10/10
Shows the Potential of Social VR Platforms
25 January 2022
The people in this movie are real and their stories too which calls into my mind a question of just how many other people actually get to experience this incredible and idealized version of social VR. VRChat as a platform has a 24-hour peak of 24,000 players (according to steamchart). No other social VR game has that player count on the market. And as such the experiences one has in vrchat are variable to say the least. Joining any populated public world will expose you to the wild and unhindered vulgarity of human interactions. Kids screaming and obscenities thrown every five seconds from every direction. This is a far-cry from what the film tries to portray. But every once and awhile, you find a diamond in in a trough and suddenly you're talking to someone half way across the globe about their lives, how things are in their country, their interests and hobbies; and you start relating to them as a fellow human being. Added with the almost freeing expressiveness of virtual reality that no flat screen monitor or cellphone screen can compare to, it's almost mind-boggling how far technology has come. Such is the potential for social VR. We Met in Virtual Reality is not so much the true form of the "reality" of VRChat, but more so the potential of it. The quality of one's interactions in the virtual space seems to be one centered on the quality of the person(s). And the basic principle of "treat others the way you wish to be treated yourself" holds true even in a virtual environment.
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