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Will the Metaverse Live Up to the Hype? Game Developers Aren’t Impressed

Will the Metaverse Live Up to the Hype? Game Developers Aren’t Impressed

The perfect version of the metaverse, to hear tech heads like Mark Zuckerberg tell it, marries social media, entertainment, and—most exciting of all—meetings in one pristine virtual space. Long ago foretold in Neal Stephenson’s Snow Crash, it is a place where the online world offers more experiences than the flesh-and-bone one. But whereas Stephenson’s metaverse was part of an apocalyptic future, modern inventors have promised a digital utopia.  

Unfortunately, the metaverse they’ve built has, so far, lived up to those expectations about as well as a Craigslist apartment rented based on photos alone. Zuckerberg’s Horizon Worlds, clunky and strange, may have been at its most thrilling when Meta informed users that legs for their avatars were “coming soon.” The hardware needed to visit such virtual worlds—often a headset like Meta’s Quest Pro—can be pricey and cumbersome, and once you get there, it’s no party. 

None of this is lost on those who actually build digital worlds. In a survey released today by the organizers of the Game Developers Conference, a whopping 45 percent of them said “the metaverse concept will never deliver on its promise.” It was the most popular response to a question about which companies or platforms are “best placed to deliver on the promise of the metaverse concept,” and a telling sign of what kind of faith the industry is putting in the long-term potential of immersive virtual worlds. “The people trying to sell it have no idea what it is,” wrote one respondent, “and neither do the consumers.”  

The survey, released by GDC ahead of its annual event in late March, comes after a rough 2022 for metaverse evangelists. Not only is there cynicism about who is building these worlds, and for what purpose, but many potential metaverse inhabitants aren’t convinced there’s any there there. Meta lost money and laid off workers last year, and even proto-metaverse worlds like Minecraft and Roblox now sit low on the game developers’ list for anticipated success. 

It’s not for a lack of trying. Some developers are still interested in releasing AR/VR games on platforms like Meta Quest and PlayStation VR2. Of those polled, 36 percent listed Meta Quest as a platform they expect to release their next game on. For PS VR2, that number is 18 percent.

Faith in the metaverse, as the survey put it, lies with Epic Games. While nearly half of respondents said its promise will never be fulfilled, 14 percent did think that if any platform had a shot at doing so it was the company’s Fortnite. Meanwhile, only 7 percent thought Horizon Worlds had a shot; same with Minecraft. Five percent thought Roblox could do it.  

Fortnite earned that confidence over the years thanks to Epic’s curation of events like in-world concerts featuring artists such as Marshmello, Travis Scott, and Ariana Grande. No longer just a place for players to duke it out, it’s a space where people can enjoy other forms of entertainment together. But Fornite was not the first game to offer virtual communities, nor even the second or third. “The metaverse needs to acknowledge that it is reinventing the wheel,” one respondent said, pointing to Linden Lab’s 20-year-old virtual world, Second Life. “And then identify why people lost interest in the wheel the first few times around.” 

“[The metaverse] already exists and is sustainable,” another developer wrote. “It’s simply being re-sold as a new concept by corporations trying to profit off it.” (In Meta’s case, its pivot to the ’verse has been accompanied by plummeting profits and flat growth.)

The metaverse may one day see its true potential realized, but it likely won’t be as Zuckerberg, or even Stephenson, imagined it. For the metaverse to become a true alternate reality, it needs to be built by its own users. “Any version of it that exists solely in the hands of one corporation as an ad platform, virtual workstation, or virtual real estate market is doomed to fail eventually,” one developer wrote. “It needs to be built of things users actually care about.”

Sony Releases Its First Accessible Controller

Sony Releases Its First Accessible Controller

“Our aim for Project Leonardo is that it enables many more players to enjoy the remarkable games that PlayStation Studios and our development community are creating for PS5,” Ryan says. “Millions of gamers play games to escape into a fun experience, build new friendships, or hang out together. The opportunity to make gaming accessible to more players is something all of us at SIE are incredibly passionate about.”

