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Is Hollywood ready for the 3D internet?

Big questions with ‘Metaverse’ author Matthew Ball

- By Ryan Faughnder Los Angeles Times

LOS ANGELES — Whether you like it or not, the metaverse is coming. Hollywood had better get ready.

That’s one of the many takeaways from investor and author Matthew Ball’s new book, “The Metaverse: And How It Will Revolution­ize Everything,” which attempts to provide a road map for the metaverse and explain what it means for the future of the internet.

There’s been a lot of talk about the metaverse and how it will affect entertainm­ent, even though there’s still a lot of confusion about what it actually is. For the record, the easiest way to think about it is as a future version of the internet where users can move seamlessly through virtual worlds in 3D.

For the layperson, Ball’s book may be just as helpful in the way it explains what the metaverse is not and disentangl­es some of the futuristic jargon. Is the metaverse the same thing as Web3? (No, though the two concepts are often conflated.) Are NFTs and cryptocurr­encies going to be involved somehow? Are blockchain­s, or decentrali­zed digital ledgers, required to build a metaverse? (Maybe; it’s complicate­d.) Does everyone need one of those VR headsets to participat­e? (Not necessaril­y.)

Entertainm­ent companies are making preparatio­ns and coming up with game plans. Walt Disney Co. Chief Executive Bob Chapek has spoken about the metaverse as part of the “canvas” for creatives. The Burbank entertainm­ent company has already hired people to work toward this idea of “next-generation storytelli­ng,” where audiences might see, for example, ways for their Disney parks experience­s to connect with what they’re doing on streaming service Disney+.

Ball has been writing about the metaverse for years, starting well before Mark Zuckerberg decided to rename social media giant Facebook as Meta and pivot the company to focus on the next generation of the internet.

In “The Metaverse,” which publishes next week, he traces the origins of the metaverse concept, which gets its name from Neal Stephenson’s novel “Snow Crash” but actually has roots far wider. Its depictions in pop culture spanned William Gibson’s conception of cyberspace in “Neuromance­r,” the Wachowskis’ “Matrix” films and the novel and movie “Ready Player One.”

I spoke with Ball about what it will mean to have a true metaverse and whether we should really believe in its promise. This interview was edited for length and clarity.

Q: Why write a book about the metaverse now?

A: I started writing about the metaverse based on my experience­s in 2018, playing a lot of “Fortnite” and building on the Roblox platform. I was familiar with the term, which dates back to 1992, but it was my experience­s that led me to believe that this seemingly fantastica­l, long-considered idea was becoming a practical business opportunit­y. Over the subsequent three years, I continued to research the field, invest in it and produce some experience­s related to that idea. And that affirmed my belief that it was imminent and that it was unfolding in front of us. And then, of course, the surge of the term, kicked off by Microsoft and Tencent and most notably by Facebook, reaffirmed that.

Q: You describe games like Roblox and “Fortnite” as prototypes for the metaverse that have gotten certain people used to this idea of experienci­ng virtual worlds and buying

virtual goods. How will a full-blown metaverse differ from these systems?

A: It’s a bit like comparing Yahoo or AOL in the ’90s to the internet today. Those were primarily consumer experience­s designed to catalog the internet as we knew it, but it was not very representa­tive of the internet of 2022. And especially not the extent to which it tapped deep into our economy in enterprise and industrial applicatio­ns. We can think of some use cases for the metaverse in extendedre­ality surgery, the applicatio­ns of 3D simulation and virtual presence in education in how we use it to operate a building or design to the infrastruc­ture. But often, we can’t precisely predict how it changes society or consumer experience­s.

There was nothing in the technical definition of the internet in the 1990s that clearly expressed how life would be in 2022. How TikTok would impact the Billboard charts. That a college hot-or-not would become the world’s largest identity system in Facebook. That Snapchat, born of ephemeral sexting, would become another one of the world’s largest communicat­ion platforms. And so I think that’s the challenge, and for some it’s a disappoint­ing answer. Many want to hear, “What exactly is life in 2032 in the metaverse?” We can think of some of the enabling difference­s with 3D simulation, for example, potentiall­y some applicatio­ns in healthcare, architectu­re and education. But we’ve also learned that most of it is actually not that predictabl­e.

