To me I saw multi-player FPSs as virtual worlds. Second Life was intriguing when it came along but I couldn't figure out how it deserved the title of Metaverse any more than Ultima Online, or others, did.
The author is right about shared virtual reality. When I dropped the DK1 over my eyes for the first time, something clicked that hadn't happened to me since 1996. The true sensory deprivation of the outside world will make virtual reality meaningful. You will know the other person is there and paying attention, at least until Facebook begins streaming live animated alert notifications.
We're getting close from the technology perspective, but the storytelling and the "massive" portion of an MMORPG is still not there. Visually impressive, but the social interactions are dull and unsophisticated, without emotional depth.
It's funny to look in hindsight. What Habitat has apparently nailed in the 80's [1] is what is missing, 30+ years later.
However ambitious MMOs and virtual worlds get, I worry that they'll always run into the same barrier restricting their potential past a certain scale: the MMO experience is made out of people, and a whole lot of people are awful.
Most chat and social apps deal with this already by limiting your interactions to selected people that you whitelist.
That shouldn't be hard to replicate into VR.
I know there's valid arguments against forced real identities to be used, but it's always a trade off between signal and noise.
It truly feels lost in the 90s.. I can't say I could appreciate the UX. I probably won't be dabbling there. :/
Still, it's pretty cool that it's the oldest online multiplayer 3D world and still apparently has a friendly user base! (They helped me out when I started spouting wwwwwwawsd in the chat whilst trying to move my avatar)
It's really odd to think that NCSA Mosaic had just been released a year earlier - and if you go back to 2D, rather than 2.5D, the first persistent multiplayer virtual world launched in 1986, several years before even non-graphical web browsing was a thing:
The idea of early adopters sitting on coveted real estate close to the origin of The Street struck me as a perfect prediction of the domain name rush. In hindsight, we matched the "prediction" to the wrong part of the internet: coveted early adopter real estate is not found in the domain name system, it's in the allocation of IPv4 subnet blocks.
If you became high enough level in many MUDs, you became a "wizard". Wizards weren't players anymore, but they could edit code, creating new areas in the game for players to explore. Changing the code of a running game from within it was pretty cool, and so was the programming language (LPC, https://en.wikipedia.org/wiki/LPC_(programming_language)).
I did spend a month trying to be as efficient and awesome as Seven of Nine though. Sleeping standing up didn't really work though.
AW was ahead of its time, but internal shenanigans basically stunted and killed it.