interview

civilization-vii,-one-month-later:-the-community-and-developers-chime-in

Civilization VII, one month later: The community and developers chime in


Executive Producer Dennis Shirk talks with Ars about the state of the game.

Civilization VII has a lot of visual polish, and great gameplay systems. A flurry of patches have been improving other aspects, too. Credit: 2K Games

A month ago, Civilization VII launched to generally positive critical reviews, but user reviews on Steam and Metacritic weren’t nearly so positive, at least at first.

Take a look at the Civilization subreddit, and you’ll see a general consensus: The bones of this game are great, and even most of the radical changes to the classic formula (like breaking the game into much more distinct ages) are a welcome refresh.

On the other hand, there’s also a sentiment that players are disappointed that some expected features are missing, some gameplay elements need additional polish, and most of all, the user interface was a bit of a mess at launch.

A month later, developer Firaxis has already released a few patches and has more planned. As the game’s state continues to evolve, this seems like a good time to check in on it.

I spent some time in the Civ community and spoke with Dennis Shirk, the game’s executive producer, to learn how the launch went, how the game has changed since launch, and what its next steps are.

Breaking with tradition

Civilization VII broke with tradition in a few ways—splitting the game into distinct ages that each play like a separate game, allowing anachronistic leader/civilization combinations, and removing worker units, to name a few.

You might have expected those to be the source of any controversy around the game’s launch, but that hasn’t really been the case. In my review, I wrote that those shifts take the franchise in a new direction, bring over the best ideas from competing titles, and address long-standing problems with the Civilization experience.

If you want a more traditional experience, you can go back to Civilization V, Civilization IV, Civilization II, or whichever your favorite was. Those games are infinitely re-playable, so there’s no need to retread with a sequel.

“Our rule that we live by at Firaxis is the rule of thirds. We want to keep one-third of the game the same as previous iterations, one-third tweaked and improved upon, and one-third new,” Shirk told me. “Did we lean farther into the last third than we have in the past? We may have, but it was a risk we were willing to take to deliver a completely new part of the experience.”

A suboptimal starting position

The Civilization subreddit is full of positive responses to those changes, and the large contingent of Civ geeks on the Ars editorial staff are mostly in agreement that they’re good changes, too. (The game has been a frequent discussion topic in the Ars Slack for several weeks.)

The last month has seen players giving critical feedback, and Firaxis has been releasing patches to address complaints. For example, patch 1.1.0 on March 4 fixed some visual problems with the technology tree and made big changes to some victory conditions in the Modern Age, among other things.

Players have noted positive changes that weren’t mentioned in patch notes, too. Reddit user AndyNemmity posted that the “AI is significantly better in Military” after a recent patch a week ago, writing:

I know most of you don’t see the Military AI in the fog of war, but I work on the AI mod, and run a ton of autoplays. I am 10+ autoplays with the new patch, and the base game military AI is VASTLY improved.

Before, the AI would get stuck on the map in tons of different scenarios, often dying because they have an entire army stuck on the map, and can’t use it. This is fixed. Now the autoplays look like actual militaries, warring, attacking, killing independents quickly and efficiently.

The goodwill about the bones of the game and the positive responses to some patch additions are still accompanied by some consternation about the UI.

“Part of launching a game, especially when big changes are made, is figuring out what is resonating with players, and what may be an opportunity for improvement,” Shirk said when asked about the launch challenges. “In this instance, the UI did not meet players’ expectations, and we are committed to addressing that—although it will take time.”

There’s still a fair bit to be done, and modders have been filling the gaps. Modder Sukritact released a UI overhaul that addressed several complaints—including showing the gains and losses players will see if they replace a tile improvement or building with another one in the city view.

Players praised these tweaks, going so far as to call that example in particular a “game changer.” A few days later, it was announced on the Civilization Discord that Firaxis had hired Sukritact as a technical artist.

A panel that shows a detailed explanation of the bonuses affecting a tile improvement

This mod by Sukritact adds much-needed information to the city view. The modder has since been hired by Firaxis. Credit: RileyTaugor

The community has speculated that the game was rushed out the door before it was ready, primarily citing the UI issues.

“In hindsight, our UI team needed more time and space to take the UI where it needed to go, to really expose the level of information our players expect,” Shirk admitted. “Our team has been working hard to address these issues through rapid patching, and players will continue to see support for the foreseeable future.”

That said, debate about the UI is happening in the context of a wider discussion about the scope of Civilization VII’s launch.

A tale of 10 platforms

Every mainline Civilization game in the past launched on just desktop platforms like Windows or Mac, but Civilization VII greatly expanded that. Depending on what counts (we’ll say here that the Steam Deck counts as distinct from Linux, and the Xbox Series S is distinct from Xbox Series X), there were 10 launch platforms for Civilization VII:

  • Windows
  • Linux
  • macOS
  • Steam Deck
  • Nintendo Switch
  • PlayStation 4
  • PlayStation 5
  • Xbox One
  • Xbox Series S
  • Xbox Series X

That’s a lot to target at launch, and players in the subreddit have speculated that Firaxis was spread a bit thin here, making this part of the explanation for a relatively buggy UI on day one.

Some also speculated that the classic desktop PC platform got a worse experience in order to accommodate console and Steam Deck players. For example, players lamented the lack of a drag and drop feature for views like the policy selection screen.

The developers have made it crystal clear that PC is the top priority, though. “Our core audience is absolutely PC, so we always start there, and work our way outward, adapting UI systems along the way, iterating on different UX approaches,” Shirk said.

He added that the controller support was developed with a partner, suggesting that supporting consoles out of the gate might not have taxed the team working on the desktop interface as much as some feared.

At least in one respect, Firaxis has already publicly walked the walk: at one point it made the controversial decision to temporarily pause cross-save between PC and console so they could push updates to PC faster. Patching games on consoles requires a relatively slow and laborious certification process, but that’s not the case for updating a game on Steam.

The cloud save menu in Civilization VII

Cross-loading cloud saves across PC and console was turned off for a while so Firaxis could iterate faster on PC. Credit: Samuel Axon

Meanwhile, some console and handheld players have complained about their version of the interface.

The most commonly named UI problem on console and handhelds is related to how the camera and hex selector could be moved across the map more efficiently. Currently, moving the camera is easy—you just use the left stick to pan around. But doing this doesn’t move the hex selector with it, so you have to drag that selector hex by hex all the way across the map.

