Medium vs. Mirror.xyz: Publishing in the Creator’s Economy

For at least half a decade, Medium has felt like a paradise for writers, readers and content creators everywhere. Launched by Twitter founder Evan Williams, Medium was announced as “a new place on the Internet where people [could] share ideas and stories that are longer than 140 characters and not just for friends.” Laden with a significant range of stories — ranging from manifestos to personal tales — Medium quickly built up momentum and became a place for writers to “find the right audience for whatever [they] had to say.”

This ease of access, combined with the ability to quickly and efficiently post content, has made Medium a favourite by many authors and companies seeking a publishing or content marketing platform. However, the company has also been heavily criticised for restricting how writers can monetise and publish their work, despite marketing itself as an open platform.

Mirror.xyz, the first instance of a decentralised writing platform, was newly launched in December of 2020. What are the benefits of a decentralised publishing platform and how might its mechanisms change how writers are compensated? As part of our ongoing “vs” series, let’s take a closer look at the business models of both Medium and its new Web3 counterpart, Mirror.xyz — and highlight how Web3 technology is helping writers to gain better control over their revenue streams.

Medium: an effective message

As a hybrid blog and publishing platform, Medium enables both amateur and professional writers to share their work without any alleged limitations to their content. Currently accounting for over 54 million users and over 100 million users per month, it now sits as a leader in online blogging and publishing. For a decade now, Medium has aimed to host the best articles from various different fields. At the time of writing, the platform is heavily used for both unique and republished content.

Medium’s original mission has been to give writers from any corner of the world the opportunity to publish their writing — obscured only by a soft paywall of $5 a month or $50 a year. If we take into account the site’s current user base and $600 million valuation (including a recent raise of $30 million USD in late 2021), we can see that this model has been met with great success.

Writers on Medium are given the opportunity to freely publish their work on the site — however, those who want to earn money from their content are restricted to the site’s Partner Program. While top writers and publishers can earn upwards of $50,000 per month, those starting out on the platform are likely to see much more meagre earnings (we’re talking closer to $25). Writers are also given bonuses if they reach the platform’s list of top creators, meaning that an author’s success on the site largely hinges on how well they can grow their following and push out consistent content.

The trouble with Medium

While Medium has offered writers, journalists and publications a seemingly more unrestrained platform, it still comes with its fair share of cons.

As is the case with all Web2 platforms, writers no longer own their content once it is published to Medium’s grounds. Should the platform ever decide to delete a user’s work, shut down an account or ban a user from posting, there’s very little wiggle room for them to fight back. Of course, this raises the potential for authors to lose all control over their work and their audience should they land on the wrong side of the platform.

And while the possibility of this happening may be unlikely, this dynamic still highlights the futility that we have previously seen on other large social media platforms, such as Facebook, YouTube and Instagram. In 2018, we also saw Medium abruptly cancel the memberships of 21 of its subscription publisher partners.

Another common complaint about Medium is the number of restrictions associated with the site’s Partner Program. With the Medium Partner Program, writers can make money on the platform using two methods: a) to monetise their work based on total member reading time or b) to earn money by referring users to become paid subscribers. Payments are calculated based on the total time that paid subscribers spend reading articles, as well as on per-month subscriber revenue. This means that only writers with higher member reading times will be paid more generously. 

Another downside to this business model is that only users with paid stories get any sort of promotion on the site. Given that it can be difficult for writers to get enough attention that their work actually makes them any money, it presents an uphill battle for writers to make a sizeable income from publishing on Medium in general.

On top of that, writers on Medium are also not allowed to promote anything inside their paid posts. This means that other forms of monetisation (such as adding links to products, adding affiliate links or embedding subscription forms to grow an online following) are strictly prohibited on the platform. Couple this with the fact that a writer’s posts no longer belong to them once they’re posted on Medium — and we can easily gather that the mechanisms of the site are strictly designed to benefit the platform, not its publishers.

While Medium also promotes itself as a platform that accepts content from all ends of the spectrum, this is also not necessarily true. Authors of content that doesn’t make it to the platform’s front page will find it challenging to gain significant traction on the site — especially those outside of Google or large tech firms (such as YCombinator and Hackernoon), which are responsible for referring the most traffic to the site. It’s also notable that the only SEO control that users have over their work is content-based — making this system largely disadvantageous to those looking to publish work about niche industries or topics.

Mirror.xyz: a decentralised counterpart

Launched in 2020 and founded by Denis Nazarov, former partner at venture capital firm Andreessen Horowitz (a16z), Mirror is a DAO that is both built and run by its contributors. cryptocurrency, rather than typical transactions. As a decentralised and crypto-based platform built on the Ethereum blockchain, writers are able to crowdfund their projects by selling them as NFTs. 

