For the last six months I have been saturated with virtual world experiences. In addition to more than 20 years of multiplayer gaming as an avatar, I have tried to focus a lot of my time in recent years on other types of virtual world experiences. I have visited There.com, Kaneva, Active Worlds, Second Life, World of Warcraft, Whyville, Yo Ho Ho! Puzzle Pirates, and vSide. Thanks to Metanomics and Life 2.0, I have listened to presentations by the CEOs or CFOs of Second Life, There.com, Kaneva, Forterra, and Whyville, in addition to leading academics and developers in the field — Nick Yee, Raph Koster, Howard Rheingold, Richard Bartle, Edward Castronova, Julian Dibbell, Benn Konsynski, Nicole Yankelovich, Robert Bloomfield, David Wortley, and IBM’s David Levine.
Here is my take on the 11 biggest disappointments participants are finding with virtual worlds today:
Users:
- No start, no finish
- Avatars cannot be moved between worlds
- Lack of facial expressions and body language
- Griefing
- No reputation system
Organizations:
- Unengaged management
- Touch and go companies
- Lack of imagination
- Expecting virtual worlds to become new markets
- Security
- Intellectual property protection
Users
1. No start and no finish. Virtual worlds are not a game. There is no beginning, and no final battle with cinemagraphic cut scene to mark the end of play. World developers need to be more sensitive to how strange the virtual world environments and avatars are to newbies. Not everyone has been a gamer and learned keyboard movement commands. My mother is a good example to keep in mind, and yours probably is, too. It’s very off-putting to many newbies to complete the orientation training, and move into the mainstream of the world…and have no place to start and nothing organized to do! Many people I have brought to this experience have said, “Now what am I supposed to do?” after finishing their orientation. They simply don’t know where to go or what options exist, especially in worlds as large and varied as Active Worlds and Second Life. They don’t know where they are in the continuum of the virtual environment. Perhaps an “advanced orientation” exploration quest could be developed — where newbies are given a choice of 12 varied destinations and asked to complete a visit to five of them and win a prize. It would ease them into the mainstream better, because they would have a purpose, plus they would gain a frame of reference upon which to determine what they might personally like to do there.
2. Avatars cannot be moved between worlds. Time invested to develop and customize an avatar and its persona is wasted when the human leaves that world. Once we dress our avatar just the way we want, and fix their hair, shape, color and wardrobe exactly so, we have to start over in any other system — often with a more rudimentary or less expressive avatar. Wouldn’t it be nice if my Second Life avatar could put on her elven armor and pop over into World of Warcraft to be a fierce druid warrior for a few hours? Or if a Klingon from Star Wars: Galaxies could slip into a business suit and attend a corporate business meeting, then return later that night to the intergalactic battle?
3. Lack of facial expressions and body language. There.com has some limited lip synching and eyebrow waving for live speech, however, it is not close to real synchronization. To get users fully engaged with their avatars, the avatars need an almost unlimited number of choices for customization and self-expression. Most (all?) avatar systems have special animations that the human behind them can activate manually or macro in a sequence, but the avatar technology doesn’t yet let the avatars respond automatically and appropriately to audio or visual cues in the environment, such as the approach of a friend or a surprise. Expressive abilities are being developed now by companies like Danish RealXtend.
4. Griefing. Whether it’s putting ugly, flashing and rotating aerial advertisements up in a quiet and beautiful residential community, or using powerful devices to push avatars around against their will, or crashing a business seminar and being obscene continuously in the back channel chat, some players simply enjoy trying to dominate others. I observed this last week in a Metanomics presentation broadcast from There.com. A person in Second Life spent most of the hour making angry and sarcastic come-backs in text chat to practically every statement the There and CosmoGIRL presenters made.
5. No reputation system. Who are these people? Maybe Amazon.com and Ebay have spoiled us, but I would like to see a permanent reputation meter attached to each avatar that represents the community’s evaluation of their contribution and trustworthiness. Good rep? Better prices, invitations to exclusive events, unique items, special permissions. Bad rep? Booted out of groups, unable to buy land in desirable areas, muted in public presentations, display of a “caution” mark on their avatar. Activities could be provided to enable griefers to improve their reputation, like staffing a booth for a non-profit event in the virtual world, taking newbies on inaugural tours, or donating creative time or money to helping others solve problems.
Organizations
6. Unengaged management. Executives and managers who personally have little experience with virtual worlds or multiplayer gaming are challenged to make the leap of faith in a space where top-down control breaks down, where it is *fun* to participate in getting work done, and where the young or the IT department are suddenly the experts. That’s one reason why we see the leading technology companies engaged and few of the old line businesses — their managements have much more experience and are quicker to see the value and potential. Companies like IBM, Intel, Circuit City, Best Buy, Cisco and Rezzable are making big commitments because they can see the virtual future more easily and because they value innovation.
