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What went wrong with Horizon Worlds? Ex-Meta dev shares insider insights
17 points by SLHamlet 55 days ago | hide | past | favorite | 10 comments
After writing about Meta’s highly misguided $50 million bounty for developers to create content in Horizon Worlds, a former software engineer at Horizon Worlds reached out to me. They had read my latest book, where I devote a chapter to Meta’s many missteps in trying to build the Metaverse.

But this engineer had even more surprising details to share.

I’ve always believed the fundamental problem is that Meta leadership never truly understood the metaverse concept, and simply treated it like a 3D version of Facebook. In interviews for the book, it also became clear to me that most of the people working on Horizon Worlds weren’t themselves experienced or passionate about virtual worlds.

Indeed, in 2022, Meta leadership sent out an internal memo requiring employees to dogfood Horizon Worlds more (i.e. actually play it).

It was actually worse than that, this ex-developer tells me. Required to dogfood their own virtual world, the engineer tells me, many Meta staffers automated their dogfooding:

"Before I left they were mandating that employees spend a certain number of hours per week in the game actively playing it. So therein started an automation war where all the people with 200 hours a week never actually played the game once. People just had to launch the game with an Android command over USB, then make sure the proximity sensor on the headset was taped to keep it on."

Yes: Instead of playing Horizon Worlds, developers of Horizon Worlds at Meta figured out a hack where they could just pretend to do so.

Meta’s assumptions were evident even on the code level, with Meta treating the Metaverse as a 3D version of a mobile app:

"Horizon Worlds / Workrooms, etc. is a pretty awful codebase with hundreds of people working on it. They grabbed a bunch of people from the Facebook/Instagram half of the company because they knew React. Horizon Worlds uses a VR version of that called ReactVR.

"What this effectively means is that most of the people developing Horizon Worlds (HW) are 2D app developers driven by engagement metrics and retention numbers. So... HW became flooded with a ton of 2D developers who never put on the headset even test their menus, all competing to try to create the most 'engaging' menu that would sell microtransactions, or drive social engagement, or make some other number look good - because that's WHAT THEY DO at Facebook/Instagram."

I go into much more detail on my Patreon, free to read here: https://www.patreon.com/posts/what-went-wrong-123796458




This is so close to validating my expectations that I'm almost skeptical of its veracity. I'm a regular Quest player, but I couldn't tell you how to launch Horizons if you held a gun to my head.

The leaders of corporate initiatives like this often tell themselves that they are building an ecosystem. They also seem convinced that an ecosystem will manifest from a highly curated, centrally developed silo that they have total control over. I guess it sort of worked for Facebook back in the day, but they were surfing on a lot of good will when it happened (and look at it now).

Things that are much closer to a metaverse than Horizons will ever be:

- Minecraft (Bedrock)

- VRChat

- Any popular multiplayer game that includes a free level editor

- The open web


Definitely agree about VRChat (and Minecraft to a lesser extent)!


> I’ve always believed the fundamental problem is that Meta leadership never truly understood the metaverse concept...

If they had, is there even a compelling product there? For me, the definitive analysis here is Dan Olson's[1] (though in the context of decentraland). Doing a metaverse in VR is contradictory to having users walk from place to place (because a huge chunk of your users will get motion sick). Having a metaverse where you have to walk from place to place is contradictory to metaverse as a productivity tool (because walking from place to place is a lot slower than clicking a button).

VR has some compelling standalone experiences, but the user is generally constrained to staying still or moving around a small, fixed area. Maybe a VR meeting is more compelling than Zoom, but is it worth the extra cost and effort of donning a VR headset?

Likewise a large open world where you can, potentially, do anything is compelling (see Minecraft), but is it a space where you would want to do something productive? In Minecraft the inefficiency of walking around and working with individual blocks is half the point - it's what makes it fun - but it's not an efficient way to build or design or shop or even consume "content" if you value your time.

So what's left? The metaverse itself as entertainment? Maybe. But it's not going to be the next iPhone. At best you're aiming for the ubiquity of World of Warcraft.

[1] https://www.youtube.com/watch?v=EiZhdpLXZ8Q


The Metaverse doesn't require a VR headset; VR should only be one device option.

I get deep into this in [plug] my book [/plug] but Neal Stephenson himself changed his mind about it needing VR when he played Doom in the early 90s. Also, VR tends to make over half the population want to vomit, especially women and girls. Another thing Meta ignored, which is crazy!


What is it about computer people that they see a flood of open, free, engaging material about computers, and think, "I should put up an artificial road block so that fewer people read my writing".


I think it has something to do with housing and food costing money. Not 100% sure.


But consider the opportunity cost: open content can be used to train an AI that may approximate the works of the author!


Yes, thanks. Eating is good!


I think they could have had moderate success with a cleaned up, somewhat ‘moderated’ version of Second Life given they have the hardware and largest installed base for VR, but instead it was these disparate ‘worlds’ of varying quality that felt disjointed and lonely.

It’s a bummer because they did a good job on the 3D authoring tools - much better than Google in their various VR paint options over the years.


The crazy thing is the co-founder of Second Life is the one who got Zuck to buy Oculus in the first fucking place! But they ignored what Cory told them about virtual worlds when building HW.




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