When Mirror.xyz first launched, writers were required to obtain the platform’s native $Write token — which could be earned by partaking in the platform’s “$Write Race”, a weekly contest that helps determine users’ membership. Once users were in possession of the token, they could begin crowdfunding their projects and rallying support from backers. However, in late 2021, Mirror’s team announced that the platform would be open to anyone with an Ethereum address and wallet.

Mirror’s team has also further commented on the benefits of a blockchain-enabled publishing platform: “Through a decentralised, user-owned, crypto-based network, Mirror’s publishing platform revolutionises the way we express, share and monetise our thoughts.” 

Like Medium, Mirror offers an important component to the online publishing world — an engaged community. As noted in one of the company’s official blog posts: “There are many DAOs with vibrant communities and significant treasuries, but they are not recognised as first-class entities by the Web2 ecosystem of creative and developer tools.” As a solution, “Mirror bridges a Web3 entity into Web2 distribution of ideas.”

Since its launch, industry leaders (such as Ethereum co-founder Vitalik Buterin) and a series of successful DAOs have used Mirror to publish their content. One such example of a successful crowdfunding campaign on the platform includes a documentary about the development of Ethereum, where a total of 1036 ETH was raised (the current equivalent of over $2 million USD).

What’s even more notable is the monetisation strategy offered by Mirror. As the platform is built on the Ethereum blockchain, it provides native support for any crypto-native business models around tokens and NFTs. The platform’s Entry Editions feature, for instance, allows for different works to be sold at different price points — all while also allowing writers to sell their work without having to put it behind a paywall.  

Will Mirror.xyz enable greater ownership and security for writers?

Unlike larger, more commercial platforms like Medium, content on Mirror.xyz is stored on a decentralised blockchain, rather than a series of company servers. As such, publishers are able to wield greater control and security over their content. Writers who publish their content on the platform also become co-owners of their work, ensuring that contributors’ interests are placed at the forefront of their roadmap. 

Instead of logging in with a username and password, writers can sign up to Mirror using their Ethereum wallet. This means that they hold full ownership of their account, which will live on an open blockchain as opposed to a centralised database. Anything published on Mirror is also cryptographically signed by users and housed on permanently decentralised storage, meaning that any data is protected from corruption or modification from malicious parties or faulty service providers. Also, because this storage is permanent, the longevity and integrity of any content are ensured via blockchain technology.

What’s even better is that cross-functionality has been introduced to those who do use Medium, Substack or other Web2 publishing platforms — with the added option for writers to import their blogs from other websites with ease. Should writers be hesitant to transfer their work onto a Web3 platform, the outlet has already been created with this transition in mind.

Final thoughts

While Mirror is still a relatively new platform, we’ve already seen several examples of how Web3 platforms are empowering those in creative industries. Audius, as we’ve previously spotlighted, has already helped several musicians sell their work as NFTs and rake in greater profits. Other platforms have also risen to the fore to help writers monetise their work, including Publish0x, Steemit and Bounty0x.

With the goal of helping writers share their stories, securely monetise their work and build a community around their content, Mirror is steadily revolutionising the process of digital publishing. Users have more control over how they monetise their work and more leeway to publish exactly what they want inside their posts.

Like many Web2 platforms, Medium isn’t hesitant to place restrictions on small accounts, ads inside content or content that it doesn’t like. If the platform doesn’t make money, it seems to have no issue with making further changes to make money — even if said changes disadvantage its authors. In a creator’s economy, platforms like Mirror are continuing to show how writers and creators can thrive when they are not beholden to their mediums — and where users can truly read, write and own.

Adobe Acquires Oculus Medium Sculpting App From Facebook

Adobe is the new home for the Oculus Medium sculpting app that originally launched three years ago from Facebook with the Oculus Touch tracked controllers.

The surprising move raises intriguing questions about the ongoing strategies in VR and AR by some of the world’s largest creative and technology companies. Medium was seen as a groundbreaking sculpting app on the PC-based Rift headset when it launched and has been updated a number of times over the last three years.

A blog post from Sebastien Deguy, former CEO of Allegorithmic and now Adobe vice president of its 3D and immersive efforts after the acquisition of the company and its Substance tools last year, describes Medium’s “shaping as something we’d love to tackle. The redoubled investment of Adobe in the 3D and AR space finally allowed us to join forces and bring our complementary talents together. The Substance and Medium teams are ready to work together on the next generation of 3D tools.

According to a tweet from the Substance Twitter account, and supported by additional tweets from Medium team members, “Several members of the Medium team are moving to Adobe.”

The addition of Medium to Adobe’s range of creative tools gives the company a custom engine that can maximize visible detail while sculpting and may strengthen Adobe’s position offering a suite of creative tools for VR and AR creators.

