I invite you to join the RyanSchultz.com Discord server, the world’s first cross-worlds discussion forum! Almost 500 people from around the world, representing many different virtual worlds and social VR platforms (such as VRChat), meet daily to chat, discuss, debate, and argue about the ever-evolving metaverse, and the companies building it.
Virtual Market 5 starts today, and runs until January 10th, 2021, and the phenomenally popular avatar and avatar accessories shopping event is bigger and better than ever, leaping from strength to strength with each iteration! (I blogged about my previous excursions to Virtual Market 2, 3, and 4 here.)
I am seriously impressed by all the companies exhibiting at Virtual Market 5, including some big real-world name brands! Other social VR platforms would absolutely kill for this kind of corporate attention!
The Virtual Market is a highly popular VRChat event where Japanese anime avatars and accessories are bought and sold, and the hard work of thousands of talented independent content creators is presented.
Virtual Market 4, bigger and better than ever (with dozens of big name real-world corporate sponsors such as Panasonic, Audi, Netflix, 7-Eleven, HP, SEGA, Autodesk, and Ricoh), opened on April 29th, 2020 and closed today. But before they shut down, I had an opportunity to go on a field trip organized by Jin.
Here’s an eight-minute YouTube video that gives a pretty good introduction to what the Virtual Market is all about:
We spent an amazing hour exploring the Nursery Rhyme world, where you leapt into a storybook on a desk in a child’s attic bedroom, and explored a weird and wonderful world filled with pincushion puppies, quarreling pine cone gnomes, and mushroom crabs! It all had a definite Lewis Carroll Alice in Wonderland feel about it.
The Nursery Rhyme world was full of wild and wonderful content (this is just the entrance)
After that, we visited another world called World End Utopia, with a postapocalyptic yet somehow still utopian feel to it, overgrown by nature, masterfully designed and created like all the worlds we visited:
World End Utopia: a post-apocalyptic, yet utopian world
Throughout all of these specially-built worlds for Virtual Market 4, there were booths which displayed avatars available for purchase. Most of the signs were in Japanese and a bit of English, so it was not too hard to figure out what was for sale! Most booths let you click on an avatar display to assume a demo version of that avatar, so many of the people in our tour group were changing appearance quite often!
Much merry mayhem ensured as our tour group wandered around several Virtual Market worlds and endlessly tried on sample versions of various avatars for sale! Jin went and bought himself a sofa avatar from one booth, which he promptly wore, and two other avatars could actually sit on it, and be carried around! I just howled with laughter.
Before I left, I was invited to experience a special world built by someone I know well from the RyanSchultz.com Discord, 1029Chris, who had spent two weeks creating an amazing bird sanctuary with animated ducks, who milled about, and responded eagerly when I selected food items from a nearby picnic table to feed them! It was wonderfully done, and I hope to return soon for another visit.
1029Chris’ bird sanctuary: feed the ducks!
It was such a fun evening, and I want to thank Jin for organizing this tour. Jin actually led not one but two tours: one very late on Friday night, and the one I attended on Saturday. To get a feel for what it was like, here are links to a couple of (unedited) livestreams that Jaredmonkey filmed of the tours:
Enjoy! And I very much look forward to Virtual Market 5, which will probably be held sometime in the fall of 2020 (of course, this is exactly the kind of event that is unhindered by a coronavirus pandemic!).
By the way, I blogged about Virtual Market 2 here, and Virtual Market 3 here.
A group shot Jin took of us in Nursery Rhyme (source)
It’s only natural to want to look at the similarities and differences between the first two blockchain-based virtual worlds to launch, Cryptovoxels (CV) and Decentraland (DCL). While Decentraland is still in closed beta testing, I was among the first group of people who was invited to visit and explore this new platform. Therefore, I have decided that now would probably be a good time to compare and contrast the two virtual worlds, in an effort to provide the best information to current and potential investors in both platforms.
Most of the information I am reporting here comes from two sources:
Where information differs between these two reports, I have chosen the more recently updated version, the Crypto Cities report.
Decentraland and Cryptovoxels are two virtual worlds that currently exist on the Ethereum blockchain. Both of these virtual worlds are divided into square pieces often referred to as parcels, aligned on a grid to form a city. In both virtual worlds, land parcels are a non-fungible asset maintained in Ethereum ERC-721 smart contracts.
Project Background
Unlike many other social VR projects such as Sansar and High Fidelity, where the company has built the virtual world over time in anticipation of earning future income from users, Decentraland started with a well-timed, highly successful Initial Coin Offering (ICO) of their cryptocurrency token, MANA, in August 2017, raising US$24 million in less than a minute! This was followed by two successive auctions of virtual land parcels (called LAND), which were also very successful. Today, MANA has a market capitalization of approximately US$50 million. Decentraland is based in Argentina, and currently employs an estimated 45 people full time.
