Showing posts with label Cyberpunk. Show all posts
Showing posts with label Cyberpunk. Show all posts

Apr 8, 2014

Cognitive Dissonance

Diagnosing Wonderland & The Future of Virtual Reality

 

cognitive

 

The question was posed to me recently as part of the panel for Virtual Worlds Best Practices in Education about what I feel the future of virtual worlds would be, and to define better what the next 18-24 months should focus on for companies like Linden Lab with Second Life. These are questions being bounced back and forth between the moderator and the panelists to sort things out prior to the panel this weekend.

 

My explanation for what I saw as the history and future of virtual worlds as a whole was a bit out of the ordinary in that I likened it to being a psychiatrist trying to diagnose Arkham Asylum. With the popular definition of insanity being “Doing the same thing over and over again and expecting different results.” it is a perfect explanation and analogy.

 

What I’ve seen over the past twenty years is a textbook case of cognitive dissonance and quite possibly insanity, and so (even humorously) I relate to the Arkham Asylum analogy in that the only real explanation for the situation today and in the past has been a combination of cognitive dissonance and self-imposed insanity.

 

Nearly every case in virtual worlds up until today (not surprisingly) has a doppelganger in the past. There are a few very distinct phases that the industry goes through with each iteration, which makes it dead simple to predict where it will go and for what reasons.

 

But despite knowing this, it is much harder to convey this information appropriately in order to break that cycle. It isn’t because the information is wrong, nor is it because that information does not have enough evidence to support it. What it boils down to is flat rejection of new information due to strongly held belief to core ideals.

 

In this manner, the inmates are running the asylum.

 

If I were to define those phases, it would look something like this:

 

  • Phase One – Introduction of a new client based system.
  • Phase Two – Introduction of the VR in Browser system.
  • Phase Three – Introduction of HMD & Related Hardware.

 

Each distinct phase leads to the next upon the trial and error of the prior. For instance, in the early 1990s there was Worlds Inc and their methodology of client as virtual world. You would download the entire world up front before you could enter and each space was a predefined area. After that was ActiveWorlds which was actually a technology spawned by Worlds Inc but rejected in favor of their other in-house client. ActiveWorlds had a dynamically downloaded environment and user-generated space in-client with the tools built in as a sandbox.

 

This was about the time that VR in a Web Browser arose with standards such as VRML/X3D and plugins to view those worlds emerged. VR on the Web, had an offshoot as Blaxxun 3D (B3D Today) and Cybertown was one of the VRML multi-user environments on the web that utilized this.

 

Later in the 1990s, we saw the popularization of virtual reality really take off, and HMDs and hardware became more mainstream. Companies such as Vuzix (1997/98) and VFX had headsets back then, in combination with peripherals and devices which today are the genesis of modern peripherals and devices.

 

jaron Gaming companies during the Phase Three timeline also began introducing their own peripherals. You are most likely aware of Nintendo’s Power Glove, which was a stripped down version of a VR Data Glove from VPL. Jaron Lanier was actually the guy that was called in to consult Nintendo on making it. Sega and Atari also were slated to make VR Headsets for their consoles at the time, but obviously failed in more ways than one.

 

Jaron was actually pretty popular back then as he also consulted on stuff like Minority Report, Johnny Pneumonic and Lawnmower Man. However, this is really the tip of the iceberg for what his man is responsible for in the industry. For a more in-depth biography – check here.

 

The point of this observation being that when somebody says Jaron Lanier almost definitely knows more than you about the past, present and future of virtual reality, only a fool would challenge that. So in a recent WIRED magazine article when he stated it was like a weird time-warp listening to Zuckerberg explain what he thought the future of Oculus VR was going to be, we are really in no position to try to go in there and correct the man.

 

After all, Jaron is also one of the founding editors of WIRED magazine itself. This guy is like one of the godfathers of virtual reality, with an academic and accomplishments list that may as well be untouchable.

 

Interestingly enough, that doesn’t seem to stop virtual worlds enthusiasts from thinking they are going to do just that – once again showing the irrational decision making aspect of cognitive dissonance, and the blind adherence to the idealized future of virtual reality and Second Life. Cognitive dissonance makes you do really stupid things.

 

Seeing other analysts in that article also echo the same sentiments isn’t surprising, and it’s not because they’re just trying to be Debbie Downers or just suck up to Jaron Lanier... it’s because they have a long history in the industry and remember when it last repeated.

 

 

What you have to remember is that people have been making the same pitch as Zuckerberg for a good thirty years, and it has never come to fruition.

