Virtual Reality’s Second Surge
As the first decade of commercial virtual reality (VR) draws to a close, we caught up with seasoned game developer, Alex Silkin, to discuss the twists, turns, and future of the VR and augmented reality (AR) industry. Silkin’s perspective, gained from ten years of professional game development in that space, provides valuable insights into an industry on the brink of transformation.
“What started as a thesis project at the University of Southern California became a game development journey encompassing VR hardware and software development, to gaming for VR consumer platforms, and even dabbling in location-based VR experiences before COVID hit,” shared Silkin. His experiences have led him to focus on the development of VR games based on popular intellectual properties such as Creed: Rise to Glory and an upcoming sci-fi horror game inspired by the Alien movies.
Silkin’s professional trajectory mirrors the industry’s evolution, reflecting the rapidly changing landscape of VR and AR technology. As a pioneer in the field, Silkin reminisces about the time when VR was essentially a prototype cluttered with wires and bulky headsets. But over the years, with the maturation of the VR consumer market, the focus shifted to developing games to meet consumer demand.
However, VR’s growth trajectory hit a temporary snag with the onset of the COVID-19 pandemic. Despite the setback, the industry is experiencing a resurgence, spurred on by technology giants such as Apple entering the arena. Silkin states, “Now we’re finally on the other side [of the pandemic], and there is a second surge of VR interest.”
In recent years, VR has evolved into an integral part of the gaming landscape, with first-person shooters often becoming more immersive in virtual spaces. However, the introduction of Apple’s AR product, Vision Pro, has stirred the pot, raising questions about the future of the AR and VR industries. Brandon acknowledges the significance of the moment, saying, “The technology is different, but now we’re wearing these devices that should be able to do both. It’s a lot of questions, but I would love to kind of hear your response.”
Silkin believes that Apple’s entrance into the VR/AR market signifies a shift in focus towards mass-market adoption, with the potential to replace every screen in a person’s life, from computers to televisions. This direction could lead to a market much larger than the currently somewhat niche VR gaming market. “It’s also, I think, in some ways a little scary that one device from one single company can theoretically replace every single device and can now sit right between the consumer and all the other content out there,” he mused.
Beyond Apple’s potential influence, Silkin also points out the significance of other companies, such as Sony, which recently released its PSVR2. “Just a few months ago, PSVR2 came out, and I think that was actually a pretty big step for premium consumer home virtual reality,” he said. The PSVR2 includes features such as gaze-based tracking and advanced haptics, as well as increased graphical fidelity.
While Sony’s contributions to the VR market are significant, they are often overlooked due to the console’s gaming-oriented niche. This perception echoes an industry-wide tendency to associate VR technology predominantly with gaming, despite its potential applications in other areas.
In the end, Silkin is optimistic about the future of VR and AR, emphasizing the potential of these technologies to transform our everyday lives, but he also highlights the importance of caution as we tread into uncharted territory.
As the industry continues to evolve, Silkin’s perspective serves as a reminder that, while there are many opportunities for growth and innovation in the VR/AR landscape, it’s also crucial to be aware of the potential societal implications. These include concerns around privacy, data security, and the potential for misuse of these technologies, among others.
“The level of immersion that VR and AR offer is unparalleled, but this also means that we are opening up new avenues for data collection and potential breaches of privacy,” he noted. “Just as we are pushing the boundaries of these technologies, we must also ensure that we are developing the right safeguards and regulations to protect users.”
Furthermore, Silkin emphasizes the importance of creating accessible and inclusive experiences within the VR/AR space. As technology becomes more immersive and prevalent in our daily lives, it is crucial to ensure that it is accessible to everyone, regardless of their physical abilities or socioeconomic status.
“It’s essential that as we develop these new technologies, we also think about how we can make them accessible to as many people as possible,” Silkin said. “Not just in terms of cost, but also in terms of design. This could mean creating VR experiences that can be enjoyed by people with
mobility issues, or developing AR applications that are useful for people with visual impairments.”
In terms of the future, Silkin sees enormous potential for both AR and VR technologies to change the way we interact with the world around us. Whether it’s through more immersive gaming experiences, novel forms of communication, or innovative applications in fields like education, healthcare, and architecture, the possibilities are virtually endless.
“VR and AR have the potential to revolutionize so many aspects of our lives,” Silkin concluded. “The technology is evolving at such a rapid pace, and I’m excited to see where it takes us in the next ten years.”
VR’s Past, Present, and Future
Virtual reality (VR) and augmented reality (AR) technologies have been subjects of intense interest and speculation in recent years. Though there are conflicting views about the future of these technologies, one common thread is the belief that their role in our lives will only expand.
