
One great thing about helping put together the Gear VR Killer App contest is getting to ask Philip Rosedale and other VR veterans their vision of what kind of application would fit that definition, at least for mobile. Here's Philip's criterion:
“What we are looking for is: Gloves! Some kind of mobile way to use your hands would allow real creativity and communication from within the Gear and instantly make mobile VR as compelling as desktop.”
Here's what Taylor Freeman, co-founder and CEO of Upload, Inc., seeks: “I am looking for an app that boosts productivity and enables multiuser collaboration.”
And Paul T. Kim, Director of Content and Services at Samsung: “What I think could be a killer app is something one can use to create or encourage active engagement... Any proof-of-concept app that shows a glimpse of this potential, that focuses on creation, I would rate high.”
Most extensive was this description from Nicole Lazzaro, creator of the great "Follow the White Rabbit" VR experience:
Why Do Virtual World Companies Rarely Build Virtual Worlds? (Comment of the Week)
Good point from JohnC, looking at the latest from virtual world companies:
In fairness, Linden Lab has always had starter areas, but to his point, they've never been very extensive. And in recent years, Linden Lab has been expanding on the "world" aspect with full-fledged game experiences. And in the very early days (2003-2005), there was an attempt to make the Second Life mainland seem like a world, with a "Governor's" mansion, an official public auditorium, the free fire Outlands, a prim-spewing oil rig, and so on. But in my view, Linden Lab didn't devote enough consistent efforts to this project, then let go of their world-building duties too soon, leaving new users to wander, confused and frustrated, in a big empty.
Anyway, more on this theme from John, and how it applies to new virtual world platforms Sansar, High Fidelity, and "space":
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Posted on Monday, November 21, 2016 at 01:03 PM in Comment of the Week | Permalink | Comments (3)
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