virtual worlds

Blizzard Entertainment logoIn a recent blog post, Ciaran Laval wrote about Blizzard’s cancellation of its extremely ambitious project Titan, and opined that it could affect the fate of the new virtual world platform that Linden Lab is working on. What makes the cancellation of this project important is that it’s been in the works for about seven years now, and what makes it seem relevant to Linden Lab’s actions and product portfolio management is that Blizzard and Linden Lab both have MMOs as their main source of income, and that Titan was touted as the “next big thing”.

In comments to Polygon, Blizzard co-founder and CEO Mark Mohaime and Chris Metzen, Blizzard’s senior vice president of story and franchise development, offer partially useful insights into their decision to axe this big-budget project. Note that I say “partially”, because at least some of the real reasons will remain for a considerable amount of time with the people involved. Truth be told, it’s rare for any company to cancel without very serious reasons a large project it’s been working on for years.

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The successful crowdfunding campaign for the Oculus Rift, which led to Oculus VR’s acquisition by Facebook in March (which I have covered here), brought virtual reality back to the media’s spotlight. Suddenly, everybody discovered the immense potential offered by VR, but the discussion has been focused mostly on the devices and not on VR itself. This can easily lead to confusion. In fact, it already has.

The Oculus Rift. Image: Paste Magazine

The Oculus Rift. Is it a device for VR applications or is it VR itself? Image: Paste Magazine

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Deep in thought...

Perhaps you were expecting me to write about the recent noisefest that surrounds the confirmation of Linden Lab’s ongoing work for a next-generation virtual world (let’s call it SL 2.0 and be done with it). Truth be told, I was tempted to do so, but decided to resist. After all, Inara Pey has been doing a great job covering the whole issue, and Nalates Urriah pushed out an extremely poignant post on the subject. Today’s topic is different. It has to do with pompously-announced, ambitious virtual reality projects that miss the point and potential of virtual reality completely.

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ebbe-altbergAs I wrote yesterday, Latif Khalifa reported on the SL Universe forums that Linden Lab CEO Ebbe Altberg confirmed in an “oh, by the way” manner during the TPV developer meeting of Friday 20th that the Lab is working on a new, next-generation virtual world. The story was reported by Ciaran Laval, and Inara Pey blogged on it in far greater detail (complete with an excerpt of her audio recording of the meeting) – and I hope her reports might help (to whatever extent) do away with the FUD that started circulating shortly after Latif made his post on the SLU forums. In the meantime, the story was picked up by various blogs and commentary platforms of varying reliability and credibility.

What will follow will be the details I gathered from the initial posts, from Inara’s post, and from Ebbe Altberg’s replies on  the forum and on Twitter, and also I’m going to give my own thoughts on the matter.

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Back in June, I wrote a piece on Philip Rosedale’s (and others’) illusion that Linden Lab’s virtual world Second Life would become the next worldwide web, according to statements he made to the Guardian in May 2007. Of course, 6 years on from then, i.e. from the era when SL was the darling of the media, we all know that Second Life and the other virtual worlds are certainly not considered mainstream. It’s true that SL is the most prolific and popular virtual world platform, but it simply doesn’t have the number of users (or the image, but that’s another issue entirely) to make it “mainstream” in any generally accepted sense of the term. Mind you, none of the other virtual world platforms that were spawned from it have fared any better – in fact, some have even gone under.

If you try to look for explanations and theories for this failure of virtual worlds in general to become “mainstream” and fulfill the promise and the hype of yesteryear, the internet is full of them, but most of them concern Second Life only, which I personally find expectable, as it’s the most prominent target for criticism and scrutiny – even on this blog, there’s an older post that tried to approach the matter, albeit I now think my then-limited understanding of the technical and conceptual aspects of virtual worlds affected its ability to get to the core of the issue. Skim through any of these explanations: you’ll see people constantly complaining about lag, griefing, complex viewer software, content portability and tier cost. While it’s true that these issues are important to many, some are largely specific to Second Life and, in reality, they are not problems, but symptoms: they are manifestations of underlying problems, as I have explained before, and I think it would be beneficial to reiterate this particular point if we are to have a meaningful discussion of the subject at hand.

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