Many interesting comments in last week's post about Philip Rosedale's desire to bring back in-world, collaborative creation as the gold standard, including this one by Martin K., going into detail about how many resources it has for that feature.
Have a look at this page, it links to Discord servers of dozens of classes that are taught live in VR. (Discord is typically used for scheduling classes and other asynchronous communication.) These are not videos but live classes in VR.
How many such live classes about creating worlds are there in VRChat? In Second Life? Supporting a culture of live teaching is probably reason enough to support live collaboration.
Rec Room the company also has a very active YouTube channel devoted to in-world creating and scripting (see above).
Writing further, Martin somewhat objects to my comment that Rec Room's cartoonish, blocky graphics may not be broadly appealing:
While that sentiment is not wrong, it can be said about any artistic style – including the best "realistic" graphics of Second Life and VRChat. In fact, it is especially true for the best "realistic" graphics of Second Life and VRChat because avatars in that style are deep inside the uncanny valley. That might not be obvious in still shots, but it's painfully obvious when you compare the pre-canned movements of avatars controlled by keyboard and mouse against motion-tracked avatars.
Ask any VR player in Rec Room what they don't like about screen-mode/mobile players and you are likely to hear a rant about their robot-like appearance. The sentiment that computer graphics should be ever more "realistic" to become more immersive has been called "the immersive fallacy" in the classic book Rules of Play by Katie Salen and Eric Zimmerman. It is simply not true that more "realistic" graphics are automatically more immersive.
One reason more "realistic" graphics might be less immersive is the Uncanny Valley effect. Another reason is the development costs for more "realistic" graphics that leads to budget cuts in other areas and apparently resulted in less deep gameplay. Raph Koster argued that online virtual worlds reached their "peak complexity" in 1992-2003.
And even the players who are attracted by more "realistic" graphics soon find out that they need a powerful PC to be able to enjoy those graphics – but only with other players who have access to powerful PCs, while players on low-end and mobile devices enjoy virtual worlds with less demanding graphics but populated by larger communities. In any case, the commercial success and broad appeal of Nintendo Wii, Minecraft, and countless mobile games speaks for itself.
I definitely agree there! In fact, the largest (broadly defined) metaverse platforms in terms of users are Minecraft and Roblox, both decidedly blocky and cartoonish. Then again, I do still think that aesthetic holds them (and Rec Room) back demographically, with their main user base being teens and young teens, while platforms like VRChat not to mention Fortnite with their more expressive art appealing to older teens and the early 20s crew.
More reading here:
Leave a comment