The Metaverse

Satyaki Sinha
3 min readJan 20, 2022

(The Technical Review)

To help you get a sense of how vague and complex a term “the metaverse” can be, here’s an exercise to try: Mentally replace the phrase “the metaverse” in a sentence with “cyberspace.” Ninety percent of the time, the meaning won’t substantially change. That’s because the term doesn’t really refer to any one specific type of technology, but rather a broad shift in how we interact with technology. And it’s entirely possible that the term itself will eventually become just as antiquated, even as the specific technology it once described becomes commonplace.

Broadly speaking, the technologies that make up the metaverse can include virtual reality — characterized by persistent virtual worlds that continue to exist even when you’re not playing — as well as augmented reality that combines aspects of the digital and physical worlds. However, it doesn’t require that those spaces be exclusively accessed via VR or AR. A virtual world, like aspects of Fortnite that can be accessed through PCs, game consoles, and even phones, could be metaversal.

It also translates to a digital economy, where users can create, buy, and sell goods. And, in the more idealistic visions of the metaverse, it’s interoperable, allowing you to take virtual items like clothes or cars from one platform to another. In the real world, you can buy a shirt from the mall and then wear it to a movie theater. Right now, most platforms have virtual identities, avatars, and inventories that are tied to just one platform, but a metaverse might allow you to create a persona that you can take everywhere as easily as you can copy your profile picture from one social network to another.

It’s difficult to parse what all this means because when you hear descriptions like those above, an understandable response is, “Wait, doesn’t that exist already?” World of Warcraft, for example, is a persistent virtual world where players can buy and sell goods.

Well, yes and no. Saying that Fortnite is “the metaverse” would be a bit like saying Google is “the internet.” Even if you could, theoretically, spend large chunks of time in Fortnite, socializing, buying things, learning, and playing games, that doesn’t necessarily mean that it encompasses the entire scope of the metaverse.

On the other hand, just as it would be accurate to say that Google builds parts of the internet — from physical data centers to security layers — it’s similarly accurate to say that Fortnite creator Epic Games is building parts of the metaverse. And it isn’t the only company doing so. Some of that work will be done by tech giants like Microsoft and Facebook — the latter of which recently rebranded to Meta to reflect this work, though we’re still not quite used to the name. Many other assorted companies — including Nvidia, Unity, Roblox, and even Snap — are all working on building the infrastructure that might become the metaverse.

It’s at this point that most discussions of what the metaverse entails start to stall. We have a vague sense of what things currently exist that we could kind of call the metaverse, and we know which companies are investing in the idea, but we still don’t know what it is. Facebook — sorry, Meta, still not getting it — thinks it will include fake houses you can invite all your friends to hang out in. Microsoft seems to think it could involve virtual meeting rooms to train new hires or chat with your remote coworkers.

The pitches for these visions of the future range from optimistic to outright fan fiction. At one point during … Meta’s … presentation on the metaverse, the company showed a scenario in which a young woman is sitting on her couch scrolling through Instagram when she sees a video a friend posted of a concert that’s happening halfway across the world.

The video then cuts to the concert, where the woman appears in an Avengers-style hologram. She’s able to make eye contact with her friend who is physically there, they’re both able to hear the concert, and they can see floating text hovering above the stage. This seems cool, but it’s not really advertising a real product, or even a possible future one. In fact, it brings us to the biggest problem with “the metaverse.”

--

--