Some similar games have a button you can press to bring the selector to where the camera is. In Civilization VII, the R3 button brings the camera to where the selector is, not vice versa—which isn’t useful.

Shirk talked a bit about the process of developing the controller-based interface and the challenges the team faced:

We’ve been lucky enough to have some great partners help us develop the controller support, which added some strong console specific features like the radial menu. However, when you’re working with different interfaces across different platforms, there are many assumptions that cannot be made like they can on PC. For example, a player using a mouse is not walled off from anything, but switch that to a controller, and a completely different thought process has to come into play.

As for solutions, he added:

We’re working to give all versions the attention they deserve. When it comes to UI updates, we’re having team members continue to look at the community feedback in-depth and see how we can improve the experience for players regardless of system.

When I asked about drag-and-drop on desktop, and R3’s selection functionality on console and handheld, he said “the examples you shared are among features we are tracking and exploring how to address,” and that the March 4 1.1.0 patch that brought some UI changes was just a start. He added that a 1.1.1 coming March 25 will be when “fans will really start to see the results of their feedback.”

“And to answer your original question, ‘R3’ is coming along for the ride,” he said.

Following the legacy path to balanced gameplay

It seems like the UI is on the right track, but some tweaks need to happen on the gameplay front too, as players and critics tell it.

There are complaints about the AI—something as old as the franchise itself, to be fair. Some improvements have already been made, but players continue to report that AI civs keep founding cities close to players’ capitals for no apparent reason, causing frustration.

A small city appears close to the player's capitol

“Ashoka traveled across the entire continent just to settle four tiles away from my capital,” said DayTemporary3369, the Reddit user who posted this screenshot. They weren’t alone in this complaint. Credit: DayTemporary3369

Religion gameplay needs attention, as there’s no way to stop other leaders’ missionaries, leading to unsatisfying back-and-forth conversion gameplay. Similarly, players feel there aren’t enough defenses against espionage.

“If they’re all allowed to target me at the same time, I should be allowed to defend myself from all of them, provided I have enough influence,” said Reddit user Pay_No_Heed on the topic of counter-espionage. The complaint is reasonable, though a working design solution may not be as obvious as it seems.

Players have also complained that ages end too abruptly, and that holds true for the end of the game, which happens when the Modern Age concludes. It’s a quibble I also shared in my review. Many players are maxing out the game’s age length setting to combat this. Past Civilization games offered a “one more turn” option to extend the game past when someone had won. Firaxis has said this is coming to the end of the modern age in a future update.

There’s also the Civilopedia, the in-game database of concepts and help documentation. Players have noted it’s more barebones than expected, with several key concepts lacking entries or explanation. Firaxis acknowledged this complaint and said it’s being worked on.

“Yes, with each update we’re improving what’s exposed in the Civilopedia, including more gameplay data, easier navigation, et cetera. Expect much more to come in future updates,” Shirk explained.

In general, the game needs to have more information exposed to players. The gap is big enough that Reddit user JordiTK posted the heavily upvoted “Ultimate List of Things That Civilization VII Doesn’t Tell You.” It’s almost 5,000 words long, with more than 100 items.

Almost every prior Civilization game has had players complaining that it didn’t explain itself well enough, but the sentiment seems stronger this time. For what it’s worth, Shirk says the team recognizes this.

“Internally, our primary design goal for Civilization VII was to focus and iterate on the new mechanics, to really make sure this design would sing,” he said. “This focus on the new probably led us to work with a few false assumptions about what base level information players would need with our legacy systems, and it wasn’t something that came up as loudly as it should have in user testing.”

It’s not “We Love the Developer Day” just yet

While everyone in the community and within Firaxis agrees there’s still work to be done, the tone has improved since the launch because of these patches, and thanks to frequent engagement on Steam, Discord, and Reddit by the developer’s community manager.

The launch situation was made a little worse than it needed to be because of, strangely enough, confusion around nomenclature. Players who paid for the pricier special editions of the game were given “Advanced Access” a few days before the main launch date.

After it was apparent there were problems, some of the communications to players on storefronts and on Reddit called it “early access,” causing a bit of a stir because until then players hadn’t perceived the special edition advanced access to be the same as early access, which is a term typically used in the industry to let players know a game is incomplete and in a pre-release state.

When asked about this, a spokesperson for 2K Games (the game’s publisher) gave a statement to Ars that read:

Our goal is always to deliver the best product possible, including during Advanced Access periods. With a game the size and scope of Civilization VII there will always be fixes and optimizations once the entirety of the player base is able to jump in. The intent behind the Advanced Access granted to purchasers of the Deluxe Edition and Founders Edition was not to offer a work in progress product, and we take the feedback delivered during that period seriously.

We’re working hard to make sure that players have the best experience in the world of 4X strategy for years to come, and player feedback remains critical in helping us grow and build the future of Civ.

That suggests the use of “early access” was just a misstatement and not an attempt to cover for a rough pre-launch access period, but it wasn’t a great start to the conversation.

Since then, though, some of the most critical problems have been addressed, and the studio shared a roadmap that promised “UI updates and polish” in patches on March 4 (1.1.0, already released), March 25 (1.1.1), and sometime in April (1.2.0). The roadmap lists “additional UI updates & polish” for beyond April, too, confirming this will be a lengthy process.

A roadmap promising updates on March, April, and Beyond

Here’s the updated roadmap from Firaxis. Credit: 2K Games

This frequent communication, combined with the fact that players recognize there’s a good game here that needs some more polish, has meant that most of the discussions in the community during this first month have been pretty optimistic, despite the launch woes.

There was a time years ago when games were marketed leading up to their launch, but then the communication with players was over. In today’s market (especially for complex games like Civilization) there’s often a need to iterate in public. Players understand that and will roll with it if it’s communicated clearly to them. Firaxis stumbled on that in the opening days, but it’s now clear the studio understands that well, and the updates are rolling out.

We’ve seen a lot of rough launches for big games in recent years, and they often turn quite toxic. That said, the core Civilization community seems more patient and optimistic than you typically see in situations like this. That’s a credit to Firaxis’ years of goodwill, but it’s also a credit to the moderators and other leaders in the game’s community.

When I reviewed Civilization VII, I wrote that the core systems were strong, and that the game likely has a bright future ahead of it—but I also said it might make sense to wait a few weeks to dive in because of UI and balance issues.

