Reader Tan Mojo saw the literally massive Travis Scott performance in Fortnite, and says something succinctly that's been hovering in the air:
This was life changing. For a person like me who wants to become a content creator, this was a huge realization that the metaverse does not lie within known pastures. SL, Sansar, OpenSim, VRChat, High Fidelity, Sinespace — all of these platforms INTENDED to become the metaverse have all failed in their own way (although I still have hope for Sinespace).
And here comes Fortnite with cartoony graphics, player base of kids, twitchy gameplay, and now live social events! Not intended to be the metaverse, but is starting to morph into one. The goal of Epic Games CEO is to transform Fortnite into a social hub that supports monetized user created content. Fortnite already has a creative mode and now offers a non-combat hub/map.
Yeah, the music was prerecorded and the entire event was pre-scripted. But, it was one of the most visually stunning things I've ever seen. The audience was not passive either. The event manipulated player actions, clothing, and surroundings.
This is a significant event. 12.3 million in attendance. Epic Games has the technological infrastructure to spin up 100,000+ virtual instances to accommodate that many people. It has made me rethink what the metaverse could be and who might be involved in actually creating it.
I downloaded Fortnite last night. I'm looking forward to this weekend of exploring the non-combat aspects of it. I also plan to do this Core and hopefully soon, Crayta, via the Stadia platform.
Minecraft was the writing on the wall. This Travis Scott Fortnite event just broke that wall.
I agree that Sinespace is still in the running to be a metaverse, but I am of course highly biased. What's fascinating to me is that a conscious intent on a company's part to become the metaverse (i.e., roughly defined, an open and shared 3D world that unifies all content and varieties of imagination), almost by definition insures that this goal will not be met. But when the original goal is just to make a fun and broadly appealing game — as Minecraft did years ago, and Fortnite is doing now — your chances of evolving into a metaverse seem to be much higher.
Mr. Mojo's point echoes a tweet storm recently unleashed by VC Matthew Ball, who wrote this must-read essay on the metaverse earlier this year:
Fortnite continues to push away from BR/gun-based play as it pursues more social/hangout-based virtual world experiences. Launching a new island focused on races, building, fishing, dancing, skill competitions — no guns allowed, no deaths.
Concerts, movie-tie in events, in-game movie theater, etc., are important, get lots of attention.
But macro consideration is that there's a low ceiling to high skill games, especially adversarial ones.
Virtual worlds need to fit many levels of immersion, skill, emotional needs.
We watch 'Game of Thrones' and 'The Office' differently, and 'The Office' is rewatched even more differently.
Your mother won't go to Fortnite for the same reason you do, just as parents first joined Facebook to see photos of their kids, understand their lives and friends…
Eventually, you get to a point where games are just an area in a virtual Fortnite world you enter, almost like being in a mall and going into the VOID VR experience, then grabbing a meal and shopping with friends, then doing a pottery class. It's *a* thing you do
Fortnite continues to push away from BR/gun-based play as it pursues more social/hangout-based virtual world experiences
Launching a new island focused on races, building, fishing, dancing, skill competitions – no guns allowed, no deaths https://t.co/7wua9XmesV
— Matthew Ball (@ballmatthew) April 29, 2020
Leave a comment