 

I didn’t hear anything that Zuckerberg said that hasn’t been talked about before in the VR community for a very long time,” says Brian Blau, an analyst with research firm Gartner was part of hard-core virtual reality community in the ’80s and ’90s. “It has always been billed as a next-gen communication technology — something that can provide a more immersive and deeper connection to somebody else.”

 

The truth, as Blau points out, is that most VR technology creates a very solitary experience. It’s something you do alone, not with others.

 

Recent history has shown that if you try to make it more than that, it struggles to find an audience. Second Life — the virtual world that received such hype at the turn of the millennium before falling into obscurity — is the big cautionary tale. And that’s what Zuckerberg and Facebook are eying: A new Second Life. They even talk of selling virtual goods in this world, painting this as a potentially significant source of revenue for the company.

 

 

If you think it’s just WIRED, Jaron Lanier, and an analyst from Gartner making these assertions, you’d also be wrong. Even UbiSoft and gaming companies are luke-warm to the virtual reality hype.

 

 

Might we one day see a new Assassin's Creed or Far Cry game that uses virtual reality technology? According to Ubisoft Vice President of Creative Lionel Raynaud, it's possible, but technology like Oculus Rift or Sony's just-announced Project Morpheus need to put up big numbers first.

 

"VR would need to sell at least 1 million units to be viable for development," Raynaud said tonight in San Francisco during a roundtable interview attended by GameSpot.

 

 

Of course, that was amended shortly afterward because making a statement like that in public would cause a shit-storm in PR to HMD makers who desperately need the big support. Having people not drinking the kool-aid and saying how great it is will hinder their adoption, and so everyone needs to get on board. But you get the real thinking in the first quote before they got that call from Sony ripping UbiSoft’s president a new one, who in turn had a pleasant talk with Lionel the next morning.

 

But it doesn’t stop there... even Business Insider is making similar calls about virtual reality, albeit a little less direct. Just saying that Facebook buying Oculus was just a throw-away at worst because it doesn’t matter if it fails.

 

 

99 Problems

 

 

Well, it matters to me and probably you if Oculus tanks because the wide reaching implication is that the industry falls back into obscurity and relegated as a fad once again, as we rinse and repeat back to Phase One. But that’s pretty much what is awaiting Oculus VR going forward...

 

This time it’s actually a little easier to see that coming, because Phase One is already tipping it’s hand prematurely in the form of hifidelity from Philip Rosedale. There’s your next Phase One “VR as Client” kickoff.

 

It’s starting to blur together at this point, as the industry is just throwing everything together in a pot and hoping something makes a recipe.

 

So the take-away here is that when Phase Three runs its course, it is usually about this time that we cycle to Phase One again, to repeat the history.

 

Looking at this logically, we can see the correlations quite clearly and unmistakably. It’s a matter of historical comprehension and not speculation, which is what analysts are citing when they are making their assertions about the current situation.

 

When we find historical doppelgangers to modern day industry, we can therefore trace the historical context and outcome to the modern attempts as well. Looking into the future involves looking into our past, so long as that present and future insists on borrowing from it heavily.

 

Take into consideration Avatar Reality/Blue Mars. An updated carbon copy of Worlds Inc as a model and software. It followed the same premise and operation, and therefore was subject to the same outcome. When this was explained to them, there was cognitive dissonance as described above – and so it was impossible to avoid that outcome.

 

Both models existed based on downloading pre-made worlds prior to entry, and as a matter of course, both existed on the premise of content creation fees for creating and storing those worlds.

 

WorldsPlayer

 

 BlueMars

 

But what of ActiveWorlds and Second Life as doppelgangers?

 

They both exist as dynamic user-generated virtual worlds, they both thrived on a simulator business model, both had a hard time justifying their Premium accounts, both offered personal houses/spaces as a benefit, both famously spent much of their time saying that updating their software was impossible or not feasible, and both suffered from not investing in that re-write to update their systems properly.

 

Both ActiveWorlds and SecondLife surround themselves with favorable opinions, pass the buck or make decisions not based on feasibility but on unwillingness to do so. Both are notorious for implementing things only after users find a way to hack the functionality into their viewer or repurpose existing methods for new methods, and both are notorious for dragging their feet or trying to bury dissenting opinions while rewarding only favorable opinions (cognitive dissonance).

 

I could go on all day about the similarities of practice and outcome between the two, and even the community itself shadowing the past, and how ActiveWorlds is the doppelganger of SecondLife, but the only thing that ultimately matters is that the outcome is the same if you are mimicking a past iteration.