The collaboration between disabled individuals and PlayStation is also indicative of the industry’s commitment to furthering accessibility. Project Leonardo shares similarities with Microsoft’s Xbox Adaptive Controller. On Xbox and Windows systems, players can activate a feature called Copilot, allowing them to connect two controllers that act as a single device. For physically disabled players who struggle to reach certain inputs or even press specific buttons, the opportunity to choose is crucial. In a press release, a Sony Interactive Entertainment spokesperson explained the mechanics behind PlayStation’s version of Copilot:

Project Leonardo “can be used as a stand-alone controller or paired with additional Project Leonardo or DualSense wireless controllers. Up to two Project Leonardo controllers and one DualSense wireless controller can be used together as a single virtual controller, allowing players to mix and match devices to fit their particular gameplay needs or to play collaboratively with others. For example, players can augment their DualSense controller with a Project Leonardo controller or use two Project Leonardo controllers on their own. A friend or family member can also assist by helping to control the player’s game character with a DualSense controller or a second Project Leonardo controller. The controllers can be dynamically turned on or off and used in any combination.”

Aside from the ability to use more than one of the new controllers, the new device can also be paired with external third-party buttons and switches to enhance its overall accessibility. Sony didn’t say whether Project Leonardo will be compatible with the Logitech Adaptive Kit or what PC interoperability there will be, or even if Project Leonardo will be the device’s final name when it goes to market. But more alternatives mean that physically disabled players won’t be restricted in their setups. And, as Jim Ryan notes, that’s the goal. 

side view of Sony Project Leonardo accessible console game controller with E1 and E2 jacks

Courtesy of Sony

With more games, and now consoles, open to all gamers, including disabled individuals, players can explore and experience the same pop-culture-defining moments that games continue to create. Project Leonardo is just one tool in an ever-growing arsenal of accessibility. But for physically disabled people who are unable to use a PS5, this controller will bridge the gap.

“Our mission is to use technology and innovation to make gaming more accessible for everyone,” Ryan says. “We’re working toward a future where players of all abilities can share in the joy of gaming. Whether through in-game accessibility settings, platform UI features, or new products like Project Leonardo, our PlayStation Studios and product development teams are deeply passionate about making that a reality. Our hope is that the gaming industry will become even more inclusive, and we’re grateful to play a part in this journey.”

Video Games Need Better Dinosaurs. Paleontologists Can Help

Video Games Need Better Dinosaurs. Paleontologists Can Help

The most marine-centered event at GSA was also one of the loudest voices in the chorus for pro-ammonite games. The final night of the conference, I stumbled up to a Hyatt Regency ballroom for the long-awaited social event “Friends of the Cephalopods.” Under a vaulted ceiling, academics, museum workers, and the octopus-curious passed around a flagon of Kraken Rum. They drank to cephalopods and laughed whenever a vertebrate came up in conversation. Among them, in Sable-like cloaks, was Olivia Jenkins, art and programming lead on Ancient Oceans, an ammonite roguelike game out of University of Utah’s Ammonite Motility Modeling Lab. Working alongside assistant professor Kathleen Ritterbush, the game was based on the lab’s research into how ammonites lived and competed for resources.

In different oceanic eras, players will take on different shell permutations as they try to survive, balancing factors like speed, endurance, and hunger. Jenkins hopes Ancient Oceans will be enjoyable to all—not only cephalopod friends. It sacrifices some accuracy for entertainment, but that doesn’t mean players won’t learn. 

“I learned more about the Cold War from Metal Gear Solid 3 than I ever did in the public education system,” Jenkins says. “Just by having it be incidental to information that was directly relevant to me as a player, I was able to learn about it and had incentive to remember details.” Bonus information can be tucked into optional parts of the game, inspired by the Super Smash Bros Brawl trophy gallery. The Geoscience Communications paper authors also discussed similar options like glossaries or encyclopedias as helpful guides for the paleo-curious without forcing anyone to learn. “I’m trying to encourage people to look at the information that is being provided by the game without shoving it down their throats,” Jenkins says. “And that’s a tough balance. Hopefully, I hit it.”

