Wednesday, August 10, 2022

The metaverse is growing out to be like Web2 because of its lack of constraints – Bestgamingpro

For many engineers these days, the internet’s future is a major topic of conversation, from passionate debates about the “Web3” and “metaverse” to conjecture about how it may be realized through networked virtual worlds. in recent months, debates about Web3 have proven to be the most difficult to navigate. A pessimistic cryptocurrency market, high-profile frauds or collapses, and a decline in wider interest in applications like NFTs have all contributed to the negative news surrounding the Web3 ecosystem, which is heavily reliant on blockchain technology. Web3 proponents are increasingly turning to the metaverse as a legitimate way to introduce blockchain to the public as a result of these changes. The present state of the metaverse, on the other hand, resembles more Web2 than Web3 in appearance.

Even though such a result would send Web3 fans into a frenzy, it is unavoidable unless something drastic is done. To put this claim in perspective, there are two things to keep in mind.

First and foremost, Web3 and the metaverse are neither synonymous concepts nor are they intertwined; rather, they are distinct concepts that deal with different aspects of the web’s design and the ways by which it may be accessed.

Although a large part of Web3 can be considered an attack on Web2 and the extent to which powerful platforms like Google, Meta or otherwise capitalized on vast amounts of personal data (and revenue through the extraction of value from that data, primarily in the form of advertising), we tend to ignore what these platforms did right and therefore why usage became centralised. Web2’s greatest strength wasn’t just decentralized control. As a result of Web2’s more basic value: user convenience, platform centralization was inevitable.

Successful tech businesses in this period made it easier for people to create content on the internet through social media and other types of user-generated content, which characterized Web2. This is why the Web2 became a valuable commodity: It was able to meet the most fundamental human needs (interaction, expression, production) while also recognizing that most people aren’t very tech-savvy, or at the very least choose convenience and comfort above technical expertise. As a result of this solution, the richness of Web2 were realized, while the riches of Web3 are the product that is still in search of an answer.

Since accessing and producing on the internet is not always difficult, a tech person might easily lose sight of this fact because he or she sees constraints where non-technical people find enabling. Some of the worst technological blunders have been made because of lapses in humanistic thinking, and this trend seems to be worsening. When it comes to Web3, human-oriented thinking is more likely to be overlooked since most of the technology is intended to minimize as much of the user’s involvement as possible. Technology-obsessed and human-oblivious people are the present Web3 landscape’s defining characteristics.

The best and largest examples of what the metaverse may be can be found in the realm of gaming (a sector that excels at fulfilling human needs such as socialization, intrinsic rewards, etc.) and on platforms that make virtual worlds easy to access: Roblox and Epic’s Fortnite are the current exemplars (though, notably, Epic CEO Tim Sweeney is famously critical of Web2-esque platforms). To their benefit, both creators and marketers have access to large audiences (thanks to the phenomenal success of the original games that laid the groundwork for these worlds) and a toolkit for creating things in a 3D virtual environment that would otherwise be out of reach all but the most technical of individuals. Because significant experiences are plentiful and simple to discover or create, centralized gaming platforms have proven popular with advertisers, producers, and players alike.

For example, the same marketers and artists that are able to rapidly set up an activation on these platforms typically have greater difficulties with Web3 apps like NFTs. Because of the way NFTs are treated as financial instruments (at this time), even non-financial applications can make an NFT “mint” an unfeasible proposition from a legal or policy perspective, and thus often not a viable option for brands, the onboarding process for consumers to decentralized technology is considerable.

A broader loop of negative reinforcement in Web3 has its roots in this dilemma, which goes beyond what marketers or designers are interested in: In a world where the infinite is possible, why do we need exclusivity if not to monetize scarcity? Leading with financial rewards only increases the prevalence of bad actors, misalignment of incentives, and limiting thinking towards formulating value and solutions on the same terms as we do in the real world. Limits in games, on the other hand, serve a specific purpose: to keep the player engaged and interested in the game (after all, golf is nothing if not a game about pushing a ball as far as possible towards a goal?). Due to the fact that the capacity to extract cash from decentralized virtual worlds means that users have very little to do even if they have purchased into the world, gaming environments have become examples of what the metaverse may be instead of decentralized virtual worlds (literally and figuratively).

Because of a predisposition toward greed and financialization, the future of Web3 is being shaped in a manner that ignores human needs while also undermining public confidence in the technology as a whole. Extrinsic wants, such as monetary gain, are the only considerations in issue solving, with no consideration given to intrinsic needs, such as human connection, contentment, or enjoyment. Humans’ basic needs are met via gaming, and the most popular Web2 platforms did the same. From this perspective, we shouldn’t be surprised that we’re witnessing a convergence.

Because of a fear of “losing out” on the Web2 gold rush, initiatives in the Web3 space have taken on a more commercial tone from the start, enabling concentrated players to claim an excessive share of the money. As far as the metaverse is concerned, this was maybe an overcorrection. Only a few of the potential benefits of decentralization are realized and what remains is uncomfortable technology that has been organized and regulated for commercial gain.

Platforms and the Web2 model are not being endorsed here, and neither is the Web3 model being dismissed outright. This is more a reflection of human propensity to accept new technologies. Because of the ease with which Web2 platforms and diverse intermediary agents have always made hard tasks simple, the Web2 paradigm will continue to gain popularity if the status quo is maintained. Often, people aren’t interested in technology in and of itself; they are interested in the benefits it offers them, and if the benefits are only measured in dollars and cents (or Bitcoins, or Ether, etc., etc.), then much of the potential value is left unrealized.

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