Silkin and Brandon acknowledged the increasing competitiveness of the sector, particularly with Apple’s entry into the market. Silkin noted, “Apple is such a force. No one should underestimate their ability to go into a space and basically recreate it, re-envision it from the ground up, and market it better than most people.” They expressed hope that Apple’s presence would push competitors like Meta (formerly Facebook) to create more compelling VR and AR offerings.
Regarding barriers to widespread VR adoption, the hardware had been a significant issue, with powerful enough PCs often out of reach for many potential users. They suggested that the advent of standalone devices like Oculus Quest represented a step in the right direction and commended Apple for its approach, stating, “Apple just makes that sexier.”
Furthermore, Brandon praised Apple’s presentation of its VR devices, stating, “They just know what the consumers want. And I’m, as a gamer, I’m impressed by it, even though they didn’t show any games.”
The conversation then moved to the impact of the pandemic on the industry. Brandon expressed surprise that, despite the physical distancing necessitated by COVID-19, technologies such as VR and AR did not receive the expected boost in popularity. Instead, it was blockchain and non-fungible tokens (NFTs) that captured the public’s attention.
Silkin explained that during the pandemic, “Everything that you thought would happen, like didn’t happen or happened in reverse and time kind of stood still.” He also recounted supply chain issues affecting the production of devices like PS5 and Xbox series S and X, expressing admiration for their timely release despite the challenges.
Reflecting on the impact of the pandemic on the VR industry, he said, “The VR market actually kind of really grew over COVID.” However, he admitted that the market was muddied by the “mad dash to the metaverse,” an idea that intertwines VR and AR technology with the concepts of Web 3.0 and blockchain.
Looking to the future, Apple’s entrance into the VR and AR market could lead to industry-wide changes. There is concern about whether Apple’s devices would support Windows for development, considering most gaming studios use Windows PCs. Silkin also raised questions about standardization in the industry, highlighting how differing controller layouts and features can be a hurdle for both developers and consumers.
Silkin drew a comparison between the potential rivalry between Apple and Meta in the VR and AR space to that between Tesla and Toyota in the automotive industry. He concluded, “I think there’s obviously enough space for these two to kind of fight it out.”
The conversation brought to light the complexities and uncertainties of the rapidly evolving VR and AR industry. As companies like Apple and Meta compete and innovate in this space, the landscape of virtual and augmented reality will undoubtedly continue to shift, ushering in a new era of digital experiences.
Brandon further speculated about the future of VR, stating that while the technology has potential, “VR is not going to be the future until we can get the average person to want to put a headset on their face.” It was emphasized that a user-friendly and intuitive approach could be a game-changer in the adoption of this technology.
Silkin suggested that the future of VR could involve “shared, persistent, and live” worlds where users could seamlessly interact with each other and the environment. This concept aligns with the vision of a metaverse—a collective virtual shared space that is facilitated by the convergence of virtually enhanced physical and digital reality.
The discussion also addressed the challenges of producing quality content for VR. “Right now, the quality of games and experiences, it’s just not there. It’s not comparable to what you get on a traditional console or a PC.” Silkin stated, suggesting that a focus on quality over novelty is required to make VR more appealing to the wider market.
The idea of immersive and interactive experiences extending beyond gaming was also discussed. How VR could be used in education, training, telemedicine, architecture, and numerous other fields. The real potential lies in how these technologies can redefine how we learn, work, and interact with each other and our environments.
Interestingly, there are ethical considerations that the VR and AR industry needs to confront. From concerns about privacy and data security to the psychological effects of prolonged use of VR, it was highlighted the importance of having these discussions now, before these technologies become more deeply embedded in our lives.
By the end of the discussion, it was clear that the landscape of VR and AR is in a state of flux. The future could see a greater convergence of VR, AR, and other technologies like blockchain and AI. While there is excitement about the possibilities, there is also recognition of the challenges ahead.
Metaverse Confusion
The concept of the metaverse has become a prevalent topic of discussion within tech circles, primarily after Facebook rebranded to Meta Platforms Inc., signifying its commitment to develop a shared virtual space. Yet, for many, this idea seems detached from the current state of virtual reality (VR) and the needs of its most enthusiastic adopters.
Brandon expressed his concerns about the disconnection between Meta’s vision and the interests of the gaming community. “As a developer, who is totally bought into the VR system, I see a company like Meta making devices and every keynote is kind of centered around… working,” he commented during an interview, perplexed by the emphasis on recreating professional environments in VR rather than focusing on gaming experiences.
Such concerns are not unwarranted. Meta’s shift towards creating a “Zoom VR” reflects a significant pivot from the initial purpose of VR technology, raising questions about the company’s identity and its understanding of its user base.
