- Joined
- Feb 28, 2021
It was a pretty sinister plan that hinged on making VR ubiquitous and non-optional.Also the MetaVerse was less a psyop and more Meta deluding themselves into thinking VR was the next big thing. Literally everything they promised VRChat did better, faster, and somehow less gay despite it being gooner central (probably because the gooners and groomers there at least don't force you into a corporate hellhole and you can make your own private servers where you can scream nigger if you want without getting banned from the entire game).
The two fold approach was to essentially replicate Second Life in VR, and then also encourage the use of MetaVerse as a replacement to video conferencing, with the idea being therefore that office workers the world over would have to create avatars... and then just like the real world, they'd need to buy professional clothes for their little Metaverse avatars with real money if they wanted to be taken seriously in meetings. Once you've already got people paying money for the Metaverse items (as NFTs), it's trivial to sell them on other "experiences", and the MetaVerse would have a Roblox-style approach to entertainment. Later on, it'd increase to AR (Project Nazare), so you could have virtual assets appearing (and interactable) in the real world - you don't need multiple PC monitors if your AR glasses showed you holograms of multiple monitors. You could have your friends around in the medium of their Metaverse avatars - which then became a persistent cross platform identity, kinda like a Mii but also your Mii was what your international colleagues interacted with. Part of the hype was probably that the covid lockdowns were the "new normal" so it'd feed off paranoia about going out in public.
Zuck explicitly namechecked works such as Ready Player One and Snow Piercer (where the name was lifted from), inspired by the ketamine addled minds of the likes of Peter Thiel and Guillaume Verdon. The whole thing in these scenarios is that a "metaverse" replaces the internet, and much like the internet today it's pretty much non-optional to exist in modern society, and then ultimately because the world sucks so much people end up spending more time in their virtual worlds, spending real money on digital items. You'll own nothing and be happy. Who cares if you live in a bughive if you can plop on your Meta headset and lounge on a beach in Maui (which you will still need to pay a bunch of money for because of NFT-mediated scarcity). You can see the logic when you see how much people will drop for paid cosmetic items in MMORPGs, with the idea that instead of giving the money to the game company of their choice they'd instead give it all to Facebook (with a cut to game developers, who were all hosted on this platform). That's not speculation; from his 2021 letter.
"Our hope is that within the next decade, the metaverse will reach a billion people, host hundreds of billions of dollars of digital commerce, and support jobs for millions of creators and developers."The next platform will be even more immersive -- an embodied internet where you're in the experience, not just looking at it. We call this the metaverse, and it will touch every product we build. The defining quality of the metaverse will be a feeling of presence -- like you are right there with another person or in another place. Feeling truly present with another person is the ultimate dream of social technology. That is why we are focused on building this. In the metaverse, you'll be able to do almost anything you can imagine -- get together with friends and family, work, learn, play, shop, create -- as well as completely new experiences that don't really fit how we think about computers or phones today. We made a film that explores how you might use the metaverse one day. In this future, you will be able to teleport instantly as a hologram to be at the office without a commute, at a concert with friends, or in your parents' living room to catch up. This will open up more opportunity no matter where you live. You'll be able to spend more time on what matters to you, cut down time in traffic, and reduce your carbon footprint. Think about how many physical things you have today that could just be holograms in the future. Your TV, your perfect work setup with multiple monitors, your board games and more -- instead of physical things assembled in factories, they'll be holograms designed by creators around the world. You'll move across these experiences on different devices -- augmented reality glasses to stay present in the physical world, virtual reality to be fully immersed, and phones and computers to jump in from existing platforms. This isn't about spending more time on screens; it's about making the time we already spend better.
It failed massively because of several core reasons, one being there's literally no benefit to putting on a headset to look at 3D cartoon avatars of your colleagues over just having an Microsoft Teams call, and in fact some significant drawbacks (namely cost of hardware, privacy concerns, loss of non verbal communication and then very obvious one that wearing a VR headset for a day of meetings is uncomfortable and can set off motion sickness). Only the people in the Silicon Valley bubble really bought into the hype. Once you've lost the main way to draw normal people into the Metaverse, it remained a fringe interest for people who had VR headsets (only about 10% of US households) - and the Metaverse only works if it blows up like social media. Also, there's no haptic feedback, so it's not like plugging in to the Matrix, it's just getting neck pain, eye strain and nausea. But the aspiration was clear - Zuck wanted to replace reality and force you to pay for the privilege.