Just a quick heads up: French electronic music superstar Jean-Michel Jarre will be performing once again in VRChat! Here are teh details:
Jean-Michel Jarre, VRrOOm, and VRChat are happy to invite you to the live preview of Jean-Michel Jarre’s latest opus “Oxymore”, an immersive concert which will be simultaneously played at the Hyper Weekend Festival’s first edition @Maison de la Radio in Paris in multicanal format, and on VRChat in 6DoF binaural format, in an effort to bridge the gap between the real and virtual worlds.
Jean-Michel Jarre’s Oxymore will be broadcast live on VRChat in Oxyville, XR capital of music and sound, designed by Russian artist Pavel Pavlyukov and produced by VRrOOm.
In both the virtual and physical worlds, the 50 minutes exclusive concert will be played on Jan 21 at 9:30pm and 11:30pm, Jan 22 at 9:30pm CET and 11:30pm CET, and Jan 23 at 9:30pm CET. In order to exactly match the real-world concert restricted conditions, each concert session will be limited to 200 people max.
The Quest-compatible VR concert experience is free to access on VRChat! Book your tickets now, on a first come firsrt serve basis; make sure you will be able to attend when you book your ticket, as the places are limited! Thanks a lot and we are happy to welcome you to this new, groundbreaking music experience in social VR.
Have you joined the RyanSchultz.com Discord yet? You’re invited to be a part of the first ever cross-worlds discussion group, with over 600 people participating from every social VR platform and virtual world! We discuss, debate and argue about the ever-evolving metaverse and all the companies building it. You’re welcome to come join us! More details here.
There will be a major scandal or controversy around one of the blockchain/NFT-oriented Metaverse platforms.
With NFTs beset by scams and NFT/blockchain-oriented metaverse platforms seeing low user numbers but extremely high investment and speculation, this is only a matter of time.
It’s only January 12th, 2022, but I have already written about a number of questionable NFT projects which at best are crazy schemes, and at worst are outright scams! MetaWorld springs to mind as the perfect example of the latter (ALLEGEDLY, I hasten to add, although IN MY OPINION, I don’t believe there is any actual MetaWorld platform, aside from a prototype which was created years ago by someone who has since left the company to work for Somnium Space).
Despite all the negative press from the Engadget exposé and my series of blogposts about MetaWorld, Dedric continues undeterred. Someone joked to me via Discord DMs that Dedric Reid is the Elizabeth Holmes of the metaverse, and I laughed out loud because it’s such an apt, concise description! Harsh, savage, but accurate.
But on to other topics; I am tired of talking about Dedric Reid and MetaWorld (and frankly, whoever falls for his ALLEGED scam at this point is simply not doing their proper due diligence, IN MY OPINION). There’s a lot of actual progress being made by many legitimate metaverse companies building social VR/AR platforms and virtual worlds!
Meta is facing such a never-ending litany of complaints, scandals, and even legal actions that this is, once again, a very easy prediction to make for 2022.
Next prediction: there’s going to be a lot of activity this year in the fuzzy overlap area between games and virtual worlds, what I like to call the “metaverse-adjacent” space. Both games (e.g. Fortnite, Minecraft) and game platforms (e.g. Roblox, Core) will continue to add new features in an effort to become more like social VR/AR apps and virtual worlds. And, given their immense popularity, especially among children, tweens, and teens, many people will get their first taste of the metaverse via these games and game platforms, in much the same way as an entire generation got their start in the metaverse via Second Life.
Second Life will continue to be successful and profitable—but it will face increasing competition from newer platforms such as VRChat, and it will no longer be the most popular virtual world.
My first prediction is a no-brainer. In my predictions for 2019, I wrote that Second Life would “continue to coast along, baffling the mainstream news media and the general public with its vitality and longevity”, and that still holds true.
And, indeed, 2021 was the first year in which VRChat began to consistently surpass Second Life in user concurrency figures (Rec Room did too, I believe). VRChat has been breaking new user concurrency records, leading up to and including New Year’s Eve 2021, as Johnny Rodriguez tweeted:
Last night, 88,700 people put on a VR headset and decided to join the VRChat New Years event to countdown [to] the new year. For reference, this is Husker’s Memorial Stadium [at the University of Nebraska], which fits around 86,000 people when completely full. VR is here to stay.
Turning back to Second Life, the coronavirus pandemic caused a temporary surge in usage (and the current Omicron wave might well prompt people to dust off their avatars and give it another try, too). I still estimate that SL has somewhere between 500,000 and 900,000 active users per month (that is, people who sign in at least once in the past thirty days). I really wish that Linden Lab would regularly release statistics like this, but if they are declining (slowly or quickly), I can also understand why the company would be reluctant to do so.
