Well, I just watched it, and yeah, I was grim and pulled no punches. 🙂
Video is now linked on the page for the talk, or you can go watch it for free on the GDCVault.
Or here:
Well, I just watched it, and yeah, I was grim and pulled no punches. 🙂
Video is now linked on the page for the talk, or you can go watch it for free on the GDCVault.
Or here:
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.
My piece on how “AR is an MMO” traveled far and wide this week. Among the appearances:
There’s probably more to come — I was asked about interviews by several outlets this week, and actually said yes to at least one, as I recall.
If you’re looking for more to read from a game-design specific angle, I recommend
Also, you may recall I mentioned that alternate client views is common in MMOs? Well, here’s your global map of where all the Pokemon are. If you can get in — it’s overloading with traffic.
A lot of people, as I expected, have focused on the semantics of whether or not “AR is an MMO.” Mostly, they say “well, you really mean ‘it’s like an MMO.'”
It isn’t really “like.” It actually “is.” I think people fall into the trap of thinking that the physical trumps the virtual, but that’s not the case. The virtual trumps the physical, or as Marc Andreessen puts it, software swallows everything.
Think of it this way: the phrase “geotagging” suggests that we are applying a small bit of virtual to the real. But that’s not what is happening at all. What’s actually happening is that we are building a truly massive digital world, and attaching a tiny piece of real to it, via a DB entry with a coordinate.
Currently, there are a zillion databases that hold this sort of data, siloed from one another, but the big project that Google and others have been engaged in for quite some time is to unify them. Amazon’s ASIN is a great example of one such scheme to unify “template IDs” for as many object types as they can. Put another way: the single largest database of “object types” in the world is Amazon’s, and to build it, they basically cloned the existing UPC and ISBN and other such similar databases, plus some, and unified them. They created a metaobject type that became the parent object type, only they own the address space.
Create a tiny computer using as small a chip you can get.
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.