The Concept and Status of 'Metaverses'
19/08/06 14:24 ::
Science &
Technology
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The Fascinating
Cover of Snow Crash
Illustrated by Bruce Jensen |
Since then, the concept of online, large-scale virtual worlds have always mesmerized me. It has also inspired the creation of many such worlds: Blaxxun (the name derived from a private club in Snow Crash called Black Sun), There, The Palace and Active Worlds, for example. — but about two years ago I discovered one that I was exceptionally impressed with: Second Life, in which players can create (almost) anything they can imagine with the use of in-world 3D editing tools, a scripting language and XML-RPC networking with the real world. Perhaps the world is best described by a typical experience:
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In the above example, I try to touch on the essential features that give the world it's depth and contribute to making it intriguing to explore and spend time in. The following are the points that I find really interesting:
What's Interesting
1. Everything in-world is created by the world's residents. |
In short: There are no objects, houses or magical monsters who have been created by the developers through means unaccessible to the regular users. Everything in-game is created through the use of the tools available to everyone (except for landspace, clouds and sky). |
2. What you create in-world — you retain the copyright of. |
This means that whatever you create, it's yours. For a real example; a 'player' of Second Life invented and constructed an in-world game similar to Bingo. This in-world game became so successful amongst the SL community that a real-life boardgame company heard about it and offered him a business deal to manufacture it. |
3. In-world currency (Linden Dollars) can be exchanged to real-world currency. |
For example. If you create something that becomes a popular commodity in-world (clothes, or a jet-pack, a car, or a spaceship, for example), you can exchange it to real-world money. There are examples of SL users whose main real-life income comes from selling virtual objects. At the time this article is written, 296 Linden Dollars (L$) is worth $1 USD. Absolutely techtastic. |
4. Residents can own their own land, houses and islands. |
5. Second Life (SL), and other Metaverse-like worlds are not games. |
Metaverses are universes with no specific goal, no levels reached by gaining experience points — the 'living' experience depends on your ability to create or otherwise find interesting things to do.This fifth point is an immensely fascinating concept and in my opinion, the core of the Metaverse concept: A world in which you are not limited by game-like artificial boundaries (decided for you by developers), but only the boundaries of human imagination and certain laws (instead of spatial limits, we have bandwidth issues; instead of gravity, we have user interface considerations). |
But even with all these excellent and futuristic features, I still only 'lived in' SL for about a month. The question of why becomes very interesting from a certain perspective:
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My current
avatar in SL,
on the top of a skyscraper in a user-built city. That's my insignia on the chest |
Through this argument, I've reached the conclusion that to escape the 'game-feel', a Metaverse must have very tight coupling with the real world. It must offer practical incentive to actually make spending time there worthwhile.
I've identified a few main points that might make a Metaverse more practical, or at least incite a longing in me to try again:
Suggestions for Improvement
i. Make it open-source and standardize the protocols | ||
Allow the residents of the world full control over what's possible. Allow everyone who wants the possibility of hosting a 'grid'; a land that people can visit, like the websites of today. I envision, for example, a Metaverse integration with Wikipedia — in which users can explore Wikipedia entries like "Vostok 1" in 3D | ||
ii. Emphasis on fusion with reality and practical usage. | ||
With the
standardization of the Metaverse protocols, it
could compel companies and establishments to
create virtual models of their workplace
— allowing students to virtually tour
potential universities in another country, or
online shopping by actually walking through a
store. Imagine for example customizing your
avatar to match your real-world body —
wouldn't that make it a bit easier to find a
shirt that fits and suits you online?
Open up more possibilities for teleconferencing and online collaboration. For example, when working on papers or projects with people from different continents. E.g. streaming your computer screen onto a big-screen in-world, allowing everyone to help you edit that text, source-code or graphics file.
Improve upon the 3D modeling tools, allow integration with other 3D programs; a virtual world is a great platform for concept-designs. There is a great example of this already. Marvin The Paranoid Android from the movie The Hitchhikers Guide to the Galaxy, was originally modeled in Second Life (see SL newsletter 2006/03/22). Unfortunately, I think more fusion with reality can prove exceedingly difficult without open-source efforts and established standards. |
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iii. In-world VOIP (voice over IP, like Skype) to allow audible conversations | ||
Bandwidth issues currently prevent this. While I usually prefer text-based communications, it seems wrong to have extremely detailed avatars capable of facial expressions — but no voice. This is besides the obvious advantages of voice-communications, like speed and more efficient turn-taking. |
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A Close-up of
my SL avatar
My Design |
In summary: While we are certainly on the right track to a high-level Metaverse, we're still some way from getting rid of the game-feel. Practical usage is essential for making a Metaverse as described in Snow Crash, and to appeal to everyone.
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My old SL avatar and a Hoverbike I created |
Apple Mac Comment, from Wikipedia's Snow Crash page | |
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