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
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.
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.
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!
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 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.
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.