It’s a few weeks later, and it looks like the game is on the right track, but there’s still a way to go if you’re looking for an impeccably polished product. That hasn’t stopped me from enjoying the dozens of hours I’ve played so far, though.

Photo of Samuel Axon

Samuel Axon is a senior editor at Ars Technica. He covers Apple, software development, gaming, AI, entertainment, and mixed reality. He has been writing about gaming and technology for nearly two decades at Engadget, PC World, Mashable, Vice, Polygon, Wired, and others. He previously ran a marketing and PR agency in the gaming industry, led editorial for the TV network CBS, and worked on social media marketing strategy for Samsung Mobile at the creative agency SPCSHP. He also is an independent software and game developer for iOS, Windows, and other platforms, and he is a graduate of DePaul University, where he studied interactive media and software development.

Civilization VII, one month later: The community and developers chime in Read More »

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Downey Jr. plans to fight AI re-creations from beyond the grave

Robert Downey Jr. has declared that he will sue any future Hollywood executives who try to re-create his likeness using AI digital replicas, as reported by Variety. His comments came during an appearance on the “On With Kara Swisher” podcast, where he discussed AI’s growing role in entertainment.

“I intend to sue all future executives just on spec,” Downey told Swisher when discussing the possibility of studios using AI or deepfakes to re-create his performances after his death. When Swisher pointed out he would be deceased at the time, Downey responded that his law firm “will still be very active.”

The Oscar winner expressed confidence that Marvel Studios would not use AI to re-create his Tony Stark character, citing his trust in decision-makers there. “I am not worried about them hijacking my character’s soul because there’s like three or four guys and gals who make all the decisions there anyway and they would never do that to me,” he said.

Downey currently performs on Broadway in McNeal, a play that examines corporate leaders in AI technology. During the interview, he freely critiqued tech executives—Variety pointed out a particular quote from the interview where he criticized tech leaders who potentially do negative things but seek positive attention.

Downey Jr. plans to fight AI re-creations from beyond the grave Read More »

sony-apologizes-for-interview-it-says-“misrepresented”-a-last-of-us-creator

Sony apologizes for interview it says “misrepresented” a Last of Us creator

Who said what now? —

Move comes after Druckmann publicly disavowed some quotes: “This is not quite what I said.”

Naughty Dog's Neil Druckmann, seen here not questioning the accuracy of a PR interview.

Enlarge / Naughty Dog’s Neil Druckmann, seen here not questioning the accuracy of a PR interview.

Sony has taken down an interview with Naughty Dog Studio Head Neil Druckmann (Uncharted, The Last of Us) that the company now says contains “several significant errors and inaccuracies that don’t represent his perspective and values.” The surprising move comes after Druckmann took the extreme measure of publicly questioning a portion of the PR interview by posting a lengthy transcript that conflicted with the heavily edited version Sony posted online.

The odd media saga began last Thursday, when Sony published the interview (archive here) under the heading “The Evolution of Storytelling Across Mediums.” The piece was part of the Creative Entertainment Vision section of Sony’s corporate site, a PR-driven concept exploring how Sony will “seamlessly connect multi-layered worlds where physical and virtual realities overlap to deliver limitless Kanto—through creativity and technology—working with creators.” Whatever that means.

Druckmann’s short interview started attracting attention almost immediately, primarily due to Druckmann’s apparent promotion of using AI tools in game development. Such tools “will allow us to create nuanced dialogues and characters, expanding creative possibilities,” Druckmann is quoted as saying. “AI is really going to revolutionize how content is being created, although it does bring up some ethical issues we need to address.”

Not so fast…

By Friday, though, Druckmann ended a months-long drought of social media posting by noting that, in at least one case, the words posted by Sony were “not quite what I said. In editing my rambling answers in my recent interview with Sony, some of my words, context, and intent were unfortunately lost.”

As evidence, Druckmann posted this “rambling” 457-word response to a question about a “personal vision or dream project” he hoped to create:

Well, I’ve been very lucky, in that I’ve already had that. I got the chance to make several of my dream projects. I am working on a new one right now. And it’s maybe the most excited I’ve been for a project yet. I can’t talk about it or our bosses will get very mad at me.

And I guess in general, there is something happening now that I think is very cool. Which is there’s a new appreciation for gaming that I’ve never seen before. Like when I was growing up, gaming was more of a kid’s thing. Now it’s clearly for everyone. But it’s like, if you’re a gamer, you know about the potential of games, and non-gamers, they don’t really know what they’re missing out on.

But my hope was, when we made The Last of Us as a TV show that we could change that. And why I became so involved with it. I wanted so badly for it to be good, because I wanted this to happen, which is like someone who will watch the show and really like it. And fall in love with those characters the way that we have fallen in love with those characters and their story. And then realize at the end, “Wait, that’s based on a video game?” and then go and check out the game and just see the wealth of narratives and everything that’s happening in games.

So now I feel like there’s kind of a spotlight on gaming. And you know, Fallout just came out. And that’s a big success for Amazon. And I find that really exciting. Not because games need to be movies, or they need to be TV shows, but I think it just kind of opens the eyes of a bunch of people that just weren’t aware of the kind of experiences that exist in games. I think right now we’ve hit a tipping point where it’s about to take off where people realize, “Oh my God, there’s all these incredible moving experiences in games!”

So, I’m not only excited for this game that we’re making—and it’s, it’s something really fresh for us—but I’m also excited to see how the world reacts to it. Because of The Last of Us, and the success of the show, people even outside of gaming are looking at us to see what it is that we put out next. I’m very excited to see what the reaction for this thing will be—and l’ve already said too much about it. I’ll stop there. So, you’re asking me for my dream projects. I’ve been very lucky to have worked on my favorite games with incredible collaborators and I’m very thankful for them.

For reference, here is the 127-word summary of that answer posted by Sony:

I’ve been lucky to work on several dream projects and am currently excited about a new one, which is perhaps the most thrilling yet. There’s a growing appreciation for gaming that transcends all age groups, unlike when I was growing up. This shift is highlighted by our venture into television with The Last of Us, which I hoped would bridge the gap between gamers and non-gamers. The show’s success has spotlighted gaming, illustrating the rich, immersive experiences it offers. This visibility excites me not only for our current project but for the broader potential of gaming to captivate a global audience. I’m eager to see how this new game resonates, especially following the success of The Last of Us, as it could redefine mainstream perceptions of gaming.

