I have put up a page containing both a slideshow and a PDF download of the talk I delivered on Friday at GDC 2017.
I think it came out a bit more somber than I had anticipated, certainly more somber than the sample slides I submitted. We shall see what the long-term reaction is, as I pulled no punches in describing the awesome responsibility people have in building online communities.
I was also losing my voice, so it was very much a deliberate and slow presentation compared to my usual “high speed brain blast” as one attendee once described my usual speaking style.
Not only was this in the afternoon of the last day, but I was opposite the Experimental Gameplay Workshop, which is one of the best-attended sessions at GDC usually. So the room was definitely sparser than usual. That said, there were several old virtual worlds hands present to confirm what I said, backing me up during the Q&A period, and there were also a number of current developers of both social VR worlds and even social AR games like PokemonGO. (In fact, I heard a few members of that team were in the audience, and I hope I didn’t offend by picking on their game so much).
The session was filmed, so hopefully video will be forthcoming; once it is, I will post a link to that as well.
What’s going on?
There are two business models: sell something in advance using promises, and persuade a lot of people who might not like a product a lot; or give the product cheaply and charge after the fact.
Here are some basic facts of life regarding these two models.
Stick a Bluetooth LE or equivalent transmitter on it. Even better if you can get GPS. Even more if you can get a low power cellphone chip.
Call this a node.
A node has a unique id. Nodes get stuck on objects in a non-removable way. So basically, you have a ThingID.