An augmented-reality version of Ancient Oceans, using Unreal Engine 4 on museum iPads, is slated for release in spring of 2023, with more gameplay-centric versions coming soon after balancing and play-testing. The project is funded by the National Science Foundation, and Ritterbush has budgeted for Ancient Oceans to be updated every year as new discoveries are made in the lab and in the field. If a shell shape or species is discovered to have new benefits, that will be programmed into the backend of the game and be reflected in new strategies to win.

Paleontology studies the world’s oldest organisms, the bedrock of biology and ecology, but that doesn’t mean the technology to share this research is stuck in the past. Posters at GSA focused on virtual field trips, interactive fossil software, community-building podcasts, and Minecraft—both to teach and to simulate geologic phenomena. Video games are just another tool to toy with billions of years of history. That history can be played with in just as many permutations, whether that’s cooperative dig sims or gotta-catch-’em-all animal hunting games.

On a breezy rooftop bar, I met Vanderbilt University assistant professor Neil Kelley, who appreciated Pokémon’s animal diversity as much as his pro-Blathers peers across the rooftop. “In terms of the representation of really obscure groups that never get any kind of popular media representation, there’s a lot of them in Pokémon,” Kelley said. As we spoke, his kid huddled beneath him, catching Eevee in Pokémon Go. “Good exposure to biodiversity!” Kelley said as we took notice of the live monster-catching going on below us. Eevee, Kelley explained, was a great example of adaptive evolution, as Eevee can transform itself based on environmental factors. I asked what adaptive evolution was, and, before I could stop myself, I was once again, accidentally, learning about paleontology.

With ‘Ragnarök,’ ‘God of War’ Keeps Growing Up

With ‘Ragnarök,’ ‘God of War’ Keeps Growing Up

Before the long-running God of War series was reestablished with a 2018 entry that moved the story from a mythological ancient Greece to a mythological ancient Scandinavia, its protagonist, Kratos, was an unparalleled jerk. Mouth fixed in a permanent sneer, hell-bent on revenge against the pantheon of gods who tricked him into murdering his family, the earlier Kratos roared, growled, and ripped apart every deity in his way until he’d toppled an entire civilization’s metaphysical framework.

With God of War’s Norse reimagining, though, Kratos started to grow up. In Santa Monica Studio’s new vision, he was depicted as a sullen widower now left to forge a relationship with his son, Atreus, after heading north to escape his past. Its being an action game starring a living god means it isn’t long, of course, before that past catches up to him and he’s forced to reckon with his child, learning the family history and protecting him from the unwanted attention of the Norse gods. Over the course of the story—which tones down much of the previously over-the-top gore and does away with the goofy, rhythm game sex scenes of the Greek series—Kratos eventually learned how to talk to his son in more than monosyllables and grunts, becoming something like a functional parent over the course of their journey to scatter his late wife’s ashes.

The recently released Ragnarök is a direct sequel to that game, picking up after its predecessor revealed that Kratos’ son, Atreus, is actually the Norse god Loki, and that the mythological end times— Ragnarök—are upon them. With Odin hunting for Atreus/Loki, and Kratos now desperate to find a way to keep his son safe while allowing him to embrace his divine identity without helping bring the world to an end (typical parent stuff, really), the stakes are much higher for the protagonist on both a personal and existential level. Naturally, then, Kratos’ role as a father and a character in general continues to change too. Though the 2018 God of War had established him as a kinder, gentler sort of bloodthirsty musclebound warrior—one capable of forming a proper relationship with his son—the sequel poses a follow-up question: How does Kratos behave once that relationship is put to the test by his child growing into an adult and being brought into confrontation with the Norse gods?

