The Metaverse Has Always Been a Dystopian Idea - Silicon Valley CEOs keep hailing its imminent arrival as they hawk digital goods, but the metaverse was a dystopian idea from its inception.


A big shift is apparently underway in Silicon Valley.

The company that operates the world’s largest and most profitable social media network will not, according to its CEO, be a social media company much longer. In an announcement that inspired a fervid wave of speculation, analysis, and mockery, Mark Zuckerberg proclaimed that Facebook is going to become a “metaverse company” instead.

Facebook will pivot from being a website that is accessed through phones and laptops, Zuckerberg says, to a next generation computing platform where the focus is on a user’s “presence,” and is accessed through VR via Facebook’s Oculus headset, or other Facebook products like Portal. “I think over the next five years or so,” Zuckerberg told the Verge’s Casey Newton, “we will effectively transition from people seeing us as primarily being a social media company to being a metaverse company.”

Elsewhere in the big tech landscape, Satya Nadella, the CEO of Microsoft—at the time of writing the second largest company in the world in terms of market capitalization—has been promoting his aim to build an “Enterprise Metaverse.” At a Microsoft Inspire keynote talk back in May, and on a July earnings call, Nadella described this as “a new layer of the infrastructure stack” where “the digital and physical worlds converge.”
It’s not just Microsoft and Facebook. A widening swath of Silicon Valley’s investor class, cheerleading pundits, and influential founders have been hyping the so-called metaverse, too. Tim Sweeney, the CEO of Epic Games, which runs Fortnite, has for years been promoting the metaverse as the fast-arriving future. The venture capitalist Matthew Ball attempted to chart its potential and explain why it is “likely to produce trillions in value.” David Baszucki, the founder of the gaming platform Roblox, sung its praises and underlined its import in a January piece for WIRED.

“The Metaverse is arguably as big a shift in online communication as the telephone or the internet,” he wrote.
“The metaverse is a vision that spans many companies—the whole industry,” as Zuckerberg put it. “You can think about it as the successor to the mobile internet.”

We’ve seen this movie before, of course: a host of Silicon Valley companies uniting to embrace a new and nebulous concept, a la the Internet of Things, that sounds both adequately future-y and freshly attractive to big picture-loving investors. This has not stopped those companies from fomenting a new air of inevitability within the industry, or its advocates from trumpeting its imminent arrival. “The metaverse is coming,” one futurist enthused in Forbes in a widely viewed story, “and it’s a very big deal.” In fact, a quick Google search reveals that everyone from WIRED to the Economist to TIME Magazine to InvestorPlace.com to Verizon’s “News Center” has published stories titled “The Metaverse Is Coming,” which helps to offer a snapshot of who has an interest in its arrival.

If it is coming, and if it is a big deal, then surprisingly few have paused to carefully consider the actual source of the metaverse, an undertaking which seems like a good idea, especially because that source is a deeply dystopian novel about a collapsed America that is overrun by violence and poverty. The metaverse was born in Neal Stephenson’s 1992 Snow Crash, where it serves as entertainment and an economic underbelly to a poor, desperate nation that is literally governed by corporate franchises.

You will see no trace of the metaverse’s origins in these strategy announcements, which so far seem to hint mostly at creating and uniting more immersive digital environments in which entertainment might be consumed and work carried out—and advertising displayed, workers surveilled, and branded NFTs and loot boxes sold. No trace, that is, unless maybe you read about it on your Twitter feed, where a news item about a metaverse product is likely to be sandwiched between stories about crushing health care debt or anecdotes about rampant inequality.

So I think it is worth examining why it may be that our real-world CEOs’ next big high tech concept is sprung from an overtly dystopian context of mass poverty and violence; one where an immersive, shared 3D digital environment where anything goes offers most people’s only opportunity to escape from an intolerable reality.

“This imaginary place is known as the Metaverse,” as Neal Stephenson wrote.

The hero of Snow Crash is named Hiro, and he is a gig worker delivery driver who moonlights as a hacker, and lives in abject poverty in a 20x30 storage unit he shares with an alcoholic roommate. “Hiro spends a lot of time in the metaverse. It beats the shit out of the U-Stor-It.”

The U.S. as we know it has ceased to exist, and corporate entities and organized crime control whole city-states. Workers like Hiro can be killed for taking too long to deliver a pizza, and they are driven into the metaverse underworld to find extralegal work and enough money to make ends meet. The only reasonably safe places in the physical world are heavily fortressed “burbclaves” where the wealthy reside behind batteries of guns and gated communities.

