Editorial: Could Fortnite Become the Next Second Life? A First Look at Fortnite Party Royale

Watching the sun rise on Party Royale Island in Fortnite

I am not a gamer. The only possible exception to this ironclad rule are puzzle games, such as Cyan’s Myst, Riven, and Obduction, and the truly wonderful Eastshade).

I’m simply not that interested in most shoot-em-up, combat-and-killing-focused games and MMOs (although I did get as far as level 20 in Lord of the Rings Online, only because I am such a Lord of the Rings fan).

To give you one example, I succumbed to peer pressure when No Man’s Sky released a VR-compatible update, and I bought the game. I think I played No Man’s Sky a grand total of three hours, maximum, and that was in desktop mode! Since then, it has been quietly gathering dust in a corner of my hard drive.

So I came to Fortnite as a clueless newbie with pretty much zero previous computer game experience.

I have written about the phenomenally successful battle royale game of Fortnite several times on my blog already. I blogged about Marshmello’s concert in Fortnite back in February 2019, and in November of that year, I even went so far as to actually download and install Fortnite on my computer, just so I could visit, explore, and report on the groundbreaking decision by the Royal Canadian Legion (Canada’s military veterans’ association) to create a custom-built Remembrance Island within Fortnite to celebrate Remembrance Day on November 11th (which I blogged about here and here). I thought it was such a cool way to reach out to an audience that the Legion probably would have otherwise had difficulty connecting with (namely, children and teenagers).

Remembrance Island in Fortnite (November 2019)

I then promptly uninstalled the game and pretty much forgot about it.

Oh, and I also reported on Tim Sweeney’s SIGGRAPH talk in July of 2019, in which the founder and CEO of Epic Games, the maker of Fortnite, mused about the future of the metaverse. At that time, I wrote:

I must confess that…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.

Well, today I am going to eat those words.

I have decided to start covering Fortnite on this blog. Why? Well, it’s because of something new in Fortnite, called Party Royale: an open-ended, non-combat extension of the game.

Image taken from the Fortnite Party Royale website

Marshall Honorof of the blog Tom’s Guide writes:

Party Royale went live in Fortnite on April 29th, 2020 as part of the game’s most recent update. The mode has no weapons and no crafting — the two hallmarks, one would think, of the Fortnite experience. Instead, an in-game message invites players to “hang out with friends, play games, perfect your skydive and more.” Also noteworthy: Unlike normal Fortnite games, Party Royale mode is not limited to 100 players.

Here’s the slickly-produced official trailer for Fortnite Battle Royale:

On May 8th, 2020, Fortnite held its first big event in Party Royale, dubbed the Fortnite Party Royale Premiere: an epic concert featuring not just one, but three top-tier, internationally-known DJs: Deadmau5, Steve Aoki and Dillon Francis. I’ll be writing more about that in another blogpost later, but if (like me) you missed all the fuss, here’s a replay of the one-hour event:

And you can bet that Epic Games has been busily signing deals with the representatives of various big-name musical performers for future concerts to be held in Fortnite Party Royale. They’re only just getting started.

And their reach (over 250 million Fortnite players as of March 2019) means that they have a huge potential audience for those future concerts, 85% of whom are aged 18 to 34—a highly-desired advertising target market that makes corporations salivate, and which is significantly younger than the userbase of more established virtual worlds like Second Life:

Fortnite user statistics (source)

So, it’s time to firmly put Fortnite on my radar.

I am adding Fortnite Party Royale to my List of Non-Combat, Open-World Exploration/Puzzle/Life Simulation Games, instead of my much longer Comprehensive List of Social VR Platforms and Virtual Worlds, because it seems to fit in bettter among the games on the first list. However, you could argue that Fortnite Battle Royale is the first tentative step for Epic Games to expand Fornite from just a game to a full-blown, open-ended virtual world like Second Life.

I’m not the only one who thinks so. Forbes reporter Paul Tassi is convinced that Fortnite will indeed become the next Second Life. In a recent artcle titled ‘Fortnite’ Party Royale Will Become ‘Second Life’ On Its Way To Being The Metaverse, he writes:

Last night I attended yet another concert in Fortnite’s Party Royale mode, the combat-free zone where everyone just hangs out and doesn’t kill each other. It’s a small island and an early experiment, and yet as I witnessed live sets performed by Dillon Francis, Steve Aoki and deadmau5, all world-famous DJs, I couldn’t shake the feeling that I was yet again witnessing something pretty significant and incredible.

I’ve talked a lot about the Metaverse with Fortnite, the grand virtual world that may end up replacing the internet someday, and in fiction, often appears in immersive VR form, and is full of brands and companies vying for their place among users. And you can definitely feel a significant step in that direction from Fortnite, especially last night as I, controlling X-Men’s Psylocke as my Avatar, danced with John Wick and Harley Quinn and dozens of other player avatars during the hour-long show.

