The Metaverse: Finally Standing on Its Own Two Feet
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Chapter 1: The Metaverse Awakens
Today, I woke up to some unexpected news. The ongoing joke about Mark Zuckerberg's Metaverse—where avatars float around without legs—might soon be outdated.
The company revealed significant updates during its Connect 2022 conference, attended by many using the Oculus 2 headset. One of the highlights was the introduction of a new high-end headset, priced at an astonishing $1500, designed for creators and enterprises. Additionally, Meta outlined plans to enhance the VR ecosystem and better integrate with popular “real-world” applications like Instagram, allowing users to share videos from the Metaverse directly on social media platforms.
This conference also laid out a general roadmap for future developments, which is crucial for encouraging creators to keep the audience engaged with a vision that remains years from reality. Meta is actively working on new technologies, experimenting with entry-point devices, and aims to create improved versions of Google Glass. They have also struck significant partnerships with major companies like Microsoft to integrate Teams, Office, Windows, and Xbox into the Horizon VR experience. A new initiative, dubbed Magic Room, promises to revolutionize meetings by enabling seamless interaction across various devices and headsets.
In summary, the updates presented were quite promising.
Then came the pivotal moment.
“I believe everyone has been anticipating this,” Zuckerberg quipped during his keynote address. Yes, legs are finally on the agenda. I repeat: your Metaverse guide is set to return your legs.
In a rather peculiar announcement, Meta stated, “Legs will be introduced to [Horizon] Worlds first so we can evaluate the outcome. Gradually, we will integrate legs into more experiences as our technology advances.”
Why the delay, you might wonder? As they explained, “Legs are complex.” The company argued that improperly rendered legs could be unsettling, and the headset struggled to track leg movements when they were obscured, like when someone was seated at a desk. Essentially, Meta faced two choices: either legs that behaved erratically or none at all. In my view, they made the wrong call. As I suggested in a recent article, could Zuckerberg not have taken an additional year to refine the Metaverse before making such an announcement?
While it may seem humorous, this announcement carries significant weight.
Avatars represent us. Across various social platforms, we use them to express our identities, showcase our unique traits, or flaunt the latest NFT we acquired that may have lost value. In this new virtual landscape, avatars are even more integral; they embody our presence.
To foster user investment in this environment, it is essential to deliver an immersive experience that isn’t disrupted every time one looks down or glances at another person, only to be reminded that they are a disembodied torso drifting through the virtual realm. Meta recognizes that this is a considerable barrier to widespread adoption, and avatars were a focal point of the keynote. They showcased enhanced models and discussed expanded options to enhance representation. Additionally, they hope that more appealing avatars will stimulate the marketplace, which Meta anticipates will generate significant revenue.
While acknowledging that it’s “a few years away,” the company revealed plans for photorealistic avatars. Like this representation of Zuckerberg himself, which somehow appears more lifelike than his actual form?
Zuckerberg envisions a future where users can select different avatars—a realistic one for professional settings and a whimsical one for casual interactions. Or, if one prefers, they could opt to appear as a dragon. I’m sure that would amuse your boss, even if it raises a few eyebrows.
While the conference provided clearer insights into upcoming developments and perhaps took a step toward clarifying what we might embrace in the future, it still left unaddressed the critical question: why should we embrace the Metaverse?
Interest in the concept is waning. Reports suggest that Zuckerberg has to encourage his teams to hold meetings in Horizon Worlds, despite their frustrations with glitches and a lack of enjoyment. Over in Decentraland—a browser-based 3D virtual world that already offers legs—there were only 38 daily users over a 24-hour span. Decentraland disputed this, claiming the actual number was around 8,000. Hardly a groundbreaking indicator of a thriving future.
So, if we are indifferent now, what’s the motivation for caring in ten years? Zuckerberg and his team regularly assert that we’ll use it for work, attend concerts, purchase virtual real estate, and enjoy games with friends dressed as aliens. However, that remains mere speculation, with only a handful of individuals advocating for what they deem a unified vision.
It appears that those spearheading this initiative are relying on a pivotal moment akin to the rise of the internet and social media—a time when it becomes unavoidable, not due to its excellence, but simply because it exists and permeates various aspects of life. If they manage to persuade a significant number of people, businesses, or creators to adopt it, will it force widespread use, or will those who resist be left behind?
The visionaries behind this technology have been long on talk; will they now start to deliver results? Personally, I don’t know anyone who is particularly enthusiastic about living in the Metaverse. If you do, please comment and share your thoughts.
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Chapter 2: The Reality of Legs
In the video titled "Meta's VR doesn't have a leg to stand on," the discussion centers around the ongoing challenges faced by Meta in creating a truly immersive VR experience. The content reflects on the limitations currently present in the Metaverse and explores the implications of avatar representation.
The second video, "The Metaverse Added Legs (and no one cares)," critiques the Metaverse's developments and questions whether the addition of legs is enough to entice users. It delves into the broader context of user interest and engagement with VR platforms.