Business Company Documents Show Meta’s Flagship Metaverse Falling Short - Most visitors to Horizon Worlds generally don’t return after first month; ‘an empty world is a sad world’

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An avatar of Meta CEO Mark Zuckerberg spoke earlier this week at an event promoting the company’s metaverse offerings. MICHAEL NAGLE/BLOOMBERG NEWS

By Jeff Horwitz, Salvador Rodriguez and Meghan Bobrowsky
Oct. 15, 2022 5:30 am ET

Nearly a year after Mark Zuckerberg rebranded Facebook as Meta Platforms Inc. in a bet-the-company move on the metaverse, internal documents show the transition grappling with glitchy technology, uninterested users and a lack of clarity about what it will take to succeed.

While Mr. Zuckerberg has said the transition to a more immersive online experience will take years, the company’s flagship metaverse offering for consumers, Horizon Worlds, is falling short of internal performance expectations.

Meta initially set a goal of reaching 500,000 monthly active users for Horizon Worlds by the end of this year, but in recent weeks revised that figure to 280,000. The current tally is less than 200,000, the documents show.

Most visitors to Horizon generally don’t return to the app after the first month, and the user base has steadily declined since the spring, according to the documents, which include internal memos from employees.

By comparison, Meta’s social-media products, including Facebook, Instagram and WhatsApp, together attract more than 3.5 billion average monthly users—a figure equivalent to almost half the world’s population. Horizon is currently reaching less than the population of Sioux Falls, S.D.

Horizon is designed to be a sprawling collection of interactive virtual spaces, or worlds, in which users appearing as avatars can shop, party and work. Yet there are rarely any girls in the Hot Girl Summer Rooftop Pool Party, and in Murder Village there is often no one to kill. Even the company’s showcase worlds, such as Questy’s, a virtual arcade featured in a Super Bowl commercial earlier this year, are mostly barren of users.

According to internal statistics, only 9% of worlds built by creators are ever visited by at least 50 people. Most are never visited at all.

“An empty world is a sad world,” said one document summarizing the company’s efforts to herd users toward venues where they would encounter others.

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Questy’s, a virtual arcade featured in a Super Bowl commercial, hasn’t drawn many users.

A Meta spokesman said the company’s metaverse efforts were always intended to be a multiyear project, and that it is making improvements, including many designed to keep users safe. He said it is easy to be a cynic about the metaverse, but that the company continues to believe it is the future of computing.

Horizon is accessible through Meta’s Quest virtual-reality headsets, which offer a range of games and activities. Quest retention rates, meaning continued use by owners, have dropped in each of the past three years, the documents show. More than half of Quest headsets—the entry model costs about $400—aren’t in use six months after they are purchased, according to people familiar with the data.

In a survey of Horizon users, Meta researchers said users reported that they couldn’t find metaverse worlds they liked and couldn’t find other people to hang out with. Other complaints included that “people do not look real” and that the avatars don’t have legs.

The researchers noted that the survey included only 514 people because the available pool of users to survey is “small and precious.”

The number of Horizon users online at the same time, known as concurrency, trails far behind both the socially focused upstart VR Chat and Second Life, the pioneering cyberworld that was launched in 2003, said people familiar with the matter.

To deal with persistent bugs and user complaints, Meta last month quietly put Horizon on “lockdown,” meaning it is pausing the launch of new features until it improves the current user experience, the documents show.

The company’s metaverse challenges coincide with business issues on other fronts, including increasing pressure on its digital-ad business and competition from social-media app TikTok. Meta shares are down more than 60% in the past year. The company has lost more than $700 billion in market value since the peak in September 2021.

At a metaverse-themed event on Tuesday, Mr. Zuckerberg unveiled a new virtual-reality headset called the Quest Pro, which is aimed at making it easier for architects, engineers and designers to work in the metaverse. With a $1,500 price tag, it isn’t aimed at average consumers, but Mr. Zuckerberg said it would set a new standard for metaverse technology. He also promised that avatars would soon get legs in Horizon.

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On Tuesday, Mr. Zuckerberg unveiled the Quest Pro, a virtual-reality headset designed for professionals to use in the workplace.
PHOTO: MICHAEL NAGLE/BLOOMBERG NEWS


Meta has said it plans to expand the experience to more people with a web version of Horizon for mobile devices and computers. It had said it planned to launch that version this year, but when asked on Tuesday if that was still the case, a spokesman said Meta didn’t have any launch dates to disclose.