While the gist of Druckmann’s original answer is more or less preserved, the condensed version loses a lot of the specific details and flavor Druckmann highlighted in his answer. The edited version also inserts some key phrases and ideas that Druckmann didn’t use at all, such as his supposed hope that his new project “could redefine mainstream perceptions of gaming.”

Though we don’t know how much Druckmann’s other answers were clipped or amended in the editing process, Druckmann’s public annoyance with the edits was apparently enough to get Sony’s attention. Sometime after Tuesday night, the PlayStation-maker replaced the public interview with the following message:

In re-reviewing our recent interview with Naughty Dog’s Neil Druckmann, we have found several significant errors and inaccuracies that don’t represent his perspective and values (including topics such as animation, writing, technology, AI, and future projects). We apologize to Neil for misrepresenting his words and for any negative impact this interview might have caused him and his team. In coordination with Naughty Dog and SIE, we have removed the interview.

Journalists often edit interview responses for concision and clarity, but this interview skips the usual step of noting the existence of those kinds of edits near the top of the piece. And while press releases often contain executive quotes that have been carefully crafted in consultation with PR professionals, there was no indication in this article that the responses here were anything other than Druckmann’s own thoughts and words.

Game publishers and console makers have a long history of sharing developer interviews directly with the public rather than having those developers’ views filtered through the press. This is the first instance we can remember where the promotional process itself has become a source of controversy.

Sony apologizes for interview it says “misrepresented” a Last of Us creator Read More »

why-emerging-tech-is-both-the-cause-and-solution-of-tomorrow’s-labor-challenges

Why Emerging Tech is Both the Cause and Solution of Tomorrow’s Labor Challenges

The post-pandemic workforce is experiencing several significant shifts, particularly in how organizations tackle labor challenges and approach talent acquisition. One of the key factors for this disruption is the emergence of new, game-changing technologies like AI and machine learning.

Today’s organizations are facing staffing needs and talent shortages due to the Great Resignation, prompting them to respond to an uncertain future by shifting how they approach the talent acquisition process.

For this article, we interviewed Nathan Robinson, CEO of the workforce learning platform Gemba, to discuss the future of work and the workplace. We’ll also shed more light on how new technologies and developments are shaping the future of talent acquisition.

Rethinking the Traditional Talent Acquisition Process

According to Robinson, today’s talent acquisition process vastly differs from what it was like a few years ago. With the emerging technologies such as AI, VR, and quantum computing, many jobs considered in demand today didn’t even exist a decade ago. He adds that this trend will only become even more pronounced as technological advancements continue to rise.

As a result, corporations will no longer be able to rely on higher education to supply a steady stream of necessary talent. Instead, organizations will have to hire candidates based on their ability and willingness to learn and then provide the necessary training themselves,” he remarked.

He added that, up to a year ago, no one had ever heard of ChatGPT and no one even knew what “generative AI” meant. Today, you can find job listings for prompt engineers and prominent language model specialists. Robinson also shared that technological advancement isn’t linear, with each innovation advancing and accelerating the pace of development, which can potentially change how organizations approach the talent acquisition process.

We can rightly assume that in five or ten years’ time, there will be a whole host of new positions that today we can’t reasonably predict, much less expect there to be a sufficient number of individuals already skilled or trained in that role,” Robinson told us. “That’s why we will almost certainly see a renewed focus on talent development, as opposed to acquisition, in the near future.”

How Emerging Technologies Are Changing How Organizations Look At and Acquire Talent

According to Robinson, some of the factors that have prompted this shift include the pandemic, the rise of remote and hybrid work, the Great Resignation, and Quiet Quitting. He noted that because of these shifts, the “goals and psychology of the modern worker have changed dramatically.”

This is why now, more than ever before, organizations must be clear and intentional about the culture they cultivate, the quality of life they afford, and the opportunities for learning and growth they provide their employees,” Robinson said. “These types of ‘non-traditional’ considerations are beginning to outweigh the cut-and-dry, compensation-focused costs associated with attracting top talent in some senses.”

He also shared that this new talent acquisition process can impact organizations over time, promoting them to shift away from recruitment and instead focus more on internal employee development. According to a Gartner report, 46% of HR leaders see recruitment as their top priority.

However, Robinson thinks that, as new technologies offer better solutions to labor challenges, such as on-the-job training, this number will steadily decline as HR professionals gradually focus on developing existing talent.

Emerging Tech as Both the Cause and Solution of Future Labor Challenges

Advanced technologies, such as AI, XR, and quantum computing, are the driving force behind the looming skills gap in that they are leading to the development of new types of roles for which we have very few trained professionals,” said Robinson.

A World Economic Forum report highlights that by 2027, it’s estimated that machines will instead complete 43% of tasks that used to be completed by humans. This is a significant shift from 2022’s 34%. Moreover, it’s estimated that 1.1 billion jobs may potentially be transformed by technology in the next ten years.

While emerging technologies are prompting labor challenges, they can also be seen as a solution. Robinson adds that these emerging technologies, particularly XR, can help organizations overcome the skills gap. According to him, such technologies can help organizations facilitate more efficient, cost-effective, and engaging training and development, thus allowing them to overcome such challenges.

To help potential employees overcome the upcoming skills disconnect, Robinson notes that the training should begin with management, using top-down managerial strategies and lean and agile development methodologies.

Overcoming Today’s Labor Challenges

Today, talent acquisition is seen as a key differentiator between successful and unsuccessful companies. While I think that will continue to hold true, I also think it will soon take a backseat to employee training and development,” Robinson said. “The industry leader will no longer be whoever is able to poach the best talent. It will soon be whoever is able to train and develop their existing talent to keep pace with the changing technological and economic landscape.”

At the end of the day, according to Robinson, embracing the unknown future of work and the workplace is about being ready for anything.

As the rate of technological advancement continues to accelerate, the gap between what we imagine the near future will be and what it actually looks like will only grow,” Robinson remarked. He suggests that instead of trying to predict every last development, it’s better to be agile and ready for the unpredictable. This means staying on top of new technologies and investing in tools to help organizations become more agile.

Why Emerging Tech is Both the Cause and Solution of Tomorrow’s Labor Challenges Read More »

is-apple-vision-pro-ready-for-mainstream-use?

Is Apple Vision Pro Ready for Mainstream Use?

The long wait for a mixed reality headset from Apple will soon be over with the recent launch of Apple Vision Pro. Earlier this month, Apple unveiled its highly anticipated XR headset at the WWDC 2023 event. The Apple Vision Pro is set to hit US Apple stores in early 2024.

