Why Zuckerberg’s Metaverse is Doomed to Fail – Part 1

Why Zuckerberg’s Metaverse is Doomed to Fail – Part 1

Mark Zuckerberg is the biggest voice promoting the metaverse. His company, Meta, formerly Facebook, s also responsible for the leading VR headset. Mr. Zuckerberg has been very vocal about changing the direction of Meta to take full advantage of the emerging metaverse. As flag a flag bearer, Meta is doing a great job getting people talking about the metaverse. They are viewed as leaders. The sad truth is this – the vision Meta is proposing is dead wrong. The vision of the metaverse Mark Zuckerberg is promoting will likely be vastly different from what the current iteration of the internet evolves into.

?Let’s investigate why!

?A Vision as Clear as Mud

Meta has yet to put out a clear, concise view of what the metaverse will look like in the next 5-10 years. This company is viewed as a thought leader and key driver for metaverse development, but there has been very little evidence of clear leadership. Previews have used questionable graphics that don’t come close to unlocking the real potential of VR. Either the Meta needs to step into the leadership role, or step aside and let a more creative firm, with a clear, desirable vision, drive development.

?Failure to Show VR Potential

VR has the potential to completely revolutionize the way the internet is used. So far, Meta has focused its promotional power on games and “experiences” that struggle to reach passable levels. Why don’t their avatars have legs??? If an avatar has no legs, why do they need chairs?

?The development engines used by VR/AR creators have mind-blowing potential to deliver hyper-realistic graphics. The kind that makes most people stand up and want to become early adopters. Meta has opted to use the modern-day equivalent of 8-bit graphics. The public is right for wanting better VR/AR experiences from a company spending $10 billion per year on metaverse development.

?Meta’s “Nickel and Dime” problem

When you log into Meta’s VR store you are struck by one key fact – the majority of games start at $5 and only get progressively more expensive. If you want to spur mass adoption, in a reasonable timeframe, supply games, apps, and experiences that are in demand, and MAKE THEM FREE, EASY TO USE, AND VERY ENGAGING. It’s always possible to introduce a premium tier, once your users see real value.

?Use of Average Technology

The Meta Quest headset is the best-selling headset in the world. It sold so well that Bytedance and Lenovo have managed to create viable alternatives for less money – without having to subsidize the headset. The decision-makers at Meta need to understand the difference between quantity demand and quality demand. When things are new, there is quantity demand, as markets mature, the quantity demand slips and gives way to quality demand. This is when your users want a higher quality experience and are willing to pay a premium to get it. Meta is developing their next headset, but it will NOT be a consumer-focused device. This leaves the door open to competitors to swoop in and steal Meta’s most lucrative customers with high-quality hardware, and software that makes full use of the hardware’s potential.

?Redeveloping the Wheel

This is something only hardcore VR/AR users would know, but it is critical to the evolution of VR/AR. Meta is spending billions to develop “new” haptic feedback systems and better headset technology. The reality that they could have bought industry-leading haptic technology and headset technology from emerging companies seems to have been lost on Meta. The option of spending $10 billion to redevelop something that already exists, seems to be the one the company like to pursue.

?We’re going to dig a lot deeper into this topic over the next few weeks so make sure you check back regularly for the next part of this series…

Excellent article with thought-provoking questions.

B. W. C. This is Good! ?? Thanks for Sharing! ??

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