The Half-Second They're Buying

October 29, 2021 · essay · 8 min · meta · metaverse · virtual-reality · social-media


A company changed its name yesterday, and by this morning everyone was arguing about the wrong thing.

Half the arguments are about the headset: whether virtual reality is ready, whether anyone wants a computer strapped to their face, whether any of this is more than a demo. The other half are about timing. The rename landed weeks after a former employee went on national television and said the old system had "set up a system of incentives that is pulling people apart," her account built on thousands of pages of internal research she had carried out of the company when she left. So the new name must be a dodge, a fresh coat of paint on a battered brand.

Both readings are too small. The bold part of this pivot is not the headset. It is the wager underneath it: that people will forgive a broken social graph if the next one feels like a room.

Start with the number, because the number is strange. Facebook told investors, three days before it became Meta, that its reality-labs division would cut this year's operating profit by about $10 billion, and that the spending would climb for years. Ten billion dollars is nearly a full quarter of the company's operating income, and larger than a single quarter's net income, spent on purpose. And what does the ten billion buy, at the end where a person stands? A $299 headset and a virtual meeting room that holds sixteen people in VR. The company's existing apps reach 3.58 billion people a month. The new room seats sixteen as avatars.

You explain a strange number by ruling out the boring reasons for it.

The first boring reason is that this is a hardware bet, a gaming company hiding inside a social one, chips and optics. It isn't. Read the language. Facebook did not buy its way into virtual reality in 2014 by calling it a game console; it called the technology "the next social and communications platform." Every product since has been the same move in a new room: friend avatars in 2017, event crowds in 2018, build-your-own worlds in 2019, an office in 2021. The through-line is the social graph the company already owns, stood up in three dimensions.

The second boring reason is that it's a distraction, a rename timed to the leak. That doesn't survive the calendar. The company has poured money into social virtual reality since 2014, years before anyone had heard of the documents. The chief executive says the rebrand was set in motion about six months before the leak, and that a scandal is "not the environment that you would want to introduce a new brand in." Distraction explains a press release. It does not explain eight years and ten billion dollars.

The third reason is the serious one, and it almost holds. The company sells ads for a living: $28.276 billion of its $29.010 billion in quarterly revenue, more than ninety-seven cents of every dollar. That business runs on other companies' phones, and one of those companies had just changed the rules. A spring software update let users tell apps to stop tracking them across the internet, and it cut straight into the targeting the ads depend on. Seen that way, the metaverse is a jailbreak. If you don't own the platform, you build the next one before someone else does. The chief executive is candid that the hardware isn't there: some of the technology "just doesn't exist today," and the glasses he wants are "at least a few years away" from even the starting line. That is an early, expensive, rational bet on the next interface, not a man hiding behind a gadget.

Grant all of it. It is probably true. And it still does not explain the part that matters.

Because a jailbreak does not have to feel like anything. You could escape a phone maker with a better phone, a game console, a pair of work glasses, a watch. This company chose the body. It described the next platform as "an embodied internet where you're in the experience, not just looking at it," named its "defining quality" as "a feeling of presence," and called feeling truly present with another person "the ultimate dream of social technology." None of that describes hardware. It describes what it is like to be in a room with someone. And it arrived in the same weeks as the other sentence, the one about a system pulling people apart. One connection product, indicted for what it did to connection, answered by another whose whole promise is that this time you will feel it in your skin.

That is the wager: that a feeling in the body can stand in for the trust the company lost. That people will forgive what the feed did if the next thing feels, for half a second, like presence.

You can watch the wager get made. Two months before the rename, the chief executive did a television interview from inside the product: he and the host each pulled a plastic headset over their eyes and met as avatars, the cartoon kind, at a table that was not there. It was, he said, his first interview in virtual reality. "You're working from home," the segment began. "Your colleagues are too. Facebook wants to bring you together, sort of, with virtual reality." Sort of. He described it plainly, and the plainness is the pitch: an internet "that we are a part of, or that we can be inside of." A table. Hand gestures that show up in the room. A whiteboard you write on by flipping a controller around like a pen. "You feel like you're really right there with your colleagues." And for anyone without a headset, a video window, flattened and hung on the virtual wall, so the people who could not strap in became rectangles inside the room of the people who could. "So you can include everyone."

Now look closer, the way a body does. The avatars have no legs; below the waist there is nothing, so a person at the whiteboard is a torso floating at a whiteboard. The eyes, watched too long, have a dullness one reviewer compared to a Muppet's. The hands are the tell. They lag. In passthrough they turn black and white. The fingers, when the tracking loses them, bend into shapes fingers do not make. One writer's keyboard appeared on his virtual desk, then did not, then did. A real cup of water on his real desk showed up sitting inside a neighbor's virtual space. Another reviewer's avatar, when he stood to write, froze into a praying position. Another quit after an hour because the headset hurt: a squeeze at the temples, glare in the eyes, the reddened band they have a name for, "VR face." The month it launched, the company was recalling the foam that touches the skin, about four million liners, after reports that it irritated people's faces.

And here is the thing the failures do not touch. When it works, it works. One reviewer sat "in a room full of people for the first time in over a year" and caught himself nodding along while someone spoke, and noticed that he never nods on a video call. Another said that when it ran smoothly it was the closest he had felt to a live meeting since March 2020. Read those two phrases again. For the first time in over a year. Since March 2020. Even the executive running the hardware kept his claim careful: this is not as good as being physically together, but it might be the next best thing. That is the ground the wager is planted in. The pull is a specific hunger, a year and a half deep, for the thing a rectangle of a face cannot give you: the half-second where your body forgets, and turns its head toward a voice because the voice came from the right side of the table. That half-second is real. The company is not lying about it.

So the wager is not a con. It is planted in something true. That is exactly what makes it dangerous.

The half-second is only the door. The product is what fills the room once your body believes it, and we already know what this company puts in a room it owns, because we just watched it do so to the feed. The feed also began as a connection product: "meaningful social interactions," family and friends first. The machine that ranked those interactions was tuned to keep people engaged, and the former employee's summary of thousands of internal pages was one sentence: the incentives were pulling people apart. Now take that same instinct, the same business that still makes almost all its money from ads, and move it closer. Not a screen you look at. A room you stand inside, that tracks how your head turns and where your hands go, and that the company already says will carry commerce and ads, with scarce attention to sell inside it: billboards, storefronts, search. He says all of this plainly: the room will be monetized the way the feed was, only now it is wrapped around your body.

The honest uncertainty is not whether the company means it. The record says it does; you do not burn a quarter's profit on a bit. The uncertainty is whether meaning it matters, if the next social graph inherits the economics of the last one and simply moves them nearer the skin. Presence, sold as the cure for what the feed did, built by the company that built the feed, funded by the ads the feed pays for.

Keep one image from that television segment. Two people, plastic over their eyes, telling each other how good it is to be in the same room. They were not in the same room. They were in two different places, and nothing on their faces changed that. The whole bet is that the next version, or the one after, will close that gap, and that by then you will have stopped feeling the difference.

So check. The next time something synthetic tells you that you are present, that you are together, that you are finally in the room, notice what your body does in the half-second before you agree. That flicker of doubt is not a bug they have not fixed yet. It is the last thing you own that the room is being built to overwrite.