Oh, it’s hard. But it’s rapidly becoming commodity hardware. That was in fact the basic premise of the Oculus Rift: that the mass market commodity solution for a very old dream was finally approaching a price point where it made sense. The patents were expiring; the panels were cheap and getting better by the month. The rest was plumbing. Hard plumbing, the sort that calls for a Carmack, maybe, but plumbing.
Rendering is the dream of a game industry desperately searching for a new immersion, another step in the ongoing escalation of immersion that has served as the economic engine of ongoing hardware replacement, the false god of “games getting better.” It was an out: the plucky indie that bucked the big consoles but still gave us the AAA. It was supposed to enable “art.”
This is indeed a powerful development. The Kinect has been selling like hotcakes (8 million of them in sixty days), and as a result, there’s now a pretty substantial install base that could get into this.
It’s clear to see the potential for sales of virtual goods and the like; right now, they offer scenes in which you can conduct your chats, but over time, adding in the features to make those into virtual apartments is not at all hard to picture. Add in robust enough objects to buy and the ability to customize your space, and you start getting something that feels like, well, Metaplace.com or Second Life with voice chat and kinesthetic controls. But for now, it’s more like IMVU or Lively, probably, and we shall see how it goes.
One thing that is interesting is that Live is centered on avatars that are pseudonymous but strongly identifiable; there’s an intrinsic extant reputation system there that this system will effectively plug into and leverage. This may reduce the amount of prurient chatrooms and the like (which something like the Kinect surely invites!). It is also telling how little the video centers on technology and how much it centers on women.
Given the connectivity, I cannot help but ponder why avatars as an intermediating technology, rather than video chat.
Avatars intermediate; this lets you put all participants in one environment, rather than stitching together disparate couches and living rooms
There may well be plans to leverage the pseudonymity into synchronous social game experiences
The avatars do allow for a more radical expression of personality that video would, essentially making for a richer profile; I can’t have my weird pet from Limbo cavorting around me in a video call, but I could here.
All in all, an interesting development; I look forward to trying it out.
But to someone who cut his virtual world teeth on more immersive, 3D environments like There and Second Life, these never-ending announcements of new companies trying to jump on the social gaming bandwagon have left me with one nagging question: Where is the innovation?
The innovation lies in making something that matters to ordinary people.
Now, I am a virtual world person, obviously. I don’t see much distinction between the game worlds and the non-game ones like Second Life. I have been working with them since the text muds, for over 15 years, which doesn’t exactly put me in the true old dino category where Richard Bartle and Randy Farmer reside, but I think it is fair to say that I have been closely identified with the space for a long long time now.
And I think that they aren’t over, but the form that they have taken is.
Beckett Massive Online Gamer has once again put together a list of the 20 most influential people in the MMO industry. The list seems to be half new faces, and half returning. I’m flattered to be among the returnees this year, landing in the #11 slot (down 2 from last year, eep!) Grats to all the many folks I know on the list. 🙂
The full list:
1. Rob Pardo
2. Hilmar Pétursson
3. John Smedley
4. Jack Emmert
5. Mark Jacobs
6. Todd Coleman
7. Jim Crowley
8. Andrew Gower
9. Chris Cheung
10. Michael Capps
11. Raph Koster
12. Rob Seaver
13. Jeffrey Steefel
14. Russell Williams
15. Gaute Godager
16. Richard Garriott
17. Min Kim
18. Gordon Walton
19. David Perry
20. Jeff Hickman & Paul Barnett
There’s also some honorable mentions, but I guess we need to get the magazine for that! As well as the justification for these names, of course. The print issue hits retailers this week…
The Metaverse Journal has a new interview with me up. It’s all about Metaplace, the industry (games and virtual worlds), and what my five desert island discs would be. They call me an “elder statesman,” and then comment I probably wouldn’t like that, and they’re right. 😉
In re-reading the answers, there’s one minor correction I want to make:
Lowell: As a writer, has anything recently in virtual worlds stood out for you as high-quality writing?