The metaverse, which users access through VR goggles, is the kind of 3D digital environment that should be familiar to most people who are aware of video games today, except that it’s massive—the majority of the metaverse’s real estate is developed along The Street, a huge virtual thoroughfare that encircles thousands of miles of its digital world—there are no rules, and there are no set objectives. Users select an avatar (Stephenson also coined the popular usage of that term, too) to represent their digital selves. A higher resolution representation costs more, thus stratifying class in the virtual world, too.

And what do people build in the metaverse?
“Like any place in Reality, the Street is subject to development,” Stephenson explains. “Developers can build their own small streets feeding off of the main one. They can build buildings, parks, signs, as well as things that do not exist in Reality, such as vast hovering overhead light shows, special neighborhoods where the rules of three dimensional spacetime are ignored, and free-combat zones where people can go to hunt and kill each other.”

Okay! So the metaverse is for light shows, people tired of existing on the space-time continuum, and mass murder. (Come to think of it, this sounds a bit like the extant internet, or just Fortnite.)
Finally, it should be noted that there is an entire class of people, users derisively known as gargoyles, who become so hooked on existing in the metaverse that they rig themselves to be permanently plugged-in, and are permanently disfigured in reality as a result. In the years since Snow Crash’s publication, gargoyles have been viewed as a prescient commentary on the pitfalls of screen addiction.

Thus, in the book from which the current metaverse craze originates, not only is our world in ruins and most people are eking out precarious lives in dire poverty, but the metaverse itself is a place that is addictive, violent, and an enabler of our worst impulses.
It’s an exceedingly dark vision, if a satiric and somewhat cartoonish one (there are also lots of swords). So it’s a little remarkable that precisely none of this is acknowledged in the paeans to the metaverse that have emerged from founders and cheerleaders over the last few weeks and years, even as the vision of computing advancing as the world falls apart becomes all the more salient.

In the world of Snow Crash, the metaverse is not viewed as particularly cool—it is necessary, because the real world has become so unbearable. Ditto in the most famous book to update the metaverse’s architecture for our modern, pop culture-saturated era: Ready Player One. Its Oasis is basically the Metaverse if it were written by a neural net trained on 80s movies and 00s video games.

That book too is set in a nearish dystopian future where desperate people are driven to escape their unpleasant lives into a vast virtual environment—it is insinuated that either the Oasis is so popular because the world is so bad, or the world is so bad because the Oasis is so popular. This is a weird nexus at which to want to build out your company’s future! And yet for a time, new recruits to Facebook’s Oculus division were handed copies of the book as required reading.

Both books’ metaverses get at a common truism: there is something inherently dystopian in a future where humans abandon the real world in favor of an escapist and consumerist-oriented fully immersive digital one. To want to spend any serious amount of time in a metaverse, it must be made more appealing than reality, a feat which can be accomplished in one of two ways—either the world outside is already shitty enough to drive you into a glitch-prone, murder-filled alternative, or the fantasy of becoming someone else is compelling enough to consume you totally.

Both configurations are fraught. It is easy to see the metaverse making a more compelling sales pitch in the days of pandemics and wildfires and increasingly limited real-world experiences available to the non-rich. But my guess is that the reason the metaverse vision inspires founders like Zuckerberg is not, primarily, the new network of market opportunities it presents, which is certainly there—but the personal interest in fulfilling the fantasy element. Zuck has mentioned that he has been thinking about the metaverse since middle school, when he may well have read the science fiction that described it.
It could well be that the metaverse represents to the next generation of founders what, say, space travel and off-world colonies on Mars do to the likes of Elon Musk and Jeff Bezos.

It is a science fictional construct that perhaps captured their imagination at an impressionable moment in their lives—in the metaverse, you can be anyone, do anything, and vanquish foes, regardless of real-world social status or physicality. As the writer and media studies professor and video game designer Ian Bogost noted, “The metaverse was never a fantasy about virtual reality, but just one about power.” And now that these founders have the capital and power to pursue the fantasy, that is exactly what they are doing.

When I interviewed an executive at Magic Leap in 2018, at what was arguably the company’s peak in popularity thus far, I asked him what an ideal use case of the headset would be for him. The first thing he said was “I want the Star Wars universe in my life… I want to look up at the sky and see Tie Fighters and X-wings fighting.” The aim was pure, youth-inspired science fictional fantasy.

Of course, the broader contours of both visions will likely remain fantasies—as David Karpf points out in WIRED, virtual reality, and the metaverse it presumes to enable, is a perennial “rich white kid technology” that has been around for decades, keeps failing upwards, and seems destined for novelty rather than ubiquity. And it’s worth adding that the metaverse as Zuckerberg describes it—a shared 3D space where we live and work and view advertising in an embodied internet—would be an actual nightmare if it were to be designed, built, or administered by Facebook, perhaps the most notoriously drab, misinformation-littered, and aesthetically unappealing environment on the web.