 

So if we want to know what will happen to Second Life and ultimately Linden Lab, we merely have to ask what happened to ActiveWorlds as a result of this sequence of events.

 


 

 

 

When the Phase Three of the 1990s failed, it recycled back around to Phase One again, and so we saw another round of VR as Client initiatives which again borrowed heavily from the prior generation. There.com, Second Life, etc all found their roots historically and had no problem copying it with a little more polish this time. But each one of those iterations succumbed to the same outcomes as the generation they were mimicking.

 

Again, we’re talking about blatant examples of cognitive dissonance and popularized definition of insanity.

 

So, too, it wasn’t a surprise to see Phase Two arise again a few years ago with the re-popularization of VR in a Web Browser, since the introduction of WebGL standards. But again, if you’re going to follow the historical route, you are already doomed to conclude the same way. It was no different than the rise and irrelevance of VRML/X3D and the companies that had a vested interest in VR on the Web in the 1990s versus the rise of WebGL and VR on the Web again a few years back.

 

In this generation, the version of Worlds Inc methodologies were mimicked with BlueMars, and the methodologies of ActiveWorlds have been mimicked by Linden Lab with Second Life.

 

It is actually eerily uncanny how this is repeating itself. Even the discontent with Second Life leading to reverse engineering it to make independent versions under OpenSim mimics what happened in ActiveWorlds with third parties rushing to make their own virtual world system altogether or via purchasing a white label version of ActiveWorlds license and them differentiating themselves as their own independent universe/galaxy.

 

The latter isn’t surprising to me in the least because a certain Adam Frisby (SineWave), who you might recall is one of the people responsible for OpenSim was also known as Gwala in ActiveWorlds at the same time as that independent universe/3rd party offering rush came to pass. So when the same discontent happened in Second Life, or maybe that virtual worlds frustration carried over from ActiveWorlds, it’s no surprise that Adam was on the forefront of OpenSim in the beginnings.

 

This is why knowing your virtual world history means so much.

 

 

A-Famous-Historian “I really can’t believe nobody else sees this happening.”

 

The take-away from all of this is the answer to the original question posed at the beginning. What do I think the future of virtual worlds will be, and what can be done in the next 18-24 months to put a company like Linden Lab on the right course?

 

Well, the answer to that question is a quantum answer. It exists as a failure and success simultaneously depending on what choices are made going forward. It’s not something that can be reduced to a sound bite or explained in a few minutes, because the answer to that question is a monumental amount of reorganization, education, and execution across the board – not to mention it is entirely at the mercy of people who experience insanity and cognitive dissonance to enact, which is a nice way of saying it more than likely will be ignored or completely half-assed if considered.

 

But here’s some initial thoughts on what to focus on in the next 18-24 months, and by no means is it all-inclusive. That’s what having an advisory board is supposed to do for you over the course of long-term engagement versus trying to sum it up in a power point in ten minutes.

 

Because let’s be honest... if anyone could have fixed the virtual world industry in ten minutes, they would have by now. And if anyone could have fixed Linden Lab in ten minutes the CEO roster wouldn’t look like a revolving door, nor the company a graveyard of half-assed ideas, unfinished work and mid-life crisis.

 

So let’s start simply:

 

If the industry continues mimicking the past, it is doomed to repeat it. That means if we’re unable to truly re-imagine and evolve virtual reality into something new and exciting, something relevant to the real world on a broader scale, it is going to be relegated to repeating the same mistakes and we’ll have the same outcomes.

 

So the first order of business is to actually learn the history of virtual worlds/pop culture, and much of those outcomes, in order to avoid the same mistakes.

 

I’ve provided a link to a comprehensive paper on this exact subject that covers the entirety in detail. Subsequently, it’s my own paper from Association for Computing Machinery published last summer. I’m just nice enough not to make you pay for it. That being said, I can’t read and understand it for you on your behalf...

 

The second order of business is to get your own business in order. Figure out what actually is a Premium benefit and what you were bullshitting about (read: poaching the community). If you’re ripping off the community with it, you need to stop that and learn what the term “Added value” actually means.

 

The third order of business would be to resolve the company identity crisis. Realize that Second Life is a virtual environment platform in which all manner of things can be created for countless use-cases. Then realize that you’re not a video game company. Also learn the difference between virtual environment and video game.

 

If the platform itself were made more robust to cater to that content creation, Linden Lab wouldn’t need to make games independently as stand-alone products or purchase a content distribution platform. They already had both in Second Life if they chose to support it.