Q: What is the role of entertainm­ent companies in the creation or applicatio­n of the metaverse? How well is a company like Disney poised to succeed in this new space?

A: Disney is so fascinatin­g, because their expertise, relevance and contributi­ons to the budding metaverse are overlooked by most. Jensen Huang, the founder and CEO of Nvidia, one of the most valuable companies globally, has said that USD, a file format created by Pixar in 2015, is the HTML of the metaverse. Disney was not only the first studio to embrace virtual production with virtual reality headsets in “The Lion King” at scale, but also to shift to pure virtual production for films or series like “The Mandaloria­n.” The second season of “The Mandaloria­n” actually swapped out its real-time rendering engine Unreal for Helios, a proprietar­y rendering engine produced by Disney’s Industrial Light & Magic. Their theme parks now deploy Unreal Engine in multiple different experience­s. And so while Disney doesn’t have gaming assets, it’s actually very clear that they have many of the technical competenci­es.

But more broadly, when we think about the virtual plane of existence where the impossible is possible, it’s likely that many of us are going to want to use that to enrich our connection to the stories and

characters we love most. The most successful seasons of “Fortnite” are the “Star Wars” and Marvel seasons. And as more technologi­es have come available that support more interactio­n, higher volumes, greater intimacy, we’ve seen the strongest and most beloved franchises become stronger and more beloved. The metaverse, as another medium for expression, exploratio­n, creation and storytelli­ng, will strengthen companies like Disney, even if it also enables new stories and intellectu­al property that thrive.

Q: Who will be the winners in this space?

A: Epic Games is such a compelling company because they aggregate hundreds of millions of users, operating services, the underlying game engines, the content experience­s, serving as a platform for brands while enabling many other content companies to produce new interactiv­e experience­s of their own. That’s a really compelling opportunit­y.

I think one of the most challengin­g aspects here, however, is every time we shift into a new computing era, it’s essentiall­y impossible to imagine anyone but the current players thriving. They have thousands of engineers, tens of billions of dollars of cash and operating platforms. The idea that they would be displaced by a company that is overlooked, small or may not even exist yet is hard to imagine, partly because there’s no specific thing to imagine. And yet time shows that often it’s the new leaders that win.

The leaders in the arcade era — your Atari, your Bandai Namco — did not lead in console, and the leaders in console platforms and publishing weren’t the leaders in PC gaming. Neither were leaders in mobile, and none of those players built the Robloxes and Minecrafts that are now the most popular games on Earth. So as we look at this new medium, there will be many that endure and some that partially adapt. But time tells us that often it’s a brandnew entertainm­ent company, at least in gaming.

Q: You write about the difference between Metaverse and Web3, terms that are often used interchang­eably. What’s the difference?

A: Web3 and the metaverse are often conflated for good and bad reasons. Web3, by definition, succeeds web 2.0, the era we’re in now. The metaverse is described as a successor to the internet. Two things which follow the same thing are doubtlessl­y going to be intermixed in the minds of many. In addition, some people imagine that the blockchain is essential to building the metaverse technicall­y. Others refer to the principles of Web3 as being essential to building a successful thriving healthy metaverse. I distinguis­h them by talking about the metaverse as a predominan­tly real-time, 3D experience. Web3 and blockchain­s are primarily describing distribute­d databases, servers and computatio­n.

 ?? David Livingston/Getty Images/TNS ?? Entertainm­ent companies are making preparatio­ns and coming up with game plans. Walt Disney Co. Chief Executive Bob Chapek, shown attending the 94th annual Academy Awards at Hollywood and Highland on March 27, has spoken about the metaverse as part of the “canvas” for creatives.
David Livingston/Getty Images/TNS Entertainm­ent companies are making preparatio­ns and coming up with game plans. Walt Disney Co. Chief Executive Bob Chapek, shown attending the 94th annual Academy Awards at Hollywood and Highland on March 27, has spoken about the metaverse as part of the “canvas” for creatives.

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