Continuing his blog series on what he's learned as a lead developer/consultant at Oculus, Eve Online, and of course Linden Lab, Jim "Babbage" Purbrick has a new post arguing that the architecture of the metaverse should be a network of linked, small spaces:
As the Second Life continued to expand and change at an ever faster rate it became increasingly important to have ways to find the good stuff. Bookmarks, searches and external blogs indexed the expanding world helping people find things. Rather than walk, fly or sail around the world people would teleport from place to place or event to event. Even if you wanted to walk it became increasingly hard to do so: more and more parcels of land became private, restricting entry to both people and any scripted fish unlucky enough to try to swim across the boundary... Technologically, Second Life also began to split at the seams. The addition of Second Life URLs (SLurls) allowed blogs to link to locations in Second Life and people increasingly wrote scripts which published out to the web and Twitter or pulled data in from the web to visualize in 3D....
[I]t was incredibly encouraging to see some of the earliest experiments in social VR at Oculus try something similar by linking Oculus Rooms to other experiences via coordinated app launch (CAL). While the first CAL implementations linked Oculus Rooms to a fixed set of published experiences it’s easy to imagine people using similar technology to build environments which link to their favorite locations around the Metaverse just as early web sites curated links to favourite content around the web.
I understand Jim's reasons for wanting the Metaverse to act more like the web -- but then that means the Metaverse acts less like a world. Or as I put it to him:
"Don't linked small spaces create a sense of discontinuity and hurt immersion and a feeling of being in a 'world'? In your post, you mention some virtual worlds that link with small rooms (Metaplace, Whirled and Sansar), but they're all small in terms of user bases. The biggest virtual worlds, Minecraft and Fortnite, are huge contiguous spaces."
Babbage's reply to that:
Linden Lab Needs to Punish Poorly Optimized Mesh -- Or Reward Well-Made Mesh (Comments of the Week)
Good reader thread responding to my somewhat tossed off remark that, "While you should definitely encourage users to customize their avatars, you also want to impose optimization restrictions so avatars don't become a bloated lag-inducing disaster like they have in SL."
The problem, as Alicia observes, is the company behind Second Life has enabled (encouraged?) poor optimization:
Pulsar argues that Linden Lab should set out rewards and/or restrictions around mesh:
Continue reading "Linden Lab Needs to Punish Poorly Optimized Mesh -- Or Reward Well-Made Mesh (Comments of the Week)" »
Posted on Monday, September 21, 2020 at 04:27 PM in Comment of the Week, Economics of SL, SL Mesh | Permalink | Comments (16)
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