Other tech giants, including Microsoft Corp. and Apple Inc., are developing products on the belief that the metaverse is the next digital frontier.

Rolf Illenberger, chief executive of virtual-reality software company VRdirect, said in an interview that Horizon has issues to address, but asked critics to have patience and recognize that the industry is still developing. “We’re trying to land on the moon, and people are complaining that the coffee machine’s not working,” he said.

The metaverse was supposed to offer Meta a fresh start as it faces other business pressures and negative publicity. The new strategy was announced weeks after the leak of thousands of pages of internal records documenting the business struggles and societal downsides of the company’s social-media products, documented in a Wall Street Journal series called The Facebook Files.

The company’s announcement that it was pivoting to focus on the metaverse kicked off a corporate rush to stake claims on the new format. Companies hired “chief metaverse officers.” Hucksters sold metaverse real estate. Luxury brands Balenciaga and Prada joined with Meta to promote digital clothes, and even liquor makers such as Absolut Vodka opened bars and distilleries in the metaverse.

In a Meta memo titled “AR, VR or the Metaverse: Which is the next billion-user platform?”, Dare Obasanjo, lead product manager for Horizon and the metaverse platform, wrote: “You will have freedom of identity and expression and can hang out, work, play, learn, shop, create and more in an endless number of virtual worlds that could not exist in real life.”

While Mr. Obasanjo said that the metaverse—which is accessible not just by virtual reality headsets but PCs, mobile phones and augmented-reality products such as smart glasses—has a better shot at mass adoption than augmented or virtual reality products, Meta hasn’t yet pulled together a strategy for investing in it.

“Currently it’s unclear where the metaverse fits in the investment framework,“ he wrote in the memo. ”We are overdue for a reassessment of how we invest and allocate resources.”

Meta has canceled or delayed early metaverse-related products, and current and former employees said there is disagreement inside the company about whether Horizon should be focused on games or, as is Mr. Zuckerberg’s preference, social connection.

In a memo last month announcing the lockdown of Horizon, which was first reported by the tech publication the Verge, Meta’s Metaverse Vice President Vishal Shah wrote that the core thesis for the metaverse has proven to be strong. But stability issues and complaints from creators, he said, are “making it too hard for our community to enjoy the magic of Horizon.”

Part of the problem, he said, is that Meta employees aren’t using the product enough themselves. “The simple truth is, if we don’t love it, how can we expect our users to love it?” he wrote.

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A Meta employee prepares to demonstrate a videogame that uses a virtual-reality headset.
PHOTO: JUSTIN SULLIVAN/GETTY IMAGES


Among the persistent complaints from early adopters and testers, according to the documents, are that users have trouble adjusting to the technology, and that other users behave badly.

On a recent night, a female Journal reporter visited one of Horizon’s most popular virtual worlds, the Soapstone Comedy Club. It had about 20 users in it, all appearing as avatars. When the reporter introduced herself and tried to conduct an interview with a small group, one user replied: “You can report on me, baby.” The same user then asked her to expose herself.

One user who was flirting with a woman in the crowd was interrupted by what appeared to be his real-life girlfriend yelling obscenities at him in the background.

According to the documents, men outnumber women in Horizon by two to one. One safety feature Horizon has introduced is an option for users to create the equivalent of a 4-foot personal boundary for their avatars to deter unwanted physical contact.

The next day, a male Journal reporter visited a “house party” in which he was one of two people in attendance. He and the other avatar jumped into a boxing ring and fought for a round while wearing jack-o-lantern sparring headgear, then played beer pong. The other avatar never spoke and the game ended after about 10 minutes. The reporter’s avatar later fell into the pool and couldn’t figure out how to get out. There was no one around to help.

Some Horizon users said in interviews they already spend many hours a day in the metaverse, entranced by the serendipitous interaction it can yield. One user who said she was homebound after a kidney transplant said it was her principal source of recreation.

Beginners, however, can run into trouble. Carlos Silva, a 41-year-old IT project manager in Maryland, bought a Quest 2 and joined Horizon early last year hoping to find more social interaction during the pandemic. On the first day, when he went to the main meeting space, no one was there.