Santa Monica Studio, Ragnarök’s creators, knew that their latest game would continue to show Kratos move further away from his original character. In an email interview with WIRED, narrative director Matt Sophos writes that his team “definitely knew we wanted Kratos to continue to evolve” in both big and small ways. He cites a line from the end of the previous game in which Kratos tells Atreus that the pair “must be better” as something that the character truly meant—a central philosophy guiding his further development.

Ragnarök tests this sentiment by intensifying the interference of Odin and the Norse gods in their lives, and also by showing the strains in the father-son relationship when the adolescent Atreus goes against his father’s will in pursuit of his own identity.

Sunny Suljic, the 17-year-old voice and motion-capture actor who portrayed Atreus in both God of War (2018) and Ragnarök, explained over email that this aspect of the character was relatable for him, especially since he and Atreus are “about the same age.”

Activision Blizzard Has Another Union on Its Hands. Now What?

Activision Blizzard Has Another Union on Its Hands. Now What?

On October 18, after the NLRB ruled that Blizzard Albany QA workers would be able to vote in a union election, newly instated chief communications officer Lulu Cheng Meservey posted a lengthy message on Slack in response to the news. Meservey maintained that a handful of employees should not be able to “decide for everyone else on the future of the entire Albany-based Diablo team,” and that a “direct dialogue” between management and employees is “the most productive route.”

“We feel collective bargaining is comparatively slow … during the long contract negotiations, labor law forbids companies from giving any pay/bonus/benefit increases without a special arrangement with the union,” Meservey said. She referenced a small Bloomberg Law chart from July with data from the Bureau of Labor Statistics, adding that it “has reported that non-union employees generally get larger pay raises than union-represented groups.”

(Previous BLS studies claim unionized workers tend to make more money overall. A 2020 report found that non-union workers made only 81 percent of what union workers pulled in. In 2021, the Bureau reported that non-union worker earnings were 83 percent of what unionized workers made.)

In response to Meservey’s comments, the Communications Workers of America, of which GWA Albany is a part, filed a new unfair labor practice charge in October against Activision Blizzard, this time alleging disparagement against the union through company-wide Slack messages, including “communicating to employees that the onus was on the union for the employer’s failure to enact wage increases, its failure to provide professional advancement opportunities, and its failure to implement other improvements to terms and conditions of employment.”

Pay discrepancies aren’t the only reason employees unionize, Bronfenbrenner says. “If that were the case, the employers could keep unions out of it by giving a little bit more money,” she adds. “Workers organize around a say in their working conditions. They want to be treated better. They want a voice, they want respect, they want control.” 

Control can be anything from maintaining reasonable schedules to sick leave and a system for promotions. Regardless of a company’s current culture, all it takes is new management to tip healthy workplaces on their head. Just look at Twitter, where Elon Musk’s takeover has been a rapid-fire, real-time lesson full of mass layoffs, firings, resignations, brutal overtime, and naked concern about the company’s future. In just a few weeks, Musk has threatened employees with firings over remote work, removed employees who voiced dissenting opinions, and is now demanding employees work “long hours at high intensity,” or leave.

“The employer can’t change things in a union workplace without speaking to the union first,” Bronfenbrenner says. “And that may be the biggest thing the union offers: that the workers get a voice.”  

Activision Blizzard employees are showing no signs of going quiet. “It has become tradition for employees to respond to the management announcements in Slack with an emote that says ‘fucking unionize’ in the Activision Blizzard font,” QA worker Fabby Garza says. And, Bronfenbrenner adds, organizing is contagious. Walkouts lead to strikes, strikes lead to unions. “They show workers what unions can do,” she says.

At Activision Blizzard, that’s proving to be the case. In the past six months, the game industry’s efforts to unionize a major studio have come to fruition twice—a stunning turn for an industry where workers have tried and failed to do so for decades.