7. Touch-and-go companies. Organizations that go into virtual worlds to experiment and learn how they might apply to their business, pack up and leave after a minimal time there. Whether they have learned what they need to know or whether a “rogue” group within the organization set up the venture and then gets shut down, these organizations do a disservice to themselves and to the community they participated in. Instead of treating virtual worlds as potential new markets, and pulling out when the traffic numbers drop off, see what other lessons can be learned there. It’s not business as usual in the metaverse. Companies that make a long term commitment to the future of virtual worlds will receive value in ways we can’t fully comprehend today. Look at IBM. They don’t see avatars as customer traffic but as allies in inventing the future. They are investing in experimentation with the world and creating new products and expertise, which have made them the dominant voice in this space. That can only result in new customers who seek their expertise, both now and in the future.
8. Lack of imagination. Replicating the real world in the virtual world is a beginner’s mistake and works against the virtual world experience. Is there anything gained by having an avatar navigate frustrating tight corridors and low ceilings and doors that have to be opened manually, just because that is faithful to corporate headquarters? Avatars can fly! There is no weather! Keyboard navigation is clumsy! Avatars don’t get injured! Why not have open ceilings or permeable walls or instant teleports to distant locations? Why not put up presentations on giant screens outdoors that can be manipulated by the users instead of the presenters? Why not enlist visitors in developing a new product or service? Why not simulcast meetings held in the corporate auditorium to avatars in the virtual world (and broadcast the avatars back to the auditorium)?
9. Seeing virtual worlds as new markets. Marketing is something organizations understand, and virtual worlds are not. Corporate people who want to sell a new idea internally usually tout something’s marketing potential and how competitors are already engaged. While claiming that the people inhabiting virtual worlds are a good new market, marketers risk disappointment with the results if they truly expect traffic to make a difference. It’s just too soon in the maturity of both technology and users. We can’t justify participation on that basis yet. Companies that are making money or gaining new customers are selling services in the virtual world for use in the virtual world. In other words, small change. Virtual world traffic is simply too low for real world marketing impacts, although it is expected to develop dramatically in the next few years.
10. Security. While some corporations have become excited about the possibilities that virtual worlds offer in education, collaboration and creativity, they have had to confront the reality that the level of security they require for business or other confidential transactions simply doesn’t yet exist. Groups like the Open Source initiative, the Software Freedom Law Center, and Open Source Applications Foundation are working to develop greater security, user authentication and single sign on. They are confronting proprietary technology platforms, inconsistencies in database design, data transmission, and confidentiality by moving toward open source code and interoperability of avatars. These are years away, so in the meantime, most organizations have moved virtual world technology behind their own secure firewalls and continue to develop it there. This is unfortunate, since it removes important and valuable users and innovators out of the mainstream; however, Sun Microsystems’ Wonderland technology may provide a way to bridge both proprietary and public access. You can listen to a recent virtual panel discussion on these issues on UgoTrade’s blog.
11. Intellectual property protection. Content creators are rightly concerned about ways to protect their objects, code and writing from theft. Copyright laws are being challenged in new and unexpected ways. If you lose a virtual item, was it actually yours, or did it even exist in the conventional legal sense? Does the owner of the software code that runs the technology of the virtual world and the tools used to create an object actually own the object, especially if the user is participating via a “free” account? If an object is sold to another citizen of the virtual world, and the creator takes the currency for it but doesn’t deliver the item, what is the proper legal jurisdiction for making a complaint? Do copyright protections cover virtual items that may not be viewed to exist? Has the author lost any claim to ownership by allowing the item or texture to be widely distributed in the virtual world? The complexity of these issues makes it daunting for artists and developers who want to create for the virtual world. The World Economic Forum in Davos even had a panel on this topic last January — “Virtual Worlds: Fiction or Reality“.
We are increasingly a visual society, and young people already in the marketplace, as well as those who are just being born, will demand that traditional ways of doing business or having social interactions change — just as each upcoming generation has always done of its elders. The latest research is saying it’s not “if”, but “when” virtual world technologies become normative, and the dizzying number of Web 2.0/Web3.0/collaboration/standardization initiatives support it. Those in positions of authority today can’t afford to put their heads in the sand, or, as the Worldwide Web did to many Luddites only a dozen years ago, they will find they are trying to make buggy whips when everyone is driving Model A Fords only a few years from now. It’s time for leaders and aspiring leaders to become knowledgeable of virtual worlds and to contribute to making them the positive and constructive platforms they will become. How? Find an independent consultant who is not sponsored by a technology platform, and get the person to help you think through your own needs and options carefully. Or, if any of these disappointments really resonate with you, take one of them and start a crusade to change it! There are reputations and careers and satisfaction to be achieved by those who get involved now. This is the ground floor of a groundswell. It’s where the rubber meets the clouds. He who has ears, let him hear.