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Metaverse Is Not a Place

Yiorgos Papazoglou
Apr 21
5 min read

The term “metaverse” suggests a place.

It evokes the image of a world—extended, perhaps virtual, but still spatially organized in ways that remain fundamentally familiar. We speak of entering it, navigating through it, building within it. We imagine environments, landscapes, cities. The language used to describe it is inherited almost entirely from the physical world.

Yet this inheritance may be misleading.

To describe the metaverse as a place is not simply inaccurate—it constrains the way it is understood. It projects onto it a set of assumptions that belong to architecture as it has historically been practiced: stability, boundedness, location, and shared spatial reference (Norberg-Schulz, 1980).

But what if these assumptions no longer apply?


What Is a Place?

Before questioning whether the metaverse is a place, it is necessary to clarify what is meant by place itself.

In architectural theory, place is not merely a position in space. It is a structured condition. It implies orientation, identity, and persistence. A place can be located, described, and returned to. It maintains continuity over time and establishes relationships between elements—between inside and outside, center and periphery, near and far (Norberg-Schulz, 1980).

Place is also collective. It is shared by multiple subjects who, despite differences in perception, can agree on its basic structure. A square remains a square regardless of who occupies it. A building retains its identity whether approached from one direction or another.

This stability is not incidental. It is foundational.

Architecture, as it has been historically understood, operates within this condition. It produces places.


The Instability of the Metaverse

The metaverse does not conform to this model.

It cannot be located in any conventional sense. It does not occupy a position within a larger spatial system. It is not bounded by geography, nor defined by physical limits. It can expand, fragment, or reconfigure without constraint.

More importantly, it does not maintain stable continuity.

An environment may appear consistent, but this consistency is contingent. It depends on code, interface, and access. It can be altered instantly, duplicated infinitely, or replaced entirely. There is no inherent persistence—only programmed persistence.

This introduces a fundamental instability.

If a place is defined by its continuity, then the metaverse operates under a different condition. It produces environments, but these environments do not behave as places in the traditional sense.

They are not anchored.


A Cosmological Analogy

The metaverse is often described as a world.But a more precise analogy may be the universe itself.

Like the universe, it has no clear boundary. It cannot be grasped as a whole. It is not experienced in its totality, but only in fragments—local, partial, and always incomplete.

Yet the similarity is not only spatial. It is also conceptual.

The universe is infinite in what remains to be discovered. It unfolds as an ontological field—an expanse of existence that precedes and exceeds our understanding. Exploration reveals what is already there, even if unknown.

The metaverse, by contrast, is infinite in what can be generated.

It does not wait to be discovered. It is continuously produced. Its expansion is not the result of uncovering, but of creation. New environments do not emerge from hidden conditions, but from acts of design, coding, and interaction.

One is explored.The other is authored.

Both, however, share a fundamental condition: they resist totalization.

No single perspective can encompass them. No stable boundary defines them. No final map can be drawn.

In this sense, both remain fundamentally incomplete—regardless of how extensively they are observed, modeled, or constructed.


From Place to Condition

If the metaverse is not a place, how should it be understood?

A more precise term may be condition.

A condition does not imply location. It does not require boundaries. It does not depend on stability. It describes a state—something that can be entered, experienced, and altered, but not fixed in the same way as a place.

This shift is subtle, but critical.

To think in terms of place is to assume:

  • permanence

  • shared reference

  • spatial continuity

To think in terms of condition is to accept:

  • variability

  • multiplicity

  • transformation

Within the metaverse, environments behave less like locations and more like states of experience. They are activated rather than occupied. They are encountered rather than inhabited.

Architecture, in this context, no longer produces places.It constructs conditions.


The Persistence of Place (as Illusion)

And yet, despite this, much of what is currently designed within the metaverse resembles place.

We see streets, buildings, plazas. We see cities reconstructed in digital form. We see environments that replicate, often with great precision, the spatial logic of the physical world.

This is not accidental.

It reflects a cognitive and disciplinary inertia. Designers operate through familiar frameworks. Users navigate through known patterns. The idea of place persists—not because it is required, but because it is expected.

Place, in this sense, becomes an interface.

It is a layer that translates an unfamiliar condition into a recognizable form. It provides orientation where none is inherently given. It stabilizes experience, even if only temporarily.

But this stability is constructed.

It does not emerge from the nature of the metaverse itself. It is imposed upon it.


Architecture Without Location

If architecture is no longer tied to place, its relationship to site must be reconsidered.

Traditionally, site has been a fundamental determinant. It provides context, constraint, and specificity. It anchors architecture within a network of physical, cultural, and environmental conditions.

In the metaverse, site dissolves.

There is no fixed location to respond to. No climate, no topography, no surrounding fabric in the conventional sense. Context, if it exists, is not given—it is designed.

This does not eliminate context. It transforms it.

Context becomes internal rather than external. It is defined by the relationships within the environment itself, rather than by its position within a larger whole.

Architecture no longer responds to where it is.It defines the conditions in which it operates.


Toward a Different Spatial Logic

The absence of place does not imply the absence of structure.

But the nature of structure changes.

Without fixed location, spatial organization cannot rely on adjacency in the traditional sense. Distance becomes relative. Proximity becomes conditional. Sequence replaces position as the primary ordering mechanism.

What matters is not where something is, but how it is encountered.

This introduces a temporal dimension.

Space is no longer understood as a stable arrangement of elements, but as a progression of experiences. It unfolds over time, through movement, interaction, and transition.

Architecture, in this context, aligns less with geography and more with narrative.


A Provisional Position

The metaverse is not a place.

It does not possess the stability, boundedness, or continuity that define place as an architectural concept. It operates as a condition—variable, generative, and fundamentally incomplete.

To approach it as a place is to misunderstand its nature.

Yet this misunderstanding is not without value. It reveals the extent to which architectural thinking remains anchored in assumptions that no longer hold.

If architecture is to engage meaningfully with the metaverse, it must shift its frame of reference.

From location to condition.From stability to variability.From place to experience.

This does not mark the disappearance of architecture, but its displacement.

If architecture is no longer grounded in place, what replaces it as its primary reference? If environments are no longer located, how are they structured? And if space is no longer defined by where things are, but by how they are encountered—

what, then, becomes of architecture’s relation to the ground?



Bibliography

  • Ball, M. (2022). The Metaverse: And How It Will Revolutionize Everything. Liveright.

  • McLuhan, M. (1964). Understanding Media: The Extensions of Man. MIT Press.

  • Norberg-Schulz, C. (1980). Genius Loci: Towards a Phenomenology of Architecture. Rizzoli.

  • Carpo, M. (2017). The Second Digital Turn: Design Beyond Intelligence. MIT Press.


 
 
 

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