While it doesn’t offer any revaluations of epic proportions about Sansar, and is headlined by the somewhat misleading Hands On With Sansar, the New Second Life, Cecilia D’Anastasio’s June 21st, 2017 piece for Kotaku, still makes for an interesting read, offering as it does further looks inside Sansar for those keen to get a look at environments there, and some food for thought.
Cecilia is a journalist I greatly admire, and who has excellently covered Second Life in the past (see A Perspective On Avatars and Identity and Motherboard Looks at Second Life). She got to spend time in Sansar, which appears to be currently on the road, visiting various events (Canada last month, now New York City) in which might be part of the Lab’s efforts in ramping-up public awareness of the platform as they roll towards an “open beta” phase with the platform.
Along the way, she visited several spaces within Sansar, and while treading the familiar ground of Sansar being the “WordPress of VR”, a “VR first” environment, etc., she also took time to point out the side of the platform which isn’t perhaps pushed quite so hard by the Lab: that it can be access and experienced by anyone using a PC system, regardless as to whether they have a VR headset.
True, the focus of development in Sansar thus far has leant towards the VR end of the scale because the Lab is convinced VR will be a major factor in people’s lives (and as readers know, I’m not so convinced of that argument), and the desktop side of things still needs work. However, that Sansar can be accessed via a PC sans headset, is something that perhaps should be underlined more, simply because sales of PC-based VR headsets really aren’t that stellar right now, and are likely to remain less-than-exciting for the next few years – something I’ll come back to in a moment.
Early in the piece, Cecilia drops a couple of comments which, while interesting, might require reading with care. For example, in one she references Sansar being subscription based. However, given the Lab hasn’t really been that forthcoming about the revenue model for Sansar, it’s impossible to determine what is meant by “subscription” in the article. Does it really mean anyone wishing to use Sansar will have to subscribe first, or is it a reference to that fact things like hosting space for Sansar experiences will have an associated fee?
But rather than nitpick, let’s come back to the “Sansar from a desktop” aspect of the piece. I found this particularly interesting because while the Lab has pointed to Sansar being “PC accessible” without a headset, many of those aware of it still see it only as a VR platform – and this could be a problem for Sansar, at least in the near-term.
Now, to be clear, and as I’ve tended to say in the past, there are vertical markets where VR – and thus, by extension, Sansar – has exceptional merit and could gain significant traction in the near-term:
- Education – both for practical teaching, and for the ability to visit / recreate historical environments and bring them to a broader public. Hence the recreation of an Egyptian tomb created from LiDAR mapping, while the real tomb can only be accessed in the physical world with permission from Egypt’s Ministry of Antiquities, and the just unveiled Apollo Museum and the Harold Lloyd Stereoscopic Museum.
- Architecture and design: allowing companies large and small work in VR to develop immersive models for clients, which can be toured, examined for issues or things like changes clients would like to see, all before any work is undertaken. Hence why (as I’ve previously pointed out), it was no accident that the first public demonstration for Project Sansar came during San Francisco’s month-long 2015 Architecture and the City Festival.
- Simulation and Training: Sansar could again offer significant benefits to those requiring immersive and flexibility VR-based training and simulation without the need to heavily invest in dedicated work spaces / environments.
- Healthcare: VR is already demonstrating its value in a wide variety of applications, including helping with post traumatic stress disorder, pain relief for burns victims, cancer care, and more.
BUT, the fact is that many of these sectors work just as effectively sans a VR headset. OK, so the depth of immersion would be lost, but that doesn’t mean they cannot be practically used. Thus, by pushing the VR-centric aspect of the platform so aggressively, the Lab could risk turning those institutions, companies, etc., that might be interested in exploring Sansar away from the platform, simply because they are unwilling to make the investment in VR systems, but are waiting to see how the market growth and what products appear.
Within the mass market of home users, this focus on VR hardware could impact Sansar’s reach even further. Simply put, the “humble” PC with its “barriers” (as Philip Rosedale from High Fidelity would call them) of the mouse and keyboard, still has a far, far greater reach into people’s homes than VR is likely to achieve for several years at least. So again, putting the heavy emphasis on Sansar “being about the VR” could so easily turn people away from trying it, simply because they are also unwilling to put money into headsets and associated hardware, and won’t be until they see prices come down to the level of “affordability”.
Of course, the Lab state they are in Sansar for the long haul – pointing towards Second Life’s longevity; and as noted above, there are market sectors where VR perhaps is starting to gain traction and which Sansar could comfortably leverage. Even so and as Cecilia suggests, a more open approach to how Sasnar can be used with or without VR headsets and hardware, could broaden the new platform’s appeal even as VR goes through its own growing pains.