Editorial: Some Facebook Musings on a Lazy Saturday Morning

Image by Firmbee from Pixabay

It’s been ten oh-so-glorious months since I decided to boycott Facebook and trade in my Oculus Rift for a Valve Index, and I continue to celebrate (nay, revel!) my near-complete emancipation from Facebook software and hardware. (I did have one person tell me he would no longer bother reading my blog after my decision… to which I responded Bye, Felicia!)

I have done a factory reset on my Oculus Quest (first edition), and it sits quietly in its box, waiting to be shipped to my sister-in-law in Alberta, where she plans to use it in her work with developmentally-challenged adults. I have completely deleted both my Facebook and Oculus accounts, and I asked Facebook to delete all my personal data. The Facebook app has never graced my relatively new iPhone. I even installed Privacy Badger and uBlock origin to block the setting and sending of tracking cookies to Facebook while I surf the Web! I think I have burned my bridges pretty effectively. (Now, I am not kidding myself, I am quite sure that Facebook has some sort of “shadow account” on me.)

In fact, the only remnant of Facebook left in my life the Oculus Rift I had purchased for my suspended research project, which sits in my office at the University of Manitoba Libraries, untouched as I continue to work from home during the pandemic. (I’m still figuring out what my new academic research project will be!) That VR headset has an Oculus account, and I have a little under two years to decide if I want to get a Facebook account for it when I am forced to do so. I can tell you one thing: if I do, it sure the hell won’t be in my name! I’m quite sure that many institutions of higher education are dealing with the thorny issues of being required to set up Facebook accounts for Oculus hardware. I’m also quite sure that Facebook/Oculus has lost some business because of that requirement!

At the same time, I am glad that the Oculus Quest 2 is selling well. “A rising tide lifts all boats,” as I like to say, and greater consumer uptake of VR will only mean good things for the entire VR/AR/XR ecosystem. People whose first taste of virtual reality is in an Oculus Quest will no doubt migrate to other hardware over time (many people are eagerly awaiting to see what Apple will do). I’ll tell you one thing: I trust Apple with my privacy way, waaay more than Facebook! I watch with amusement as the privacy battle between Facebook and Apple continues.

My experience with Facebook has informed the skepticism with which I look at all social media platforms, including the ones I use the most: Twitter and Reddit. I still derive value (and leads for potential blogposts!) from both, and I intend to continue to use them, and I still hang out on the new drop-in social audio apps Clubhouse and Spotify Greenroom (although I suspect that the Clubhouse boom has turned into a bust). However, I will never again use social media without wondering about data and privacy issues. Remember, if it’s “free”. YOU are the product!

I’ve also been watching Facebook take its first tentative steps into introducing advertising in Oculus apps. The BBC reported:

In what the social network described as an experiment, ads will begin to appear in a game called Blaston with other developers rolling out similar ads.

It said it would listen to feedback before launching virtual reality ads more widely.

It also revealed it is testing new ad formats “that are unique to VR”.

In 2014, shortly after Facebook bought Oculus, creator Palmer Luckey told concerned gamers: “We are not going to track you, flash ads at you, or do anything invasive.”

But in a blog on Oculus’s website, the firm said: “We’re exploring new ways for developers to generate revenue – this is a key part of ensuring we’re creating a self-sustaining platform that can support a variety of business models that unlock new types of content and audiences.”

Shortly after this was written, Blaston withdrew from the program after the negative press and review-bombing by unhappy players:

Barely a week has passed since Facebook started testing ads in Oculus apps and already the initiative has run into trouble. On Monday, one of the handful of developers involved in the initial ad experiment said it was pulling out of the test. Resolution Games tweeted that it had decided that in-app ads were not suitable for its multiplayer shooter game Blaston after “listening to player feedback.”

The developer had encouraged its user base to leave their thoughts on an ad feedback channel on its Discord server. As spotted by Upload VR, angry players had also review bombed Blaston on the Oculus Store and Steam shortly after its participation in the ad trial was announced.

Resolution Games’ decision marks a setback for Facebook’s burgeoning ad strategy for Oculus. After squeezing more ads into Instagram and its main platform, the company risked irking passionate gamers by bringing ads to VR. Unlike those other services, Oculus isn’t free: An Oculus Quest 2 headset alone starts from $299. While Blaston is also a paid game. 

