I am wary of narrative BS driving tech trends.

Storytelling only needs to *feel* like it makes sense. But it never needs to produce solutions that function in the real world.

For those interested in the metaverse, VR, AR, etc, it is worth looking back at 'virtual worlds'
Virtual worlds had a clear narrative example that almost everyone referenced, the Holodeck.

There were over 50 episodes that described in lush detail the types of experiences you could have in a virtual space.

People watched them. And imagined 'what if this was real?'
The result was a flurry of investment in virtual spaces. 3D avatars, 3D chat rooms, 3D malls, 3D platforms. Remember VRML?

They were building what they'd seen.
It almost all failed. Quite dramatically. Why?

A writer's goal is to deliver a great story. In doing so they build in assumptions and constraints that may not be true.

The pop-culture constraints underpinning virtual worlds were bogus. Non-functional dramatic trappings.
False constraints
- You need 3D avatars. Star Trek needed 'real' people because a TV show needs actors.
- You need synchronous communication. Again TV shows benefit from scenes w people talking in real-time.
- There must be roleplay. Duh. The holodeck was literally theater😂
The world WAS taken over by virtual spaces. But they looked like social media.
- Async
- Trivial identity methods. Mostly a name
- Rich non-textual communication aka emojis.😎

All pragmatic, low-cost solutions to real-world input and logistics issues. <1% narrative BS.
It is fine to be inspired by fiction. Its purpose is to light a fire in our hearts. But it is *not* a blueprint.

And fiction LIES; deep subtle lies that prevent us from seeing the nuts-and-bolts reality of what we need to build.
(A pithy version of all this: "Icarus is a great dramatic story, but a poor blueprint for building a commercial airliner. Inventors who never questioned the 'obvious' need to use feathers and wax failed before they started.)
What is the narrative BS that you are using as blueprints for VR, AR, and the metaverse?

What are the unquestioned lies that exist for narrative purposes, but have no place in building functional real-world solutions? No matter how much they thrill your heart.

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More from @danctheduck

5 Sep
History is littered with the twitching corpses of cash-rich outsiders who looked at games and said, "All we have to do to win is the EASY PART: Make a game."
"I invested billions in this cool hardware! Now let's do the EASY PART."
"I have this great movie IP! Now let's do the EASY PART."
Read 7 tweets
14 Feb
Every once in a while I return to an older essay to see if I still agree with Past Me. This is one on reaching broader audiences, multiplayer and how games achieve cultural significance.

lostgarden.home.blog/2009/11/30/thr…
In the ensuing years, the market shifted rather decisively towards many of these trends.
- Multiplayer is now a dominant driver of revenue.
- Streamers market the emotion of gameplay
- Mobile and casual markets exploded with some games reaching hundreds of millions.
But as is the lesson with most technological shifts, it is a matter 'And', not 'Or'. We still have single players games. We still have traditional male markets. We still have niches who feels ignored by the broader culture.
Read 4 tweets
13 Feb
A great blindness of technologies is how easily they are coopted by systems of values.
The Internet, for example, is this wonderful bundle of connectivity technologies and standards.
But despite early marketing, there is nothing inherently about it that makes it Open. Or Free. Or Good.
These were true. Until they weren't. You can censor the internet. You can use it for evil. You can twist it to the needs of a specific regime.
Read 11 tweets
9 Feb
Scaling human systems beyond the natural constraints of how humans scale is almost always unethical.
Some natural human constraints that I've looked into seem to be:
- Number and strength of human relationships (Dunbar)
- Rate at which relationships and trust develops
You can't just 'friend' someone and make friends. That may work for a database. It does not work for human biology.
Read 9 tweets
30 Dec 20
The joke goes: An expert game designer is 20x more effective than a newbie. They are correct 20% of the time instead of 1%.

Why are game designers wrong 80% of the time? 🧵
Sometimes they are wrong by a little. Sometimes by a lot. Is it poor planning? Are they morons? An expert painter does not produce a completely broken picture 80% of the time. Why is this so hard?
I lay a lot of blame on the much larger gap between authoring a thing, experiencing the thing and revising.
- Many types of media (like drawing or painting) allow for real-time 'self-playtesting' with the author as the playtester.
- Game design does not.
Read 20 tweets
7 Jun 19
Read the Spirit AI interview on RPS with interest. It shows how hard it is to have a conversation about community moderation.

Three perspectives:
- Wronged user
- Moderator
- Social designer
1. User perspective: "I have been wronged/abused/etc. Mods should make it stop immediately. They are clearly in the wrong from a unarguable moral standpoint if they do not." Black and white, zero wiggle room.
2. Human mod perspective: "OMG, torrents of comments. Cold reality: It is very difficult to track all conversations, reports, etc. We do our best, but often even minor games would need lots of human bodies just to keep up with players 24/7. Budget is a thing too."
Read 16 tweets

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