Oculus CEO envisions billion-person MMO
joystiq.com
joystiq.com
If so, I'm in.
I consider imposed physical limitations on a meta-VR space to be like DRM. It's an attempt to slap existing limitations of reality (scarcity, in the case of DRM) onto a medium that no longer needs it. Why should I have to take a virtual train to get from one VR space to another? Why should there be "lots" where people have to pay to get the best "locations" to put their VR space? It reminds me of the old GeoCities sites and the short-lived concept of neighborhoods, which failed to realize that people don't browse the Web by metaphorically walking linearly along a sidewalk, staring at each storefront in turn. We jump, we "teleport," and that's the strength of the Web.
You might be interested in the Janus VR (formerly known as Firebox) project: http://www.dgp.toronto.edu/~mccrae/projects/firebox/ It's an attempt at a sort of VRML-like markup for defining webpages with VR content. I've played around with it a bit in my Rift, and it's neat to have the discoverability of virtual browsing but without the constraints of physicality: links are just doors you can open into virtual spaces, and you can always pop open an address bar to go somewhere new.
In short: VR lets us transcend limitations in where we can go, but the Web let us transcend limitations in how we interact with the world. Individual VR experiences can be whatever people want, but a meta-VR system must take into account the simple fact that humans can now "teleport."
Here's a nice video that shows what Janus VR is like: http://www.youtube.com/watch?v=jva-855nLvM
"I want a billion people to live partially in a virtual world in the future" seems plausible.
Valve already has many of the pieces. For example, independent 3D artists can make virtual goods for games like Dota 2. If the goods get approved, players can buy those goods (with real money), and the 3D artist gets a cut of the revenue. See Steam Community Market:
The games industry has had a mixed reaction to the Oculus purchase, but people are still cautiously optimistic due to Carmack and other gaming heavyweights being at the company. Looking toward the upcoming E3 and beyond to next years GDC it'll be interesting to see where Oculus' focus is.
http://www.theverge.com/2014/5/5/5684236/oculus-wants-to-bui...
Any chance the powers-that-be could weigh-in and update the URL to properly direct traffic?
I'd still recommend the book too, as a fun read. I just hope there's a sequel that's completely detached from the 80s.
It seems like, despite the protagonist's fears about IOI turning the OASIS into a soul-less amusement park, that's kind of what the OASIS already was in the story. There wasn't much talk about players generating new worlds and new experiences -- most of the time characters were enjoying the pre-packaged "Lord of the Rings", "Star Trek", or "Dungeons and Dragons" VR worlds, reliving existing ideas again and again. The gunter protagonists weren't off creating fantastic new landscapes or generating culture, they were poring through the ruins of the old trying to find some arcane clue -- and I didn't get the sense that they would be doing that if they didn't have the Hunt to focus on. These are interesting things to think about -- and definitely a worrisome part of dystopian visions of VR that turn the ultimate communication/creation tool into a trough full of pre-packaged feed for consumers -- but I don't think that RPO's author was attempting to focus on that. Rather, the sterile emptiness I felt from the OASIS seemed more a result of the author just not describing much that wasn't necessarily "just so" for the plot.
There are a lot of neat VR ideas in it that I hope get more exposure, but it's despite the nature of the book rather than because of it.
For me, it doesn't have to be. It's a light, fun read that I can scramble through and smile about when I need an escape from my own reality.
That's not to say there aren't some solid ideas that should be explored in greater depth. I just don't think this particular story is the right place to dig deep.
Someone in this thread suggested that they might enjoy a sequel. I partially agree ... I think that the technology ideas, the dystopian future, and the OASIS itself lend themselves greatly to deeper exploration as a setting. I just don't really think most of the characters are worth exploring any deeper. The story is good, maybe even great (I like it a lot, but I'm weird), but it feels complete. Let's move on and play a little with the RPO fictional world itself.
Could swing off in another direction, although everyone who wants a virtual online world always aims directly toward SL.
A virtual online world seems to have no useful purpose other than acting as "moth to flame"
In retrospect the learning curve for SL's content creation was too hard or intimidating. (and Minecraft has obvious limitations.)
Its no coincidence that most of the people building out the tech future were raised with fictional tech future of cyberpunk and cyberpunk-esque fantasies in their youth and have been steadily building those fantasies into reality - consciously or not...