The move raises intriguing questions also about the future of other creative VR tools, like the animation and 3D drawing app Quill at Facebook, as well as the Blocks and Tilt Brush tools at Google.

What do you think of the acquisition? Please share in the comments.

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Oculus Rift S Comes Bundled With VR Art Apps Quill And Medium

Oculus Rift S Comes Bundled With VR Art Apps Quill And Medium

Now that the curtain is pulled back on the Oculus Rift S fully, we’re starting to get more details about the upcoming PC VR headset. We know that the Oculus Rift S is available for pre-order already (but they’re selling out pretty fast) and we know it releases on May 21, along with the Oculus Quest. But until today we didn’t know what the headset would come bundled with. Now we do.

According to a Facebook spokesperson we talked to at the F8 developer conference today, the Oculus Rift S will come bundled with copies of VR painting app, Quill, and 3D sculpting app, Medium. Both programs are created by Oculus. Quill in particular was used to create Dear Angelica, a beautifully rendered VR short available on Rift and Go that tells an emotional story from the point of view of a young girl. It’s also been used in the development of Wolves in the Walls.

Notably, no games will come bundled with the Oculus Rift S. Back when the original Rift launched it included access to games like Lucky’s Tale, EVE Valkyrie, and launched free apps like Farlands. When Touch came out they included games like VR Sports Challenge, The Unspoken, and Robo Recall. There was even a dedicated Marvel Powers United VR bundle for Rift + Touch.

Releasing the Rift S without any games seems odd. However, it’s worth noting that three years later there are a lot of free games and demos on Oculus Home and Steam so you have plenty of things at your fingertips to download and play when you get a new headset, regardless of what’s bundled.

On the flip side, the Oculus Quest will include five pre-installed game demos out of the box. Let us know what you think of all this news down in the comments below!

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‘Archangel’ Developers Create in ‘Oculus Medium’ to Bring Giant Mechs to Life

Skydance Interactive, the studio behind Archangel (2017) and the recent multiplayer expansion Hellfire, today released a video on just how they made their building-sized mechs.

Concept artist Bryant “Momo” Koshu designed mechs for the game, and says it took him at least six months to figure out the exact design of the single player game’s cockpit using standard tools such as Adobe Photoshop. Later including Medium in his creative process, Oculus’ VR sculpting and modeling program, Koshu says he reduced the time down to a little over a week to create the updated cockpit design.

“We went through the process in a matter of weeks,” says Skydance Interactive Producer Mark Domowicz. “Part of that is Momo. He’s a ninja with the software. Part of that is just the toolset; you can just jump in and put something together, kit-bash something together.”

“This is more than just sculpting,” says Koshu. “This can actually be used for the whole video game pipeline.”

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Oculus Plans to Let You Bring Your ‘Medium’ Sculptures Into Home

Skydance tells us Koshu first uses Medium when prototyping, and then adds final touches using ZBrush, Autodesk 3ds Max, Unreal Engine 4 and other tools.

Originally launched in 2016 with Touch, Medium recently got an overhaul via its 2.0 update, which brings a new file management system and a “major UI facelift,” designed to help artists work better and faster. If you’re interested in creating with Medium, check out these updated tutorials from Oculus.

The post ‘Archangel’ Developers Create in ‘Oculus Medium’ to Bring Giant Mechs to Life appeared first on Road to VR.

Magik Gallery – Highlighting Artists Using VR as Their Canvas

Nick-OchoaNick Ochoa curated some of the top artists producing work entirely in VR for the Magik Gallery show that happened in San Francisco, CA on May 20th. It was an ambitious effort to introduce VR creation tools for artists within a fine arts context in the Terra Gallery space. There were physical posters of scenes showed around 15-20 VR stations featuring an individual piece of art, as well as opportunities to try some of the VR art tools like TiltBrush. Most of the VR art pieces featured some dimension of scale or vastness that showcased some of the unique affordances of art within VR, and the intention was to inspire the art scene within San Francisco for how VR could be used as a medium for expression and storytelling. I had a chance to catch up with Magik Gallery founder Ochoa the day before the showing to talk about his efforts to get art within VR to be taken more seriously within the larger art world.

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The VR artists featured in the show were Steve Teeps, Vladimir Ilic, Liz Edwards, Sougwen Chung, Issac “Cabbibo” Cohen, Danny Bittman, Sutu, Wesley Allsbrook, Mike Jelinek, Abraham Aguero, and Edward Eyth. The write-up by VRScout’s Jesse Damiani features more information on some of the individual art pieces that were being shown, as well as in this twitter thread:

Magik Gallery is going to be focusing on holding VR art shows in physical spaces as there are a number of other virtual art gallery initiatives and efforts for virtual spaces.

