I’ve some knowledge on game programming, of game engines, AND Holochain. I was personally working on a little 3D Mind Mapping Happ (that is, until I came across Thortspace and fell in love with it immediately; I hope my progress on this plugin doesn’t at least go to waste). I occasionally do follow StarCitizen’s technical progress, but for the most part, I believe it’s Epic’s work that’s gonna become the foundation for developing Metaverse-compatible applications. As for Holochain, I don’t think it can contribute in any significant way to the development of the Metaverse (apart from maybe becoming the de-facto NFT platform for pretty much everything, not just Metaverse-related application needs). I did once extensively wonder whether Holochain could potentially be use-worthy to replace the existing client-server model that games today run on (where the authoritative server’s hardware capacity puts an upper limit on the number of concurrent players/users). What gaming needs is a horizontal-scaling revolution. Distributed gaming is already possible; a game engine that uses Holochain for the network layer should be able to distribute the persistent game-state peer-to-peer (rather than having to call an RPC that gets executed on the authoritative server that broadcasts the updated state back to the players) and have peers be cross-validated to prevent cheating. But I’m afraid the companies building the Metaverse will simply create their own custom (and hence more specifically targetted and therefore optimized) framework for doing all of this. By the way, Metaverse isn’t even about MMOs; put simply, it’s about “being able to hold another player’s hand in one game and jump into another game/world/experience almost instantaneously while also having your avatar, etc, preserved in the transit”.