> Great technology doesn’t mean a great user experience.
Of course, but IMO the real missed opportunity was that the one virtual world with real traction - Second Life - just made most kinds of games impossible because of technological limitations. The client-server model they chose made it impossible to play responsive games in Second Life.
Imagine if it were possible to enter a SL region and jump right into a platform game or an FPS. Yes, virtual worlds are not games, but they could have incorporated and enabled games.
Instead, Second Life focused on showing how much it was "not a game", and never even tried to address the technological limitations that prevented games from running on it.
I agree with the post on the reasons virtual worlds failed. But it could easily have been otherwise - allowing games would have grown the entire virtual worlds market.