Being the first major hardware launch of Apple after almost a decade, the Vision Pro is expected to be received with great enthusiasm. While it’s an undoubtedly powerful device packed with state-of-the-art features, the question remains: Is the Apple Vision Pro truly ready for mainstream use?

To delve deeper into how this development impacts the future of XR, we asked some experts to share their insights on Apple Vision Pro.

Apple Vision Pro: Pushing the Boundaries of Mixed Reality Technology

Compared with other available AR and MR headsets, Apple Vision Pro has raised the bar in several aspects. For Dominik Angerer, CEO of headless CMS Storyblok, this launch could potentially be another “‘iPhone moment’ for Apple, pushing the boundaries of how we perceive and interact with digital content.”

Nathan Robinson, CEO of Gemba, finds the technology sleek, responsive, comfortable, and highly performant. According to him, Apple’s user-centric design philosophy is evident in the Vision Pro’s external battery pack, wide articulated headband, and visual passthrough capabilities—all ensuring comfort and convenience even for extended use.

Michael Hoffman, Mesmerise Head of Platform and CEO of IQXR, also highlights the unparalleled ergonomics of the Vision Pro. For him, the Fit Dial that enables adjustment for a precise fit, the Light Seal that creates a tight yet comfortable fit, and multiple size options will all be crucial to the success of the product.

Performance-wise, experts agree that Vision Pro is powerful. Emma Ridderstad, CEO of Warpin Reality, believes that the use of two chips, R1 and M2, will improve real-time processing, reducing the amount of lag time experienced while using the headset.

However, some experts aren’t that impressed. Eric Alexander, founder and CEO of Soundscape VR, thinks that the Vision Pro is strong for a mobile headset but still pales in comparison to PC VR. “The sprawling, highly-detailed, 3D rendered worlds we build here at Soundscape won’t be possible on the Vision Pro yet as their M2 chip has less than 10% of the rendering horsepower of an Nvidia GPU,” he told us.

For Joseph Toma, CEO of the virtual meetings and events platform Jugo, the Vision Pro’s hardware can be overkill, no matter how powerful it is. He notes that advances in spatial AI, augmented reality, and mixed reality AI make bulky hardware unnecessary. “Apple’s Vision Pro may not be the product that ushers in this new era. While the tech is great, the future is about building something that includes everyone and can deliver mixed reality experiences without the constraints of bulky hardware,” Toma said.

Is the Apple Vision Pro Truly Ready for Mainstream Use?

While the Apple Vision Pro represents a significant leap forward in mixed reality technology, experts have varying opinions on its readiness for mainstream adoption.

apple vision pro

Some argue that its current price point and the need for continuous advancements in software and content might limit its appeal. Others point out that existing platforms already offer immersive experiences without the need for bulky hardware, and Apple might face challenges in convincing the masses to invest in the Vision Pro.

Retailing at $3,499, the cost of the Apple Vision Pro is several times over the $499 price tag of the Meta Quest 3. For Robinson, this prohibitive price will be a large contributing factor to a slow adoption curve. However, he believes as the price falls and the number of applications grows over time, this technology will gain a much wider audience.

While Hoffman also sees the need for more cost-effective options, he believes that Vision Pro is ready for mainstream adoption. “Vision Pro is absolutely ready for mainstream adoption, especially because it’s made by Apple,” he said. “Once Apple launches a product, users typically flock to it.”

Still, some experts believe that Vision Pro isn’t ready for mainstream adoption yet. While initially impressed with the headset, Ridderstad noticed features that were centered around “looking and clicking” rather than 3D VR interactions. “I do think that Vision Pro won’t be ready for mainstream adoption until there’s been a few iterations of the headset,” she told us. “We’ll need to see some evolution from Apple in order to make mixed reality truly mainstream.”

For Alexander, the mainstream adoption of Vision Pro is still a few years out. Although he doesn’t see the price point being a hindrance to adoption, he believes that developers need time to build compelling apps that give people something to do on these devices outside of the novelty factor.

Toma, sharing a similar sentiment, said that, even though “the merging of the tangible and virtual worlds is an impending reality,” we’re still far from seeing these tools adopted on a massive scale by consumers and businesses. “The Vision Pro’s success depends on whether consumers will embrace a bulky, expensive piece of hardware they don’t need for the immersive experience Apple is promoting,” he said.

However, as Angerer points out, “Every technological leap comes with its share of skepticism.” While he understands why there are those who argue that Apple’s headset is not ready for mainstream adoption because of its size, he believes it’s important to remember that Apple has consistently placed high importance on balancing aesthetics with practicality. “Existing platforms may offer similar experiences, but Apple’s unique selling proposition often lies in its seamless user experience and integration across devices, which could give Vision Pro an edge,” he said.

Reshaping Industries: Applications of Apple Vision Pro and Other MR Headsets

Regardless of their readiness for mainstream use, mixed reality headsets like the Apple Vision Pro have the potential to transform various industries. Experts foresee numerous applications in fields such as healthcare, education, architecture, and entertainment.

In healthcare, for instance, mixed reality can aid in surgical simulations and remote medical consultations. In education, immersive learning experiences can enhance student engagement and comprehension. Architects can utilize mixed reality to visualize designs in real-world environments, while the entertainment industry can create entirely new levels of interactive experiences for consumers.

According to Hoffman, Vision Pro will be a game changer that unlocks high-value enterprise use cases. “Collaboration is essential for most scenarios that merge the physical and virtual. To be viable, eye contact is key for co-located participants, and faithfully conveying gaze and facial expressions is key for remote participants,” he explained. “Apple masterfully tackles both, making it possible to collaborate with any combination of co-located and remote participants where everyone wears a device. This combining of the physical and virtual worlds is critical for so many scenarios: task guidance, IoT digital twins, skills training, AI-enhanced inspections, augmented surgery, logistics, and space planning.”

A Promising Outlook for Apple Vision Pro and Mixed Reality Technology

As industry experts have highlighted, factors such as pricing, content availability, and competing platforms could influence its widespread acceptance. Nonetheless, Vision Pro and other mixed reality headsets are set to reshape industries and open new possibilities. The future of mixed reality holds immense promise with continued advancements and a growing ecosystem, and the Apple Vision Pro stands at the forefront of this transformative journey.

