This is the continued series of the Philosophical / Visionary column on E2Economist
Please read previous post in this series ->here<-
Earth2 is building their metaverse platform brick by brick, code by code everyday having different teams focusing on various task from Game mechanics, UI/UX, Game design, Digital assets & objects, Technical infrastructure & Backend performance and more. The team also focus on different tracks in terms of “phases”. Some developers giving more attention to phase 2 developments and others solely working on phase 3, all behind the curtains. Definitions of phase 1, 2 and 3 have never been clearly expressed by E2 as their roadmap is confidential to any outsiders.
The vision still unknown, as discussed in the previous article “Is it a Game? an E-Commerce? Social Media? Internet 2.0?”
Creativity in abundance
2nd of July 2021, a big announcement came to light from Earth2 mentioning the inclusion and importance of enabling user-generated content into their metaverse.
Extract from the Earth 2 Anouncement:
Therefore, we are excited to announce Earth 2 will soon begin creating an official API suite, which we hope will then be followed by an SDK (Editor note: Software Development Kit). This will allow us to welcome creativity, ideas, games, and more from creators all over the world. The creation of an API suite can only become a reality after better stability in commercial, technical, and support aspects are achieved. This is something we have worked hard to build over the past 6 months – and we feel we are very close to achieving. We expect many interesting ideas and opportunities to become available to our Earth 2 users and aim to have the initial Earth 2 API suite ready by late 2021. We eagerly welcome community engagement on API requests for the first version. The ideas and possibilities are limitless and we cannot wait to see what people create and plug into Earth 2!
A direction within Earth2 roadmap that supports the platform’s longevity, attractiveness and entertainment.
Nonetheless, the outmost important number which will determine the degree of success is the amount of active users.
For any digital platform it is vital to first reach a so called critical mass of users. Critical mass is a concept from physics where: “The smallest mass of a fissionable material that will sustain a nuclear chain reaction at a constant level.” In social media platforms it can be roughly translated to how many users that is required in order to have a stable or increasing user base long term. This can be achieved via many ways such as “mouth-2-mouth” advertising a great product / content, general advertising, media coverage, influencers, etc.
How many users will Earth2 need for Success?
The degree of success, as mentioned earlier, is not measured if critical mass has been achieved or not but rather the active user base. But, how much could the active user base be for Earth2?
Let’s get some perspective of other social media platforms and games. Below we created a table of top 20 for both. Social Media platforms measured in Monthly Active users and Games measured in Total Player Count.
|Social Media Platform||Years Existed||Active Users (Monthly)||Game||Years Existed||Total Player Count|
|17||2.8 billion||PUBG Battlegrounds||4||1 billion|
|Youtube||16||2.3 billion||CrossFire||14||1 billion|
|12||2 billion||Dungeon Fighter Online||16||700 million|
|Messenger||10||1.3 billion||Speed Drifters||13||700 million|
|11||1.3 billion||Minecraft||10||600 million|
|10||1.2 billion||Pac-Man Doolde||11||505 million|
|TikTok||5||732 million||Candy Crush Saga||9||500 million|
|Douyin||5||600 million||Among Us||3||500 million|
|22||595 million||Microsoft Solitaire||31||400 million|
|Telegram||8||550 million||Mini World||6||400 million|
|Snapchat||10||528 million||Crazyracing Kartrider||17||380 million|
|12||521 million||Fortnite||4||350 million|
|Qzone||16||517 million||Fantasy Westward Journey||20||310 million|
|Kuaishou||10||481 million||Runescape||20||280 million|
|12||459 million||Rules of Survival||4||230 million|
|16||430 million||Roblox||15||202 million|
|15||396 million||Dragon Nest||11||200 million|
|Quora||12||300 million||MapleStory||18||180 million|
|Skype||17||300 million||Tetris||37||177 million|
|Baidu Tieba||17||300 million||GTA V||8||140 million|
One distinct difference we quickly see between games and social media platforms is that games have a much lower user count than social media platforms.
Skype which is on 19th place of social media platforms has over a 100 times higher active user base then PUBG Battlegrounds peaking in 2017 of 3.6 million. Skype even has 6 times higher active users than when the World of Warcraft peaked in late 2017 of 46 million active users.
Hence the questions we visited in the last article: “Is it a Game? an E-Commerce? Social Media? Internet 2.0?” becomes very important to understand before knowing where to place Earth2 in terms of success by active users.
However, if earth 2 at least beats World of Warcraft and start going into the bottom of the Social Media Platform list. E.i. if we place Earth 2 as top in the Games list but bottom in the social media list it would mean that:
Earth 2 need to grow from its currently 300 000 (thousands) user up to 50 000 000 (million) users! An increase of 166 times from current levels!
Will 300 000 be the critical mass to lift the game to those levels or are more needed to start the catalyst once the platform is released? Time will tell.
In the next article we will reflect on the question: Who will visit Earth2?
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