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Understanding The Metaverse: All Digital Worlds, Not Just Virtual Reality

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Evolution of Keystone Metaverse Products and Concepts

The metaverse is a novel concept that often seems misunderstood by the investment community.Although most prominently discussed in the context of virtual reality and related hardware, the metaverse is It’s actually a much broader concept than it seems. The Metaverse today is the entire digital world that people participate in and create.

The first credible metaverse products were Massive Multiplayer Online Role-Playing Games (MMORPGs) such as World of Warcraft. These were “first generation” metaverse products as user participation was strictly restricted. Nonetheless, real-world economics and real-world values ​​were produced as a direct result of this highly successful game. Just a month after the game was released, items, gold, and even characters were priced in dollars and cents. While formal (legal) monetization was restricted at the time, a black market was rapidly developing and each of these purely digital assets persisted. (real money value) is what made it a reliable instantiation of the metaverse. His previous MMORPGs were indeed instantiations of the metaverse themselves, with real-world prices associated with them. World of Warcraft is the most famous first generation example.

World of Warcraft.com

World of Warcraft.com

In my opinion, the second generation of the Metaverse came through Minecraft. For starters, Minecraft was his Q4 2011 released game.Unlike previous games, the player Both participate and create. This made it the first widespread “full metaverse” in the modern Silicon Valley understanding of the term. Its immense popularity and continued participation serve as a proof of concept for the Metaverse in general.

Minecraft.com

Minecraft.com

Going further, Roblox is a more dynamic, built-in implementation of the metaverse. Although older than Minecraft, which was created in 2006, it is a publicly traded company with a more professional level of development on the platform. Again, it provides a base layer of digital assets for players to play with and build worlds on. Each of these worlds is a metaverse in itself, and all his Roblox worlds/metaverses collectively represent the metaverse in itself. Together, they are part ofof Metaverse, the sum total of all digital worlds.

Roblox.com

Roblox.com

Fortnite is next. Fortnite started out purely as a player-playable game (the 1st generation metaverse), but since then the player has been able to build his own game/world using a set of digital his assets, so it’s completely has evolved into a second-generation Metaverse product. Owned by Epic Games and built on Unreal Engine, Fortnite is another prime example of today’s metaverse. The game engine on which it is built (Unreal Engine) is the most basic type of metaverse creation system. A game engine provides a set of digital assets and the ability to integrate other digital assets across a very wide range of media formats (visual, audio, and basically any kind of data).

fortnite.com

fortnite.com

This is what makes the metaplatform (meta) more interesting than it looks. In this author’s opinion, Mark Zuckerberg sees the success of the purely digital world and its associated real-world values, and has created the most generalized product that exists for this: something like a game engine. I’m trying The confusion is caused by the company’s focus on virtual reality, but it shouldn’t be confused with what it appears to be building for real. It looks like it aims to build a generalized game engine/metaverse creation layer that can be integrated. This layer of digital he assets can be used for both VR and non-VR games, or any other kind of metaverse use case. The first iteration of this generalized product, Horizon Worlds’ Meta, is just that.

meta.com

meta.com

Considering this further, the scope of use cases for the metaverse outside of games is very limited at this point. Another example of real-world value and continued use is flight simulators. These are pure virtual environments built on top of realistic physics engines/simulators. Pilots (and anyone else) can simulate the experience of flying an airplane. They are now widely used by pilot training and hobbyists. The most common consumer example of this is the Microsoft Corporation (MSFTMore) since its release in 2020.

FlightSimulator.com

FlightSimulator.com

Conclusion

In short, I hope this clarifies what the metaverse is. The example above stands out in the gaming realm, but is another use case with real-world value right away. It’s a sensible assumption that it opens up other real-world training use cases for other professions, perhaps surgeons or firefighters.

So the metaverse opportunity is real and not limited to virtual reality headsets. It is the totality of all virtual worlds that are two-sided (participating and creating) with some level of real-world value. All the examples given are proof of its continuing value. It’s worth looking at companies like Roblox and Meta through these much broader lenses. Because that’s the reality of what they’re actually building and selling.

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