Is Apple Vision Pro Ready for Mainstream Use? Read More »

“metaversed”:-a-book-review-and-author-interview

“Metaversed”: A Book Review and Author Interview

Metaversed: See Beyond the Hype is the new book by Samantha G. Wolfe and Luis Bravo Martins introducing the metaverse stripped of its over-inflated, pie-in-the-sky expectation cloud built up by marketers. The book presents a practical and balanced approach to using the metaverse as it exists today and preparing for how it might exist tomorrow.

ARPost received a copy of Metaversed and had the opportunity to interview the authors on how it came together and what they hope it will achieve.

Preparing for the Metaverse

Metaversed begins with an important and common question in the industry: how do we prepare for the metaverse when we can’t agree on what it is?

“Taking the internet and bringing another dimension to it and setting it free in the phygital world […] it’s almost impossible to fully understand the extent of this shift.”

– Chapter One: Predictions

Early on, the authors present a working definition of the metaverse. This isn’t for the authors to throw their definition into the war of words already taking place around the metaverse, but rather so that everyone reading Metaversed has a common starting point.

“To the authors, the metaverse is the next stage of the internet and results from the evolution of a wide variety of emerging exponential technologies maturing simultaneously, converging and enabling a new interconnected relationship between physical and digital.”

– Chapter One: Predictions

Metaversed isn’t just about technology, but how technology impacts us as a society and as individuals – and about the societal trends that are helping to usher in the metaverse. These include movements towards remote work and education, decentralization, social media, and the creator economy.

“The challenges we’re about to face will need a multidisciplinary effort. Business professionals from all areas, teachers, lawyers, scientists, historians, and sociologists, everyone can contribute with their experience and knowledge so we can start preparing for this tremendous shift.”

– Chapter One: Predictions

A Book Written for Anybody

Metaversed is written for a reader in any profession to encompass the entire metaverse. Chapter two presents all of the technologies playing into the development of the metaverse. That includes immersive technologies like the spatial web, XR hardware, and digital twins. It also includes Web3 and blockchain, cloud computing, and AI and ML.

“I feel like we went through a hype cycle of ‘the metaverse’ as a term and now we’re kind of past that. People are looking beyond that and asking, ‘What is this, really?’” said Wolfe. “I’m hoping that as people get past all of that hype they can ask ‘What does this mean to me, and what does this mean to my business?’”

Metaversed See Beyond the Hype bookReaders of ARPost might be principally interested in immersive technologies. Understanding the role that these technologies will play in larger shifts in the coming years requires an understanding of other technologies even though they may feel removed.

“The main topic is to bring in people that are not in on all of the metaverse discussion,” said Martins. “We need to have those people. We need to have a version of the metaverse that isn’t just created by technologists like us.”

The book also discusses governments and standards organizations furthering the metaverse through protecting users and ensuring interoperability respectively. A lot of the value of the metaverse will be created by users – much as with the current web, but more equitable.

“A true creator economy has been set in motion where communities are not only spawning creators but overall helping them to remain independent and relevant.[…] With several new platforms available in the gaming industry and in the so-called Web3 businesses, new avenues for distributing digital products and content are being envisioned and built.”

– Chapter Four: New Rules

Life and Work in the Metaverse

The largest single chapter in the book, “Metaversed Markets” is an exhaustive exploration of how different industries are using the extant iteration of the metaverse and how they may adapt to its development. While the bulk of Metaversed discussed opportunities in the metaverse and how to realize them, four chapters are dedicated exclusively to challenges in the metaverse.

“When living in a hybrid reality of digital and physical objects, spaces, and people that we seemingly use and own, will it all be real? The memories of our time immersed in those worlds won’t tell us otherwise. […] We can pick up our lessons learned of the risks involved and plan ahead for a better, positive metaverse. But, to do that, we need to first identify key challenges.”

– Chapter Nine: Understanding Reality

These challenges have some to do with technologies that haven’t yet been realized or optimized, but mainly pertain to the human experience of adapting to and living in the metaverse.

“The whole purpose is exactly that – to try to shed light on not just the potential of the metaverse […] but more than that to try to pass on the challenges of the metaverse,” said Martins. “Presenting the challenges is not negative – it’s facing those challenges […] At the end of the day, what we want is to contribute to a more ethical metaverse.”

Metaversed expresses hope that governments and organizations like the XR Safety Initiative will help to mitigate some risks. It also recognizes that a lot of responsibility will be put on users themselves.

“Even if it’s uncomfortable, we need to discuss how emerging tech can be monitored and regulated. We don’t have to cross our fingers and hope that big tech companies figure it out themselves (again).”

– Chapter Ten: Privacy and Safety in the Metaverse

“Unanswered Questions”

“Because we’re faced with so many unanswered questions and unsolved technical challenges, there should be no shame in saying ‘I don’t know,’ or ‘We don’t know’ when asked about the future […] for better or worse, we’re in this together.”

– Chapter Twelve: The New Humanity

The thing that struck me the most about Metaversed was its honesty. The authors are confident in their predictions but never present those predictions as already being facts. Overall, it feels like a conversation rather than a keynote or a sales pitch.

“At the end of the day, tech runs so quickly and changes so completely unexpectedly […] it’s sort of an exercise,” said Martins. “Hopefully what we can offer is more of the logic of thought.”

How “Metaversed” Came to Be

Wolfe and Martins have a long history, despite having yet to meet in person. The two began talking after Martins read “Marketing New Realities,” which Wolfe co-wrote with Cathy Hackl in 2017. Then, Martins was a guest speaker at Wolfe’s courses at New York University’s Steinhardt School. Martins was invited to write a book and knew who to talk to for a coauthor.

“It started with this opportunity that came about from the publisher. Around that time there was this huge push regarding the metaverse and I was thinking about doing something on the flipside, focusing entirely on the challenges,” said Martins. “I decided that that approach wouldn’t be the best possible way to explain to people who don’t know much or aren’t as involved.”

Wolfe’s coming on board provided the balance that Martins was looking for. It also expanded the vast network of experts that contributed their insights to Metaversed.

“He wanted to write this book about what can go wrong but I tend to be quite positive,” said Wolfe. “I also tend to look at how all of this applies to businesses.”

Despite being based in different countries and working on the book largely asynchronously, the two decided to write Metaversed with one voice, rather than passing chapters back and forth. While the book doesn’t feel divided (at least, not to people who don’t know the authors very closely) both of them have chapters that they feel they put more into.

