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Metaverse U: Metaverse 2.0, Tony ParisiFebruary 16th, 2008 |
Metaverse 2.0: There, I Said It
Tony Parisi, Media Machines
Was one of the creators of VRML, currently at MediaMachines.
It’s good think about this as Metaverse 2.0 for one reason: it’s time to do some rethinks, we are stuck in a rut, there’s a chasm to cross. So I am not going to talk about warm fuzzy potential, though we share those visions here in this room. It is going to talk about tech, how it crosses adoption barriers.
There was a soup commercial, “is it soup yet?” We’re wondering why this isn’t soup yet. It’s interesting to see where pundits put it. On the left we have a quote saying that Secon dEarth comes with SL avatars in Google Earth - Tech Review 2007. And it’s portrayed as simple. And then there’s “Metaverse? It’s already here.” - Will Wright, with a very different sort of take on what the metaverse is.
But that latter one isn’t quite what we think about here… we think about the picture on the left here.
To give some history. This has all happened before. [Shows a graph with the last cycle of boom and bust in the 90s]. There was futurist flimflam. Just because this is all new doesn’t mean it will ALL be different. Right now we’re at risk of Santayana: those who don’t know history… Last time, with Chip & Randy with Habitat, and with VRML, we fell right into the adoption chasm.
Where I see us now, we’re in a trough of disllusionment with virtual worlds. We believe we are going to climb the slope of enlightenment.
here’s where we are today: wallaed garden virtual worlds, not integrated with their daily life. Communities with 100k’s in size. Then a wall, and the rest of the web is over a billion on the other side.
There’s two ways to break through the wall: explore the long tail of virtual worlds, and putting a bit more of the web into the web3d.
Long tail: Chris Anderson. SL is a great Long Tail example, actually. He popularized the notion from a statistical distribution: there are a few hits that move many units. There are many many many more things that a few people use/see. In the old days of distribution, you could only stock 4500 titles, so you only got the stuff at the head of the curve. Today you can sell many units down the far end of the tail.
At the top of our tail is entertainment, shopping, news, then mapping, and down in the tail we have education, travel, design, culture, etc.
Anderson lays down three rules:
1) democratize access. As much as we are enamored with SL, it needs to be made much easier, and relevant to the daily life on the web. Virtual worlds are a media type, not an application.
2) democratize production. Mor eimportant, but doesn’t make sense without the second rule. It has to be fast cheap and out of control, serve the needs of the artists. This gives the broadest choice for consumers, and then creative freedom for developers. And that is why open standards and technologies rule. HTML, XML, Ajax, X3D, COLLADA, XMPP, SWMP… consumers don’t care, but developers do.
3) more subtle: provide filters. Open directories, real search engines, good UI. If you integrate with the web, directories will just happen. Build it all with XML and you can search it. Someone should take a look at the last 20 years of game design and web user interface design.
More web! This is what made the web take off. they wrapped tech that was therealready: groups, gopher, etc. Subsume, leverage, innovate, collaborate, repeat as necessary.
But you might say “3d is harder!” Well, no it’s not. Sure, it’s harder, and gotta stream it, and render it, and blah blah. But you didn’t have to reinvent content delivery and networking…! Focus onthe real problems.
Questions:
Q: I like the fact that you pointed to Spore, which fascinated me when I saw the demo. Can you talk about what Wright did with Spore and what it means for us with virtual worlds?
A: If we could do a tiny fraction of what Will Wright is able to do with simulation, tools, and open environment, that would be incredible. That project is a paradigm of design and an enormous undertaking, and we will be digestig the results of that innovation for a long time. They UGC to heart, and what to give people tools for making creatures and environments… in terms of deployment and specifics, is where the similarities end.
Q: So I’ve been studying VRMl. What happened, why did the promise not get delivered?
A: A matter of timing. Different technologies have different right times. I don’t think it was the the being bad. Like Moore says: don’t introduce a disruptive tech while another disruption is already going on; the Web was what was going right then.

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Metaverse U: Metaverse 2.0, Tony ParisiPosted on February 16, 2008 by Raph
The Stanford Humanities Lab and featured some of the most innovative thinkers and practitioners in the field of virtual worlds. Read more about the conference at: Rapk Koster’s websiteDimitri Williams’ research on MMOMetaverse 2.0: Tony ParisiVirtual Worlds and the future of Work Metaverse Roadmap at Stanford University Virtual Worlds NewsBeth Coleman and Parvati Dev with Wm. LeRoy Heinrichs A Conversation with Brewster Kahle and Henry Lowood on Preserving Worlds
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[...] a very long way to go, and some very thorny issues to resolve. Fortunately, people much smarter than me are working hard on such issues. There are likely to be any number of stumbling blocks along [...]
[...] a very long way to go, and some very thorny issues to resolve. Fortunately, people much smarter than me are working hard on such issues. There are likely to be any number of stumbling blocks along [...]
’s panel with Cory Ondrejka (former Linden Lab) and Howard Rheingold (online community guru). Raph also wrote notes on a couple of the other presentations at Metaverse U: Dmitri Williams’ ResearchTony Parisi (creator of VRML)Virtual Environments and the Future of Work Next up was the Game Developer Conference in San Francisco, CA. Raph participated in a keynote in the Worlds in Motion summit and there was plenty of postmortem coverage:
Raph’s Website :Metaverse U: Metaverse 2.0, Tony Parisi