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An Upcoming Web3 Game Wants to Help You Relive Your Memories

An Upcoming Web3 Game Wants to Help You Relive Your Memories

Metaverse experiences don’t always have to be big, cross-community affairs or opportunities for fans to delve deeper into their beloved IPs. Outside of Web3, we’ve already seen the idea of ​​using VR to create deeply personal experiences for users. Let’s start with how this idea is approached in popular culture. In the opening minutes of 2016’s Captain America: Civil War, viewers were confronted with another cutting-edge technological development from fictional futurist Tony Stark: BARF.

In the film, technology allowed users to relive their memories in vivid detail virtually. Of course, included in this pack is the perhaps bittersweet ability for users to talk to loved ones long after they’re gone. Have we noticed such excellent technology? Closer than you think. It might even help users process trauma and loss, as Stark expressed in the 2016 film.

In 2020, the story of a South Korean mother who could speak to her late daughter once, thanks to virtual reality, went viral. And with the upcoming release of Reflect, a game built specifically for Mirror Image One – rumoured to be a “next-gen cloud-based Web3 gaming console” included with every game purchase – we could see this technology making a difference for a small part of which will be public very soon.

Building your memory

Reflect will reportedly allow users to relive certain moments of their lives in the Metaverse game. For a price, of course, and it won’t be cheap. Starting at 1 ETH, or just over $1,600 at the time of writing, users can have one of their memories on the blockchain, allowing them to relive those moments of their lives in-game. Prices vary depending on the age of the memory. However, if you coin a memory into a standard-level NFT for 1 ETH, users can coin memories since 2010 only. Prices increase by 1 ETH for each additional decade memory ages, and the Reflect team offers users the opportunity to mint “each” of their memories for 4 ETH. So, what does it mean to imprint a memory? Of course, this won’t be a magical, instantaneous process. Integrating each memory into a Metaverse experience takes much work from both the user and the developer.

Upon acquiring the rights to imprint one of their memories, users must work with Mirror Image Studios’ Reflect team in an advisory capacity to bring their memory to their entire virtual life. This starts with sending out relevant media that can help them. Memory restoration, including photos, videos, audio recordings, and a written description of memory of at least 300 characters. Apart from that, users also have to meet with Reflect team -Deep Memory Discussion. This is required for the team to create an accurate and faithful interpretation of the user’s in-game memory.

A metaverse of memories

Beyond these details, there is little information on the Reflect website about how Mirror Image Studios plans to approach the development of imprinted memories. It’s also unclear what these tiny bits of the metaverse will look like other than what is rumoured to be the game worlds being built. With Unreal Engine 5 from Epic Games. So, what should users do with these personal pieces of the metaverse once they’re done? Play these experiences for starters. As with Life is Strange, the Reflect the team hopes to bring users branching experiences that allow them to do things differently for the second time in the metaverse – one of its many lofty development goals reminiscent of how No Man’s Sky came before excited for its release in 2016.

The Reflect team promises their memories will live on in a connected Metaverse world, complete with what they call “advanced NPCs.” This connected world represents’ the ultimate end goal for the project; to create a virtual world that lives and breathes from the collective memories of its users to be inspired. We will be monitoring this project closely to see if it can live up to the high expectations the company has set for itself. With the announcement of this game.

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