 

Instead of chasing their tails and playing “me too”, had they understood that Second Life is a universal platform that empowers creation in countless use case scenarios – they would have realized a few years ago that it would also be an excellent platform to empower an Augmented Reality future where Virtual Reality merges with Reality.

 

Some kid in Japan got bored and made this in his spare time. It makes what Linden Lab and the rest of the industry has been up to and trumping as the next big thing look like a monumental joke.

 

As an aside... I know how this is actually done in real time, and I also know how to build a better version of it that makes this one look like a toy. But it’s a sound concept nonetheless considering that there really is nothing else like it – unless you want to count Meta Spaceglasses... which are like... half as capable as this video demonstration.

 

 

 

 


 

The most obvious evolution of virtual reality in the future looks nothing like the past but redefines the future.

 

When you no longer can find a doppelganger in the past for what you’re doing today, you are now making your own future instead of reliving history.

 

That’s my answer for the future of virtual worlds.

 

Repeat History or Make History.

 


Aug 2, 2012

White Noise

Will the real Metaverse please stand up? #SecondLife

 

Over the years I've continually heard how many different virtual environments are "a Metaverse" or (shudders) "the Metaverse". Recently I read the question "Is Minecraft the Metaverse?" on a random blog post somewhere.

 

From my point of view, this is a train of thought that makes me twitch every time I hear it. While I understand that virtual world participants have the best intentions, I have to admit that their notions of "Metaverse" are woefully misguided at best.


The Metaverse is a singular construct much in the same manner as The Internet or the World Wide Web. I cringe whenever I hear people refer to different virtual worlds as "a Metaverse" or "The Metaverse" because it reads/sounds to me in the same manner as if one were to say many things are many Internets. We don't state the Internet in plural form, nor should anyone state the Metaverse in plurality.

 


 

metaverse-logos

 



Cyberpunk History


I get my notion of the Metaverse from many sources, but most importantly the genre which spawned it overall. To this end, we're talking about Cyberpunk culture.


The construct of a Metaverse within this genre was varied but held a common theme altogether. In the book Neuromancer by William Gibson, it was a matrix - an endless sort of digital void with blue grid lines extending forever. Things were constructed on this grid at varying points and complexity, programs ran on this grid, etc. Then came Snow Crash by Neal Stephenson, which for all intents and purposes is the cited inspiration for most virtual environments in the industry - at least if we look at systems like ActiveWorlds or Second Life.


In this same genre also existed systems like you would see in Shadowrun, and this is one of my favorite descriptions for a Metaverse construct. There were things like nodes, virtual FTP systems - a three dimensional free-space with ICE security and more.

 

 


 

Shadowrun001

 

Shadowrun on Sega Genesis | Hope you brought a decent deck, chummer

 



 

What I see in The Metaverse, a real one anyway, is not a singular construct but a contextual and decentralized construct which defines an overall system. While Neal Stephenson may have eloquently described The Street in Snow Crash, I believe that in a true Metaverse, The Street was simply a main gateway world (possibly the oldest and most popular). That being said, I don't believe the entire Metaverse was The Street. It wouldn't make any sense to assert that if we put it into context with its predecessors - The World Wide Web & Internet.


However large or popular a singular destination on the Internet is, no single destination comprises the entire Internet. When we put it into context with the genre of Cyberpunk, and not just a singular destination view of a particular novel, we see that the Metaverse is just a 3D Internet.


Existing in The Metaverse were many gateways of entry, many destinations, and many contexts, but they shared a common protocol and standard. In this context, then, places such as Second Life consist of similarly The Street context, but then other destinations in the Metaverse existed such as (in context) Open Simulator, and related spinoff systems utilizing similar variations. We also would say that maybe destinations such as Kaneva, There, and (at least minimally) Blue Mars were destinations in the overall Metaverse but not a single one was the Metaverse itself.

 

I have to momentarily pause and mention that even in The Street context, Second Life fails miserably. In order to have The Street, a virtual environment must be a contiguous virtual land mass which is traversable in circumference. As in, I could start walking from the entry and eventually travel around the virtual world to return to my starting point.

 

Google Earth I suppose lets you pull that off, at least the contiguous sphere of a planet, and with Sketchup I suppose you could place rudimentary models. However, that being said, Google Earth is a Paraverse at best. Minecraft, then gets a second look because it almost comes close to meeting the requirements. However, it’s a single destination among many possible destinations, and no manner by which to seamlessly traverse them all under a passport – yet.

