can be trusted with nuclear weaponry (probably)
2025: i don't play a bunch now. i get on sometimes, but i mostly make stuff for myself (eg. avatars) - the drive to make stuff for this game has simply just diminished for a few reasons:
- i'm busy studying games programming. that takes up a lot of my time.
- vrchat's going through a "robloxification" phase, and i'm not really a fan of that direction.
- the core game is still really enjoyable, and talking to people is nice, but in-game-currency and the drive to monetise content is what ultimately kills a lot of creative content in the grand scheme of things.
- i know that people just wanna make money, and hey - nothing wrong with that, i just don't want to have to pay to access a million things in different worlds.
- i don't want it to become that i must pay money in order to be around my friends, because a world creator has decided to lock parts of the world behind a microtransaction.
- this brings me back to the initial statement - "vrchat's robloxification phase": roblox's games always had some tier of monetisation, but it has only gotten worse as roblox's primary goal shifted to exploitation of creators to make money. vrchat is going in a really similar direction, attempting to incentivize adding monetisation options to their worlds, not for the benefit of creators but rather themselves. not dissimilar to roblox, there is a required amount of "VRChat Credit" in order to be able to cash out, and the cash out value is arbitrarily set by vrchat.
- as the vrchat creator economy expands, especially to countries that aren't just the united states, we're going to likely see a wide range of "slop content" like we do on platforms like roblox. i hope not, but it's not improbable.
- i also know that a company needs to be financially viable in order to last - i'm never gonna say that they shouldn't ever try to make money, but we've seen how quickly a good service can be tainted the moment monetisation options are brought up (see: discord).
- to keep it concise: vrchat is moving towards a very roblox-like monetisation scheme, that encourages people to produce many smaller items in worlds to build up as much abstract in-game-currency as possible, as there is a limit to how much you have to have before you can cash out. i do not like this. all content i produce in future, if any at all, will have no monetisation in world. (i should turn this into a proper blog article)
- there's nothing i've really wanted to make. i've thought about finally remastering until tomorrow, but i just don't feel like it when i get around to doing it.
- Final Fantasy XIV Online
worlds
in no specific order.
# Until Tomorrow
(2/05/21) Cozy little hangout area in a space environment. Created in collaboration with someone I don't speak to anymore - in desparate need of a proper remaster.
World
(2/05/21) Cozy little hangout area in a space environment. Created in collaboration with someone I don't speak to anymore - in desparate need of a proper remaster.
World
# 100 gecs lime world
(18/07/21) It's a picture of lime in a world that constantly plays eurobeat 100 gecs. Song by Dylan Tallchief.
World
(18/07/21) It's a picture of lime in a world that constantly plays eurobeat 100 gecs. Song by Dylan Tallchief.
World