I have been informed that, in fact, Facebook sells the Oculus Quest at a loss, hoping to earn back that money through software sales for the platform (which makes sense). In a discussion with Voices of VR podcaster Kent Bye (whom I admire greatly), I mentioned that I didn’t feel the need to subscribe to VRChat Plus, and he challenged me to consider the alternative: paid advertising in VRChat. I can tell you that the very thought made me shudder, and I changed my mind in a hurry, happily shelling out for a VRChat Plus subscription. And apparently, they are selling well:

Our community has shown their support by buying our optional subscription, VRChat Plus, which unlocks some enhancements and perks. VRC+ has been greatly successful, and has been instrumental in helping us expand via features like Regions. We plan on expanding VRC+ by enabling purchases on the Oculus platform, as well as allowing players to gift subscriptions to each other. We are so grateful to our community for their support!

I also find myself wondering about Facebook’s latest attempt at a social VR platform, Facebook Horizon, which many people expected to be launched by now, and which seems to be stuck in closed beta testing. I don’t regret not participating in Horizon by boycotting Facebook, not for one instant, but I do find the delay in launch perplexing. I have heard second-hand accounts that, while the in-world building tools are nice, there’s not a lot to do, and user moderation has been a problem area, despite Facebook’s surveillance attempts, which I mention in this blogpost. The longer it takes for Facebook to roll out Horizon, the more people wonder what’s really going on.

It just seems that Facebook can’t put a foot right these days. Even worse, the company itself doesn’t seem to know exactly what it is nowadays, as it lurches from market to market in an attempt to remain dominant. Shira Ovide of The New York Times wrote recently in an On Tech newsletter editorial:

This question might sound silly, but I’m serious: What is Facebook?

Did you know that Facebook has a dating service, online job listings, a version of Craigslist, a new collection of podcasts and live audio chat rooms, multiple copycats of Zoom, a section just for college students, two different spots for “TV” shows, a feature like TikTok (but bad) and software that office workers can use to communicate? On Tuesday, the company also outlined new developments in its efforts to get more businesses to sell merchandise directly inside Facebook and the company’s other apps.

If you knew that Facebook was doing all of this … gold star, I guess. You spend way too much time on the internet.

…The company’s constant tinkering raises the question: Is Facebook trying so hard because it’s excited about what’s next, or perhaps because, like its peers, it is no longer so adept at predicting and then leading digital revolutions?

(The entire On Tech column is well worth a read, by the way.)

Anyway, these are just some assorted musings about Facebook this lazy Saturday morning. As always, I’d love to hear your comments and perspectives! Feel free to join the burgeoning RyanSchultz.com Discord server, where well over 500 of us like-minded social VR/virtual world enthusiasts gather to discuss, debate, and argue about the ever-evolving metaverse and all the companies building it! Or just leave a comment on this blogpost, thanks!

VRChat Lays Out Their Developer Roadmap for the Next Year

PLEASE NOTE: My blog is still on indefinite hiatus; I have made a single exception for this blogpost. After this, I am returning to my self-imposed break from blogging.


Yesterday, VRChat held a two-hour developer-oriented livestream on Twitch, in which they laid out their roadmap for the next twelve months: what’s ahead?

Kent Bye did his usual excellent summarizing of the livestream in a series of tweets on Twitter, but I also wanted to write up a bit about what was said, and what it means. The Twitch livestream (which really gets rolling at about the 9:00-minute mark) covers quite a lot a territory, so please consider this just a summary! At times there was a lot of technical jargon thrown around, particularly with respect to server issues, so be forewarned before watching the livestream!

Ron, VRChat’s chief creative officer, and Tupper, the community manager for VRChat, were the hosts who shared the next year’s roadmap with us, with a plea to keep in mind that things can change, as often happens in software development projects! Other VRChat staff joined to talk about projects they were working on.

They report that VRChat Plus (i.e. premium accounts) has so far been amazing, with lots of support. VRChat Plus on Oculus is coming soon, and VRChat Plus gifting is coming as soon as possible.

There was a discussion of the server growing pains encountered as the number of concurrent users has risen over time. Here’s a picture of the VRChat server team, in VRChat!

Tupper then talked about some of the persistent bugs that the team is attempting to fix: audio bugs, problems in the Social menu, avatar load hitching, etc. (starting around the 27-minute mark in the livestream). He created something called the Bug List Bodyslam (seen in the bottom left hand corner of the following image), a graphical representation which helped determine which bugs were highest priority:

Did you know there was a bug called the “head-pat alignment”? 😉 (VRChat users often greet each other by patting each others’ heads.)

