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The difference between say, VRChat (but also non-VR equivalents like second life, MUDs and certain MMOs) and whatever the Silicon Valley metaverse thing was ver
by noirscape 3y ago
The difference between say, VRChat (but also non-VR equivalents like second life, MUDs and certain MMOs) and whatever the Silicon Valley metaverse thing was very much visible in how they envisioned it. Silicon Valleys approach was literally "put a bunch of 3D models that are meant to look like you + things you know from the real world and then transport as many real world bureaucracies and ideas as possible into it" (and throw making money on top because that's clearly what people want to do more than anything else[0]). It was doomed from the outset because it fundamentally restricted user creativity and expression as much as possible to try and mimic the real world.
VRChat from what I can tell instead stapled a basic interface together for making a "metaverse" (map, player objects and basic scripting) and then set players loose on the field with all the creation tools to customize it (iirc the only hardcap in VRChat is the polygon count on any individual model). The result is that VRChat is a. incomprehensible to outsiders and b. undeniably creative.
Most other examples don't offer the freedom VRChat does (closest to VRC is probably something like Garrys Mod? Second Life still tries to go for a realistic aesthetic, although it allows user creations), but if you place VRChat as one extreme and Facebooks anemic "metaverse" at the other, you'll find that most succesful metaverses lean closer to the VRChat degree of freedom than they do to Facebooks version of where creativity doesn't exist beyond what Facebook pre-approved of (and what a users wallet could afford, nothing for free, of course).
Or if you just want the crass answer: VRChat let weirdos be weird and express themselves however weird they wanted to be. Silicon Valley saw that weirdness as a problem to be solved away and tried to make everyone fit an "acceptable", pre-approved mold. The reality is that most people do not like being made to fit in existing molds, even if what they do fit into isn't too different from those molds in the first place.
[0]: I hope the sarcasm is obvious.
- internet101010 3y agoI think you really hit the nail on the head. How large of a role self-expression plays in the "fun" determines how important it is. VRChat, Minecraft, and GTA Online have been successful because the entire point is to let people be creative with very few guardrails. The old days of Counter-strike were filled with people using shock photos as sprays. Yet when Valve nixed the ability to use custom sprays it didn't impact the popularity of the game at all because that isn't the point of the game.
- seydor 3y agoLet's not call people weirdos. If normies entered vrchat they d become weirdos too, because they can. They are in a world with absolutely no judgement where everything is possible and life starts anew. Nobody wants to be normal in a virtual world because, that s what the real world is supposed to do.
- JohnFen 3y agoEveryone is a weirdo, as near as I can tell. I think that if I ever met someone who was actually "normal" (hasn't happened yet), I'd consider them weird.
- noirscape 3y agoEveryone is a bit of a weirdo. ;p The term isn't intended to be derogatory or anything. If anything, it's a positive to me. Celebrate weirdness where you can find it because it, more than anything else imo is what unfiltered humanity looks like. Weirdos are just those who are openly willing to do so in greater quantities than the rest of us. I'm just saying that VRC allows that weirdness to exist, while the SV tech demos didn't and weren't ever planned to without being attached to some harebrained moneymaking scheme that would benefit only the SV middlemen (and would be washed down and sanitized to the point of being boring).