Definitions
Metaverse: An interconnected set of virtual worlds and media where data and identity can move from one place seamlessly into another. This includes 3-D, 2-D, social networks, text and instant messaging, and game-worlds.
Virtual World: A world that exists on computers and accessed by multiple users simultaneously.
Virtual World Platform: A software platform where the primary or third party developers develop virtual worlds tailored to specific needs.
Examples: Active Worlds, VastPark, Metaplace, Second Life, There.com
User-Creation World: A virtual world platform where the user can create / upload their own creations and add it to the space.
Examples: Second Life, There.com,
Game World: A virtual world that has a restrictive environment to focus activity.
Examples: Habbo Hotel, Webkinz, Sony Playstation Home, any one of many adult MMOGs, and specific game worlds within various Virtual World Platforms.
Note the distinction between Game World and User-Creation World. Hrmmm ... I bet this is easier with a Venn Diagram. Be right back. *shuffles off to make a pretty picture*
(right-click and open in new window for larger image)
Okay, so essentially what I'm saying is:
1. All game worlds are virtual worlds.
2. Not all virtual worlds are game worlds.
3. Some virtual worlds have the capacity for both game and non-game applications.
4. "Virtual World Platform" is not the same thing as a virtual world. It is a subset of virtual worlds.
5. Traditional "Metaverse" type virtual worlds like ActiveWorlds, etc, actually *are not* user-created worlds. They're platforms and you need to be a pretty decent artist to actually build stuff in there.
And some reflections on my chart:
- Not on the chart: Google Earth or Google Sketchup, but they could so easily be if Google would think social!
- Also not on the chart: Facebook, though its flexible enough to couple with virtual worlds (like Metaplace, for starters), and easily fits in the overall picture of the Metaverse.
- OpenSim potentially does more than Second Life, if it ever became fully functional. Further, I have my doubts about the scalability.
- Conversely, if Second Life branched off and allowed people to have mini-grids, or 1-off walled garden type environments that were able to be behind firewalls, they would have the potential to expand their presence so much more than OpenSim.
- User-created content worlds that are successful are exceedingly rare.
- If you're given limited resources with which to build stuff, and especially if you have to buy these resources, it's a game world, not a user-created world.
I'd love to hear your thoughts on edits / additions I could make to this chart. Thanks!
"Gold" : an animated winter poem (video)
15 hours ago

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