In contrast, Brandon praised Apple’s Vision, indicating that the company’s approach to improving everyday life with VR resonates with users more. “Apple’s vision is more about lifestyle. Their demo already shows that they get it,” he noted. Despite Meta having a head start in the market, he believes that the company’s uncertain identity and mixed messaging could weaken its standing.
Drawing parallels between Meta and Microsoft’s Xbox, Silkin elaborated on the successful execution of brand identities. Microsoft, for instance, manages to cater to both B2B and consumer audiences while maintaining a distinct character for its Xbox brand. However, Meta’s decision to unify its diverse products under one umbrella led to what he described as an “age-like milk kind of situation,” where the company’s attempts to rebrand themselves have backfired.
Silkin took issue with Meta’s ambitious presentations of the metaverse’s future. “They showed the future through a bunch of renderings of Mark Zuckerberg doing fun things in virtual environments, but they were all renders,” he criticized. This strategy was seen as overly optimistic, projecting a vision of a distant future instead of immediate developments that consumers could look forward to in the short term.
The concept of the metaverse, which originates from Neal Stephenson’s novel Snow Crash, is still nebulous and subject to interpretation. Silkin questioned the rationale of connecting multiple games together, suggesting that it doesn’t necessarily improve individual gaming experiences.
Much of the metaverse discussions are centered around creating virtual economies that replicate real-world systems. “It seemed like recreating these economies that we have in the real world, but in the digital world,” he explained. However, this approach risks replicating the same problems plaguing the real world, such as overpriced assets, bringing these issues into the virtual sphere.
Roblox, a platform that allows users to create and play games created by other users, presents a different interpretation of the metaverse, where one platform hosts a multitude of experiences. “In some ways, you can view it as a web browser,” Silkin suggested. However, even Roblox’s interpretation has its own set of challenges, like the incompatibility of experiences across different platforms.
As the tech world continues to grapple with the idea of the metaverse, the gaming community will be critical in shaping its development. Whether companies like Meta will align their vision with the gaming community’s expectations remains to be seen. Amid this debate, one thing is clear: The metaverse’s future is far from being settled.
“Growing communities and social interaction is part of the DNA of MMO,” mentions Brandon, pointing out that the cornerstone of the metaverse concept isn’t anything new. For years, companies like Blizzard Entertainment have been building components of what now makes up the metaverse, offering immersive, communal experiences through their massively multiplayer online games.
However, many worry that the minute John Carmack, the iconic co-founder of id Software and former CTO of Oculus VR, wasn’t part of Meta Platforms (formerly Facebook), the metaverse’s direction began to look shaky. This, Brandon argued, seemed like a move away from the experienced game developers who understand the importance of user experience (UX), a critical element in creating these virtual worlds.
UX, as highlighted in the discussion, is about the user’s journey from start to finish, and it’s here that some tech companies appear to be falling short. “Nobody wants a zoom VR,” Brandon reemphasizes, referring to Meta’s efforts to translate the experience of video calls to virtual reality.
The gaming community is hungry for meaningful interaction in these spaces, beyond mere conversation or work meetings. They crave elements of gamification and adventure, the ability to play with or against their peers, much like the dynamics seen in popular multiplayer games. The critique underscored that misunderstanding VR’s potential is an imminent issue, particularly for Meta. In contrast, Apple, whose forthcoming VR products aim to prioritize UX, was commended.
“The whole idea with the metaverse…they’re misunderstanding what’s cool about [it],” Brandon explained. Game developers, with their understanding of immersive user experiences, may be the best suited to actualize the metaverse’s potential, turning it from a virtual meeting room into an interactive playground.
A key issue here is fragmentation. With multiple companies each developing their own versions of the metaverse, users may have to navigate the Sony metaverse, the Microsoft metaverse, and so on. It’s a bit like having different arcade machines at Dave and Buster’s, each with its own set of rules. This could lead to a consolidation, similar to how gamers gravitate towards preferred game developers, with only one or two metaverse platforms surviving in the end.
Epic Games and Roblox were highlighted as companies more likely to deliver a successful metaverse. Unlike Meta, these companies have remained relatively quiet about their metaverse ambitions, focusing on building up their existing platforms and user bases. Their strategy, grounded in game development, could position them as leaders in the race to create a fully-realized metaverse.
However, it’s not all bad news for Meta. Despite criticisms, the tech giant’s bold moves have certainly drawn attention to the concept of the metaverse, paving the way for competition and innovation. And, as history has shown, sometimes it’s the companies that follow, not the pioneers, who take technology to the next level.