When I posted the clips online, many of my followers remarked that this looked like Second Life, and honestly, while the Metaverse is still ages away in its “true” form, it does feel like Fortnite is gearing up to start with something more akin to Second Life or PlayStation Home instead.

Fishing rod in hand, scanning the seashore

Paul continues:

Second Life operates as a virtual world where players are not killing each other, but rather building homes, trading goods and services with each other, and attending events (Second Life was doing concerts a decade before Fortnite).

Now, it seems like Fortnite is on that path, but in a more attractive package. These days screenshots of Second Life unintentionally make it look like some sort of porn sim (though plenty of naughty stuff can and does happen in Second Life), while Fortnite’s Pixar-like animation and brand deals with Marvel, DC, Star Wars and more are combining different intellectual properties in one place in a way that no other game has before in a better-looking world.

Fortnite has pretty much all the pieces it needs for its own version of Second Life. With Party Royale, it has a combat-free hub where you can’t destroy anything and you just hang out playing minigames and attending events. With Fortnite Creative, you have an infinite hub of user-generated content that could be used to populate expansions to that initial world.

Combine those two together, and what do you have? Really, all the building blocks you need for a virtual world in the Unreal engine. How long until Epic starts letting players build their own houses in an expanding Party Royale zone? How long until creators can sell their custom works to other players, creating an in-game economy? My guess for both, not long.

Fortnite already has its own in-world currency, V-bucks
Shopping (and a fashion market!) are already an established part of Fortnite

Second Life had better be looking over their shoulder. A new competitor has appeared in the race. And they have deep pockets: Epic Games made a profit of $3 billion over 2018 (source). Fortnite has the potential to steamroller over Second Life, particularly as SL’s significantly older user base begins to decline. And you can bet the youngsters are flocking to Fortnite and other games in droves. While Second Life still has its relatively small but intensely passionate fan base, it is widely seen as outdated, faintly quaint technology among the general public (remember this recent article in The Atlantic magazine?). That’s why Linden Lab embarked on the ultimately disastrous Sansar project in the first place; they knew that Second Life could only be extended so far, and they could see that the writing was on the wall.

Marshall Honorof of Tom’s Guide (link up top) summarizes the potential impact of Fortnite Battle Royale quite nicely:

What’s interesting about Party Royale mode is not necessarily the feature itself, but that Fortnite is beginning to establish itself as a digital alternative to the “third place”: a location where people feel at home that isn’t their house, or their office. For a lot of people, this is often a bar, or a gym, or a coffee shop — places where it’s basically impossible to go right now. Party Royale could encourage people to mingle digitally in the long run, or it could just be a stopgap until things get back to normal in the physical world. We’ll know for sure in (hopefully) a few months.

Hang gliding over Party Royale Island in Fortnite

The line between what is a virtual world and what is a game has always been a somewhat blurry one. For example, virtual worlds such as Second Life have always been home to games, for example, But the launch of Party Royale in Fortnite is the clearest signal yet that the game companies want to move into the open-ended virtual worlds market, too. The game companies might not actually refer to them as “virtual worlds”, but that is essentially what they are.

So, last night, I went and reinstalled Fortnite on my personal computer. Things are about to get very, very interesting, and I want to be there when it happens! And expect expanded coverage of Fortnite Party Royale on this blog in the future.

Setting foot in a brand new, open-ended virtual world

The Virtual Worlds Best Practices in Education (VWBPE) Conference Takes Place in Second Life March 26th-28th, 2020

The long-running annual Virtual Worlds Best Practices in Education (VWBPE) conference runs from today until March 28th, 2020 in Second Life.

Editorial: How Second Life and Other Virtual Worlds and Social VR Platforms Can Reduce Isolation During a Potential SARS-CoV-2 Pandemic

O.K. it’s time to inject a little levity (thanks, Neobela!):

It’s so funny because it’s true. Second Life users make friends and build communities not based on physical proximity, but on mental and emotional connections between their avatars. That very basic fact, common to all virtual worlds and social VR platforms, may be a life-saver to those people who, either by choice or by circumstance, are forced to self-isolate in their homes because of quarantines and the imposition of social distancing policies by their governments.

And it’s not just Second Life. It’s any virtual world, and the concept applies to the newer social VR platforms like Sansar, too.

I am one of those depressed people who often walks away from a real-world interaction with a friend or acquaintance with an uplift in my mood. And I know that I often can replicate that response, when I interact with other people in a virtual world, too. My brain literally does not know the difference between a real-world interaction and a virtual-world one, and it responds the same way.