Contrast this with Cryptovoxels, which started in 2018 as a part-time project by a single New Zealand software developer, Ben Nolan. Cryptovoxels has been funded to a total of approximately US$140,000 worth of Ethereum (ETH) over the course of one year of virtual land parcel sales. This profit has recently enabled Ben to be able to work on the project full-time.
Project Size and Maps
In terms of overall size of the projects, Decentraland is approximately 23 times bigger than Cryptovoxels:
Note the size of Cryptovoxels (the white square in the lower left-hand corner) superimposed on the much bigger Decentraland project map.
Decentraland itself is about half the size of Manhattan in New York City:
Cryptovoxels (white) and Decentraland (blue) superimposed on the island of Manhattan in New York City
Jin reports on the differences between maps:
Decentraland’s atlas hasn’t changed much since the auction. The content that’s currently deployed into the world is not displayed on the marketplace map. Some wonder if this may have been a factor leading to several anomalies of parcels having sold for enormous sums of money.
We’ve analyzed the blockchain a few times since September 2018 to see how much content was deployed to Genesis City. – In September 2018 there was ~63 parcels with content deployed – In January 2019 there was ~100 parcels with content deployed – In July 2019 there were 24,000 parcels deployed*
(*see UPDATE at the end of this blogpost)
The Cryptovoxels map shows content that’s currently deployed to the city as well as analytics and other useful features. Anyone can jump into the world right now and try before they buy.
Content Creation Pipelines
In Decentraland, the content creation pipeline is asynchronous and somewhat difficult to master: publishing custom content requires users to know command-line and editing JSON files. For any custom models you will have to rely on using the SDK and setting positions of objects manually through code. Earlier this year, a simple drag-and-drop editor for novice users was created, called the Builder.
The editor for Cryptovoxels appears in-world when you press the Tab key. You can edit and publish to the content server seamlessly and in real-time, similar to games like Minecraft. You can add or remove different types of blocks to build any shape you want. You can even further decorate it with images, audio, art, texts, hyperlinks, ERC-721s, GIFs, etc. Changes to the parcel are saved automatically so that if you log out and log back in you see the changes persist.
Land Sales
Decentraland has had two massive auctions of land parcels. Parcels in Decentraland were auctioned in December 2017 at prices averaging around 1,000-2,000 MANA, where a record breaking US$28 million was spent on virtual property. All the MANA spent on LAND and staked into Districts (themed areas) was burned after the auction, lowering the overall supply of MANA. Individual parcels have been sold on the secondary markets for very high prices, with some premium lands going for as high as US$32,000 in MANA just this year. In one extreme case, I reported in February 2018 that someone had actually spent over US$120,000 on single parcel of Decentraland’s virtual land!
There was no massive auction for Cryptovoxels land parcels; the project started off as a very small community that has grown bigger over time in an organic fashion, as parcels are minted slowly outwards from The Center. CV has grown by leaps and bounds within the past few months, as can be seen from this comparative illustration:
Jin reports:
Average land sales from Cryptovoxels are beginning to catch up to the Decentraland market. However, it is worth noting that the entire market for DCL post-auction is now second hand. Cryptovoxels did not have a massive auction and instead mints new lands with procedural generation scripts for the size of each parcel and road.
Number of land parcels sold per month (purple: Decentraland; orange: Decentraland)
Average Cost of Land Parcels
Land in Decentraland is significantly more expensive than Cryptovoxels. Currently, the lowest price for parcels in Cryptovoxels is about 20-25% that of the lowest price of parcels in Decentraland.
Average cost per land parcel per month (purple: Decentraland; orange: Decentraland)
Client Software
Decentraland started with a client based on A-Minus in 2017, then a Babylon JavaScript client in 2018, but has since switched to a web-browser-based Unity client, which is currently in closed beta. There is also a JanusWeb client, which is unreleased. The majority of deployed content features a low-poly cartoon aesthetic but the SDK supports any glTF models that fit within the scene limitations.
Cryptovoxels has a variety of clients in development: the default Bagbylon JavaScript client (https://www.cryptovoxels.com/play), which requires a standard web browser or the Oculus Quest default browser. There is also a JanusVR client (unreleased), an Exokit client (https://github.com/exokitxr/exokit), a Substrata client (http://substrata.info), and an open source Unity client and plugin. Over this past summer, there have been experiments with importing Cryptovoxels into VRChat, the largest social VR platform in terms of user count and the best platform for a custom avatar experience.
One significant difference between Cryptovoxels and Decentraland is that Cryptovoxels supports users in VR headsets, while Decentraland does not, and it is unlikely that the platform will do so anytime in the near future.
