Reminder that virtual worlds start with community not technology

Many friends have asked me recently if I’ve seen Ameba? Apparently it’s a virtual world for older teenagers and young adults in Japan. Other than maybe it’s Japanese cute it isn’t much different from most virtual worlds, except it’s wildly popular. It’s thriving. But how can that be when virtual worlds, outside of MMOs and kid based worlds, are struggling? What’s different about Ameba?




Being Ameba is from Japan I wasn’t able to get much information going straight to the source. But it looks like any other consumer virtual world; you get your own virtual room, can dress up your avatar, even buy virtual goods. What’s so different? Then I learned a little about the history of Ameba, namely that Ameba started as a blogging community long before it started the virtual world piece.

I thought I would introduce Ameblo, the most popular blogging platform in Japan and talk about the culture and features surrounding Ameblo.

One thing my friends always mentioned about Ameba was how vibrant the community was, how whenever you were in world there were new and interesting people to talk with. That’s because they created that community long before adding 3D and the virtual world. Google Lively, like many virtual worlds, tried to create the technology first thinking that it was so cool people would rush to join. That strategy certainly didn’t work for Google Lively. Nor did it work for vSide. The technology doesn’t create the community however cool it is. It’s something we know in Silicon Valley but often forget – it’s not all about the technology.

Don’t count asynchronous out

Gamasutra ran an interesting article on synchronous vs asynchronous play, and how we shouldn’t overlook the qualities of asynchronous.

Working in the virtual world’s field we are all about synchronous to almost a fault. For one it’s a huge technical challenge, one that engineers love to devote their time. We also believe it is exactly what users want as it’s what they ask for. Or is it? Blindly listen to users and you might build the next videophone. ATT lost millions producing one after 25 years of development only to watch people pick up the receiver and walk away from the camera and screen.

One of the biggest reason for looking at asynchronous again might be the sheer size of the audience.

Truth to be told, asynchronous games are still in their infancy from a design perspective. Their future is promising as the potential audience for asynchronous multi-player games is much great than the potential audience for synchronous ones – although anyone who can find time for synchronous games can find time for asynchronous ones, the opposite is not true.

I know whenever I envision real time story in virtual worlds it’s closer to an asynchronous experience. The article also highlights some creative ways to integrate other players while still being asynchronous.

I’ve moved to SLO and joined Visual Purple

Today I started at Visual Purple and in case you’re not familiar with SLO, it’s San Luis Obispo. I discovered Visual Purple a few months back and I have to say, working there is almost a dream come true. Most of the time I’ll be working directly on real time story and virtual worlds so you can understand why I jumped at the opportunity.

The company’s roots are actually in interactive story or better known in the 90′s as interactive movies, producing such hits as Silent Steel and Blue Force. That history also gives them a unique perspective in the field of virtual worlds training and serious games. Namely that it’s all about the story.

Besides the great team what excites me most about the position is trying to solve a common problem in virtual worlds, how to get players to engage and lead them through an experience without being heavy handed? Being a big fan of the teaching of Eric Ries and The Lean Startup it’s also nice to be doing all this with paying customers. There is nothing better to validate your learning than having a paying customer. To top it off I also get to experiment with virtual characters.

It’s also great to work for a company that includes in it’s stated goals – world domination. Considering what I envision for the future of entertainment world domination would just about sum it up.

What if Apple entered the virtual worlds fray?

iWorld - A virtual world from AppleLast week a friend asked me, what do virtual worlds need to go mainstream? After a minute my answer was pretty simple, for Apple to get involved. Apple could revolutionize the industry for consumer virtual worlds as they did with the MP3 player and phone market.

By now the field for consumer virtual worlds is pretty well defined. We’ve seen success with MMOGs and kids worlds, as well as complete failures such as Google Lively and the Second Life tie in with CSI. We’ve learned what it takes to make a virtual world successful – Sally Schmidt of Circle 1 Network laid it out at the recent Engage! Expo. And with that virtual worlds loses some of the excitement and enthusiasm which sprung forth after Second Life hit the public’s imagination. Maybe this is to be expected but I feel there is still a lot of unexplored potential. Interesting enough this is also the time where Apple enters the market.