Of course, this works both ways: someone in my real life or or in virtual one can just as easily bring me down and depress me further. But the fact remains that social VR platforms and virtual worlds are built on the foundation of human communication. It literally doesn’t matter if those humans are living right next door or at the other end of the globe in our modern era of information technology. We can find our own community, people who share our thoughts, goals, and dreams, and literally build new worlds!

So, while the SARS-CoV-2 and COVID-19 outbreak continues, don’t forget to sign into your favourite social VR/virtual world platform(s) from time to time, to reconnect with your communities.

Editorial: My Social VR/Virtual World Predictions for 2020

Photo by Jen Theodore on Unsplash

Now that I am (finally!) finished my annual holiday tradition of utterly ransacking all the Advent calendars and December shopping events I can find in Second Life—the better to clothe my small army of alts with fashionable freebies!—it is time to turn my attention to predictions for the coming year.

Let’s start with a look back at my predictions for 2019, shall we? I said then:

  • That Second Life would “continue to coast along, baffling the mainstream news media and the general public with its vitality and longevity”, and that “the ability to change your first and last names in SL will prove very popular—and also very lucrative for Linden Lab”. Well, I am going to stick to that prediction. Implementing avatar name changes in SL turned out to be a thornier problem than Linden Lab anticipated, hence the delay, but they now have eight years of pent-up demand for this feature, and I anticipate that it will still prove popular—and profitable—for Linden Lab. I myself upgraded one of my alts to Premium to be able to change her legacy name of Bumbly Rumpler. (I know. I know. I don’t know what I was thinking at the time!) I also snagged her a lovely new riverside Victorian Linden Home in the process.

  • That OpenSim would move on implementing virtual reality support, but (as far as I can tell), that work has stalled or been abandoned. To be honest, I have barely set foot at all in OpenSim this past year, so I regret that I am not in any position to make predictions for 2020!

  • That “one or more blockchain-based virtual worlds are going to fold”—a prediction which has come true, at least for MATERIA.ONE, which has not officially folded, but is currently on an indefinite hiatus. The landscape is littered with various blockchain-based projects that are either dead, moribund, or stuck in pre-development hell: Aether City, Ceek, The Deep, MARK.SPACE, MegaCryptoPolis, The Sandbox, Stan World, SuperWorld, Terra Virtua, and VIBEHub. And yet, somehow, new crypto projects keep appearing, hoping to become the next Bitcoin.

    However, three blockchain-based virtual world projects appear to be doing well—Cryptovoxels, Decentraland, and Somnium Space—and I expect that they will all continue to do well in 2020. I note that both Decentraland and Cryptovoxels have tended to rank in the Top 5 in sales volume on the OpenSea marketplace (this screencap is from a tweet made Dec. 27th):

I’m already working on a predictions blogpost for the various social VR platforms and virtual worlds in 2020. Among my predictions is the following: if Linden Lab cannot find a way to increase the overall number of users in Sansar within the next 12 months, even with a pivot to (and an exclusive focus on) live events, then the company will do one of three things:

– convert the existing Sansar code to open source and let the community take it over (which I think is the least likely option);

– sell Sansar to another company and keep Second Life running (or perhaps sell off Linden Lab and all its assets entirely to another company); or

– shut down the Sansar project completely (which I think is the most likely option).

In case you haven’t been paying attention, the honeymoon period for Sansar is OVER.

I am increasingly worried (even heartsick) over the future of Sansar.

  • That “the Oculus Quest VR headset will ignite the long-awaited boom in virtual reality”. I think that we can agree that the Oculus Quest has been a runaway success. Facebook is apparently selling the units as fast as they can make them, and they are now backordered until late February 2020. (The Valve Index is also selling well, and also similarly backordered.) I do predict that this will bring many more people into those social VR platforms which can natively run on the standalone Quest headset, such as VRChat, Rec Room, and AltspaceVR.

  • That “Linden Lab’s launch of Sansar on Steam will likely have only a modest impact on overall usage of the platform”. I deeply regret that this prediction has come true in spades. I said at the time that Linden Lab ditching its SandeX and launching Sansar on Steam would be a terrible mistake, and I take no pleasure in being proven correct. Sansar has been pummeled by negative reviews by Steam gamers, adding to the general sense of malaise about the platform in the past year, especially since approximately 30 staff working on the project were laid off by Linden Lab a couple of months ago, in an attempt to trim their continued financial losses. This was a move which was probably imposed on CEO Ebbe Altberg by the Linden Lab board of directors, who are probably very worried that if Sansar tanks, it will take down Second Life with it.
Photo by Drew Beamer on Unsplash

O.K., now that we’ve looked at how well my predictions for 2019 have fared, now it’s time to peer in my crystal ball and make some new predictions for 2020.

First, all current social VR platforms and virtual worlds will struggle with a key problem: effective promotion. Getting the word out to the public about the various platforms is proving to be more and more difficult in an age of social media overload and short attention spans.

