On Thursday, October 21st, Matthew Ball, author of the influential Metaverse Primer and lead creator of the Ball Metaverse Index, was joined by Gene Park of the Washington Post and virtual world blogger Wagner James Au for a fireside chat in the virtual world of Breakroom. The chat covered a wide range of topics, including key trends to watch for, the mainstream adoption of the Metaverse, and the broader impact on society. Near the end, metaverse pioneer Philip Rosedale was also invited up on stage. You can read more about the event here.
Matthew Ball is a well-informed, articulate, and insightful speaker about the metaverse, and I highly recommend you watch the following 50-minute video of the well-attended event:
Please note that, as you watch this video, both Adam Frisby and Rohan Freeman of Sine Wave Entertainment, senior executives of the company who make Breakroom and Sinespace, were the ones responsible for spawning the dizzying array of items on and around the stage as the panel members spoke to the assembled audience.
I certainly don’t blame Adam and Rohan for wanting to flex the dynamic editing capabilities of their platform, especially in front of an audience full of big names in the metaverse! However, at first I thought it was a griefer attack! (I even DM’ed Adam to report the “griefer”, not knowing that it was him! How embarrassing.)
Anyways, I learned a lot from Matthew’s talk, and there were some great questions afterward from the audience, so I thought I’d share the video here with you. Stay tuned for news of the next in this free series of Fireside Chats in Breakroom!
This blogpost is sponsored by Sinespace, and was written in my role as an embedded reporter for this virtual world (more details here).
Once upon a time, a man named Philip Rosedale went to Burning Man…and the rest is history. Some say that it was Philip’s experience at Burning Man which inspired him to create the still-thriving virtual world of Second Life. And so it seems very fitting that, as the real-life Burning Man festival has been cancelled for the second year in a row due to the ongoing coronavirus pandemic, we gather in Second Life for a virtual Burning Man festival.
Burn2 2021 opens its gates at 17:00 SLT on Friday, October 8th, 2021 and will run through until Sunday, October 17th, 2021. Possibly as a result of the 2020 event proving so popular amongst Burning Man veterans – that event went virtual due to the pandemic – this year’s Burn2 Octoburn is taking place over a total of 12 regions, double the usual number. Thus, there are more camps, more builds and more things to see and do.
The theme for this year’s event is The Great Unknown, once again matching the core theme of Burning Man, and the organisers of that event describe the theme in these terms:
THIS YEAR’S BURNING MAN THEME IS AN INVITATION TO EMERGE FROM OUR COLLECTIVE ISOLATION, TO EXPLORE THE UNFAMILIAR CONTOURS OF A CHANGED WORLD, AND TO REIMAGINE OURSELVES, OUR COMMUNITY, AND OUR CULTURE IN WAYS THAT MIGHT NOT HAVE BEEN POSSIBLE BEFORE THIS PERIOD OF PLAGUE AND PAUSE. AFTER A LONG YEAR ADRIFT IN THE MULTIVERSE, BESET BY ANGST AND UNCERTAINTY, IT’S TIME TO CLIMB UP OUT OF OUR ESCAPE PODS AND LOOK OUTSIDE TO SEE WHERE WE’VE LANDED. ON TOP OF A MOUNTAIN, LIKE NOAH? AT THE BOTTOM OF A RABBIT HOLE, LIKE ALICE? OR ARE WE ON A VAST AND ENDLESS PLAIN, RINGED BY ANCIENT MOUNTAINS, THE SORT OF UNFATHOMABLE TERRITORY THAT ONCE CAUSED MAPMAKERS TO THROW UP THEIR HANDS AND WRITE “HERE BE DRAGONS” AT THE MARGINS OF THE KNOWN WORLD?
BURN2 is the first sanctioned Burning Man regional in the virtual world. Burning Man has always had a presence in Second Life since its beginning, and BURN2 is the latest incarnation of Burning Man presence there. Today, BURN2 occupies a region in Second Life year-round called Deep Hole, with extra regions added to their virtual space during special events. It is run by a group that includes people involved directly with Burning Man, along with seasoned Second Life programmers and digital artists with a genuine interest in Burning Man.
The BURN2 community is a mix of those who attend real-life Burning Man as well as people from all over the world who may never have the opportunity to visit the real playa, but share a genuine interest in Burning Man. For many, BURN2 is their Burning Man experience. Together, we celebrate Burning Man culture in the unique environment of Second Life.
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BURN2 has many of the elements of the Burning Man event, including being set in a desert playa virtual environment, and the opportunity to create your own environment. BURN2 has many of the same organized groups such as Lamplighters, Fire Dancers, Rangers, a DMV complete with crazy art cars to drive around, and many talented artists who build and share their art with the community each year.