The market for MP3 players was pretty well defined by the time Apple entered it with the iPod. Everyone already knew how the game was played – it was all about price and expanding flash memory. Some companies had already tried using expensive mini hard drives and they bombed because of price so they laughed when Apple entered with a $400 MP3 player based on a mini hard drive. Needless to say the leading MP3 players of the time are all but gone and Apple owns 70% or more of the market today. Apple would do the same with the iPhone. So what could Apple hope for entering the virtual world space? What would an Apple virtual world, an iWorld look like?

Browser based

Seeing Google release O3D (an open-source web API for 3D) and Mozilla is working with the Khronos Group to develop a similar API for Firefox I can’t help but think Apple is working to add one to Safari as well. That way users won’t need to download and install additional plugins, the 3D will be native to the browser. It would also lend itself to going mobile as well.

Entertainment focused

My guess is that it’ll be entertainment focused. There are many examples of successful virtual worlds – enterprise, virtual events, serious games, etc. but if you’re talking consumer based it’s quickly narrowed to games and kids. On one end we have World of Warcraft and MMOGs, on the other we have kids worlds with strong context like Club Penguin. Google Lively, which flamed out after only a few months, was neither. It had little context and only promised game developers tools in the future. The fact is that when new users enter these virtual worlds their first question is usually – how do I play the game or what’s the story? If the answer is anything like, “It’s a 3D social network where you can express yourself” they run for the hills. Even if you incorporate, “play games with friends” it won’t resolve the users confusion. They already have a social network, it’s called Facebook. They already have messenger and they were never lacking for ways to express themselves. When they see 3D they think game, they think entertainment.

Need more than just a game or games

Naturally when people think entertainment and computers they think games, it’s the same with virtual worlds. But I’m guessing Apple would take it beyond this obvious conclusion. For one games are a hits driven business and second, they are not Apple’s strong suit. Apple also likes to appeal to wide audiences and crossover hits like Tetris and the Sims are notoriously difficult to come by. World of Warcraft is wildly popular but it’s audience is still rather narrow compared to Apple’s other markets.

That isn’t to say that Apple will completely neglect gaming aspects, it just won’t be core. Apple could turn the virtual world into a platform for game developers such as the iPhone is with app games. However the iPhone launched without an app store and was still a success. The games help but are not core.

Another way to think about it is by examining virtual worlds that build themselves around games or mini games. It seems like a logical step, once you have people in world keep them entertained with games, it’s also a common request from users. The only problem is that this strategy puts the virtual world in competition with game companies and casual game sites. The question then becomes what do you bring to the table that is different? What is core to your experience that you can’t get on a casual game site? It’s a difficult question and one where I think we’ll see the real innovation coming from Apple.

Apple won’t fall for the self expression myth

Yahoo! AvatarsThe question is what does your virtual world bring to the table that is different? Most virtual worlds would answer with some combination of an avatar and self expression. Problem is I was never hurting for new ways to express myself. Oh people love customizing their avatars and virtual rooms, however after a few weeks it gets old and they move on. People use to spend hours building homepages on GeoCities, customizing their MySpace page, but they’ve all moved on.

The same happened with Yahoo! avatars. It was one of the top requests from users for years and they were excited when we launched early 2D versions, but after a few months there was little activity.

The majority of users are just observers not content creators. Even less are artists in need of self expression. Such features can greatly enhance a service, but can’t carry a service on there own.

Strong context

So what else might Apple’s virtual world build at its core around? Simply having avatars and allowing for personalization probably isn’t going to separate it enough from casual game sites and the rest of the competition. Kid’s worlds get around this with strong context. Kids find endless entertainment in the penguins of Club Penguin, even if they aren’t playing a game. However with strong context Apple faces the same problems as if it was game laden – it’s tough to appeal to a wide audience and it’ll evolve into a hits driven business.

Instead of games, story

Maybe it isn’t necessarily a question of what Apple could bring in addition to the games but the games and activities themselves. Most social gaming sites are a collection of self contained or semi-contained games and a leader board. Maybe the core of Apple’s virtual world will be set up by the selection of games themselves?