“I was like, you know, this is the whole reason why I bought this thing,” he said. “So I’m going to figure this out, how to find where to go and how to meet people.”

These days, he runs tours in Horizon every Wednesday, helping new players find their way around. He said interest in the tours peaked around last Christmas. Back then, he said, he was seeing up to 400 unique visitors per tour, but that number has dwindled to 150 or less in recent months. The metaverse, he said, is about “the future in like 10 years, not the future next year.”

Meta wants users like Mr. Silva to create their own worlds using Horizon’s tools, which allow them to take 3-D objects like cubes and spheres and shape them into things like trees and chairs. But less than 1% of users are creating their own worlds, the documents show.

Meta’s researchers found that, though many of Horizon’s early creators became unengaged, they could be won back. “Many say they would return if pain points are fixed,” read one memo about creation attrition.

Many of them were frustrated by another issue Meta is grappling with: how users can make money in the metaverse.

On other social-media platforms, including TikTok and Meta’s Instagram, influencers and other creators can make money through brand endorsements, among other things. There isn’t yet anything similar in the metaverse.

“Some creators have a desire to work full time in the metaverse,” said the Meta memo. “If there were full-time roles with the right compensation, some creators would make building the metaverse their full-time day job.”

While Meta has supported some worlds with bonus payments to the people responsible for them, efforts to promote other forms of commerce are still nascent. The most lucrative of Horizon’s worlds has cumulatively brought in $10,000 in “In-World Payments,” the documents show, and a feature to tip creators has yielded total payouts of $470.

Sheharzad Arshad, a 39-year-old graphic designer in Toronto, has built 18 worlds since January, some inspired by movies he loves. His most popular, “Spider-verse,” has drawn roughly 20,000 visitors since he published it in May.

He said the Quest 2 headset’s $399.99 sticker price is too steep for many of his friends and family, limiting the reach.

Nonetheless, he said, he intends to purchase the next version of the headset and dig even deeper into the metaverse. “The direction that they’re moving in, it’s really good,” he said.

Source (Archive)
 
The main problem with it is that it cannot do what the average consumer expects it to do. When you mention the metaverse or alternate reality most people think of Ready Player One, Sword Art Online, the Matrix, or the Snow Crash: they expect a bit of technology which when they plug in means they're in; that tech emulates the real world in all five senses. A headset only gets you partway to this ideal, and if/until the hardware can match these aspirations I don't ever see it being more than a novelty, particularly outside gaming.
Normies do not know what snowcrash or sword art is and a lot of people are easily impressed by VR as is (my boomer father got a quest after my uncle showed him his). The real reason is that the marketing was shit, it had this uncanny valley look to it and it didn't make it clear how it was different from other social games like VR chat or Rec Room. Having the ever unchrismatic Zuck try to channel his inner Todd Howard as the spokes person wasn't drawing in people who are already critical of him and Facebook Not to mention I had no idea the game was already out. The high cost of entry also didn't help because it is only limited to the higher end facebook headsets.

There are often only 3 spots in a given market: The first, the best, the cheapest. Somehow facebook metaverse failed to find a spot in any of these categories in a market with really only two options.
 
I can't believe Zuckerborg is so desperate he actually hitched his company's future on a shitty Second Life knockoff that's worse by virtue of forcing you to pay for sanitized corpo shit instead of downloading whatever you want for free

Good Lord almighty, let it be known that the day Meta declares bankruptcy I will cream my jorts
 
I didn't even know they had a virtual world up and running.
same, I picture in my mind's eye and could explain to you in detail what turns and paths to take to navigate from the door of Blackrock Mountain down into Blackrock Depths to reach Emperor Thaurissan's throne room, but I couldn't tell you how to log into Metaverse from Facebook's homepage if you put a gun to my head.

If kikebook wanted to have a successful VR space, they should have lifted Runescape's skilling system and made repetitive chores a thing to flex while visiting, nothing in Metaverse is game-ified to draw people in.
 
The problem with Metaverse is that Facebook's demographics suck for this type of thing. Real, active Facebook accounts lean to boomers, and you won't get Black Facebook and Indian Facebook onboard with VR either. I wouldn't be surprised if Instagram is considered old-fashioned by zoomers now.
 
This seems like it's by and for terminal autists.

