Wagner James Au / New World Notes

Author, strategist, virtual world reporter

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https://www.reddit.com/user/slhamlet
  • Staring at the sea

    Cajsa Lilliehook covers the best in virtual world screenshot art and digital painting

    Madoka Kawabata;s “Staring at the Sea” thrills me for several reasons. The first is how her flat lighting, placid sea, and symmetry remind me of the artist René Magritte. Certainly, this is not a surreal picture, but this is one of those if you see it, you see it, and if you don’t, you don’t, situations. The second reason is she provides SLurls so you, too, can stand on a dock. 

    The third reason I love this is she counters it with a similar picture she produced with Midjourney:


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    This is one of the more interesting ways I have seen people in Second Life employ generative AI picture-making. It might be fun to describe an SL photo and see what AI produces. I would like that better than the current trend of people who have done such great work in Second Life abandoning it for doing all AI. After a while, I just quit following since my focus is SL. 

    For more of Madoka’s great pics, click here:

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  • Roblox avatars metaverse Starving Artist LA GurlzAbove: InTrance and LAGurlz, creators of Starving Artists, a game approaching half a billion visits

    If you accept the common Valley wisdom, the Metaverse is “dead”. As recently as 2022, tech conferences and startup pitch decks were awash with the term, first coined in Snow Crash; now, you scarcely see it anywhere, as if wholly supplanted by generative Al.. The backlash is so profound, it almost has the feel of an intellectual purge. 

    So what I’m about to say may seem totally deranged, but I assure you it’s completely defensible:  

    Metaverse platforms continue to grow in mass market adoption and revenue, far outpacing even current darling OpenAI in terms of actual user numbers. (More on those numbers down below.) This growth is happening while sustainable, scalable use cases for generative AI still seem far away or niche, and sober analysts are already pointing to the category as likely being an overhyped bubble.

    Why is the business world missing this? The answer, I’ve discovered, speaks to deeper cultural and generational biases that can even obscure sound financial analysis.

    The Metaverse by the Numbers 

    To level set our references, the Metaverse as originally described in Snow Crash is roughly this: A vast immersive virtual world simultaneously accessible by millions of people through highly customizable avatars and powerful user creation tools which are integrated with external technology and the real world economy. Not coincidentally, that also happens to describe the core features of highly popular platforms like Roblox and Fortnite. That’s not a surprise, since both of them (and many others) were directly and avowedly inspired by Snow Crash.

    Most of the leading metaverse platforms I tracked in my book Making a Metaverse That Matters in early 2023 have since seen strong growth. According to analytics firm RTrack, Roblox in December 2023 reached 354 million monthly active users; it counted 400 million MAU this July, and currently has 380 million MAU

    In other words, not only does Roblox already have more users than the entire United States has people, it’s in striking distance of reaching half a billion MAU fairly soon. And that’s just one of many successful metaverse platforms.

    Overall, total monthly user growth tracked among the leading metaverse platforms — including Roblox, Fortnite (100 million MAU), Rec Room (23 million MAU), Avakin Life (14 million MAU), and VRChat (10 million MAU) — has increased by about 140 million people since 2023, for a total global audience of an estimated 690 million active users.

    To be sure, this is incremental growth to existing platforms; but surely generative AI represents a transformational, categorical leap?

    Maybe, but that’s still far from proven. And setting aside the rhetorical jazz hands of AI evangelists, the actual numbers are not quite convincing.

    Metaverse v. Gen AI: Some Hard Contrasts

    The top generative AI platform by far, OpenAI’s ChatGPT, only has some 100 million monthly active users – far less than Roblox. This is obviously not an apples-to-apples comparison, but in basic terms of “activity that many people regularly do on the Internet”, metaverse platforms still dominate over gen AI.