Games have notoriously been an insular industry. The Wii and Sims have shown that there is a much wider audience but it’s still very much locked to their traditional audience, because it’s safe. Serious games have shown some of the potential outside of shoot’em up games. And there are simulations, interactive story, immersive story, etc. There is a lot of potential that has never truly been explored. It’s risky when games costs go into the millions, but Apple has shown the wherewithal to place big bets before, like switching to Intel chips.

What it really opens up is room for story in the gaming world. Instead of the challenge leading people through the experience the drama could. Of course the conflict between games and story have been played out many times before and so far they have remained separate entities in many respects. It’s like sculpture vs painting, each has it’s own feature set however virtual worlds give us the ability to merge these like never before and this is where I believe Apple’s virtual world will play. It will push games into their next stage of evolution just as they did for the mobile Internet.

Platform for real time story artists

You just have to look at Xtranormal to see what is possible. With Xtranormal moving making is simple and completely digital. It isn’t much of a stretch to see it become real time with interactive or immersive story. AI technology is also improving, it’s not at the point where users can freely talk with chatterbots but in the hands of an artists a few constraints could unlock their potential. The technology is there,  real time story artists have just never had it all brought together into a platform.

Think of it this way, the traditional carnival is full of games. Darts, the ring toss, and more. Rides were added, but it wasn’t until Disneyland opened that it truly entered into the story world. The App Store made it possible for game developers to create more games but an Apple virtual world could make it possible for real time story, for a Disneyland of story experiences.

Is Apple building one?

Well I’ve speculated a lot on what Apple would do if they built a virtual world, but is there any evidence that they’re building one? Not really, but then again Apple is one of the most secretive companies in the world. They just announced plans for an East Coast data center, which makes you think as virtual worlds are very processor intensive. Apple also isn’t saying what the data center is for nor how big it is going to be.

Real time movie making with Xtranormal

XtranormalOne of the more exciting companies I’ve come across recently is Xtranormal. It’s a great example of where I see the future of entertainment going.

Movies have been digital for a while, but Xtranormal moves the entire creation process into the digital realm. Newspapers went fully digital with the Internet and look what it did for them. I’d expect even more for movies.

People’s first foray into scripted movies is usually as part of a class project. Going through the motions you quickly learn how incredibly time consuming it all is. Your friends, now actors, are difficult to organize let alone direct. Having a script would be helpful but most people start without one. The biggest lesson you learn is that re-shoots and last minute edits take up more time than shooting the original footage. It simply isn’t an easy medium to work with and in the end you settle on something far below your original vision.

Edit and re-shoot in real time

Being fully digital changes much of that. With Xtranormal the actors are completely virtual, using text to speech for their dialogue. Even the camera and editing can be automated. You can build a film in less than a minute. Granted the text to speech is still a little rough and there are only a limited set of characters and sets, but the technology will only improve with time and what you gain can be much more powerful. For one, you can all but do away with those pesky re-shoots – you can create a movie in real time if you’d like.

Open source movies

Xtranormal also enables you to set a movie as being open – open for others to cut, remix, do whatever they’d like with your original work. That’s taking fan fiction to a whole new level and truly powering mass amateurization as defined by Clay Shirky.

Movies as a continuous evolving product

Editing movies in real time also changes the concept of a finished product. Think of a movie being in Beta. With edits and re-shoots being this easy it’s possible to also employ continuous deployment and continuous learning as advised by Eric Ries and his Lean Startup methodology. Think of split-testing not just a new ending, but a single line of dialogue. Truly the movie itself becomes a continuously evolving product.

It’s all about the level of content

I’ve seen other similar tools like GoAnimate but none use text to speech and the 3D aspect certainly puts Xtranormal a step above. That said however, Xtranormal will succeed or fail based on the level of content created with the tool. There are only a limited set of characters and sets to choose from so you’re story will be pretty confined to talking heads but with a little creativity I’m sure you can work around that and the roughness of the text to speech. I just started a project to try and experiment with interactive story using Xtranormal, hopefully others will start experimenting with it as well.