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Celerity

(43,349 posts)
Fri Oct 29, 2021, 09:03 PM Oct 2021

Hey, Facebook, I Made a Metaverse 27 Years Ago. It was terrible then, and it's terrible now.

https://www.theatlantic.com/technology/archive/2021/10/facebook-metaverse-was-always-terrible/620546/



In a booth at Ted’s Fish Fry, in Troy, New York, my friend Daniel Beck and I sketched out our plans for the metaverse. It was November 1994, just as the graphical web was becoming a thing, and we thought that the 3-D web could be just a few tweaks down the road. In our version of the metaverse, a server would track the identity of objects and their location in virtual space, but you’d render the objects locally, loaded to your hard drive off of a CD-ROM. It made a certain sense: Most users were on sub-56k modems, and AOL was shipping out enough CD-ROMs to pave Los Angeles each week.

To be very clear, Daniel and I were in no way being original. We were hoping to re-create the vision that Neal Stephenson had outlined in his 1992 book, Snow Crash. We were both (barely) self-conscious enough to understand that Snow Crash took place in a dystopia, and that Stephenson was positing a beautiful virtual world because the outside world had become so shitty that no one wanted to live in it. But we were young and naïve and believed that our metaverse would rock. (Stephenson, of course, wasn’t being entirely original either. His vision of the metaverse owed a debt to Vernor Vinge’s 1981 True Names and to a series of William Gibson novels from the ’80s. Both of those authors owed a debt to Morton Heilig’s 1962 Sensorama machine, and on and on we go, back in time to Plato’s shadows on a cave wall.)

Daniel and I got a chance to actually build our metaverse about six months later, after we both joined Tripod as graphic designers and “webkeepers.” This was well before Tripod became a competitor to GeoCities, offering free webpages to all. (It was also before I accidentally invented pop-up ads. Sorry again about that.) Instead, we were a lifestyle magazine for recent graduates, providing smart, edgy, but practical content—“tools for life”—while hawking mutual funds to 20-somethings. When that business model didn’t take off (can’t imagine why), the half-dozen folks in the “tech cave” revived the metaverse idea.

And so, we skinned a MOO—that is, an online environment meant for multiplayer games. Our friend Nathan Kurz hacked Pavel Curtis’s LambdaMOO code to turn an “object oriented multiplayer dungeon”—a multiplayer, text-based game—into a web-based, graphical experience. Each room in the MOO, which would normally have only a text-based description, was associated with six JPEG images representing directions you could go (up, down, north, south, east, west), each of which was an image map with objects you could click on and interact with. Melanie Stowell, who had spent much of her undergraduate education logged on to various MOOs and MUDs (multiuser dungeons, another kind of virtual game space), wrote the code to make this work, and Daniel and I made hundreds of images to illustrate the space, which were dutifully inserted into webpages via Nate’s code.

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