Intelligence Squared
Intelligence Squared

Business Weekly: Into the Metaverse, with Herman Narula

Mark Zuckerberg may have gone all-in on the concept of the metaverse recently but he's actually a bit late to the conversation. Herman Narula is CEO and co-founder of Improbable, who since 2012 have created the frameworks for building virtual worlds for clients ranging from video-game studios t

Featured Speakers

Herman Narula Guest

Topics Discussed

Episode Summary

Executive Summary: Herman Narula argues that the metaverse is not escapist gaming but a successor to social media: a place where society, commerce, governance, and community life extend into virtual spaces. He says the key challenge is scale and interoperability, warns against monopoly control by firms like Facebook, and sees major uses in events, defense simulation, and new digital goods.

Main Topics: Defining the metaverse as a social and economic extension: Narula distinguishes the metaverse from ordinary virtual worlds and games, framing it as a space where meaningful social, civic, and commercial activity happens and value is exchanged. Why Facebook's metaverse push is not transformative: He criticizes Facebook's announcement as mostly marketing, arguing it introduced no major technical breakthrough and would be a poor steward of such an important social layer. Technical bottlenecks in building large virtual worlds: The conversation focuses on the difficulty of synchronizing huge numbers of interactions in real time, compressing data, managing bandwidth, and rendering complex environments. Governance, ownership, and anti-monopoly principles: Narula warns that closed platforms create dependency, distort discourse, and weaken democracy; he advocates open standards, user equity, and platform governance that resembles citizenship. Misinformation, regulation, and incentives: He argues misinformation persists because platforms profit from engagement, while metaverse business models may be less vulnerable because long-term fulfillment matters more than outrage. Defense, simulation, and national-scale modeling: Improbable's work with governments is presented as an example of virtual worlds being used to model cities, nations, transport, disease spread, and military scenarios. Commercial opportunities for creators and businesses: He sees near-term value in virtual goods, immersive fan experiences, virtual shopping, and new revenue streams for brands, entertainers, and creators.

Key Arguments: The metaverse should be defined as a useful extension of society, not just a prettier video game; its purpose is to enable meaningful interaction, value exchange, and collective decision-making. Facebook's metaverse announcement was largely a marketing stunt because it did not reveal substantive new products or technical advances. A single mega-platform should not own the metaverse; such infrastructure needs open standards, interoperability, democratic governance, and user equity. The hardest engineering problem is real-time information exchange at massive scale; building a metaverse requires solving full-stack challenges in messaging, compression, networking, and rendering. Traditional internet companies solved embarrassingly parallel problems, but metaverse systems are interdependent, requiring discontinuous new infrastructure and skills. Governments and businesses can use virtual worlds to model complex real-world systems such as traffic, telecoms, pandemics, disaster response, and military operations. Misinformation is not merely unsolved; platforms often have incentives to leave it up because engagement is profitable, whereas metaverse economies may reward genuine user fulfillment instead. The future of virtual experiences includes virtual goods, live celebrity communities, virtual shopping, and brand experiences that can generate loyalty and new income. Security and influence operations will become more important in metaverse spaces because they will be economically and socially consequential, making them targets for attack. Users should evolve from passive consumers into citizens of platforms, participating in governance and rule-setting rather than accepting closed systems.

Data Points: Time building Improbable: Close to a decade / 9 years - Narula says the company has been working on virtual worlds for nearly ten years. People in same space: More than 10,000 - He says Improbable can now support over 10,000 people in one space interacting naturally. Game messaging scale example: About 10,000 messages per second - He cites Fortnite as an example of a game able to handle around 10,000 messages per second. Messaging scale comparison: About 1 million messages per second - He compares WhatsApp's global message volume to explain the scale of modern communication systems. Demo throughput: 300 to 350 million messages per second - He says recent demos are reaching these message rates, though even that may not be enough for complex metaverses. Number of people in typical game rooms: Around 100 - He contrasts small-room game experiences with the much larger social spaces he envisions. Countries / nations modeled: Whole nations and cities - Improbable Defense works on simulations of large-scale real-world systems for government decision-making.

Pivotal Quotes: "I think the metaverse is the next step, which is the idea that as a society, we start doing really useful things inside these other virtual spaces." — Herman Narula: His core definition of the metaverse as an extension of society rather than escapist entertainment. "I can think of no worse company in terms of reputation to be the place where we now interact in this new digital economy where we now learn, where we now make and keep the most important relationships in our lives." — Herman Narula: His criticism of Facebook as a potential owner/operator of metaverse infrastructure. "What I'm sick of is completely closed platforms. I'd like to see platforms with user equity." — Herman Narula: His argument for governance that gives users a meaningful stake in platform rules and evolution.

Implications: For businesses, the metaverse could open new products, communities, and revenue streams, but only if the infrastructure is open, secure, and governable. For society, it raises urgent questions about ownership, misinformation, and who controls digital public life.

🔓 Sign Up for Unlimited Episode Search

About Intelligence Squared

View all episodes from Intelligence Squared