No one said we should copy pose balls Judas. What I did say is that the way content can currently be laid out and edited in High Fidelity makes it an unattractive platform for the content creators who are already building content specifically for virtual worlds (i.e. the sought after early adopter content creators who help build the ecosystem, the great majority of which have a long history in Second Life).
We all want to live in the future where VR is ubiquitous, but VR hasn’t reached the tipping point in market adoption and it isn’t likely to do so for at least a couple more years. The hardware and software layers simply aren’t at the level they need to be yet.
This means that we have a period during which various platforms, that are all vying to become the foundation on top of which the metaverse is built, are going to compete for early adopter mind share. During this time the people who are going to be involved with these platforms are mostly going to come from Second Life and going to do most of their content creation in desktop mode.
This will change over time but network effect means that the platforms that make it easier for content creators to join them now are going to do better in the long term than platforms that are only going to become attractive in the future.
Requiring people to use VR to enjoy (not just use) your platform is a barrier to adoption.
Requiring people to learn new shortcuts is a barrier to adoption (which is why many advanced content creation programs have compatibility modes to make it easy for people to switch from using other programs).
Requiring people to use all kinds of tricks to get their content to look like it does in other programs is a barrier to adoption.
Requiring people to create and modify their avatar in a third-party system is a barrier to adoption.
Requiring people to import or get a terrain from the marketplace just to begin creating their domain is a barrier to adoption.
If you look at who’s actually using the various virtual world systems that have VR as their raison d’etre, you can see that most of those people are either active Second Life users or past Second Life users. Again, that won’t be the main demographic in 2-3 years time, but it is the main demographic now. We can’t ignore that and just wait for this to change. If High Fidelity doesn’t address the adoption drivers of its potential early adopters then it will cede market share to the platforms that do take those people’s design preferences into consideration.
The TL;DR is do what is required to get the early adopters in now and evolve the UX as your user demographics changes with the growing maturity of the VR stack. Those early adopters are crucial for building the ecosystem you’ll need to get the early market to use your platform.