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)
 
Right from the jump it relies on a technology platform (VR) that only about 0.005% - 0.02% of the world population even has reasonable access to (i.e. they personally own a headset or live in a home with a VR headset available for them to use), besides that it doesn't even work with all VR headsets, but is exclusively locked to Oculus Rift S and Oculus Quest 2 devices, which have an even smaller VR market share of that overall VR-accessible percentage.
In my personal experience, I think the biggest problem with VR is that most people don't have a warehouse to dedicate to it. Most people move some chairs out of the way and dick around in an 10' X 12' room, and that's inherently limiting.

VR is also tiring. Video game characters are active; that's what makes them fun. Not only are you generally standing the whole time, but you're constantly moving your head with this 10 lb weight on it... great for a hyperactive 10 year old; less so for a 30 year old who just got off work. You're always fighting against the stupid cord, which I guess is less of a problem if you're using one of the Quests, but it's fundamentally immersion breaking to untangle yourself in the middle of play.

Shooting in VR is kinda fun, although you'd really want some sort of attachment because there's nothing to give your hands stability if you're free handing it. The biggest problem with that are the screens; aiming down sights makes your target and front post a blurry mess because they become 4 stretched out pixels.

And lastly, with some highly-stylized exceptions, the games all look like they were made in 2002 on the Quake 3 engine. Texture quality ranges from abysmal to bad, for whatever reason. Model detail is low and aliasing is a serious issue in VR.

Solving the locomotion problem would be a big step up, but even those crazy treadmill things are only an approximation. Like sussing out trannies, we are evolutionarily evolved to pay attention to the slightest error in how your different senses match what you're perceiving; errors that make you feel sick because that's what your body assumes you are when your eyes don't match your body. I think the most nauseous I've ever been was when I tried a 90 second rollercoaster ride in VR and the feeling lasted for like 2 hours afterwards.
 
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.
What if.... they make an animatronic fleshlight that you program to mimic certain porn stars styles?
Or just randoms? You could download it off a database?
Then you wear your VR coomset and off you go. Tonight, it's Katy Perry, tomorrow night it's Rosie O'Donnell.
 
Obvious take, but the metaverse was always a terrible idea that the out of touch suits falsely thought they could trick the consumers into using if they forced it on the public enough.

I'm glad it's failing.
 
In my personal experience, I think the biggest problem with VR is that most people don't have a warehouse to dedicate to it. Most people move some chairs out of the way and dick around in an 10' X 12' room, and that's inherently limiting.

VR is also tiring. Video game characters are active; that's what makes them fun. Not only are you generally standing the whole time, but you're constantly moving your head with this 10 lb weight on it... great for a hyperactive 10 year old; less so for a 30 year old who just got off work. You're always fighting against the stupid cord, which I guess is less of a problem if you're using one of the Quests, but it's fundamentally immersion breaking to untangle yourself in the middle of play.

Shooting in VR is kinda fun, although you'd really want some sort of attachment because there's nothing to give your hands stability if you're free handing it. The biggest problem with that are the screens; aiming down sights makes your target and front post a blurry mess because they become 4 stretched out pixels.

And lastly, with some highly-stylized exceptions, the games all look like they were made in 2002 on the Quake 3 engine. Texture quality ranges from abysmal to bad, for whatever reason. Model detail is low and aliasing is a serious issue in VR.

Solving the locomotion problem would be a big step up, but even those crazy treadmill things are only an approximation. Like sussing out trannies, we are evolutionarily evolved to pay attention to the slightest error in how your different senses match what you're perceiving; errors that make you feel sick because that's what your body assumes you are when your eyes don't match your body. I think the most nauseous I've ever been was when I tried a 90 second rollercoaster ride in VR and the feeling lasted for like 2 hours afterwards.
The constant struggle to plug the nausea holes in the VR boat is one problem and visual crustiness is another, but the biggest issue is that VR is fundamentally the opposite of what most people want from technology. The majority of technological advances over the years have been making tech smaller, simpler, and less intrusive. TVs have become thinner and have streaming apps built in so you don't need to hook up any media devices, computers have gotten more compact and streamlined, and smartphones have become all-purpose pocket utilities than can be used as actively or as passively as you like, hence why they're ubiquitous. VR by its very nature requires you to clear a space, set it up, and give it your full undivided attention. It can't be used passively, it's a whole commitment. And that's why most people don't want VR, they'd rather just pull out their phones because it's far less hassle. The enthusiast market for VR will always be there, but the normie market won't be.
 
