A makers guide to the Metaverse
summary
EVE Online evolves from subscription to a player-driven free tier via PLEX (formalized 2008, Ascension ~2016) that lets many pay by playing; the economy runs on deliberate money issuance and sinks, with massive battles where virtual assets can be worth tens of thousands of dollars. Developers compare supply control to cryptocurrency mining as a provable work model, cite early VR moves (backed Oculus 2012) and titles like Valkyrie, Gunjack and Spark as practical experiments in where virtual worlds, economies and input (whole-body VR) meet.
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chapters (13)
- 0:00Metaverse and Eve Online intro
- 1:53Eve Online evolution
- 8:40Virtual economies in Eve
- 15:24Player feedback in Eve
- 18:54Eve Online engagement
- 23:52Metaverse beyond games
- 28:47VR journey and CCP
- 33:47VR adoption obstacles
- 37:01AR/VR immersive tech
- 40:34CCP future in virtual worlds
- 42:44Virtual economies fixing real
- 44:10VR natural movement design
- 46:16Closing remarks and Q&A
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