 

I give Minecraft the “yet” because you do have a singular login, and with that login you can join many servers. So the passport is rudimentary implemented, and the planet twice the size of Earth is there as well, but I couldn’t walk around the virtual world and return to where I began. I couldn’t seamlessly transport from one space to another, and (to wit) the concurrency rate of any of these systems is still miserable. Even after all of this, I’d still dismiss Minecraft simply because it isn’t able to talk to any other system but its own.


The problem with virtual worlds and virtual reality is that there seems to be no clear differentiation as to what constitutes them - except in the minds of futurists like myself who make such distinctions and state merely:

 

 

 

The Metaverse is a decentralized construct of three dimensional virtual environments whereby the environments themselves are the product of the end-users which inhabit such spaces. Each virtual space may behave differently or be controlled by differing interests, but they share a standard methodology of ubiquitous access. Within these multiple contexts exists ubiquity of access and interoperability whereby a single means of access can traverse all spaces within the connected Metaverse.

 


 

To put it into better light, we continue to compare the Metaverse to the World Wide Web.
When you are online using the World Wide Web, you have a web browser program which follows standard protocols for communication and rendering the content. HTML5, PHP, Javascript, WebGL, and more. For proprietary functionality these web browsers accept "Plugins" which the end-user may install as they see fit much like modules installed on a Shadowrun Deck. No single website on the web constitutes the entire world wide web, and looking at the situation in the proper perspective, we obviously would think it's absolutely asinine to state a single website is the entire web.


Now you understand my frustration with the semantics of The Metaverse terminology and usage today. These virtual environments are destinations in a possible Metaverse in the same manner as Google and Yahoo are websites on the web.

 


 

Snow Crash

 



I state possible Metaverse because to this day nobody is talking to each other in a standardized fashion, and that bothers me for different reasons. For now, what we have is decidedly not a Metaverse but a lot of proprietary stand-alone virtual worlds. I hate to burst people's bubbles, but there is no Metaverse.


The distinction between Metaverse and Video Game is also fairly straight forward, in that a video game differentiation is a matter of contextual insight. World of Warcraft is not a Metaverse enabled system because the virtual environment itself is a closed construct whereby the participants are interacting on a linear model. The environment and media is predefined, with only the variation of interaction within that predefined space being the dynamic aspect. In the Metaverse - the context itself is open to interpretation by the participants, as well as the very construct itself which begins with a totally blank slate.

 

Therein is the major reason that Minecraft is not a Metaverse, let alone the Metaverse. By definition what you may create within the construct of Minecraft is limited by the recipes which are predefined. I’m sure you can build things there, but you are severely limited still compared to a virtual environment such a Second Life wherein you have LSL and Mono scripting. I call that a definite step up, but not quite total freedom.

 

 

Hiro ProtagonistAs far as reaching for a true Metaverse designation, Linden Lab would first have to understand that the idea of “Shared Experience” is absolute bullshit. If you want to define yourself as the Metaverse, or at least the first major construct within the Metaverse, and set a precedent for others to join on, you have to take a hard look at the Web Browser itself. There is an underlying “shared experience” that is HTML5, much in the same manner that Second Life would have assets. After that, it’s up in the air as to how the end-user experience plays out. Plenty of customization options and contextual modifications make no two experiences totally the same – and in the Metaverse those plugins are the same as slots used on your deck, or third party additions which fundamentally change your viewer to add or remove features even if those changes differentiate the “shared experience”.


This differentiation is very important to understand because it's a metaphorical context understanding, and it is the underlying definition which drives social media altogether. A gaming context is predefined, and the experience is set up for you like an interactive choose your own adventure novel. There is a linear flow to the experience, and it is a controlled manner. In the Metaverse, there are no options other than to say that the participants are expected to define their own experience in totality. The company which controls the destination does not (or should not) be defining the in-world experience, but instead the participants should be.

 

If we look at Linden Lab policies, you can begin to understand that whenever that rule is broken when dealing with a Metaverse context, there is backlash for obvious reasons. When we really think about it, the Metaverse is a 3D Social Media outlet of experience. This however doesn’t insinuate that trying to redefine the rules of social ecosystem is a good idea – which is why the social media integration aspect of Second Life has largely failed. Not because integrating social media like Twitter, Facebook, etc into Second Life is a bad idea, but because the particular methodology and thinking behind that implementation particularly was poorly thought out and is a prime example of otherwise intelligent people acting incredibly stupid.