I would guess that the overwhelming majority of users of the internet use it like I do: You wake up, grab a cup of covfefe, check the headlines, check email, eat breakfast, see what your favorite lolcows are up to, go to work, maybe dip back in on your phone during lunch...

It's like the bathroom: You might visit it several times a day, and part of life definitely happens there, but it's not a place you live.

Zuckerfuck seems to want Meta to be a place people live for hours at a time.

Frankly, the shitty dive bar near my house sounds like a better, cheaper, and more fun place to meet randos.

Fuck, Kiwis sounds like a better, cheaper, and more fun place to meet randos.

And there's no risk of getting stuck in a pool.
 
Why didn't he just make a separate company? Baffles the mind to think that anybody would risk their golden goose like that.
He can't make a separate company because he didn't decide to build a virtual world for fun but to save his company from irrelevance. Facebook-the-site is dead, Instagram is dying, and Whatsapp is non-monetizable. The Metaverse is supposed to be the next generation of social media and reassure investors that Facebook-the-company won't keep declining as younger generations choose different social media sites.

It hasn't worked due to Facebook's complete incompetence at building a virtual world and VR tech not being ready for the normie consumer. I can imagine a world where a Hololens-style AR device replaces phones and PCs (due to AR allowing you to have an infinitely sized screen anywhere), but that tech is years away.
 
I own a HTC Vive myself, and I have fun using it.

That said, I don't use it as often as I play my non-VR games.

Even with all of the flaws of VR, there's the unavoidable fact that numerous other companies have already beaten Facebook to making something resembling a metaverse, like VRChat or NeosVR. And they've actually succeeded in making them look prettier than Meta, and you can actually make your own assets for it.

Facebook already has to compete with other games that actually resemble something like a metaverse. Making a shoddy VR MMO isn't going to cut it when you've got numerous halfway decent options to chose from. The only thing I can think of that gives Facebook an edge over their competators would be the Oculus Quest, and not even that will last when others release similar low-cost VR consoles.
 
Counterpoint: As someone who used to play games with a potato GPU, graphics makes a huge difference, especially if the game is dependent on having a certain "atmosphere" to it. Take RDR2 for example: there is a massive difference between riding your horse through the Lemoyne swamps on potato settings with zero fog and shit ambience and a much higher setting that gives people a very, very good idea of just how hot, sweltering, and oppressive bayou swamps are.

As for the Metaverse, I'm as surprised as the rest of you it was still around. But not for long, it seems.
I'm not saying good graphics is a bad thing. I'm saying only retards care only about good graphics. Truly good games are much more than just graphical fidelity. RDR2 is enhanced by virtue of its graphics, but it would still be a great game even if looked like a chunky low-poly PSX title, so long as all the mechanics, story and atmosphere were intact. Anyways, I personally subscribe to the philosophy that the visual style and artistic design of a game is much more important to the overall aesthetic quality of the game than high polygon counts with realistic lighting can ever be. High polygon counts and realistic lighting can add to the quality of a game, but not make the game quality.
 
Zuckerberg should have asked what the pornographic potential of VR is and built everything around improving the pornographic experience. Otherwise, Facebook is the most famously censored social media site. Only Boomers unable to use tech use it.
I don't think this is something that can be attained.

Like I don't want to 'splain sex to everyone, but half the fun of fucking another person is that, well, it's another person.

I'm assuming you're a dude. You ever have two chicks/dudes/whatever suck your dick the same way?

I don't think you can get that with a fleshlight.

No matter whether it's a visual of Florence Pugh or Roseanne Barr going to town on your crank, it's going to feel the same, it's going to smell the same, and it's going to taste the same.

Even if you're married and monogamous, every beej is different. There's spontaneity.

Yeah, a lot of coomers will buy it, but it's the same market you have for RealDolls and shit like that. I don't see it breaking into the mainstream non-incel market.
 
I'm not saying good graphics is a bad thing. I'm saying only retards care only about good graphics. Truly good games are much more than just graphical fidelity. RDR2 is enhanced by virtue of its graphics, but it would still be a great game even if looked like a chunky low-poly PSX title, so long as all the mechanics, story and atmosphere were intact. Anyways, I personally subscribe to the philosophy that the visual style and artistic design of a game is much more important to the overall aesthetic quality of the game than high polygon counts with realistic lighting can ever be. High polygon counts and realistic lighting can add to the quality of a game, but not make the game quality.
Oh, absolutely agreed. RDR2 really is a standout, mostly because the graphics are an intrinsic part of the art style, and there is a quality game there as well. Graphics are like a garnish: they can turn a great game into an excellent one if applied tastefully and in line with the meal itself, but no amount of garnish will make boring, bland white bread anything else.
 