You are encouraged to explore the dozen sims of BURN2 on foot, via bicycle (free ones are available at the entrance), or using one of the many crazy free vehicles you can find scattered around. There’s even a hot air balloon to take you high over the playa!
At the end of the BURN2 festival, the burning of The Man and the Temple will take place at 12:00 noon Second Life Time/Pacific Standard Time on Saturday, October 16th, and Sunday October 17th, 2021 respectively.
Sansar is the reason I started this blog a little over four years ago, and it with a very heavy heart that I write this blogpost. As many of you know, I found that I had become too emotionally attached to what was going on with Sansar, and I had to step back from my previously comprehensive coverage of the Linden Lab-founded social VR platform, to gain some much-needed perspective and to be able to write about it dispassionately.
While the rumours of Sansar’s impending demise have been circling for quite a long while now, over the past few months, I have been hearing persistent gossip, from various well-placed sources, that Wookey-led Sansar is in serious trouble. I should rush to add that I have zero official confirmation of any of this, but every time I hear a new rumour, it seems to confirm what I have already heard from others. In other words, I am hearing the same thing from many different people.
Most recently, I’ve been told that the Wookey team is missing in action, both on the official Sansar Discord and in-world. I’ve heard that Sansar has lost big-name clients like Lost Horizon and Monstercat (although Sansar is still listed on the Lost Horizon Festival website). I’ve also heard that many people who used to be actively involved in Sansar have left, leaving for platforms as various and diverse as Helios, SapphireXR, and CORE (where I see many Sansar alumni chatting on their Discord servers).
My latest source tells me:
There hasn’t been a product meetup in months…they were all working like crazy on Splendour in the Grass…after that, crickets.
The marketplace for hosting live events has become extremely competitive, with social VR platforms competing with game companies like Fortnite and Minecraft to sign deals with artists and festivals, and to host concerts and other musical events. And if Sansar is struggling to do this during a pandemic, how will it fare when things return to (relative) normalcy, with a resurgence of live, in-person events? Can Sansar compete against better-funded companies to attract the kind of A-list talent which brings in audiences—and more to the point, can they get that audience to stick around and become content creators and community members after the music ends?
I am in a better position that most external observers to play armchair quarterback and try to pinpoint exactly where it all went so wrong, but I must confess that, like so many others (including numerous employees laid off in at least two rounds of wrenching, painful layoffs), I really thought that Sansar would succeed.
But the expensive bet placed by Linden Lab (and Philip Rosedale’s company, High Fidelity, which shut down a similar service in early 2020, and pivoted to a spatial audio product), is that there would be tens and even hundreds of thousands of people using high-end VR headsets like the Oculus Rift, HTC Vive, and Valve Index to access social VR platforms boasting beautiful high-end graphics. It didn’t seem like such a risky bet at the time, but looking back, perhaps it was.
Certainly, part of the problem is that these companies spent millions of dollars and many years building platforms, only to find that the VR hardware market was evolving so quickly that they couldn’t keep up. I mean, the Oculus Rift is no longer being sold by Facebook, which decided to put all their eggs into the standalone Quest, which is selling like hotcakes—and which Sansar can only run on if you attach a cable from your Quest to your high-end gaming PC.
What does it take for a platform to catch fire, like VRChat and Rec Room? Again, I don’t really know the answer (although social media, particularly YouTube and Twitch, certainly played a pivotal role in at least VRChat’s ultimate popularity and success).
At a time when the metaverse has again become a hot buzzword tossed around by many companies, both big and small, who knows what will happen to Sansar. But I must confess that I am very worried.
Sinewave Entertainment’s Breakroom (the corporate cousin of their social VR/virtual world platform Sinespace) has recently implemented the spatialized, three-dimensional audio API offered by the revamped High Fidelity.
The deal is a convergence of pioneers who have made their mark on the development of virtual life. Philip Rosedale is the CEO of High Fidelity and launched Second Life in 2003. Sine Wave Entertainment, the creator of Breakroom, got its start as a content brand in Second Life before it spun out to create its own virtual meeting spaces for real-world events.
Adam Frisby, chief product officer and cofounder of Sine Wave, said in an interview conducted inside Breakroom that the High Fidelity spatial audio will help Breakroom create a triple-A quality experience in a virtual world.
“The real benefit of having 3D audio in a virtual world like this is you can have lots of conversations going on simultaneously,” Frisby said. “3D audio is the only way to replicate the real-world experience in an online environment. You can have a 150-person conference and end up with 10 groups of people talking at the same time. That has helped us with engagement.”
Breakroom is among the first group of clients for Philip Rosedale’s company. Adam tells me that they are looking at implementing the same 3D audio in Sinespace at some point in the future.
Here’s a two-minute YouTube video where Adam Frisby explains and demonstrates the new 3D audio:
This blogpost is sponsored by Sinespace, and was written in my role as an embedded reporter for this virtual world (more details here).