We can expect to see more partnerships between various platforms and influencers (such as Sansar’s continued partnership with the VR vloggers Cas and Chary, and my own recent sponsorship and advertising deal with Sinespace). By the way, my partnership with Sinespace is not exclusive, we can still see other people 😉 and I am still actively looking for other advertisers and sponsorships for my blog and the Metaverse Newscast show (hint hint).

Second, every single eye will be on Facebook as they launch their new social VR platform, Facebook Horizon, early in the new year. It’s disgusting to me how even the smallest Facebook announcement gets oceans of fawning mainstream press coverage, and you can certainly expect Horizon to suck up all the oxygen in the press room when it gets closer to launch date. If Facebook Horizon, backed by the almost limitless resources and reach of its ambitious parent company, fails to take hold in 2020, then that will be the clearest indication yet that the nascent social VR industry is in trouble (and that I might be out of a job!).

Third, as I have said above, I am extremely worried about Sansar. The Sansar website has recently had a complete redesign to focus almost exclusively on live events:

It would appear that Linden Lab is going all-in on Sansar as a platform for live events, to the detriment of other features such as avatar customization (I don’t expect anything new this coming year). However, competition in the live events market in 2020 is likely to be intense, with the following products also planning to focus on hosting such events:

  • Microsoft-owned AltspaceVR (which has also recently announced a pivot to live events);
  • VRChat (which is already home to popular talk shows such as ENDGAME, and many other regular live events);
  • Wave (which has already pulled off some spectacular musical events such as the recent Lindsey Stirling concert);
  • Upstarts such as Ceek and Redpill VR (which are in various stages of pre-development and may or may not launch in 2020);
  • Not to mention that Facebook will also want to muscle in on this extremely lucrative territory (with Oculus Venues, and probably Facebook Horizon, too)—and Facebook will not hesitate to ruthlessly use every tool and tactic at their disposal to achieve market dominance (including “hiding” posts about competing platforms in their Facebook, Instagram, and WhatsApp social network users’ newsfeeds). Facebook also has deep pockets to ink deals with major talent, locking them into exclusive deals to appear on their platforms.

Expect many skirmishes on the live events battlefield in 2020, and also expect some causalities to occur.

Fourth, Second Life will continue to coast along as it always does, still boasting approximately 600,000 regular monthly users in recently released statistics by Firestorm, and still making millions of dollars in profits, both for its content creators and for Linden Lab. It’s the gift that keeps on giving, and I see no sign of it stopping anytime soon. I predict that SL will still be around five years, perhaps even ten years, from now, and that people will still be logging in, and still merrily ransacking Advent calendars 😉 …and I will continue to blog about steals, deals, and freebies in Second Life!

Fifth, we can expect to see the upcoming Educators in VR International Summit as an example of an increasingly important use of social VR platforms in 2020: conferences. This is a natural fit, and one that saves precious resources (such as airline fuel) in an increasingly environmentally-conscious world. We can expect to see more conferences and meetings hosted in VR as an alternative to real-world meetings (although, as High Fidelity found out, the remote workteams support marketplace isn’t quite there yet, since the vast majority of companies still expect their employees to show up to their offices rather than work remotely from home). I think it’s going to take another generation for that shift to take effect in any widespread fashion.

Sixth: those social VR platforms which currently lack an in-world economy, currency, and a marketplace for user-created content, will be moving towards implementing those features. VRChat already has a booming off-world economy in the creation and sale of custom avatars. We already know that both VRChat and Rec Room are making plans in this area, based on job postings on their websites, but we can also expect other platforms to take this step, taking their cues from the continuing success of the mature, fully-evolved in-world economy of Second Life.

Platforms where people can make money tend to attract droves of new users, appealing to their greed and the universal desire to strike it rich (Decentraland as a more recent example; although its continued success is not 100% guaranteed, investors have sunk a lot of money into it, and it will be interesting to see how this ultimate expression of virtual, cut-throat capitalism will evolve and grow over the next year).

Finally, at some point Apple (and other companies, including Facebook) will launch the first consumer-oriented augmented reality headsets. The over-hyped Magic Leap One has turned out to be rather underwhelming (and underselling) so far, but who knows? Perhaps future AR products may ignite consumer interest, and have an as-yet-unknown impact on the current crop of social VR platforms.

Perhaps the big bet we all placed on virtual reality has been misplaced? We won’t know the answer to that hypothetical question until at least another decade has passed. Of course, some social VR platforms may decide to extend support to whatever AR/MR/XR hardware becomes available in the future, too. Anything can happen.

So these are my social VR/virtual world predictions for 2020. Please check back in a year, and we’ll see just how accurate I was!

Image by Jim Semonik from Pixabay