Zuckerberg does realize social MMOs aren't exactly a new thing right?
A dumbass autistic frat boy that stole code not knowing shit.
Totally surprised.

Seriously when will this dumbass stuck in college, the wine aunt that owns youtube, and whoever retard replaced the bald faggot at amazon will realize that advertisment money is fucking nothing. As fucking designed. Because the old money think you're competition.
 
Meta looks like if Xbox Live made their own social MMO.
I vaguely recall that they (XBox) kind of did. Wasn't there an arcade, and 'spaces'/'hangouts' for your XBox Live avatar to, er, 'hangout' in? 360 era, I think. Like this meta shit, I seem to remember checking it out once - just for the novelty - then never bothering to go back. Because, why the fuck would anyone? My XBox is there to play shooty-shooty and stabby-stabby, and any 'socializing' is done in-game, over chat anyway, and - most critically - as a side effect of playing the game, not the reason to be there. Most bros get on XBox, or wherever, to get away from incessant, pointless, annoying yapping - social media is for women (and fags and soys - same difference).

Problem with the metaverse, quite apart from the cost/effort/off-putting-ness of the tech, is that wahmens can't really get their narcissistic supply in VR, not when anyone can (in theory, anyway) present themselves as hawt. Women want attention, and can get plenty of that already on insta/tiktok/regular facebook or even onlyfans - they can only get less attention in this shitty app. So, of course it's dead on arrival.
 
This seems like it's by and for terminal autists.
That's really it.

One of the problems when you have six gazillion dollars of liquidity is that you can follow a bad idea much longer, convincing yourself the proverbial hole in the boat isn't a problem because you can pay guys to bail water, or , having become such an icon, you believe your own bullshit and think that you are actually bigger than the sea....

Also, for all it's advancements, I think social media sites are destined to have relatively short lives because they don't make money by selling you access to content, they make it by selling YOU as content to these "big ideas" and "next generation" technophile notions of what people want when they just want to look at cat pictures.

First the whole targeted marketing thing, that was supposed to know you so good through your demographics and location and browsing habits that they could guarantee that if company a bought ad space and they algorithmically sent it to me, there was a 99.9% chance I'd buy what they offered. And even with the best programming minds and a virtual dossier on literally everyone on the planet, in the end it's still no better than any other form of advertising and frequently gets things wrong, hilariously wrong and is just as bad at knowing me as those primitive fill-in-the-blank banner ads from Web 1.0 that just put in what it thought your home town was (via IP address) and hoped for the best. Things really haven't improved, but people like Zuck soldier on, autistic-ly and almost religiously, believing that if they just get enough data.... one more million people.... that they'll hit upon the magic answer. It's why he performatively cut off his balls for the CCP, thinking it would be worth it, he wanted those 100 million new data points.

The other thing, as already mentioned - VR works great for games, but, even if targeted ads made you want to buy, nobody except the techiest of techy tech bros wants to strap into the VR system to do what one mouse click on a "Buy it now" button already accomplishes. Normal people don't crave extra steps to fulfillment they can already get. If the Star Trek holodeck could be built today, everyone would use it to boink their fantasy date, not shop for car insurance...... VR works for games because things like flying an F-15 or being a rock star or a space marine are NOT attainable any other way. It doesn't and will never work for buying shoes.
 
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lmao what even is this, fucking Wakanda? And who would want to play as these sterile, corporate-approved avatars? It's gross and dystopic. Fuck off forever, Facebook.
 
Meanwhile even casuals went crazy over Animal Crossing to just dick around in some cartoony island and made Nintendo millions of dollars. LOL keep sneeding Zuck.
 
This whole thing really shows how zuckerberg really isn't as smart as people think and how much of his success is only due to jewish rich kid inertia.

If he hadn't been born into the ridiculous silver spoon family he was born into, he'd be just another autist getting fired from one junior devops role after another.
 
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