    A revenue comparison is also not an impressive win for the AI narrative. OpenAI is on track to earn $3.4 billion this year… which is almost exactly the figure Roblox is forecast to earn in 2024. And what revenue AI earns comes at tremendous losses: as Sequoia Capital recently reported, AI companies will have to earn about $600 billion per year just to cover the costs of their computing infrastructure. Which might be justified if a compelling scalable killer app had already emerged, but as Goldman Sachs firmly noted, it has not.

    So why has attention shifted so thoroughly away from the Metaverse towards such a profoundly unproven technology? Valley flightiness for the latest buzzword is part of the explanation, as is Meta’s uniquely floundering metaverse strategy, desperately centered as it is around its own line of VR headsets. (Despite Neal Stephenson himself frequently insisting VR is not a prerequisite for the Metaverse. ) 

    But I’m convinced something deeper is at work.

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  • Programmer Damjan Minovski created a seriously impressive add-on for Blender which turns the 3D modeling software into a multiplayer experience. (Watch above.) It's part of his Omnistep project, which gives Blender game engine/virtual world qualities. And if you're wondering if multiple users can create in Blender running Omnistep, Damjan replies that's possible in the future:

    "This is only a proof of concept showing a small userscript," he told me on X/Twitter. "In the future maybe, but that probably would be a different product."

    If you want try the demo, I've embedded the link below, but like with everything, downloader beware:

     

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  • [ 📷 - 5047 ]

    Cajsa Lilliehook covers the best in virtual world screenshot art and digital painting

    My cat is determined to sit on my arms so I can’t see the keyboard or the bottom half of the screen.† I am determined to get this column done. So, I decided to focus on the cats of Second Life. I found a group called Feline Fellowship SL organized by Samsara Capalini. The very first picture was this fabulous capture by Panda Banana with a brave feline fighting a wooden dragon. It made me laugh because my cat is also very brave when fighting anything that can’t fight back and threatening critters on the other side of the window. I love that he includes a link to his raw shot so you can see how he edited it to make it more vibrant. 

    For more feline fotos, click here:

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  • Tiny Glade, the ridiculously adorable procedural indie sandbox "doodling" creation game from PounceLight, launched yesterday on Steam (with a 15% early bird discount), and it's already a runaway hit. With  over 2000 Overwhelmingly Positive ratings, it's fair to estimate Tiny Glade's likely sold over 100,000 copies on Steam in its first 24 hours. 

    I played a bit of Tiny Glade last night, and can personally confirm its adorable ridiculousness. Unlike other sandbox building games, where you're directly (and painstakingly) connecting/adjusting objects, the procedural generation seems attuned to your mouse movements, delightfully filling in your design choices as you go. Create separate segments of a wooden fence, for instance, and without you having to ask, Tiny Glade helpfully connects them together, then turns the fence into a stretchable "fabric" you can pull across your glade. (You'll probably have to play the game yourself, to experience what I mean.)

    As luck would have it, Tiny Glade comes at a time when "generative AI" continues to be a siren buzz word in tech, encouraging enthusiasts to imagine that gamers will want to text prompt virtual worlds  into existence. The success of Tiny Glade shows how procedural generative-assisted creation is preferred by actual gamers. As I wrote a few months ago

    Tiny Glade puts the emphasis on user choice and creativity. The goal with the AI here is not to replace human creativity, but to make it easier, more delightful. It also seems robust enough that very dedicated people could, with enough practice, create especially amazing worlds.

    To judge by all the wildly varied user-made castles on Tiny Glade's social media, that last part is especially true. It's also contributed to Tiny Glade's immediate success. Over the last year or two, PounceLight has been demoing their game on TikTok and YouTube, generating tens of millions of views — while encouraging influencers to run with castle building on their own social channels. For instance:

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    Cajsa Lilliehook covers the best in virtual world screenshot art and digital painting

    Jena really knows how to relax, or at least her avatar does. Look how chill she is in this picture. I love the composition as well, how she divides the image into two diagonal sections, the one with the avatar and the one with the light. It’s simply enchanting. 

