Second-Life

Facebook announces Horizon, a VR massive-multiplayer world

Posted by | Apps, Developer, Entertainment, Facebook, Facebook Horizon, facebook spaces, Gaming, hardware, Mark Zuckerberg, Media, Oculus, Oculus Rooms, Second-Life, Social, TC, Virtual reality | No Comments

Facebook today announced it’s building its own Ready Player One Oasis. Facebook Horizon is a virtual reality sandbox universe where you can build your own environments and games, play and socialize with friends or just explore the user-generated landscapes. This is Facebook’s take on Second Life.

Launching in early 2020 in closed beta, Facebook Horizon will allow users to design their own diverse avatars and hop between virtual locales through portals called Telepods, watch movies and consume other media with friends and play multiplayer games together, like Wing Strikers. It also will include human guides, known as Horizon Locals, who can give users assistance and protect their safety in the VR world so trolls can’t run rampant.

Users interested in early access can apply for the beta here.

Facebook Wing Strikers

As part of the launch, Facebook will on October 25 shut down its existing social VR experiences Facebook Spaces and Oculus Rooms, leaving a bit of a gap until Horizon launches. Oculus Rooms debuted in 2016 as your decoratable private VR apartment, while Spaces first launched in 2017 to let users chat, watch movies and take VR selfies with friends. But both felt more like lobby waiting rooms with a few social features that were merely meant as a preamble to full-fledged VR games. In contrast, Horizon is designed to be a destination, not a novelty, where users could spend tons of time.

How Facebook Horizon works

At first glance, Horizon seems like a modernized Second Life, a first-person Sims, a fulfillment of the intentions of AltspaceVR and a competitor to PlayStation’s PSVR Dreams and cross-platfrom kids’ favorite Roblox. Back in 2016, Facebook was giving every new Oculus employee a copy of the Ready Player One novel. It seems they’ve been busy building that world since then.

Facebook Horizon will start centralized around a town square. Before people step in, they can choose how they look and what they wear from an expansive and inclusive set of avatar tools. From inside VR, users will be able to use the Horizon World Builder to create gaming arenas, vacation chillspots and activities to fill them without the need to know how to code.

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Facebook Horizon lets you build objects from scratch

You could design a tropical island, then invite friends to hang out with you on your virtual private beach. An object creator akin to the Oculus Medium sculpting feature lets you make anything, even a custom t-shirt your avatar could wear. Visual scripting tools let more serious developers create interactive and reactive experiences.

Facebook details its Horizon safety features on its “Citizenship” page that explains that “As citizens of Facebook Horizon, it is all of our responsibility to create a culture that’s respectful and comfortable . . . A Horizon citizen is friendly, inclusive, and curious.” Horizon Locals will wander the VR landscapes to answer questions or aid users if they’re having technical or safety issues. They seem poised to be part customer support, part in-world police.

Facebook Horizon Locals

Facebook Horizon will include human Locals who provide safety and technical support

If things get overwhelming, you can tap a shield button to pause and dip into a private space parallel to Horizon. Users can define their personal space boundaries so no one can get in their face or appear to touch them. And traditional tools like muting, blocking and reporting will all be available. It’s smart that Facebook outlined the community tone and defined these protections.

Facebook CEO Mark Zuckerberg announced Horizon today at the Oculus Connect 6 conference in San Jose. He discussed how “Horizon is going to have this property where it just expands and gets better” as Facebook and the community build more experiences for the VR sandbox.

Facebook Horizon World Builder

Facebook lets you build your own islands and other locales in Horizon

Horizon makes perfect sense for a business obsessed with facilitating social interaction while monetized through ad views based on time-spent. It’s easy to imagine Horizon including virtual billboards for brands, Facebook-run shops for buying toys or home furnishings, third-party malls full of branded Nikes or Supreme shirts that score Zuckerberg a revenue cut or subscriptions to access certain gaming worlds or premium planets to explore.

As Facebook starts to grow stale after 15 years on the market, users are looking for new ways to socialize. Many have already ditched the status updates and smarmy Life Events of Facebook for the pretty pictures of Instagram and silliness of Snapchat. Facebook risked being cast aside if it didn’t build its own VR successor. And by offering a world where users can escape their real lives instead of having to enviously compare them to their friends, Horizon could appeal to those bored or claustrophobic on Facebook.

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How Roblox avoided the gaming graveyard and grew into a $2.5B company

Posted by | Activision, Apple, Apps, Atlassian, Club-Penguin, Computer games, dave baszucki, David Sze, EC-1, engineering, Facebook, Friendster, funding, Fundings & Exits, fundraising tactics, Gaming, Google, Greylock Partners, Growth, growth tactics, Habbo-Hotel, IMVU, king.com, Kongregate, Mark Zuckerberg, Media, Metaplace, Mojang, MySpace, Roblox, Second-Life, Startups, TC, video games, Virtual reality, Windows | No Comments

There are successful companies that grow fast and garner tons of press. Then there’s Roblox, a company which took at least a decade to hit its stride and has, relative to its current level of success, barely gotten any recognition or attention.

Why has Roblox’s story gone mostly untold? One reason is that it emerged from a whole generation of gaming portals and platforms. Some, like King.com, got lucky or pivoted their business. Others by and large failed.

Once companies like Facebook, Apple and Google got to the gaming scene, it just looked like a bad idea to try to build your own platform — and thus not worth talking about. Added to that, founder and CEO Dave Baszucki seems uninterested in press.

But overall, the problem has been that Roblox just seemed like an insignificant story for many, many years. The company had millions of users, sure. So did any number of popular games. In its early days, Roblox even looked like Minecraft, a game that was released long after Roblox went live, but that grew much, much faster.

Yet here we are today: Roblox now claims that half of all American children aged 9-12 are on its platform. It has jumped to 90 million monthly unique users and is poised to go international, potentially multiplying that number. And it’s unique. Essentially all other distribution services offering games through a portal have eventually fizzled, aside from some distant cousins like Steam.

This is the story of how Roblox not only survived, but built a thriving platform.

Seeds of an idea

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(Photo by Steve Jennings/Getty Images for TechCrunch)

Before Roblox, there was Knowledge Revolution, a company that made teaching software. While designed to allow students to simulate physics experiments, perhaps predictably, they also treated it like a game.

“The fun seemed to be in building your own experiment,” says Baszucki. “When people were playing it and we went into schools and labs, they were all making car crashes and buildings fall down, making really funny stuff.” Provided with a sandbox, kids didn’t just make dry experiments about mass or velocity — they made games, or experiences they could show off to friends for a laugh.

Knowledge Revolution was founded in 1989, by Dave Baszucki and his brother Greg (who didn’t later co-found Roblox, but is now on its board). Nearly a decade later, it was acquired for $20 million by MSC Software, which made professional simulation tools. Dave continued there for another four years before leaving to become an angel investor.

Baszucki put money into Friendster, a company that pre-dated Facebook and MySpace in the social networking category. That investment seeded another piece of the idea for Roblox. Taken together, the legacy of Knowledge Revolution and Friendster were the two key components undergirding Roblox: a physics sandbox with strong creation tools, and a social graph.

Baszucki himself is a third piece of the puzzle. Part of an older set of entrepreneurs, which might be called the Steve Jobs generation, Baszucki’s archetype seems closer to Mr. Rogers than Jobs himself: unfailingly polite and enthusiastic, never claiming superior insight, and preferring to pass credit for his accomplishments on to others. In conversation, he shows interests both central and tangential to Roblox, like virtual environments, games, education, digital identity and the future of tech. Somewhere in this heady mix, the idea of Roblox came about.

The first release

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