Other VR Art Initiatives

I’ve seen a number of recent gallery efforts including VR Chat’s Infinity: VR Art Gallery. No Proscenium has a great write-up about the Alejandro González Iñárritu piece Carne Y Arena that is showing at the Los Angeles County Museum of Art (and it is sold out until September).

You can find out more information on the artists and Ochoa’s future plans on the Magik Gallery website and @MagikGallery on Twitter.


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This Virtual Reality Painting Will Remind You How Beautiful Snow Can Be

This Virtual Reality Painting Will Remind You How Beautiful Snow Can Be

Let’s face it, February is a rough month as far as the weather is concerned. The snow, clouds and rain are still sticking around even though there are no more holidays for them to brighten with their presence.

A nice flurry of snow is romantic and magical on December 24, but on December 26 you find yourself muttering angrily as you scrape that magic off of your car at 6am. It’s almost impossible to enjoy anything cold in February, but that didn’t stop one VR artist from trying to put a bit of beauty back in this frigid season.

Mickael Krebbs is the artist behind the above work simply titled, Snow. Go ahead, you can scroll it, shrink it drag it, drop it or zoom it to your heart’s content. Snow was created using the three dimensional VR art program known as Quill. Created by Oculus Story Studio, Quill lets users inside of the Rift VR headset to sketch amazing works like Snow using their own two hands. Unlike Oculus’ other art program, Medium, Quill creations are made up of thousands of individual brushstrokes rather than clumps of digital clay.

This means that every scarf stitch, snowflake and strand of hair you see in Snow had to be completed individually by Krebbs using one of several in-game brushes or pencils. The closer you zoom in, the more of these details you’ll be able to see.

In addition to Snow, there were three other pieces of incredible VR artistry we thought you should see this week. Take a look:

Monty – Quill

Chameleon VR – Oculus Medium

Home Tilt Home – Tilt Brush

Check back with us next week for more amazing creations from increasingly talented VR artists around the world.

Special Thanks: Sketchfab 

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Art Roundup: Hulk Smash! Virtual Reality Sculpture Shows Off Something Incredible

Art Roundup: Hulk Smash! Virtual Reality Sculpture Shows Off Something Incredible

Welcome to UploadVR’s weekly art roundup! This is our chance to showcase some of the most impressive virtual reality creations we’ve found from around the web in one convenient list, embedded below using Sketchfab. The entries you are about to see were made in virtual reality using one of several art applications such as Tilt Brush, Oculus Medium, Quill or Gravity Sketch. This means that the artist used their hands to physically draw, paint or sculpt the masterpieces below. We hope you like what you see!

Hulk Sculpt Sketch – Oculus Medium

Fishing Boat – Tilt Brush

Angryfox – Quillustration

Spaceship – Gravity Sketch

 

 

What about you? Are you a VR artist on the rise? Send us a Tweet @UploadVR and you just might see your own creation featured in next week’s list!

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MasterpieceVR Launches Today With Cross-Platform Collaborative Sculpting and Painting

MasterpieceVR Launches Today With Cross-Platform Collaborative Sculpting and Painting

Virtual spaces offer players, enthusiasts, creatives, and professional entities near infinite work spaces for many interests. A great deal of popular existing experiences like Tilt Brush and ScluptVR are of a more creative slant, giving users virtual chisel and paint brush so that they can formulate the brightest and even some of the darkest creations within VR.

While there are applications that offer collaborative experiences in creative VR, Brinx Software is attempting to go the extra mile with cross-platform teamwork for their new program: MasterpieceVR. We had an opportunity to get an early hands-on with the program in December, but now it’s available for download on Steam — entirely for free for a limited time.

MasterpieceVR is a robust creative platform with over 12 different sculpting tools, over 12 paint brushes, and the option to work in a handful of realistic or dream-like environments. Mechanically, it’s almsot like a combination of Tilt Brush and Oculus MediumMasterpieceVR‘s biggest hook, though, is the ability to work in real time with other creatives around the world.

Whether using an Oculus Rift or HTC Vive, 2 users are allowed in a virtual space at one time and regardless of platform they can team up to make things together. Via email correspondence, Brinx Software CEO Jonathan Gagne also confirmed that the player count will increase to 4 in the next few weeks and grow steadily over the life of the platform.

No matter who you decide to work with, the Brinx Software team has made a pointed effort to create a program where “ease of use is a key differentiator and strength” as so put by Gagne. “In fact, this technology allowed us to teach an eight-year old child how to model in less than 60 seconds. With a vision to build the future of VR, we are enabling people around the world to translate creative ideas into 3D works of virtual art. There is nothing that lets you collaborate like it on the market today.”

MasterpieceVR is available on Steam for Oculus Rift and HTC Vive. For a limited time, it is available for free and we don’t have information on when and to what extent that will change.

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