VRChat had some technical troubles during the world's New Year celebrations last week, but it was one of those catastrophic success sort of things:
If you’re unaware, we had a bit of an issue at probably one of the most popular times to hang out in VRChat and traditionally where we set concurrent user records — New Years Eve, around the time that EST hits midnight. VRChat went down. Great timing, yeah? Let’s talk about what happened.
First off, before the issues started, we were chugging along with no problem. In fact, shattered our previous concurrent player record with over a mind-boggling 40,000 players online at the same time.
Notably VRChat's reported peak concurrency just last November was only 24,000. A lot of the user growth since then is likely attributable to new Oculus Quest 2 owners plugging into the virtual world over the holidays for the first time.
Also notable for longtime readers, 40,000 is roughly on par with median concurrency for Second Life. A veteran SLer who's recently transitioned over to VRChat tells me the new world reminds them of SL during its highly sociable glory years:
"To me VRChat feels like 2007-2009 Second Life," as they put it. "Back when it was alive and everyone was talking…"
Now, however, "Walking up to a random SLer and chatting them up feels taboo. It just feels like you're bothering them. It's not where you should go for random social interaction, at least, not anymore."
Much of that may have to do with how users on the two platforms interact with their avatar identities in a social space:
"To me most people in SL get pretty upset if you walk up to them and hold the same conversation you might in VRChat, people in SL are insanely private about anything about their real life, it's kind of taboo to even bring up. In Second Life you're supposed to keep the metaphor or whatever. In VRChat you're just connecting over VR. There's not really any level of pretending going on."
Leave a comment