The Art team (Rocktopus and Technobabel) talked about the new user interface (UI). Aspects of the new UI have already been released (i.e. some of the features in VRChat Plus), and will be rolled out gradually over time, instead of one big UI overhaul. There will be a new Quick Menu, which will look like this (video at the 38:00 mark):

A sneak peek at the new Quick Menu

The next section was about improvements to avatar dynamics. bones, etc. Kiro, a client-end engineer for VRChat, joined Tupper for this part of the presentation. Among the new features are avatar-to-avatar interaction: avatars actually being able to touch themselves and each other, sparking visual or audio effects! Please watch the video at 55:30 mark in the Twitch livestream to see this feature in action.


There was much, much more which I have not touched upon in this blogpost, so I would recommend you read Kent Bye’s series of tweets for a better summary, or set aside a couple of hours and watch the Twitch livestream itself. I really do wish that other social VR platforms on the marketplace would do something like VRChat’s annual developer livestream. Some do (e.g. Sinespace), and others don’t (several companies which I will not name).

It’s wonderful to see a company like VRChat respond to its community and lay out its future plans in this way!

VRChat Launches VRChat Plus, a New Subscription-Based Service

In a Medium post last month, VRChat announced:

VRChat is grateful to have an extremely supportive community, ready and willing to join us as we develop the leading social VR platform in the world.

Often, we’ve been asked: “Hey, how can I help you? How can I support VRChat?”, where the answer has been “Enjoy VRChat with your friends, and tell others about it!”

Today, we want to introduce a new way for you to support us—VRChat Plus.

As always, the core experience of playing VRChat remains free. The VRChat+ subscription is a way for you to show your support to VRChat, and get some cool bonuses as our way of saying thanks.

VRChat Plus is our first step towards our long-term goals for monetization. We want to allow people who create content — be it worlds, avatars, performances, games, hangouts, experiences, whatever — to be able to support themselves. VRChat is a place where creativity is unbounded. If people who like your work want to support you, we want to help them help you. We’re still working on all this, but we’ll keep you in the know as we move forward.

Well, on December 3rd, 2020, VRChat Plus was launched. Here’s a one-minute YouTube video, providing a summary of the benefits of VRChat Plus:

This move reminds me of nothing so much as Sansar’s similar attempt to get people to subscribe to their social VR platform (I just double-checked, and yes, even since Linden Lab sold Sansar to Wookey, the subscription page is still up).

I, of coursse, would be highly interested to know from Wookey just many people have actually ponied up for a subscription, but of course, they aren’t going to tell me that. I doubt it is a very high figure, although the expedited customer support options and Marvelous Designer* subscription discounts might tempt some users to open their wallets.

If you sign up for VRChat Plus now, during their Early Supporter phase, you will get a bonus:

To sign up for VRChat Plus, you can log into VRChat on Steam, open your main menu, and click the “VRC+” button at the top, and select either the monthly (US$9.99 per month) or annual (US$99.99 per year) purchase options. VRChat states:

For the moment, VRChat Plus is only available on Steam. We’re working towards supporting more platforms soon.

I wonder how much of a cut Facebook is expecting from VRChat when and if they launch VRChat Plus on the Oculus Store. (Steam usually extracts a 30% cut, as I learned when Sansar launched on Steam. So, if you purchase Sansar dollars in the version of the Sansar client you download from Steam, Steam takes a cut, but if you choose to download Sansar from their website instead, Steam does not take a percentage.)

Now for me, stuck up here in the frozen Canadian prairie hinterlands, US$99.99 works out to 127.79 Canadian dollars, which is quite a lot to ask for the limited benefits you currently receive. I’ll be interested to see what future benefits VRChat decides to offer to sweeten the deal somewhat.

However, I happily pay Linden Lab US$99.99 a year for each of three separate Premium accounts on Second Life, which gives me, among other benefits, more group slots, priority teleport access to overcrowded events, and a lovely Linden Home. In fact, a year ago, I actually upgraded one avatar from Basic to Premium just to snag one of the new Victorian Linden Homes! So, as you can see, if you offer the right mix of perks, you can sway people into a paid subscription model for your social VR platform or virtual world.


*Marvelous Designer is the software package used to create avatar clothing in Sansar. I have written about my adventures in Sansar avatar clothing design here.