This conversation hints at an impending paradigm shift in the gaming world and beyond, one that demands a keen understanding of user experience and immersive design. As this brave new world of the metaverse unfolds, it will be fascinating to see how the landscape evolves and who ends up leading the charge in creating these expansive virtual realities. As the discussion concluded, “making a fun experience that people can buy in” will be key to the…I think that’s always been the relationship between Apple and Meta. It’s always been a complicated one, where Meta pushes boundaries, oftentimes haphazardly, and Apple refines, simplifies, and sells those same concepts in a more polished package.
However, if the foundation is shaky, the structure built on it will never be truly stable. The metaverse, in its current state, feels like it’s being built on a weak foundation – primarily because its focus is somewhat misplaced. While there’s merit to social interaction in the metaverse, and there’s certainly something to be said for incorporating aspects of real-world interaction into a virtual space, the current direction seems to be missing the point.
The metaverse is not just a digital extension of the real world, but an opportunity to create new experiences that transcend the boundaries of reality. It shouldn’t be about recreating the mundane aspects of life in a digital environment, but about leveraging technology to deliver experiences that aren’t possible in reality. This concept is intrinsic to games and gaming communities, which is why game developers are crucial to the future of the metaverse.
There’s been a lot of debate about the role of game developers in shaping the metaverse, with many expressing frustration that their expertise and creativity seem to be overlooked by the big tech companies. Experienced game developers have spent years honing their craft, designing engaging and immersive worlds that captivate players and foster strong communities. They understand what makes an interactive experience compelling, and this understanding is vital for the successful development of the metaverse.
There’s a danger in letting the hubris of big tech companies cloud the development of the metaverse. The idea of walking around a virtual store or sitting through a VR Zoom meeting isn’t particularly exciting or innovative, and it doesn’t harness the full potential of virtual reality or AR technology. It’s a somewhat misguided attempt to simulate real life, when the power of the metaverse lies in its ability to enhance and augment our experiences.
When Apple unveiled its AR/VR technology, it demonstrated a clear understanding of what users want from these experiences. Their approach seems to prioritize the user experience, putting the user’s needs and desires at the forefront of their design philosophy. It’s a refreshing contrast to Meta’s approach, which seems to prioritize the platform’s potential for social interaction over the user’s desires for immersive and engaging experiences.
What’s more, there’s a sense that Meta’s vision of the metaverse is somewhat muddled. On the one hand, they’re trying to evolve beyond being a social media platform, adapting their platform for younger users and investing heavily in VR technology. On the other hand, they seem to be struggling to articulate a clear vision for the metaverse, and their attempts to create a “metaverse for meetings” or a virtual shopping experience lack the creativity and innovation that the concept deserves.
The metaverse is not just another platform for social media or online shopping, it’s a new frontier for human interaction, creativity, and entertainment. As such, it needs to be designed with these principles in mind. Game developers understand this, and their expertise should be a crucial part of the conversation around the metaverse.
In the end, the successful development of the metaverse will likely come down to who can create the most engaging and immersive experiences. Whether it’s Epic, Roblox, Apple, or another player entirely, the metaverse needs to be more than just a VR Zoom meeting or a virtual shopping mall. It needs to be an exciting and imaginative space that offers unique experiences and opportunities for creativity, connection, and entertainment. If it can deliver on these promises, the metaverse could be one of the most revolutionary advancements in technology, fundamentally changing the way we interact, work, and play.
The metaverse is an unprecedented opportunity, but its future depends on the vision and execution of those who are leading its development. If they can navigate the challenges and realize its potential, the metaverse could be a game-changer in every sense of the word.
Don’t Sleep on VR
For newcomers to game development considering a career in VR, Silkin had some words of advice. He highlighted the overlap between traditional gaming and VR, noting that many of the same engines, such as Unity and Unreal, are used in both.
“The biggest difference is the immersion,” Sokan points out. “In VR, the player is in the game, interacting with it using their head, hands, eyes, and even fingers. It’s a very different user experience.”
Developers interested in creating VR experiences should focus on performance, as VR has higher performance requirements. Silkin advises beginners to start by building interesting proof of concept experiences to test the waters.
He also pointed out the increasing interaction density in VR compared to traditional games. In VR, players expect to be able to touch and interact with everything around them, leading to a greater need for detailed environments.
Overall, the interview highlighted that VR is still a growing industry. With more people buying and discussing games, and with new innovations on the horizon from companies like Apple, Meta, and Sony, the future of VR seems bright.
Silkin’s final words were an endorsement of the industry: “Don’t sleep on VR.” Whether it’s the metaverse, NFTs, or VR itself, the gaming industry is a hotbed of exciting innovation, ready for the next generation of gamers and developers alike.