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Obligatory pedantry: True Names was a novella, not a full novel. And the better for it.

Or you were referring to Rainbow's End in which case I'm embarrassed about my comment.

More seriously: I was really excited by True Names when it was published (and a bunch of us at MIT talked about it a lot) but by the time Snow Crash came out it seemed pretty obvious that real world metaphors weren't really desirable in virtual environments. Certainly the web and its abortive competitors (like apple eWorld, and many others) made it clear for those not paying attention: nobody wanted to "walk" from Gap to Williams Sonoma in some virtual mall: they just wanted to click over and get satisfaction. Nobody likes long boring travel in an open video game; a little is OK to avoid breaking the spell, but soon something has to happen or you need a convenient elevator. The same applies to movies.

BTW you're 100% right about gaming being the killer app. Once people are used to that perhaps they'll want to do other things. But without a reason to develop the right metaphors, affordances, and experiences, there's "no there there".



>Or you were referring to Rainbow's End in which case I'm embarrassed about my comment.

Sorry, Gumby, it's the Play-Doh press for you.

I feel you. RE is probably going to end up being wrong about a lot of things, too; in particular, Vinge even kind of hinted at how the lack of haptics would cause the "mirror world" and virtual object schemas to break down, at least as far as immersion and utility go. Ultimately, I don't think we get to the world he described without the tech that was just nascent within it. That's analogous to the inapplicability of real-world translation metaphors to the pop-into-existence data stream that is the web, as you said. I realized this the moment that I reached out to touch the 3D model of a character I'd created and nothing was there.

Gaming short-circuits perception and gives leeway in a lot of ways that are conducive to a haptic-less experience, though. Good movement and animation can make up for a lack of embodiment that would kill a more serious experience (Second Life as a virtual office or retail branch...), and while animation is much less reliable of a tool for VR, I'm sure that other affordances can be found if devs are allowed to just... play around with it (pun intended).

The presentation kind of disappointed me because I didn't see an understanding of the situation that they face.


> Certainly the web and its abortive competitors (like apple eWorld, and many others) made it clear for those not paying attention: nobody wanted to "walk" from Gap to Williams Sonoma in some virtual mall: they just wanted to click over and get satisfaction. Nobody likes long boring travel in an open video game; a little is OK to avoid breaking the spell, but soon something has to happen or you need a convenient elevator. The same applies to movies.

What's funny is that I think (having not experienced it) that I would like to basically set various files and applications around a virtual space, because I'm eternally frustrated with all window managers and other 2d application management tools. I just don't want to wander through someone else's "carefully curated" hall of t-shirt JPEGs.


People seriously underestimate the potential entertainment or even utility of being able to take your digital photo collection and, just, spread them all around your floor or walls or whatever. Grab them, stack them, group them with natural gestures. After that, the next time you open a PC-based photo manager, you will feel trapped, poking around a bucket full of files with a stick.




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