And they’re going to work with lots of content creators with different experiences to ensure their car is playable here and there, and that it’s receiving the attention it deserves.” They’re going to drop their car into the world in real time and you’ll be able to drive it around. “A carmaker who wants to make a presence in the metaverse isn’t going to run ads. “The metaverse isn’t going to be that,” Sweeney said. It would not be, Sweeney said, the manicured, ad-laden news feed presented by platforms like Facebook. It would be a kind of online playground where users could join friends to play a multiplayer game like Epic’s “Fortnite” one moment, watch a movie via Netflix the next and then bring their friends to test drive a new car that’s crafted exactly the same in the real world as it would be in this virtual one. The metaverse, to Sweeney, would be an expansive, digitized communal space where users can mingle freely with brands and one another in ways that permit self-expression and spark joy. The simplest way to define the metaverse is as an evolution of how users interact with brands, intellectual properties and each other on the Internet. And steadily, over several years, Epic has been acquiring a number of assets and making strategic moves with the goal of making Sweeney’s vision for the metaverse a reality. “As we get out of this, everybody is going to realize, ‘Okay we spent the last decade being taken advantage of.'"įor years now, he has eyed a solution: the metaverse. “Now we’re in a closed platform wave, and Apple and Google are surfing that wave too,” Sweeney said. He says the social media era of the Internet, a charge led by Mark Zuckerberg’s Facebook, has separated commerce from the general audience, herding users together and directing them to targets of the company’s choosing rather than allowing free exploration. To Epic Games CEO Tim Sweeney, people are tired of how today’s Internet operates.
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