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Standardizing virtual worlds

November 17th, 2009 Leave a comment Go to comments

via Maxping

When the realXtend project was born, we had a discussion about standardizing virtual world platforms. Much like world wide web has a standards to make sure that many kinds of servers and browsers can talk to each other.

One comment by Monday Beam at Twitter made me think about how people may see the efforts to standardize virtual worlds. How do they look like? What does it mean to get them standardized?

The standardization of virtual worlds does not mean that every world needs to use the same technology, or the same protocol, or even the same 3D approach. Long live the diversity of look and feel, theme and style.

Maybe the best way to explain is to define the effects of the standards.

Without standards:

  • separate client software for each virtual world platforms, and most of the worlds use proprietary platforms
  • virtual goods can be made for and used only on one specific world
  • Avatar names are valid only within one world, you need to find your friends again if you go to the next world
  • Moving between worlds means usually shutting down the connection and launching another client software
  • If you want to visit a world you have not been before, you need to fill in web forms and to memorize new passwords

With standards (optimal situation):

  • One client software for all standard virtual world platforms, capable of using plugins to enable world specific functionalities
  • My virtual goods can be imported and exported around – if it makes sense – but technically can be done
  • My Avatar and avatar name can be used on the worlds Ichoose
  • Moving between worlds is as easy as clicking a link
  • You can choose how much you reveal personal information to the world you intend to visit

Technology should not place limitations here. The ones who should be able to place limitations are both users and world service providers. Why? Lets take a look of some use cases:

Virtual Church

The virtual church owner may want to place dress codes, and even enforce them as a server setting. The user who enters the virtual church gets a selection to a) go away or b) accept automatic change of clothing during the visit. Some items will be disabled – like your favorite two-handed sword can not be shown or used.

Children using virtual worlds

Parents may set the age of the user to the virtual world browser, which then automatically limits and modifies items and avatars to make the world a safe place. An example could be that all the other avatars are shown as decently clothed human beings even if they are really naked or using scary costumes – which is quite common…

Ants role playing game

The illusion of the game world is broken if users appear as humans. Even the avatar names are Ant-like to fit to the mood of the game world. When a new user enters the world, her avatar name is twisted by the server to make it fit to the Ant world, and the user appears as an ant. The new ant-user may carry some facial or other features to make them look different from other ants.

Conclusion

One thing is certain, regardless of standardization, we will see more and more different and diverse virtual worlds. Lets just hope that things get a bit easier for the user. The real benefit of the standards is that it creates trust and confidence to the whole phenomenon and makes the virtual worlds mainstream adoption really possible.

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