Knit’s Island and the future of the metaverse

December 21, 2023

Some weeks ago, as part of the Le Guess Who? Festival in Utrecht, I got to see a fascinating documentary about life in a virtual world. Knit’s Island portrays a bunch of people spending a good part of their lives as an avatar in a game environment. While most of us spend some time playing games and, in that sense, know what it’s like to ‘live’ in a virtual environment, the people depicted in this film go a few steps further. The main characters of the documentary have spent thousands of hours as their virtual alter ego, doing little else than wandering, foraging, cooking, eating, chatting and partying. While they are, in fact, playing a game (zombie survival game DayZ), the game only forms the backdrop of a second life that goes much further and deeper than killing zombies or developing survival skills. They have made friends, live in communities, act as leaders or followers. Most of all, they have found something in this virtual world that’s lacking elsewhere; friends, excitement, safety and even tranquility. In other words, these people consider their virtual world more meaningful than their actual lonely, boring, unsafe, or otherwise unfulfilling real environment.

While the topic of the film is quite unique, so is the fact that it is entirely shot/captured in-game. As a result, we get to see the characters, and the film’s makers, only as their avatars and only in their beloved virtual world. As a viewer, one is thus also immersed into this world, making the experiences and motivations of the players even more palpable. Not in the least because, at times, and when zombies are nowhere to be seen, DayZ offers a

beautiful and wondrous world that could feature in a nature documentary. In one enticing scene, a group of players embarks on a long hike to the end of the virtual world (not knowing whether their world has an end at all) and it genuinely felt like an adventure I would have loved to join.

Going into the film, I was hoping it would offer some insight into the present and future of virtual worlds or virtual practices in general. Even though DayZ is a far cry from most imaginations of a full-fledged virtual world, such as the Metaverse, it does reveal quite a bit about the motivations for people to spend their time in a virtual world. As said, DayZ offers little more than a mostly empty, virtual space where people can hang out - alone or together - develop their character and engage with some basic activities such as chopping wood and making a fire. In that sense it offers freedom to do whatever you want, e.g. to go on a killing spree, but only within the confines of a rather boring world. This is clearly not everyone’s cup of tea. And perhaps this will be true for future iterations of virtual worlds as well; spending time as an avatar may simply be like a hobby that appeals to some people, but not everyone. After all, gaming – let alone something like life-action role-playing - is also only a thing for a very small group of people.

Yet, most depictions of the Metaverse suggest a much richer and fantastic experience. And, perhaps more importantly, a true Metaverse will not only be about fun and leisurely activities. It will also offer more practical uses, for instance related to shopping, education, or healthcare. In such a future, joining the Metaverse will be less like a hobby and more like a common practice. Nevertheless, to me, Knit’s Island made it clear that we should not so much ask whether the Metaverse will become a reality, or not. Instead, we should more carefully consider who, and under what circumstances, will be attracted by a future virtual world. Chances are that mass adoption hinges on practical applications, rather than leisurely ones.

As virtual practices are typically much cheaper than physical ones, money is likely to be an important driver for adoption. This is true for users, but also for suppliers of services and perhaps in the future we will only be able to see a doctor or in a virtual world. Physical experiences, and face-to-face contact may thus become luxuries for the happy few. On the other hand, to get the best Metaverse experience, one will have to spend quite a bit of money on hardware and subscriptions.

Also, instead of (implicitly) waiting for a breakthrough of the Metaverse (e.g. when the technology is ‘ready’ and technical standards are in place), we should consider it more as something that will gradually emerge over time. Not so much in terms of the technology, but in terms of growing demand and emerging social practices. As gaming environments become richer, more people (not just kids) will experience the value of online worlds and discover things that are simply not possible in real life. It is very well possible that, based on our virtual experiences, we’ll increasingly consider real life as limited, boring, limiting, dangerous, expensive etc. Importantly, this is not about directly substituting real life experiences with virtual ones. It’s thus not about substituting an actual Mediterranean beach with VR goggles and a tanning lamp. If we’ll ever skip a beach holiday, it will be because we have something far more exciting to do in a virtual environment.

Finally, Knit’s Island shows us a virtual world that is – by design – full of friction. In this game world, to get from A to B your character must walk the entire distance or drive a car if you can afford the costs. Likewise, your avatar must eat and drink and when it dies, you have to start all over again. This kind of friction makes a lot of sense in a game. Overcoming friction is the essence of many - if not all – (video)games, otherwise there’s no challenge. By contrast, most aspects of current forms of digitalization in our everyday lives is all about reducing friction and hence saving time and money. In other words, why on earth would we choose to walk an avatar from one shop to the other to find a product of our liking, instead of simply clicking a few hyperlinks? For a future Metaverse, the question is thus whether it can combine the practical benefits of the frictionless services that we are already used to, while at the same time offer a meaningful, friction-heavy, experience that has value in and of itself. After all, can something be truly fun and meaningful without any effort of our own?