What if.... they make an animatronic fleshlight that you program to mimic certain porn stars styles?
Or just randoms? You could download it off a database?
Then you wear your VR coomset and off you go. Tonight, it's Katy Perry, tomorrow night it's Rosie O'Donnell.
And then a vulnerability is found that compressed to 9000 psi during play and you have the TroonMaker virus. Sounds great.
 
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.
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.
This can't have happened. This actually makes the Metaverse sound like the fun classic internet and not the most astroturfed bunch of bullshit in history that Zuckerlizard has burnt billions and billions on.
 
The metaverse concept has always been doomed at this stage, its the worst possible combination of factors for the average consumer. Zuck just seems convinced he can overcome all that with enough advertising spend, which goes to show just how far social media has managed to rot even his brain.
I figured he just never knew about those people in MMOs who do nothing but sit in a lobby or safe area and talk all day. Or hell even games like GTA V Online.

Advertising to those weirdoes seemed to me like a shit strategy given the ones that'd have the money to get a VR headset would assumedly be few and far between. If he really did just think the power of Faceberg was going to sell a revamped VR Second Life then he really has let the idea that he controls Facebook go to his head. You'd think someone like that would be acutely aware that social media isn't representative of real life.
 
There are so many issues with this product that it's incredible to me it ever managed to limp to market, but my personal favorite is the decision to make Mark Zuckerberg, one of the most loathed human beings on the planet, into its mascot.
 
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.
Plus they have legs
 
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VR is just a gimmick like stadia and zuckerberg is one failure away from trooning out.
Soulless kike.
 
in which users appearing as avatars can shop, party and work
Anyone still thinks the lizardperson meme is a joke?

Ironically they have a lack of diversity problem: they've met their diversity goals by hiring differently-colored lizardpersons and lack humans to tell them what humans want from a VR headset.

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.
I don't know about sex, but I've never had two identical ToME runs. A randomized experience is possible. Distance interaction with another person is likewise possible. This solves many, many problems for coomers and troons of both sexes: personal risk, embarrassment, location, body image. Look at all those trannies with anime girl profile pics and ridiculous filters flirting with each other. Think of all the bloated maidenless flesh blobs who would be able to finally lose their e-virginity. Think of fanfiction writers. And yes e-thots would be running a brisk business offering their avatars' services (probably staffed by minimum-wage Indians).

There is money in this. Maybe Zuck was afraid of running a "sex" company (including because there'd be pedos). Maybe it just didn't occur to him, because he can't relate to human behavior. Maybe he was afraid that a coomer origin would put off later normie adopters (which didn't happen with Wikipedia and Facebook and Snapchat and ...).
 
Second Life! Now with legs! And censorship! And aggressive advertising! And don't worry, in the future we'll be adding more censorship!

This is going to make New Coke look like a spelling error. Don't buy shares in Meta, buy shares in popcorn companies.
You forgot the most important part, its Second Life without porn. I'm convinced that the only reason Second Life is even around right now is because of all the furries using it to type fuck each other.
 
Im surprised they didnt just immediately look at all the times this exact idea has been tried before and failed because human beings are inherently chaotic and love to fuck with each other. Like I remember Second Life 'business meetings' getting bombarded with flying dicks crashing into the avatars and I was confused how you didnt expect that to happen.

Theres like ancient Assyrian graffiti that amounts to 'Emperor ___________ is a fucking faggot suck this one" and crude drawings of dicks etched into concrete. Humans have ALWAYS been this way.
This can't have happened. This actually makes the Metaverse sound like the fun classic internet and not the most astroturfed bunch of bullshit in history that Zuckerlizard has burnt billions and billions on.
I mean did this lady miss the inevitable 'pools closed' sign when she slipped and fell in? It had to have been there, she should have known.
 
Im surprised they didnt just immediately look at all the times this exact idea has been tried before and failed because human beings are inherently chaotic and love to fuck with each other. Like I remember Second Life 'business meetings' getting bombarded with flying dicks crashing into the avatars and I was confused how you didnt expect that to happen.

At the time, the avatar being interviewed had recently made the cover of BusinessWeek (yes, really) and IRL businesses were looking to capitalize on SL as the next big thing. But after that, a lot of articles came out as SL being mostly porn, like there was some article about finding a child avatar sex dungeon called "Wonderland" hidden behind a wall, and attempts to make a SFW version of SL for teenagers bombed. The companies trying to exploit SL eventually moved on.
 
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