Fortunately, we do not need to fear this coming to pass in concrete terms very much, as the metaverse vision is inherently somewhat ludicrous. But even if it is, the big swing earns Zuck and co. some credulity and latitude in the press, unlocks some venture capital for third party developers, and offers a little distraction from the myriad unresolved issues that still plague its much less exciting Newsfeedverse right now. In this sense, the biggest impact of announcing intentions to pursue the metaverse is that it may win Facebook, Microsoft, and other tech giants some leeway, a chance to deflect criticisms of its conduct and policies towards the fact that they are again in the midst of major evolution, so cut them some slack, you know? Many tech companies have realized they are harder to criticize if they are constantly evolving their ambitions and shooting for the rafters, and a massive metaverse moonshot certainly qualifies.

But as usual with such amorphous concepts and platform aspirations, there’s very little there. None of these luminaries, from Zuck to Nadella to Boz, seem capable of painting a coherent vision for what their particular metaverse will look or feel like, beyond gesturing at “presence” and a collection of apps, keywords, and old science fiction tropes. It is an odd vision built from a compendium of juvenile fantasies, perceived market opportunities, and overt dystopias.

Silicon Valley is often criticized for failing to anticipate the critiques of the new technologies and ideas it lionizes, and for failing to anticipate the adverse social impacts of its products. With its aspirations to construct a metaverse, it is obliviously aspiring to develop the critique itself, direct from the source.
 
I was going to post something smarmy and sarcastic as I've always was going to.....

But you know what? Fuck it. Do it Silicon Valley and Zuck. This was the future you chose.
 
We better hope there's some VR cyberspace to escape to with how awful they seem to be purposely making reality, maybe that's the idea all along? Make reality so miserable so we'll pay to escape it?

Either way Snow Crash is probably exactly where we're headed, I remember reading that novel in 2008, finding it almost quaint, but now looking back it seems very prescient.

and for failing to anticipate the adverse social impacts of its products
Yeah, like getting minorities all amped on hating whitey, oops, that's not an "adverse social impact" Vice would be willing to talk about.
 
Unless new VR rigs start to go around for less than hundred dollars, installation and physical set-up included, there is no chance in Hell that normal people would become interested in them enough for such visions to ever become viable.
When/If streaming takes off, you wouldn't need a VR head-set with a lot of computery stuff inside it.

Zuckerberg has missed his chance on VR IMO. He should have taken the hit and given the first or second wave or Oculus away for free, or heavily, heavily discounted. Get the mongs and normies used to VR, lock them in to FB account for games and purchases (just like apple would/will do) and he would be set for life.

Now he has to compete with the upcoming PSVR2, which is going to be an absolute beast of a device
 
We better hope there's some VR cyberspace to escape to with how awful they seem to be purposely making reality, maybe that's the idea all along? Make reality so miserable so we'll pay to escape it?

Either way Snow Crash is probably exactly where we're headed, I remember reading that novel in 2008, finding it almost quaint, but now looking back it seems very prescient.


Yeah, like getting minorities all amped on hating whitey, oops, that's not an "adverse social impact" Vice would be willing to talk about.
I have already reserved Hiro Protagonist.

I hope you are all buying your Earth 2 plots.
 
Unless new VR rigs start to go around for less than hundred dollars, installation and physical set-up included, there is no chance in Hell that normal people would become interested in them enough for such visions to ever become viable.

That's been Facebook's general goal with Oculus ever since the Quest had it's initial success, to the point of Oculus cancelling it's future PC standalone headsets.

Facebook is taking a shallow/wide approach of selling cheaper and accessible VR headsets until they're as ubiquitous with children and grandmas as tablets and smartphones eventually became.

Valve is taking the opposite narrow/deep approach by doubling down on their PC headset, buying out brain/machine interface companies, focusing their r&d on brain read/write capability, to eventually bypass the senses and develop something more similar to the matrix. IIRC they were claiming to have enough read-from-brain functionality on the next Index to control extra limbs.

Facebook and Valve are basically taking opposite approaches for VR dominance with the same goal of creating something that replaces or kills most or all other media formats after a tipping point, with something that they hold the keys to, something that at least Gabe Newell was pretty open about.
 
Why would anyone want to be a part of this
 

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If we could create a VR world where all of the troons and furries go to be their idealized selves and leave the rest of the world alone, I could see it being worth it.
 
Churches are finding "ministry" opportunities in the metaverse. In person church attendance is significantly down since Covid, and many are walking away completely. But by all means let's get people addicted to VR in the name of the Lord.


