(no title)
Jhsto
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2 months ago
On a related note, does anyone have references which would explain VRChat (and the culture around it)? I'm not quite certain if the models are primarily used for comedic effect, role-play, or more of as a 'Ready Player One'-esque alternative identity. I think I know cases for the latter, but I feel like as someone who has never understood VR as a form of self-expression or played VRChat, I feel like I can't have the conversation with them.
unsignedint|2 months ago
In Japan, the market for 3D models and other VR/metaverse assets has steadily flourished. Within VRChat, it’s fairly common for users to purchase avatars from platforms like booth.pm and then customize them to their liking—sometimes as simply as changing colors, and other times by adding clothing, accessories, or other elements. The market itself is quite approachable: some avatars are used by thousands, or even tens of thousands, of people, while others cater to much more niche tastes. Either way, there’s something for almost everyone.
Originally, the focus was largely on avatars themselves. Over the years, however, we’ve seen a noticeable shift toward clothing and accessories. Looking at booths in recent Vket events, roughly 40%—if not close to half—of the offerings now fall into those categories. Tools such as ModularAvatar and Mochifitter have made applying and adjusting these items easier than ever, lowering the barrier even further. More broadly, many Japanese users don’t seem to find working with Unity particularly daunting, and that comfort level has helped form the foundation of the ecosystem we see today.
While comedy and roleplay certainly appear from time to time, many people treat their avatars as genuine representations of their identity. This doesn’t mean that identity is fixed—some users switch between multiple avatars—but there is often a strong sense of attachment. The avatar functions not merely as a surrogate in a virtual space, but as something that defines how they present themselves within that world.
This emphasis on originality, combined with a general avoidance of ripped game assets or avatars based on existing IPs (at least compared to trends outside Japan), appears to have played a significant role in shaping this distinctive Japanese VR culture.
jauntywundrkind|2 months ago
It's going to wander into entirely different problems (one with a much more uncanny valley), but i'm curious to see how the field develops when facial animation systems start being able to parallel people's faces more.
cosmic_cheese|2 months ago
cagenut|2 months ago
Its three years old so things have slightly matured.
bottlepalm|2 months ago
reactordev|2 months ago
[deleted]
avaer|2 months ago
Would it be more accurate to say you have a categorical disdain for the way they are socializing? Why do you think that is (other than the obvious stuff, which seems to be more an anonymous internet thing than anything particular to VRChat)?
I'm genuinely curious because I see this attitude a lot and I don't understand it.
bovermyer|2 months ago
You give references, but their conclusions and yours seem to operate on different scopes and restrictions.
I don't use VR, so I don't have a horse in this race. What do you gain from this?
Libidinalecon|2 months ago
The problem is that generally VRChat is like a masked ball with a combination of alcoholics, repressed perverted losers, obnoxious personalities and children.
Anyone who downvotes this to me is suspect as being part of that ingroup.
It is one thing to be socially awkward. I was quite awkward when I was young too. VRChat is something else. Like the worst aspects of a 90s chat room but with immersion and real voices.
anigbrowl|2 months ago