I'm blogging Matthew Ball’s must-read, nine part metaverse primer over the Summer; my take on Part 1 is here, my coverage of Part 2 is here, with Part 3 coverage here, Part 4 coverage here, and Part 5 here.
As with previous parts of the Primer, Part 6, "Interchange Tools + Standards and the Metaverse" delves into just how difficult making a Metaverse worth the name will be. Because while many say the Metaverse is the Internet's next generation, the actual Internet was launched by academics and government researchers who valued open standards. But the major companies/platforms which are likely to launch the Metaverse are very much closed, for the most part:
All of the video games console operating systems, which are required to use console hardware, have chosen not to support open or third-party rendering API collections, such as OpenGL or WebGL. Instead, Microsoft Xbox exclusively uses Microsoft’s DirectX, while Sony uses its GNMX for PlayStation. Mobile devices typically support multiple standards, but they often restrict (or outright block) access to many drivers, which helps drive developers to their proprietary offering. PC and Mac are more open, but they’re optimized for Microsoft’s DirectX and Apple’s Metal APIs. As a result, a developer’s software needs to be written specifically for each platform’s ‘standards’. Fortnite needs to use Microsoft’s DirectX for Xbox, and Sony’s GNMX for PlayStation, Nvidia’s NVM for Nintendo Switch, and Apple’s Metal for iOS. Only Google’s Android has built its solution around OpenGL, but one could argue its dominance with Chrome and Chromium controls these standards for the web.
GPUs also have their own flavor of these protocols, too. Nvidia’s drivers are effectively a ‘platform’ that developers utilize to access a PC user’s hardware, working in concert with Microsoft’s DirectX, for rendering.
But if companies like these want to keep their standards closed, their customers, unified, can demand otherwise. As Matthew writes, the runaway success of Fortnite caused gamers to clamor for the chance to play together with their friends on other devices -- and their clamor grew so great (as did their threats to take their eyeballs elsewhere), even proprietary AF Sony finally complied:






SL Gacha Creators Scramble to Create Gacha-Like Systems Without a Gambling Mechanic Before Linden Lab's September 1 Deadline
Image/system by dazai voom
With Linden Lab banning Gachas in Second Life at the end of this month, " irihapeti" and others have noted the rise of Gacha-ish systems like the one above:
So basically systems like this are Gacha-like, except without a completely randomized reward aspect that made Gachas so popular, and also a form of gambling. (And also, for many, so fun.) It also looks like a direct response to a question fielded by Linden Lab in its original announcement banning gachas:
Continue reading "SL Gacha Creators Scramble to Create Gacha-Like Systems Without a Gambling Mechanic Before Linden Lab's September 1 Deadline" »
Posted on Monday, August 23, 2021 at 03:32 PM in Comment of the Week, Economics of SL | Permalink | Comments (13)
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