 

Twitter provides the platform, the participants provide the flood of content and experience for the ecosystem. Social media in general works like this as well, and it’s only when the service provider company decides to personally meddle in that ecosystem that the proverbial shit hits the fan. Hands-down, this has been the case time and again for Linden Lab, Active Worlds, and every company which started as a sandbox environment and later decided to start stepping on toes in their own ecosystem or other ecosystems by offering the same content options that their own participants where already handling. It’s sabotage at best.

 

 

Metaverse Checklist

 

I’m going to rattle off some prerequisites that should be met prior to anyone describing anything as The Metaverse or a construct within The Metaverse, just to set the record straight.

 

 

Decentralized

 

There is no central server for assets, or specifically for authentication. A virtual world within The Metaverse is akin to setting up a web server. Certain spaces may be gateways, but overall they are not the choking point of control no more than any single destination online in the world wide web would constitute a singular entry into the online world. Authentication may be centralized for your “passport” or you may have multiple “passports” which can be used within the virtual environment altogether. So when you log into the Metaverse, your credentials are universal across all participating constructs. The assets themselves also are decentralized, meaning no single datacenter houses them, and in fact the participants themselves are part of that asset storage and retrieval system.

 

 

Contextual Experience

 

A singular viewer which is extensible through third parties, and provides a standardized basis for interaction only, while additional functionality can be “plugged in” at the user’s discretion. In short the experience is modular and the interface is minimalistic by default. Just like I can access FTP, HTTP, etc through a web browser, and plugins by third parties extend the functionality for my web browser, and third parties are free to build their own web browsers with whatever abilities they choose – so would a Metaverse Viewer achieve. One viewer, modular, extensible, and very capable to meet the needs of many.

 

 

Standardized Protocols

 

They should all be a collective construct. Not just Second Life and OpenSim, but every virtual environment that wishes to call themselves “Metaverse Compliant” should be talking the same language and together be considered a contiguous space.

 

 

Concurrency

 

The centralized server methodology for glass ceiling concurrency is not acceptable. Lessons Learned from LucasFilm’s Habitat eloquently defines this issue and states the solution since 1991. It is an absolute travesty that not a single company in twenty years has actually implemented it, and more so that their concurrency issues directly stem from that blatant ignorance of the subject.

 

Dynamic Content Creation/Consumption

 

There are no preset goals, no predefined recipes. You are given a toolset and encouraged to define all aspects of your virtual world from the ground up. The experience is asynchronous and fluid, with little if anything to hinder this ecosystem. Even the viewer/program is up for interpretation by the ecosystem – with only some base definitions of standards to work from in order to maintain a minimal expectation of ubiquity. In this context “shared experience” is far too broad of a term to invoke.

 

There is no such thing as a producer or consumer in this ecosystem, but instead only the new social media breed known as Prosumers.

 

 

Epilogue | Final Thoughts

 

 

W YT girl

That’s not to say the Metaverse will never exist. Far from it, actually. What we’re seeing today are the beginnings of that Metaverse construct forming, gaining ground, and experiencing growing pains through every phase in this evolution.

 

I understand that the population really wants to see the Metaverse, and they are at least partially right for identifying at least the base components of what will make up the actual Metaverse when it exists. That being said, we must not confuse the sum of the parts for the whole.

 

Systems like Second Life, ActiveWorlds, Kaneva, There, and even (possibly) Minecraft are merely individual parts of a greater whole that is the eventual Metaverse. They are one of many modes of context, experience and immersion in a sea of many which are interconnected under a single ubiquitous access and protocol of interoperability.

 

Since that doesn’t exist yet, it is safe to say there is no Metaverse – but we’ve at least begun to correctly identify what will comprise it when somebody decides to actually go ahead and build it.

 

What we have today is simply the inkling of the many things that the Metaverse ultimately would be, but spread out among countless systems and never all in one spot. What the Metaverse would be, is all of those things in one program, wherein the “companies” provide service access points and facilitate content creation under the premise that each company is a “Burbclave” in the digital world. No single entity has yet to put the puzzle together, and such far I have seen only many years of companies snatching defeat from the jaws of victory. The program would be built as a modular expansion system inherently, the interface would be minimalistic and intuitive, contextual for everything. The Metaverse will seamlessly integrate into your real life as well through Augmented Reality, creating a hybrid of the two and blurring the lines between real and virtual.

 

The Metaverse will be many things to many people, but what it is not is what we have today.

 

 

Y.T. (Yours Truly) Picture courtesy of

Shelby Rasmuson in Second Life

 

 

 

 

I thought today’s post deserved a soundtrack :)