Popular metaverse projects not applicable enough for mainstream?

Hey all,

What are everyone’s thoughts about the current metaverse projects currently out right now? Are any coins worth hodling long-term, or do you think they might be just popular for now. I never really understood the metaverse craze since all of them are so focused on gaming (Sandbox, Decentraland, Axie, etc), and celebrity involvement (Snoop Dogg) which I find a little gimmicky, especially with the game-ish graphics. Since VR/metaverse is supposed to simulate real life, I thought they would be focused around merging real-life and virtual.

A smaller VR enthusiast I follow on Twitter recently did a livestream with a different metaverse project that focuses on virtual art galleries and storefronts for shopping. It doesn’t look like they’re ready to ICO yet, but I think a business-focused one would bring more mainstream attention since it’s more applicable, since nearly everybody shops online but not everyone games. The project website is this – [ if you’re interested.


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8 thoughts on “Popular metaverse projects not applicable enough for mainstream?”

  1. Everything I’ve seen so far, there is nothing user-friendly enough to warrant mainstream adoption when Minecraft already exists and content updates are free (or extremely inexpensive). Metaverse projects cost ludicrous amounts of money just to be involved.

    All these Metaverse previews remind me of id Tech 1 running Doom or running the Unreal Engine 15 years ago with very minimal artistic abilities. They have the idea down, but we can already buy video games in an already fairly inexpensive price-regulated market on high-end consoles or PCs, with everything pre-packaged in one shot.

    Micro-transactions really don’t go over well with the gaming community, especially if they are more than cosmetic, and that’s largely a huge part of the profit scheme regarding Metaverse-based cryptocurrencies.

    I’m sure if the Meta does take over, the market will be immensely profitable, but we don’t even have decent AR or VR capabilities or accessibility yet, that reaches a broader scale of non-rich, non-1st World countries.

    Adoption is largely going to be held back by the lack of technology we have to effectively transport us into the Metaverse besides a desktop or a mobile phone screen, or a dinky VR headset that either has grainy texturing or costs $2000+ for a quality set that pushes the best experience towards only the richest participants (much like the current Metaverse).

    Not to mention, full-immersion tactile response products are in more of a beta-testing phase.

    I’d safely say we are still way too early to talk about the Metaverse properly.

  2. I think the “metaverse” will turn out to be a *big* part of life, in general, as time goes on. At the moment, though, it’s a lot like internet in the early 1990s, I think. It’s all pretty ugly and clunky and disjointed. In another 20 years, though? It’ll be pretty well integrated with much of life.

    There will be VR metaverses and “regular” metaverses, I think – which can both be swapped back and forth, even, for users. In other words, you’ll be able to play using goggles andor using your mobile/watch/whatever (probably stuff we can’t even imagine; likely will have “audio only” or “speech only” ways to play games or something akin to using your imagination).

    I just made a post loosely related to another metaverse implementation [here](https://old.reddit.com/r/CryptoCurrency/comments/ubqx8e/integrating_minecraft_with_150_million_active/) if anyone’s interested.

    Just took a look at tryspace that you linked. Yeah, man/woman… I’m sure *a lot* of shopping will be done just like that! Kids will think it soooo funny we shopped on “the old internet” just looking at 2D pictures, I bet! lol


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