    For more of this most relaxed avatar, click here:

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  • SL virtual economy study 2024

    My Summer 2024 report on the Second Life economy is now free to all my Patreon members here.

    Bringing together responses from one hundred and eleven SL merchants, this overview of the Second Life economy goes in-depth on current/future trends and summarizes their sales results on topics like the best price to sell an SL item (see above).

    Other topics include:

    • How much realm money SL merchants are earning
    • Where most of their sales originate (Marketplace, mainstore, etc)
    • Their overall outlook on the current state of the SL economy

    Join my Patreon and read it all for free here!

  • If you want to meet the latest in AI-powered NPCs, there's a sassy Southern sorority girl in Hathian you can chat with today: Click here to teleport to them

    It's the latest in NPCs denizens of Crack Den, the long-running mini-MMO in Second Life. (Read my free Patreon story on Crack Den here.) Created by Alterscape Studio, lead developer Nadir Taov added basic NPC-driven gen AI tech to the MMO in July.

    The new update this month, NPC Companions, is much more ambitious: 

    "These aren’t just static characters," Nadir tells me. "They have distinct personalities and access to specific knowledge. For example, a police NPC can pull from the criminal reports maintained by players, while a nurse NPC can reference medical charts submitted by players." He's expanding the roster of these NPCs to 20 characters this weekend.  

    And he really means "Companion" NPCs:

    "They now have both short-term and long-term memory, retaining details from their interactions with players. These NPCs track relationship status, moving from stranger to close friend, based on how players interact with them over time. Attributes like kindness or hostility matter, shaping evolving relationships over time." Nadir tells me they can even recognize continually cruel behavior, and may exact West World-type revenge on their bullies.

    And as I just discovered, they even interact with you when you physically bump into them:

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  • Above: A Horizon Creator Community jam that Diaz managed

    Is Horizon Worlds a more powerful platform than we give it credit for? Social scientist Dr. Ruth Diaz, who was formerly a Community Design Developer for Meta, recently shared some user-made Horizon Worlds builds with me (above), arguing that the platform has several features which do make it worthwhile. (More on that below.)

    The problem, she tells me, is that Meta hasn't given the user community enough visibility — or even engaged with them enough to begin with.

    "Get to know the community," as she puts it in form of advice to Meta, "and focus your programming not on popular worlds, but enriching worlds. To me, this reflects that Meta's developers are still struggling with actually spending time in the LIVE app with those creating in it."

    We've seen reports of Meta telling its staff to "dogfood" Horizon Worlds, but to Dr. Diaz, the company's standard doesn't go far enough: "When they say 'dogfooding', they mean using a separate app to try out new features."

    In Meta's absence, she tells me, Horizon Worlds has become "an influencer-focused culture" — "versus investing in genuine community building, which would mean up-skilling and investing in community leaders, instead of burning them out until they are canceled or leave on their own."

    This might help explain why the last report of Horizon Worlds activity was only 200,000 users from 2023. But while Meta may not be supporting the user community as much as it deserves, Ruth tells me there is (or was) a community of engaged user creators on the platform expressing themselves in profound ways to the best of their abilities:

    "A rich world doesn't have to be a complex world or a profoundly eye catching world," as she puts it. "It just has to have a story in it, that gets you in a really deep place. It rips open your heart with grief or joy. You know you are in the middle of someone's wound and/or rebirth. Some of the most heart-opening worlds that I've mentored into existence are made by people who still do not consider themselves creators. They are stories of severed limbs, severed relationships, hopes, and secret dreams, all woven into metaphor in a way where the emotion bursts through the people experiencing it… Influencer culture changed everything."

    I've heard related things from other veterans of Meta who worked on Horizon Worlds. It's certainly a stark contrast with, say, VRChat, which is highly community creator focused, and is vastly more popular than Horizon Worlds even on Meta's own VR headsets.

    Anyway, I asked Dr. Diaz to tell me about Horizon Worlds' advantages, and she shared this mini-essay: 

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