“In the end, I think we were all very involved in doing the writing and – of course – the research,” said Martins. “There were chapters which were being run by one of us or by the other one, and some – particularly the chapters in the beginning – were very consensual.”

A Digestible Book, if Not in One Sitting

Metaversed: See Beyond the Hype is currently available on Amazon. The book, weighing in at over 300 pages, may or may not be a lot to read from cover to cover depending on where you are on your metaverse journey. However, the book was also designed to be incredibly navigable, making it easy to read or reread as you see fit.

“Metaversed”: A Book Review and Author Interview Read More »

the-future-of-vr:-what’s-next-for-the-world-of-vr-gaming?

The Future of VR: What’s Next for the World of VR Gaming?

The VR gaming market is constantly evolving and has grown significantly in the past few years. With key developments in VR technology, hardware, and software driving the market forward, VR game revenues are projected to increase sixfold in five years, from $0.5 billion in 2019 to $3.2 billion in 2024.

However, declining sales of VR headsets dampen this positive outlook. In the United States, sales in 2022 dropped by 2%, from a year earlier, to $1.1 billion in December 2022. Moreover, 2023 is expected to be another slow year for the VR market, with a weak economy and inflation causing non-essential purchases like VR headsets to be put on hold.

Now many are wondering what the near-term future holds for VR. Marcus Segal, CEO and founder of ForeVR Games, shares his thoughts on the current state of VR and what’s in store in the future.

Dissecting the Decline in the VR Gaming Market

Asked about why VR sales have declined in the US despite the launch of Quest Pro and other highly-anticipated VR devices, Segal said that there are many factors at play. According to him, the decline could be due to a recession or a market correction following COVID-19.

“When all signs point to a financial downturn, people hold on more tightly to their money,” Segal told us.  Or it could be the excitement about new headsets coming from Sony, Apple, Pico, and HTC that is keeping potential buyers on the sidelines.

Then we also have to factor in the return to in-person social gatherings, so VR gaming now has to compete with movie theaters, concerts, and other live experiences as the world returns to in-person social gatherings.

Like in any other industry, the recent decline in VR sales is disheartening, but, according to Segal, this is not uncommon in nascent industries.

It is worth noting that the market is not as bleak as it appears. Despite the seemingly downward trend, a flood of new VR headsets is coming from Sony, Pico, Apple, HTC, and more. Competition between manufacturers means better products, lower prices, and a larger user base for VR gaming in the future.

Segal suggests “try before you buy” mall installations, immersive classroom settings, and other creative efforts to drive consumer awareness.

Barriers to VR Adoption

Segal also notes that while VR has made significant progress in recent years, there are still some barriers to adoption, including cost and the need for powerful hardware. He believes that the biggest barrier to VR adoption is still the form factor. New headsets’ design must be lighter and less bulky to become more appealing and comfortable to use.

According to Segal, discoverability is also a challenge for VR. Traditional forms of advertising are not as effective, and manufacturers need to get headsets into the hands of consumers who haven’t tried VR yet. He stresses that sustaining and improving engagement is critical to VR’s success.

Lastly, Segal stressed how crucial accessibility is for VR adoption. Games must be playable for people of all ages and abilities. ForeVR Bowl is an example of this, designed to be played with a single button in a seated or standing position.

The Role of Content in Driving VR Adoption

One of the biggest drivers of VR adoption is compelling content. Segal believes that game developers have a critical role to play in shaping the future of VR. “Game developers need to reach new audiences, and that requires manufacturers promoting new games and hidden gems,” he said. “We as developers also need retention features and content to motivate players to pick up their headsets and plug in more frequently.” 

As a former Zynga executive, Segal witnessed the power of social games, like FarmVille, to connect hundreds of millions of people of all ages. “In my view, play is one of the best things about being alive,” he said. For ForeVR Games, the focus is on taking the feeling of connection in play to the next level with VR, allowing players to feel as though they are in the same location regardless of their physical distance.

Customization is also key, allowing players to have fun while improving their skills over time. Segal explains, “Today, we believe that the most successful VR games and experiences are those that are easy to pick up and play, but also offer depth and complexity for players who want that option.”

A Future of Growth and Innovation in VR Gaming

The world of VR gaming holds immense potential for growth and innovation. As game developers like ForeVR Games continue to push the boundaries of what is possible in VR and advancements in hardware technology emerge, entrepreneurs have many reasons to be optimistic as they venture into VR gaming.

However, success in VR gaming requires a passionate team that sees challenges as opportunities to further what is possible, and the ability to listen to and incorporate feedback from the player base.

As the VR industry continues to evolve, those who are willing to take on the challenges and embrace the opportunities can shape the future of this exciting and dynamic field.

The Future of VR: What’s Next for the World of VR Gaming? Read More »

apple-ar-glasses-put-on-hold-to-make-way-for-mr-glasses-–-vr-and-metaverse-expert-weighs-in

Apple AR Glasses Put on Hold to Make Way for MR Glasses – VR and Metaverse Expert Weighs In

Has Apple bitten more than it could chew? It appears that the long-awaited AR glasses won’t be hitting the shelves any time soon. A Bloomberg article published recently says that the Apple AR glasses are facing technical challenges, so their release has been delayed indefinitely and the project scope pared back. The report also revealed that Apple may instead opt to release a more affordable mixed reality headset.

Emma Ridderstad, CEO and Co-founder of Warpin Reality, shares her insights on the delayed release of the Apple AR glasses and the development of its mixed reality headset, probably to be called Reality Pro. She also shares her thoughts on what these developments mean for the industry, the consumers, and the future of AR/VR.

Apple AR Glasses Shelved to Make Way for an MR Headset

For a couple of years now, Apple has been developing AR glasses that resemble real eyeglasses. The design has already gone through several iterations but still, apparently, fails to meet expectations. While it is unclear where the real problem lies, it is clear that we won’t be seeing through the Apple AR glasses this year.

According to Bloomberg, what we may see soon are MR headsets that combine virtual and augmented reality elements. It was reported that Apple is shifting its focus towards developing a bulkier but less complicated MR headset with a projected price tag of $3,000. The company then plans to follow this with a more affordable version priced at just around $1,500, closer to Meta Quest Pro, though still with a higher price tag.

A Wise Move by Apple

When asked whether the delay of the Apple AR glasses will affect businesses that have already adopted the technology, Ridderstad believes that it would have little impact. Aside from the limited number of businesses currently using Apple’s AR technology, those that have adopted it are not fully reliant on it.