Some Final Figures
Cryptovoxels
Decentraland
Market Cap
US$142,000
US$35,800,000
Current/Accessible Supply of Land
1,246 (Current)
45,000 (Accessible)
Total Supply of Land
3,026 parcels
90,601 parcels
This blogpost would have been impossible without the tireless work of CL and Jin, from whose reports I drew most of this information. Thank you!
*UPDATE 4:16 p.m.: Apparently, Decentraland (the company) is very unhappy with this blogpost, and I have been approached by a representative of the company who tells me that “your latest article contains lots of discrepancies and out of date data”.
The company feels in particular that Jin’s portrayal of Decentraland is unfairly negatively biased, but when I asked the representative for a list of concrete examples of errors made in this report, all he could give me was one figure, “In July 2019 there were 24,000 parcels deployed“, to replace one of Jin’s statements, which I have now inserted above.
I appear to have gotten myself caught in between two sides of a dispute, with Decentraland (with whom I felt I had a very good working relationship) on one side of the argument, and Jin (with whom I have worked before without incident) on the other side. I hate being caught in the middle like this, and I don’t appreciate being caught in the cross-fire.
From my perspective, the blogpost I wrote today seems to be very even, not painting either company in a bad light in any way whatsoever. I pride myself on being as accurate as possible in my reporting, especially where facts are concerned, and if a company has a serious problem with something I have written, then I will certainly address the issue, BUT I NEED A LIST OF WHAT THE FACTUAL ERRORS ARE AND WHAT THE CORRECT FACTS ARE SUPPOSED TO BE. And so far, I have only had one factual error pointed out to me, and not “lots of discrepancies and out of date data”, which is what I was originally told by the Decentraland representative. The company seems to be very upset about how this blogpost makes them look, when I think it makes them look pretty good. I’m very confused. What did I do wrong here? This episode has just left a bad taste in my mouth.
SECOND UPDATE Sept. 13th: I have since received an apology from the DCL representative, which I have accepted. He had been at the end of a very, very long workday, and was not at his most diplomatic in asking for corrections, and I took what he said the wrong way. We are both moving on from this unfortunate episode. This is just a bump on the road forward.
There is still much left to write about Decentraland, and (as my regular blog readers already well know) I will not shy away from reporting both the good things and the bad things as they happen, at all the companies working on the various social VR platforms and virtual worlds I cover on this blog.
Sometimes we just need to take a step back and appreciate just how far we’ve come in the development of all these projects. Both Cryptovoxels and Decentraland have come a long way in a very short time, and both are truly pioneers. I look forward to seeing how both develop and evolve over time and I wish both teams the best in their future endeavours.
One of the many people who participate in the discussions on the RyanSchultz.com Discord server is Jin, who is a passionate proponent of social VR platforms built on open, interoperable standards.
We’re close to arriving into that universe of a massive, persistent, digital spatial reality adjacent to our own. These books have always inspired us from the beginning, it’s time now.
In these books the characters live a dual life between the physical and the virtual world. Ready Player One in particular has a pretty dystopian take on this potential future where their version of cyberspace is largely built and owned by a single company… We can not allow so much power to be in the hands of one company, especially with a medium like VR/AR which hoovers up more data about our surroundings, actions, and reactions to sensory information than any other technology before it. For this reason, Building the Open Metaverse is a Moral Imperative.
Jin takes a look at the current technology landscape, and there is plenty of gloomy news:
Five large companies (Facebook, Apple, Amazon, Netflix, and Google) are accumulating more and more control over people’s data.
Over half of all gaming titles and 60% of VR/AR experiences are made with Unity3D, a non-free gaming engine.
But there are also some bright spots appearing on the horizon, as people create tools to support the building of an open metaverse:
WebXR, a device API specification for accessing VR and AR devices, that will evolve a metaverse from individual creators creating experiences that interoperate with other experiences
Exokit, a native 3D XR web engine which runs regular HTML+JS WebXR sites
As I said, it’s worth going over to Jin’s article to read the whole thing. He raises a lot of different issues relating to the open metaverse and the challenges that the endeavour faces. He concludes by saying:
Keeping the web open and free is the fight of our lifetime. I’ve given the past 6 of my best years to researching and building a decentralized metaverse because freedom f*cking matters. Nobody owns the internet or web, it just exists which is why they serve as an excellent foundation for spatial computing.
My hope is that together we can find a way to sustain development, through patronage or ethical monetization schemes, so that our work can reach and liberate the masses.
Thanks to Jin for writing this article! It is inspiring to see so much work being done in these areas. It will be an uphill battle, but a battle worth fighting, nonetheless.