And Facebook has tons of money at their disposal to spend on advertising, lawyers, programming talent, etc. Whatever they need, they can buy—and they can buy it several times over, if necessary. Linden Lab, High Fidelity, VRChat, and other social VR platforms need to pay attention and act accordingly. Facebook is playing to win, and they are playing for keeps.

Third: Innovative social VR platforms will still be able to survive, if they can offer something that Facebook Horizon cannot. In other words, it’s not time to panic yet. For example, Linden Lab’s Sansar will still allow for much more realistic-looking, full-body, dressable human(oid) avatars. And we know from 16 years of Second Life that people will invest significant amounts of time and money on their avatar appearance. For example, let’s compare a Facebook Horizons avatar, from a picture used in Facebook’s own promotion:

A Facebook Horizon Avatar (Source)

With a recent picture of a modern, mesh-body Second Life avatar:

A recent Second Life Pic of the Day

Here’s another Second Life avatar, in fact the very picture I use to illustrate the term avatar on my definitions page:

I actually bought my main Second Life avatar’s eyes after
seeing this picture of a truly stunning Second Life avatar and
reading through the detailed styling notes on her blogpost
to find the store that sells those exact eyes in Second Life…
you are NOT going to see anything like this in Horizon yet!

And here’s a couple of examples of Sansar avatars (the first one is courtesy of blogger Chic Aeon):

I think you’ll agree that Sansar (and yes, even 16-year-old Second Life!) can give Facebook Horizon a definite run for its money in the avatar appearance market! But keep in mind: this is just the starting point for Horizon. Facebook can and will keep iterating, working tirelessly on improving the Horizon avatars until they look as good as—or even better than—Second Life’s and Sansar’s. Count on it. It’s the new arms race.

Another key point: there are tens, perhaps even hundreds, of thousands of Second Life and Sansar users who eschew human avatars altogether, choosing instead to be tinies, furries, robots, mermaids, centaurs, mechanical spiders—you name it. For all we know, Horizon may insist on human-looking avatars, at least to start. So other platforms may still be able to carve out a lucrative niche market for themselves.

I’m sure you can think of other examples. For example, I rather doubt that Facebook Horizon will allow adult content like Second Life does.

However, if your social VR product does not offer anything remarkably different from what Horizon offers, Facebook will relentlessly steamroll right over you without a second’s hesitation (see my second point, above).

OK, that’s all my thoughts for now. I might have more to add this evening as I reflect a bit more on all of today’s announcements from OC6.

Oh, and as you might have guessed, I have already put my name down to be on the early list of beta testers when the closed beta test of Facebook Horizon does launch sometime in early 2020. One way or another, I am going to be among the first people who kick the tires on Horizon!

And I’m even willing to compromise my principles and re-establish the account I shut down on the Facebook social network, yes, the very same one where I asked the company to delete all of my personal user data collected over the 13 years I was on Facebook, as my New Year’s resolution at the end of 2018. (I don’t expect to recover anything I lost; I will essentially be starting from scratch. And anyway, I used the same email address to register my Oculus Rift and Oculus Quest, so Facebook has all my VR hardware and software data, anyways.)

I know, I know, I know…I know. I am totally and completely caving in! Don’t judge me! After all, unless there is a very strict non-disclosure agreement that I have to sign and abide by as a beta tester, my blog readers are counting on me to report on all the social VR platforms that I encounter, and that includes those run by the mighty behemoth Facebook.

After all, this blog started off as a tiny blog devoted to Sansar. And it grew over time to encompass all the social VR platforms and virtual worlds, and even a few non-combat, open-world exploration, puzzle, and lifestyle games. I’m even covering the blockchain-based virtual worlds! (And that’s another area Facebook wants to muscle in on, with its recently-announced Libra cryptocurrency.)

Face it: it’s Facebook’s world. We just live in it.

UPDATE 7:03 p.m.: UploadVR has posted a four-minute YouTube clip from today’s keynote, focused on Facebook Horizon:

And TechCrunch has a good overall report on Facebook Horizon, drawing the inevitable comparison with Second Life, and including a few images of the platform that I haven’t seen posted anywhere else:

At first glance, Horizon seems like a modernized Second Life,  a first-person Sims, a fulfillment of the intentions of AltspaceVR and a competitor to PlayStation’s PSVR Dreams and cross-platfrom kids’ favorite Roblox. Back in 2016, Facebook was giving every new Oculus employee a copy of the Ready Player One novel. It seems they’ve been busy building that world since then.

Facebook Horizon will start centralized around a town square. Before people step in, they can choose how they look and what they wear from an expansive and inclusive set of avatar tools. From inside VR, users will be able to use the Horizon World Builder to create gaming arenas, vacation chillspots and activities to fill them without the need to know how to code.

An example of the build tools available in Facebook Horizon

You could design a tropical island, then invite friends to hang out with you on your virtual private beach. An object creator akin to the Oculus Medium sculpting feature lets you make anything, even a custom t-shirt your avatar could wear. Visual scripting tools let more serious developers create interactive and reactive experiences.

Facebook details its Horizon safety features on its “Citizenship” page that explains that “As citizens of Facebook Horizon, it is all of our responsibility to create a culture that’s respectful and comfortable . . . A Horizon citizen is friendly, inclusive, and curious.” Horizon Locals will wander the VR landscapes to answer questions or aid users if they’re having technical or safety issues. They seem poised to be part customer support, part in-world police.

Horizon makes perfect sense for a business obsessed with facilitating social interaction while monetized through ad views based on time-spent. It’s easy to imagine Horizon including virtual billboards for brands, Facebook-run shops for buying toys or home furnishings, third-party malls full of branded Nikes or Supreme shirts that score Zuckerberg a revenue cut or subscriptions to access certain gaming worlds or premium planets to explore.

As Facebook starts to grow stale after 15 years on the market, users are looking for new ways to socialize. Many have already ditched the status updates and smarmy Life Events of Facebook for the pretty pictures of Instagram and silliness of Snapchat. Facebook risked being cast aside if it didn’t build its own VR successor. And by offering a world where users can escape their real lives instead of having to enviously compare them to their friends, Horizon could appeal to those bored or claustrophobic on Facebook.

Facebook Horizon Locals (Horizon’s in-world guides)

TheNextWeb notes, with just a hint of snark:

If nothing else, I picture this digital world dripping with ads after just a short time. I don’t want to picture that, but ads are the backbone of Facebook‘s business, and I can’t believe they’d miss the opportunity to shove even more of them into our faces.