Why does Valve seem so bearish about making the metaverse when it has everything it needs to do so? Reader Martin K. proposes this pretty good analysis:
It might be useful to break down the most popular ideas of what today's metaverses are.
Partly, Newell appears to refer to the crypto bros' metaverses, which were never attractive to gamers and will only benefit a tiny percentage of their user base, i.e. sooner or later that metaverse idea will be disappointing to the vast majority of its fan base.
Then there is the Ready-Player-One-inspired idea that the metaverse is like many AAA open worlds in one game – think GTA, Red Dead Redemption, EVE Online, and many more all in one game. Developing such a metaverse is just not a solid business idea – neither with nor without VR support. (Hint: if it was a good idea, then it would be a much better idea to develop just a small part of it at much lower cost and risk.)
Somewhat related is the idea that the metaverse is not a game but a layer on top of many (AAA) games such that they become more "interoperable", which might include many things (e.g. sharing avatar skins, virtual equipment, achievements, communication across games, etc.). Of course, Valve is very interested in pushing that idea forward for games on Steam, but they probably have worked on all the low-hanging fruits already and know very well how difficult the other parts are.
Here's a good thread by veteran game designer Damion Schubert on the interoperability problem.
Martin goes on to talk about UGC platforms that Valve might be considering as competitors:
Then there are multiverses with user-generated content such as ROBLOX, Minecraft, Fortnite Creative, Core, Second Life, VRChat, Rec Room, Horizon Worlds, etc. With Steam Workshop, Valve had already a lot of experience with monetizable user-generated content and they integrated more features of UGC multiverses into the Steam ecosystem (SteamVR Home, SteamVR Workshop, improved Steam client with better party chat, etc.). I guess the slow adoption of VR hardware and the limited appeal of UGC multiverses to the Steam audience convinced Valve that UGC multiverses do not fundamentally challenge Steam's business model, giving them time to further polish and expand their ecosystem.
I'd quibble slightly to say that VRChat is the most popular VR app on Steam, and Garry's Mod, the multiplayer sandbox game platform built on Valve's Source engine and published by Valve, is still insanely popular 16 years after it launched. But to undermine my own quibble, the very most popular games on Steam (Lost Ark, Elden Ring, and the latest Counter-Strike, at the moment), have little or no user-generated content beyond avatar customization and what the players themselves actually do in the multiplayer space.
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