I was part of Sansar since I was invited into the closed beta in 2016/2017, and I was there for the whole crazy ride. Sansar is now on life support (the company that bought it from Linden Lab, called Wookey, furloughed all of its staff recently, and I believe that they could shut down at any moment without warning). Being there from beginning to end, I still marvel at how Linden Lab thought they could build a new virtual world/social VR platform and just put it out there, and expect it to sell itself in this competitive marketplace for metaverse platforms. “Build it and they will come” might have worked for SL in 2003 but it sure ain’t gonna work nowadays. You have to PROMOTE yourself to get noticed.
Also, Linden Lab could have done a lot of things to try and entice SL users to a) visit Sansar and b) make them want to stay, build worlds, create content, and form a new community. Instead, what happened is that Second Life folks (rightly or wrongly) saw Sansar as something which distracted LL from its work on SL, and as a result most SL folks hated Sansar and refused to have anything to do with it, hastening its downfall in my opinion. It also didn’t help that Linden Lab made a bet that many people would be owning high-end VR headsets tethered to high-end PCs with good graphics cards, and instead the Oculus Quest wireless headset took off.
I still shake my head and wonder “what if?”. Say a prayer for Sansar, it needs it.
Right now, Sansar’s best hope for survival in 2022 is for another company who wants to enter the metaverse marketplace to buy the platform from Wookey, much the same as Microsoft stepped in at the eleventh hour to snap up AltspaceVR.
Another prediction: we are going to see an increase in the number of companies providing services to metaverse platforms. Wagner James Au mentions the Linden Lab subsidiary Tilia, which provides financial services, in his blogpost which I linked to up top; I predict that they will land a few more clients this year. Another example of a company doing well in this niche is Ready Player Me, the avatar system currently in use in VRChat and over 1,000 other apps and games on VR, mobile, desktop, and web. Expect this nascent business-to-business sector to explode this year!
Well, that’s it for me, for now. I might update this blogpost with other predictions for 2022 as they come to me.
And I ask you, my faithful readers: what predictions are you making for the next twelve months? Feel free to leave a comment, or use the feedback form on my blog if you’d prefer to contact me directly. You’re also welcome to join the RyanSchultz.com Discord server, a cross-worlds community where over 600 people, with experience in various metaverse platforms, welcome you! Just click the button on the left-side panel of my blog as shown (image right). If you are connecting via a smartphone or tablet instead of your computer desktop, just click the three-bars menu button in the upper-right hand corner, then scroll down until you see the Discord widget displayed.
I’m a sucker for awards shows (the Oscars are like the gay Super Bowl to me!). So I was in my element as I watched the two-part 2021 Raindance Immersive Awards, which were hosted in the social VR platform VRChat, with audiences also watching the livestream in-world in both AltspaceVR and NeosVR, as well as remotely on YouTube (the videos are below).
The Raindance Film Festival is the largest and most important independent film festival in the U.K., showcasing features, shorts, web series and music videos by filmmakers from the U.K. and around the world to an audience of film executives and buyers, journalists, film fans and filmmakers.
Powered by HTC VIVE’s Viveport and VRChat, this year’s Raindance Immersive (October 27th to November 21, 2021) comprised immersive VR games and experiences competing for jury awards, as well as the Spirit of Raindance Awards, which are selected by the festival team. Raindance is the only film festival in the world to recognize and award VR on such a scale, so this was a major event!
The Raindance Immersive Awards ceremony for 2021 was in two parts. The first part was held yesterday. The cameraman for the event was my friend (and the co-producer of the upcoming second season of the Metaverse Newscast), the talented social VR videographer Carlos Austin.
If you have never visited VRChat, I think that this 1-hour-and-40-minute video is your prefect introduction! You really get a sense of the wonderful variety and diversity of avatars which are available in VRChat, as well as a good look at the Embassy virtual world where the ceremony takes place.
Carlos deftly steers his camera around the avatars milling about and chatting with each other at the very beginning, before the event starts, and it feels as if you were in a cocktail party, overhearing bits and snippets of conversations! I loved it. (If you want to skip right to the awards ceremony proper, it starts at the 27:56 minute mark, and it runs until the 1-hour-and-13 minute mark, followed by an afterparty.)
The awards handed out in Part 1, in order, were (all links go to the description page on the Raindance Immersive website, with a promo video and more information):
The O’Neill cylinder (also called an O’Neill colony) is a space settlement concept proposed by American physicist Gerard K. O’Neill in his 1976 book The High Frontier: Human Colonies in Space… An O’Neill cylinder would consist of two counter-rotating cylinders. The cylinders would rotate in opposite directions in order to cancel out any gyroscopic effects that would otherwise make it difficult to keep them aimed toward the Sun. Each would be 5 miles (8.0 km) in diameter and 20 miles (32 km) long, connected at each end by a rod via a bearing system. Their rotation would provide artificial gravity.
There’s a new world in VRChat which is attracting a lot of attention! It’s straight out of a science fiction novel: an O’Neill cylinder that is 8 kilometres in diameter and 32 kilometres long, and it features curve gravity, where you can actually run around in a full circle to land up where you started!
(VRChat is not the first social VR platform to feature such a build; I have visited an similar O’Neill cylinder with curve gravity in NeosVR, writing about it here.)