Like
a lot of other people, I read Neil Stephenson’s novel Snow Crash back
in the mid-1990s (along with other staples like Neuromancer
and the still-applicable True Names). Like many, I was entranced by the idea of
digital avatars with detailed facial expressions (something we were working on
in 1995 and continue to today), and by the idea of the ‘Metaverse’ – of having a digital home in
a bustling virtual world that was somehow entirely immersive, that moved beyond
visual and auditory to the kinesthetic. I was so taken with the idea as
presented that I was willing to overlook its technical faults, and like so many
others, dreamt of a huge all-inclusive world.
Many
people continue to hold out hope for some Snow Crash analog as an
all-encompassing virtual world: mostly this is discussed as the transfer of the
Web to a VW, typically imagined in 3D, sometimes as a vision of something like
Second Life (albeit more open, more interesting, with better performance, and
maybe less of an emphasis on sex). This Snow Crash Metaverse is the online equivalent
of the “flying cars” view of the today as seen from 1935. The latest installment in this vague,
hand-waving exercise in techno-fantasy comes to us in the Business Week
article, "Just Ahead: The Web As A Virtual World,” which
enthusiastically describes the typical justifications for a 3D Web – buying jeans
in 3D, walking from one web site to another, checking out a 3D virtual mall or
hotel room, etc. – without more than a glance at the crippling issues and
inefficiencies pipedreams like these present.
So
it needs to be said: Death to Snow Crash. Death to the sugarplum visions of the 3D Web World that dance in our
heads. It’s time to move on.
Now
I know Business Week is the mainstream media, writing for people who mostly
don't spend their days up to their necks in virtual worlds. I also know
that there’s also a more informed group of people (some of them readers here) actively
working on a ‘Metaverse Roadmap’ or toward a ‘3D Web,’ and that any criticism
of this grand vision may seem like nothing more than curmudgeonly Ludditism. And it may well be that elements of 3D worlds
will find their way onto the Web. But
overall, I think the vision of the unified 3D-Web-Metaverse is one rooted in
the past, not looking to the future.
If the ascendance of the Web and especially the changes brought by Web 2.0
sites, applications, and tools show us anything, they show us that the view of
the Web as a singular thing is a
mistaken continuation of an older centralized view. It also leads to the imposition of a set of
inapplicable geographical constraints: information isn’t about place, and the
Web doesn’t have a geography. We call
this collection of online sites “the Web” for historical reasons, but it’s not
really a web; it’s not even a unified thing like the virtual planet envisioned
by Stephenson. Linking two html “pages” (another construct of convenience) does
not create any form of geographical proximity. The Web may in fact be the least
Euclidean, spatial, geographical construct ever made by humans.
Centralization
isn’t the future; flexible decentralization is. Rather than trying to force-fit the Web into a Pangaea-like singular
Metaverse (a huge sphere handed down from on high by the central authority of
the ACM in Stephenson’s fictional world), we would do better to consider the
future of many distributed worlds, some large and some small, some interactive
3D and some read-only 2D, and how they might combine into a mosaic of
independent but potentially interrelated items, sites, and places.
How
do we get beyond the walled gardens of today’s virtual worlds? I don’t know. Yet. I’ve seen a few hints, but
we have a long way to go. Maybe Vinge
had it right with his archipelago of isolated but connected worlds in True
Names; or maybe Gibson’s abstracted general cyberspace view giving way to
internally more lavish worlds is more visionary and accurate. Or maybe – most
likely – it’s something none of us have thought of yet.
But it’s not the “3D Web.” It’s not the Web as one big virtual world, or
loading down typical web sites with the overhead of 3D spaces and expecting
avatars to walk from one to another. The sooner we free ourselves from that
fictional, limiting, inapplicable, 20th Century concept (and stop
promoting it in the mainstream media), the sooner we’ll have a good chance of
inventing the future, rather than being stuck trying to re-invent a vision from
the past.
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