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

Editorial: The Wall Street Journal Looks at Breakroom and Other Virtual Office Spaces as an Emerging Business Trend

Yesterday, in an article titled Miss Your Office? Some Companies Are Building Virtual Replicas, the American financial newspaper The Wall Street Journal took a look at a current trend: businesses setting up virtual office spaces for their employees who are working remotely because of the pandemic:

Stay-home orders and the shuttering of workplaces have given corporate employees some respite from getting dragged into time-wasting water-cooler conversations.

But some companies and their employees don’t want to leave everything about the office behind, it turns out, and are replicating their offices in “SimCity”-like simulations online.

And, among the companies that WSJ reporter Katie Deighton spoke to was Sine Wave Entertainment, the makers of Sinespace and Breakroom:

Sine Wave Entertainment Ltd. last month introduced Breakroom, a virtual-world product for remote workforces. It can accommodate all-hands meetings, secure one-on-ones and document sharing. Clients of the product include Virgin Group Ltd. and Torque Esports Corp.

Many customers initially assume they will recreate their offices, then realize they can make tweaks that would be impossible in the real world, said Sine Wave CEO Rohan Freeman.

“We spend our lives wishing we were working in open, sunny campuses with butterflies outside,” Mr. Freeman said. “Here you can realize that dream.”

Although clients can use Breakroom to create their office utopia, the platform also enables real-world elements such additional privileges for senior staff. In Sine Wave’s own virtual world, senior members can lock the boardroom, which is located on top of a hill overlooking the rest of the office.

A meeting in Breakroom (source: WSJ)

The Wall Street Journal article is a signal that corporate America—and indeed, businesses in countries around the world—are increasingly interested in virtual worlds. As the saying goes, “A rising tide lifts all boats“. I predict that Breakroom and a host of competing YARTVRA* firms are going to see a continuing boom in interest and inquires as the coronavirus pandemic drags on.

*YARTVRA is an acronym I coined that stands for Yet Another Remote Teamwork Virtual Reality App, which I am still hoping will catch on!


This blogpost is sponsored by Sinespace, and was written in my role as an embedded reporter for this virtual world (more details here). 

Comparing the New High Fidelity with Online Town and Gather: “Choices!”

You know, if somebody had asked me to make predictions about the future state of virtual meeting spaces, I would not have predicted a return to two-dimensional spaces. And yet, here we are! (Everything old is new again, it would appear.)

Somebody on the RyanSchultz.com Discord server pointed out that the new High Fidelity is not the only game in town when it comes to 2D meeting spaces with audio. A team of three engineers from San Bruno, California have built a couple of such platforms, called Online Town (for smaller gatherings) and Gather (for larger ones).

You can tell from the websites that they are optimized for mobile devices, and it seems pretty clear that the same design decisions were made for Online Town and Gather as they had been for the new High Fidelity: to sacrifice the visual experience for the sake of including people using as many different devices as possible.

What sets Online Town and Gather apart from the new High Fidelity, however, is the integration of video, which (like the audio) fades in and out as you approach and leave conversations in the two-dimensional space, as shown in this video (there’s no audio):

According to the Online Town website:

Online Town is a new video-calling experience designed to help people gather online. It does this by combining a standard video-calling interface with a low-fidelity 2D game.

As you move around the map with your keyboard, the webcam video and microphone audio of the other people in the room fades based on your distance to them.

Different maps make it easy to use Online Town for parties, reunions, happy hours, conferences, remote work and many other kinds of gatherings.

As far as I can tell, however, Online Town and Gather do not use the patented, spatial audio that the new High Fidelity uses. However, the new High Fidelity does not provide video. If you are in the market for something like this, you might want to test drive both and then make a decision as to which feature is more important to you (both are free, and both allow you easily create and share a virtual space, inviting your friends, family, and coworkers with a URL).

As I said up top, as a visually-oriented person, I find this sudden return to 2D environments perplexing. I particularly find High Fidelity’s complete pendulum swing from offering a social VR platform that supports tethered VR headsets to a 2D space with 3D audio to be…a choice.

As Tatianna the drag queen said numerous times while on my favourite reality TV show, RuPaul’s Drag Race: “Choices!” (drag queens have the best catchphrases!):

And yes, I will be adding both Online Town and Gather to my comprehensive list of social VR platforms and virtual worlds (obviously, they fall into the latter category). If you are following this blog, you already know that I am working on reorganizing this rather unwieldy, exhaustive list of over 150 platforms! Please bear with me.

Also, I might just shorten “the new High Fidelity” to the acronym TNHF and leave it at that. Keeping the exact same name, and reusing it for a completely different platform, is going to prove difficult (and very confusing) for people searching Google for information about this new product, for example. I would have picked a variation of the name myself (High Fidelity 2: Electric Boogaloo, perhaps?).

UPDATED! Remotely: Yet Another Remote Teamwork Virtual World, This Time with a Outer Space Twist!

Someone on the Ryanschultz.com Discord server alerted me to yet another platform which is intended for the corporate market, to support remote work teams, with the rather clever name of Remotely:

What sets Remotely apart from all the other remote workteam platforms out there is that all interactions take place with astronaut avatars, on alien planets!

Another thing that Remotely seems to have nailed down are the high number of integrations it has with other office software, which seems to be courtesy of a partnership with another company called Tandem.

Their website boasts an impressive 61 integrations with tools such as Microsoft 365, G Suite, and Slack, with a promise to soon include video chat in the mix:

This is not a platform which supports virtual reality; it’s a virtual world that you access and navigate via your flatscreen computer desktop (here’s an example image from their fairly extensive user documentation):

I should note that the idea of having business meetings in exotic locations is hardly new to Remotely (for example, Dream lets you hold meetings in a cave!). Frankly, this is sort of like holding team meetings in Second Life, only you have far, far fewer options for avatars to use and worlds to meet in. Aside from the high number of software integrations that Remotely currently offers, and the admittedly cute and appropriate name, there’s not much to set it apart from all the other YARTVRA platforms out there, in what is rapidly becoming an oversaturated market (for reference, here is my most recently-updated list of YARTVRA platforms).

In summary, I don’t think there’s enough to the outer space gimmick to reel in business users, many of whom may not see the need for such a product, even during a coronavirus pandemic when everybody is working from home. In my opinion, there are now way, waaay too many products chasing after potential corporate users, which means that those platforms whose companies can more effectively advertise themselves (and promote the features that set them apart from the competition) will prevail.

Another addition to my comprehensive list of social VR platforms and virtual worlds. If you want more information on Remotely, you can visit their website, or follow them on social media: Facebook, Twitter or LinkedIn.


Thank you to fyodorovvv for the heads up!

UPDATE June 13th, 2020: I mistaken tagged this blogpost with the tag YARTVRA, which of course it isn’t (it doesn’t support virtual reality), so I have removed the tag and renamed this blogpost accordingly.