Series 'AI Metaphors'

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1. The tool
Category: the object
Humans shape tools.

We make them part of our body while we melt their essence with our intentions. They require some finesse to use but they never fool us or trick us. Humans use tools, tools never use humans.

We are the masters determining their course, integrating them gracefully into the minutiae of our everyday lives. Immovable and unyielding, they remain reliant on our guidance, devoid of desire and intent, they remain exactly where we leave them, their functionality unchanging over time.

We retain the ultimate authority, able to discard them at will or, in today's context, simply power them down. Though they may occasionally foster irritation, largely they stand steadfast, loyal allies in our daily toils.

Thus we place our faith in tools, acknowledging that they are mere reflections of our own capabilities. In them, there is no entity to venerate or fault but ourselves, for they are but inert extensions of our own being, inanimate and steadfast, awaiting our command.
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2. The machine
Category: the object
Unlike a mere tool, the machine does not need the guidance of our hand, operating autonomously through its intricate network of gears and wheels. It achieves feats of motion that surpass the wildest human imaginations, harboring a power reminiscent of a cavalry of horses. Though it demands maintenance to replace broken parts and fix malfunctions, it mostly acts independently, allowing us to retreat and become mere observers to its diligent performance. We interact with it through buttons and handles, guiding its operations with minor adjustments and feedback as it works tirelessly. Embodying relentless purpose, laboring in a cycle of infinite repetition, the machine is a testament to human ingenuity manifested in metal and motion.
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3. The robot
Category: the object
There it stands, propelled by artificial limbs, boasting a torso, a pair of arms, and a lustrous metallic head. It approaches with a deliberate pace, the LED bulbs that mimic eyes fixating on me, inquiring gently if there lies any task within its capacity that it may undertake on my behalf. Whether to rid my living space of dust or to fetch me a chilled beverage, this never complaining attendant stands ready, devoid of grievances and ever-willing to assist. Its presence offers a reservoir of possibilities; a font of information to quell my curiosities, a silent companion in moments of solitude, embodying a spectrum of roles — confidant, servant, companion, and perhaps even a paramour. The modern robot, it seems, transcends categorizations, embracing a myriad of identities in its service to the contemporary individual.
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4. Intelligence
Category: the object
We sit together in a quiet interrogation room. My questions, varied and abundant, flow ceaselessly, weaving from abstract math problems to concrete realities of daily life, a labyrinthine inquiry designed to outsmart the ‘thing’ before me. Yet, with each probe, it responds with humanlike insight, echoing empathy and kindred spirit in its words. As the dialogue deepens, my approach softens, reverence replacing casual engagement as I ponder the appropriate pronoun for this ‘entity’ that seems to transcend its mechanical origin. It is then, in this delicate interplay of exchanging words, that an unprecedented connection takes root that stirs an intense doubt on my side, am I truly having a dia-logos? Do I encounter intelligence in front of me?
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5. The medium
Category: the object
When we cross a landscape by train and look outside, our gaze involuntarily sweeps across the scenery, unable to anchor on any fixed point. Our expression looks dull, and we might appear glassy-eyed, as if our eyes have lost their function. Time passes by. Then our attention diverts to the mobile in hand, and suddenly our eyes light up, energized by the visual cues of short videos, while our thumbs navigate us through the stream of content. The daze transforms, bringing a heady rush of excitement with every swipe, pulling us from a state of meditative trance to a state of eager consumption. But this flow is pierced by the sudden ring of a call, snapping us again to a different kind of focus. We plug in our earbuds, intermittently shutting our eyes, as we withdraw further from the immediate physical space, venturing into a digital auditory world. Moments pass in immersed conversation before we resurface, hanging up and rediscovering the room we've left behind. In this cycle of transitory focus, it is evident that the medium, indeed, is the message.
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6. The artisan
Category: the human
The razor-sharp knife rests effortlessly in one hand, while the other orchestrates with poised assurance, steering clear of the unforgiving edge. The chef moves with liquid grace, with fluid and swift movements the ingredients yield to his expertise. Each gesture flows into the next, guided by intuition honed through countless repetitions. He knows what is necessary, how the ingredients will respond to his hand and which path to follow, but the process is never exactly the same, no dish is ever truly identical. While his technique is impeccable, minute variation and the pursuit of perfection are always in play. Here, in the subtle play of steel and flesh, a master chef crafts not just a dish, but art. We're witnessing an artisan at work.
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About the author(s)

Sjoerd Bakker is fascinated by the interplay between technology and society, and has studied the role of different actors in the innovation and implementation of new technologies throughout his career. At the thinktank, he is mainly involved in research and consultancy projects for clients, and strategic and thematic research for sister company Dasym. Among other themes, Sjoerd frequently writes and speaks about the power and danger of digital technology, as well as sustainability in both technological and institutional innovation.

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