According to Ridderstad, AR/VR technology is still in its infancy. As immersive as these headsets are, they aren’t very convenient. The use cases are still quite limited, and the high cost of both hardware and software can be restrictive. “VR headsets need to become useful to people. Right now, they solve business-to-business problems but they’re still mostly just fun for the end consumer,” Ridderstad explained. So, Apple’s shift from AR glasses to MR headsets makes sense given the broader need to make immersive technology more accessible and affordable.

Ridderstad also believes that Apple will remain a key player in the industry, despite delays on its AR glasses. Consumers continue to trust Apple to produce well-researched and designed products. Considering the price, design, and content of these headsets, the market needs to see more affordable and functional headsets. “Since most people are just starting to see what these new technologies can do, we have to remind ourselves that this evolution is going to take time,” she said. “The real end consumer adoption will probably happen with Apple this time too.”

The True Value of XR Goes Beyond Gaming and Entertainment

XR technology has long been associated with gaming. But Ridderstad argues that the true value of XR lies in its potential in business, training, and education.

Her company, Warpin Reality, has developed a platform called Xelevate, which allows companies to launch customizable VR training courses for their employees. These courses range from safety drills to customer experience simulations and personality development workshops. Platforms like this have allowed construction companies to train their people on safety and equipment use and taught employees what to do during emergencies.

Ridderstad believes that VR/AR can optimize focus, learning, and training. She cites a PwC study that found that VR learners are more focused, learn more quickly, and are more emotionally engaged than e-learners. It could also create opportunities in remote work for those who struggle with in-person demands such as people with disabilities.

Diversity and Accessibility in Tech 

For years, the tech industry has been known to be a boys’ club. This still remains true in the metaverse. A McKinsey report found that in organizations shaping metaverse standards, 90% of leadership roles are held by men. Ridderstad warns, “The metaverse is not going to be an environment that people want to be in unless everyone feels welcome and comfortable. I think it is safe to say that unless women play their part in building the metaverse, and take their place among its architects, it won’t be.”

These technologies have the potential to revolutionize the future, so it’s important that they are designed for both men and women to see a higher level of adoption.

Apple AR Glasses Put on Hold to Make Way for MR Glasses – VR and Metaverse Expert Weighs In Read More »

answering-the-cryptic-question:-does-the-metaverse-need-nfts?

Answering the Cryptic Question: Does the Metaverse Need NFTs?

 

The metaverse and the NFT space have both had their vocal detractors, but could the secret to their mass adoption lie in their ability to work together? Developers of the first quantum-secure, hyper-realistic gaming metaverse, the Kryptiverse, believe so.

Walt Greene, the founder and CEO of QDEx Labs, which developed the Kryptiverse, helps us delve into what NFTs truly are and the role they play in the metaverse.

The Seeming ‘Uselessness’ of NFTs

In 2021, Steam explicitly banned apps built on blockchain that issue or allow the exchange of NFTs and cryptocurrencies. This year, Mojang Studios and Minecraft also took a firm stance against NFTs. Aside from tech and gaming companies veering away from non-fungible tokens, the NFT market has also been gravely affected by the crypto crash.

In fact, the monthly transaction volume for NFTs on OpenSea has fallen by 90% from January to August this year. These put into question the actual value—or lack thereof—NFTs have and their relevance in the emerging metaverse market.

However, Greene posits this state of ‘uselessness’ to the limited understanding of NFTs. According to him, many people have no idea what they are getting, much less, what the NFT technology has the potential to represent. He further explains that the centralized approach and business models associated with Minecraft and Steam do not necessarily mix well with the decentralized nature of a true NFT technology.

A Deeper Understanding of NFTs

To fully grasp the value that NFTs bring and the role they play in the metaverse, we need to have a more in-depth understanding of what an NFT actually is.

When we hear of NFTs, we categorize them into purely digital assets. By putting them in this box, we perceive them to have no real value beyond the digital space. However, NFTs are more than just digital assets. When you own one, you acquire a unique, transferable, and uncontestable token that gives you absolute rights to a digital asset. It is a verification of ownership of collector items, fractional real estate, art pieces, and other items.

NFTs and the Metaverse

Now to answer the cryptic question: Does the metaverse need NFTs? Well, not really. NFTs are not required in the metaverse. However, these two are not mutually exclusive.

“When speaking in terms of where the metaverse is heading, and that is into decentralized ecosystems, NFT-like technologies with actual utility can and should play a critical role because of the uses for the technology from recording information to the sovereign ownership they perpetuate,” Greene says.

While the metaverse does not really need NFTs, these unique tokens can address the challenges the metaverse is facing. Greene sees NFTs playing two major roles: the in-game use and ownership (DRM) via identification of an asset and the microtransactions in the developer or creator support ecosystem. These will help develop the metaverse into a truly successful, highly individualized, and experiential digital ecosystem.

NFTs: Powering the Creation of a Quantum-Secure High-Definition Gaming Metaverse

NFTs have the potential to power the creation of a quantum-secure, high-definition gaming metaverse. NFTs are being used to build the Kryptiverse, a fully-integrative gaming metaverse.

According to Greene, while the QDEx Community’s TSSYRQ Network will be bringing the quantum secure aspect to the gaming party, the KRYPTI game will be bringing the metaverse together with the crypto industry for easy onboarding into DeFi via a hyper-real, captivating user interface and storyline. All the user has to do is learn how to play the game.

Krypti game

NFTs will bring significant utility to the KRYPTI gaming ecosystem. Early adopters in the Kryptiverse get the “keys to the kingdom” from the initial 1,777 Genesis Mint. These versatile NFTs have over 2,150 lines of code in their contracts carrying class info, numerous stats, variable aspects, and other data that are fully reconciled to the blockchain.

Delivering Value Beyond the World of Gaming and Entertainment

NFTs have the potential for use beyond the world of gaming and entertainment. Genesis NFTs, for one, give utility and incentivization within the quantum secure QDEx App—a feature-rich, decentralized crypto and digital asset exchange marketplace being developed by QDEx Labs.

While the NFT market is highly volatile today, we still see the crucial role NFTs play in the metaverse. The QDEx Community, KRYPTI, and the Kryptiverse all together represent the intersection of usability and mass adoption of the blockchain. This complex connection among communities, NFTs, and metaverse platforms is what will pave the way for growth in this space.

Answering the Cryptic Question: Does the Metaverse Need NFTs? Read More »