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Neal Stephenson on the Future of the Metaverse

When Neal Stephenson coined “the metaverse” three decades ago, his book Snow Crash was found on the shelves of “science fiction”. While the book remains in that category, many of its concepts are now found in reality… Fast forward to 2022, where numerous companies are now building toward their version of the metaverse, including Neal himself, working on his latest venture Lamina1, drawing on his experience as a builder at MagicLeap, Blue Origin, and more. While the present metaverses don’t perfectly mimic that from Stephenson’s early imagination, we get the unique opportunity to discuss the various design decisions that he’s making, but also the intersection between the metaverse and gaming, the involvement that AR/VR might play, the evolving role of IP, how artificial intelligence fits in, what he’s building and why, and where he gets all of his ideas from. Topics Covered: 0:00 - Introduction 1:20 - Tech's highest impact position 4:45 - What is the metaverse? 7:04 - Interoperability 9:17 - Incentive alignment 14:00 - Immersion requirements 17:37 - VR engineering challenges 21:35 - Skeuomorphism 26:07 - Commercial VR/AR applications 29:44 - AI and gaming 33:38 - The value chain 42:02 - Right of refusal 46:25 - Good and bad tech 51:08 - Fighting “free” 54:44 - Building Lamina1 1:05:26 - Neal’s design designs 1:11:48 - Inspiration for Snow Crash 1:18:21 - Looking ahead from 2022 1:21:45 - Science fiction writing 1:23:36 - Carbon removal Resources: * Neal’s Twitter: https://twitter.com/nealstephenson * Lamina1’s website: https://www.lamina1.com/ Stay Updated: * Find us on Twitter: https://twitter.com/a16z * Find us on LinkedIn: https://www.linkedin.com/company/a16z * Subscribe on your favorite podcast app:https://a16z.simplecast.com/ * Follow our host: https://twitter.com/stephsmithio Please note that the content here is for informational purposes only; should NOT be taken as legal, business, tax, or investment advice or be used to evaluate any investment or security; and is not directed at any investors or potential investors in any a16z fund. For more details please see a16z.com/disclosures.

Neal StephensonguestSteph Smithhost
Nov 22, 20221h 28mWatch on YouTube ↗

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At a glance

WHAT IT’S REALLY ABOUT

Neal Stephenson on Metaverse Interoperability, Creator Value Chains, and Carbon

  1. Stephenson argues the metaverse is a single, interconnected space rather than many separate ones, and that mashup-style games like Fortnite, Roblox and Minecraft are the closest on-ramps today.
  2. He says AR and VR are not required for the metaverse, since billions already access 3D spaces through flat screens, and VR still faces motion sickness and long-session isolation limits.
  3. He and Steph Smith explore IP and AI, with Stephenson describing smart-contract value chains and revenue waterfalls for credit and payment, plus creator rights of refusal over how their work is used.
  4. Stephenson explains Lamina1 as a new layer one blockchain built for creators, integrated with tools like Unity and Unreal, and designed to be carbon neutral by requiring node operators to buy carbon credits.
  5. He says his ideas come from hands-on contact with technology, names carbon and societal polarization as the key issues ahead, and points to Terraform Industries as a cause for optimism.

IDEAS WORTH REMEMBERING

5 ideas

There is only one metaverse, though it can be diverse

Stephenson cites Tony Parisi's rule that there is just the metaverse, and says talk of 'a metaverse' or 'our metaverse' makes him doubt whether people understand it; you should be able to move between experiences in one unitary space.

Interoperability will grow from mashup games, not be mandatory

He says Fortnite and Minecraft are mashups by design, while carefully tuned games like Valheim or Assassin's Creed shouldn't be forced to accept outside assets, which explains much of the friction between game developers and crypto advocates.

The metaverse doesn't need goggles

Stephenson says his original assumption about goggles was wrong, since billions already navigate 3D worlds on flat screens, and VR still causes motion sickness in perhaps 5 to 10% of users.

Mass-market spaces will mimic familiar physical forms

Though virtual worlds needn't have roofs or size limits, he says comfort and a unified shared experience mean mass-audience spaces will recreate shelter and consistent avatar scale, while niche spaces can break the rules.

Creators need value chains and a right of refusal

Stephenson wants smart contracts that automatically distribute revenue to everyone who contributed to an asset, like a movie waterfall, along with the ability to reject unwanted uses of their work.

WORDS WORTH SAVING

5 quotes

It acts kind of like a, a magnetic field that organizes all of the iron filings, you know, so they're kind of aimed in the same direction.

— Neal Stephenson

We absolutely do not need AR and VR, uh, in order to build the metaverse.

— Neal Stephenson

Keyboards are a Victorian technology, and yet the human brain is so adaptable that even, you know, as clumsy as that is and as, as antiquated as that is, um, WASD is a perfectly, uh, useful way of navigating around in 3D spaces.

— Neal Stephenson

The attraction of free stuff is incredibly powerful and can lead to, uh, all kinds of negative social effects.

— Neal Stephenson

It's a tourniquet. It's, it's like, it's the emergency thing that you do on your way to the emergency room to, to get a, to, to get a real cure, and the real cure is, is gonna be carbon removal.

— Neal Stephenson

Defining the metaverseInteroperability between gamesAR and VR limitationsAI and emergent behaviorIP value chains and smart contractsLamina1 and creator infrastructureCarbon neutrality and carbon removal

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