Raph: To be honest, I don’t think that writing has ever been a huge part of social virtual worlds. It’s had far far more of a presence in the RPGs, where it is really starting to get much better.
That should, of course, be “a huge part of graphical social virtual worlds” — since writing was the key form of expression in the text-based ones! (Also, I am not minimizing the good writing work some are doing — it just doesn’t seem to be a major current in the field right now).
We use cookies on our website to give you the most relevant experience by remembering your preferences and repeat visits. By clicking “Accept”, you consent to the use of ALL the cookies.
This website uses cookies to improve your experience while you navigate through the website. Out of these, the cookies that are categorized as necessary are stored on your browser as they are essential for the working of basic functionalities of the website. We also use third-party cookies that help us analyze and understand how you use this website. These cookies will be stored in your browser only with your consent. You also have the option to opt-out of these cookies. But opting out of some of these cookies may affect your browsing experience.
Necessary cookies are absolutely essential for the website to function properly. These cookies ensure basic functionalities and security features of the website, anonymously.
Cookie
Duration
Description
cookielawinfo-checkbox-advertisement
1 year
The cookie is set by GDPR cookie consent to record the user consent for the cookies in the category "Advertisement".
cookielawinfo-checkbox-analytics
11 months
This cookie is set by GDPR Cookie Consent plugin. The cookie is used to store the user consent for the cookies in the category "Analytics".
cookielawinfo-checkbox-functional
11 months
The cookie is set by GDPR cookie consent to record the user consent for the cookies in the category "Functional".
cookielawinfo-checkbox-necessary
11 months
This cookie is set by GDPR Cookie Consent plugin. The cookies is used to store the user consent for the cookies in the category "Necessary".
cookielawinfo-checkbox-others
11 months
This cookie is set by GDPR Cookie Consent plugin. The cookie is used to store the user consent for the cookies in the category "Other.
cookielawinfo-checkbox-performance
11 months
This cookie is set by GDPR Cookie Consent plugin. The cookie is used to store the user consent for the cookies in the category "Performance".
viewed_cookie_policy
11 months
The cookie is set by the GDPR Cookie Consent plugin and is used to store whether or not user has consented to the use of cookies. It does not store any personal data.
Functional cookies help to perform certain functionalities like sharing the content of the website on social media platforms, collect feedbacks, and other third-party features.
Cookie
Duration
Description
lang
session
This cookie is used to store the language preferences of a user to serve up content in that stored language the next time user visit the website.
__cf_bm
30 minutes
This cookie is set by CloudFlare. The cookie is used to support Cloudflare Bot Management.
Performance cookies are used to understand and analyze the key performance indexes of the website which helps in delivering a better user experience for the visitors.
Analytical cookies are used to understand how visitors interact with the website. These cookies help provide information on metrics the number of visitors, bounce rate, traffic source, etc.
Cookie
Duration
Description
CONSENT
16 years 4 months 16 days
These cookies are set via embedded youtube-videos. They register anonymous statistical data on for example how many times the video is displayed and what settings are used for playback.No sensitive data is collected unless you log in to your google account, in that case your choices are linked with your account, for example if you click “like” on a video.
Advertisement cookies are used to provide visitors with relevant ads and marketing campaigns. These cookies track visitors across websites and collect information to provide customized ads.
Cookie
Duration
Description
IDE
1 year 24 days
Used by Google DoubleClick and stores information about how the user uses the website and any other advertisement before visiting the website. This is used to present users with ads that are relevant to them according to the user profile.
test_cookie
15 minutes
This cookie is set by doubleclick.net. The purpose of the cookie is to determine if the user's browser supports cookies.
VISITOR_INFO1_LIVE
5 months 27 days
This cookie is set by Youtube. Used to track the information of the embedded YouTube videos on a website.
YSC
session
This cookies is set by Youtube and is used to track the views of embedded videos.
yt-remote-connected-devices
never
These cookies are set via embedded youtube-videos.
yt-remote-device-id
never
These cookies are set via embedded youtube-videos.