Oct 142021
 

Making objects in a virtual world actually do something is way harder than just drawing them – and as we have seen, drawing them is already fraught with challenges.

Items as pure data

Once upon a time, in the old days of DikuMUDs, every object in the game was of a type – ITEM_WEAPON, ITEM_CONTAINER and so on. These were akin to what I referred to as templates in the last article. But they were hard-coded into the game server.

If you added new content to the game, you were limited by the data fields that were provided. You couldn’t add new behaviors to a vanilla DikuMUD at all. That item type defined everything the item could do, and a worldbuilder couldn’t change the code to add new item types.

To extend the behaviors a little bit, there was a small set of “special procedures” also hardcoded into the game – things like “magic_missile” or “energy_drain.” The slang term for these was “procs,” and to this day players speak of weapons that “proc” monsters. You could basically fill in a field on a weapon and specify that it had a “spec proc,” choosing from that limited menu.

If we look back at the previous article, and think about what this means for portability of object ownership, one fact jumps out at us: the functionality of a given object in a DikuMUD is inextricably bound up with the context in which it lives: the DikuMUD game server. There wasn’t any code attached to the item that could come with it as it moved between worlds. Instead, it really was just a database entry. The meaning of the fields was entirely dependent on the game server.

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Oct 072021
 

First we talked about clients and servers; then we talked about maps. Now we are finally at the hardest part of virtual worlds to wrap your head around – not coincidentally, also the aspect that gets people the most excited.

Things. Stuff. Bits and bobs. Widgets. You know: objects.

A lot of folks think a digital object is something like this:

Objects might seem simple, but they are actually very complicated. The subtleties lead to confusion about what is possible in online worlds or metaverses – and the answer is both more and less than people tend to think.

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Sep 022021
 

A lot of people are talking about the “metaverse”, and as a result, a lot of folks are wondering what the heck that word even means.

Frankly, it’s a reasonable question. But as someone who has actually built, launched, and operated a metaverse before, I have answers!

I recently spoke at the Digital Economy Forum, hosted in Korea by the Ministry of Economy and Finance, and organized by the Korea Startup Forum. After the panel, we got the question “what’s the difference between Second Life and a metaverse?”

Here’s the short-form answer:

Online worlds lead to multiverses which lead to metaverses. And just about no one has actual metaverses to offer right now.

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Mar 052017
 

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.

High Windows

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Jan 172015
 

Almost exactly seven years ago, I gave a keynote at the virtual worlds-themed Worlds in Motion Summit at GDC. I was supposed to talk about why games people should care about virtual worlds. But I just couldn’t warm to the topic.

I was in the midst of wrestling with Metaplace, which was the culmination of ten years of dreaming about the potential of virtual spaces. We were trying to put into practice the ideals embodied in things like the Declaration of the Rights of Avatars, the loftiness of hopes for general empowerment thanks to the newly interactive Web. But at the same time, I was watching tens of millions of venture capital dollars flow into kids’ worlds, virtual worlds about McDonalds and by teddy bear companies and tied in to bad reality TV shows and more.

So I took my qualms to the stage.

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