One of the nation’s largest megachurches is adding one more satellite campus — and it’s in virtual reality.

Life Church, led by Global Leadership Network spokesman Craig Groeschel, recently announced it’s hosting worship services in Microsoft’s AltspaceVR virtual reality platform. That’s on top of Life Church’s 36 campuses across a dozen states

Over 200 attended Life Church’s virtual service this past Sunday, according to a post from Ryan Sharp, a Life Church pastor. Almost 100 were there for the second-ever service a week earlier, on Dec. 12. And the church reports three participants so far have said they decided to follow Jesus.

“With recent emphasis on the metaverse, organizations around the globe are taking a closer look how to leverage virtual reality—including the local church,” a Life Church spokeswoman said.

The Altspace services aren’t the church’s first foray into virtual reality, or VR. In 2007 — nearly 15 years ago — the church launched a ministry in Second Life, a gamein which people interact with each other through their avatars.

“While critics might question if real connections can be made in the metaverse, Life.Church has seen countless lives changed through relationships in digital spaces over the years,” said spokeswoman Rachel Feuerborn. In the church’s experience, she said, people “are often more willing to let their guard down and have deep, meaningful conversations more quickly from the safety of anonymity than they are face-to-face.”

She added the church hoped to use the platform especially to reach people “who might not otherwise set foot in a physical church.”

Virtual reality is set to be a major component of the “metaverse.”That’s basically a version of the internet that you browse in 3D or overlay onto real life, like with augmented reality glasses. The metaverse doesn’t yet exist, but might within just a few years.

Groeschel’s website says Life Church “has led the way in pioneering innovations for the global Church.” Its YouVersionBible app is the No. 2 reference app on Apple’s App Store and has been downloaded more than 100 million times from Google’s Play Store.

“Our methods have changed over the years as we’ve incorporated various technologies and strategies,” the YouVersion website states. “But at the core, our focus remains on relevancy as we consistently strive to demonstrate and teach people how God’s Word relates to everyone, no matter where they are in life.”

But ministry and psychology experts alike have been calling for wisdom —and caution — as virtual reality apps go mainstream.

“A person who uses virtual reality is, often willingly, being controlled to far greater extents than were ever possible before,” computer science researcher Elissa M. Redmiles wrote in 2018. “Everything a person sees and hears – and perhaps even feels or smells – is totally created by another person.”

That makes VR users more vulnerable to manipulation by bad actors controlling the virtual environment, she noted.

And gatherings in virtual reality shouldn’t be confused with real human connection, social policy analyst Elizabeth A. Segal recently wrote.

“The ease at which we can create unreal worlds and unreal personas worries me. What happens when we finally get together in person? Will we be disappointed in the reality of who that person is?” Segal asked in Psychology Today.

“I fear that creating metaverse risks replacing real-time human contact with animated interactions,” she concluded. “Real-life can never be a video game.”

Ian Harber, who recently co-wrote an article on preparing for ministry in the metaverse, told The Roys Report that VR could lead to more in-person, healthy church involvement if it’s used well.

In VR, churches can “create virtual spaces where it’s possible for people to have meaningful spiritual conversations with pastors, theologians, professors, counselors, and more,” Harber said. “This is more native to the technology.”

Harber cautioned against simply giving people VR content — like putting up a sermon video in a virtual sanctuary — and calling that church. Engagement is key, he said.

VR ministry “will definitely allow us to talk with people who would never step inside of a church before they knew someone first,” Harber said. “It’s an opportunity to build trust, have spaces for more nuanced conversation, and actually talk with people through the hard things before they decide to come to church.

“Pastors need to know that they might plant seeds in the metaverse that sprout in someone else’s local church. That’s a win.”
 
It won't catch on because it's a big step backwards. Why would you give up the convenience of being online all the time on your phone and go back in time where you had to use a computer at home?

The only upside for corporations is that the incredible amount of overhead cyberspace needs would limit startups.

A mixed augmented reality approach using something like google glass would make more sense.
 
Good, so when I'm tired of being censored and oppressed IRL I can log on to the Metaverse and be censored and oppressed there!

I'm envisioning POC only metaverse spaces full of racism that are allowed to flourish because feelings. And pedo grooming dens galore. Made even worse by constant visual interaction with cartoony avatars.

If you want to be a degenerate there's already Second Life. And most MMOs have nicer art and graphics than this. I don't think it's going to attract the gamer crowd. And grandma isn't going to be able to figure it out. I'll be damned if I want to have a cartoon meeting with co-workers.

And the censorship will be horrible. Just wait until the first triggered tranny pops up. One thing I do look forward to is the REEEEing that's going to emerge.
 
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