Exploring the Evolution of Virtual Worlds and the Metaverse
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Chapter 1: A Brief History of Virtual Worlds
The concept of the Metaverse isn't new; it has been evolving for decades. Many individuals find themselves yearning for an escape, much like the characters in "Ready Player One." The desire to transform one's identity, to experience a life that feels more exciting or fulfilling, draws many into virtual spaces.
The First Virtual Habitat
The inaugural virtual world, Habitat, was developed by Randy Farmer and Chip Morningstar, debuting in 1986 via Quantum Link for the Commodore 64. Initially released by Lucasfilm and later by Fujitsu in 1990, its graphics may seem outdated today, yet it captivated its users.
Why Fujitsu? During the 1990s in Japan, Habitat offered a unique platform where individuals could select and personalize avatars. Users had the freedom to change their avatar's appearance, ranging from realistic to whimsical, and could also customize clothing colors.
Interactions in this world were diverse, including chatting, whispering, dancing, and even hugging. This platform granted users, especially women, liberties not typically available in their everyday culture. While there weren't grand battles, there were plenty of opportunities for friendship.
WorldsAway: The Internet's First Metaverse
Between 1995 and 1996, I held the role of software engineering manager at Fujitsu Cultural Technologies, where I had been for four years. After acquiring the rights to Habitat, our team, including Farmer and Morningstar, transitioned it to Compuserve in 1995.
As the World Wide Web gained traction, we decided to adapt our platform for internet use, leading to the launch of WorldsAway in 1996, marking the internet's first true metaverse, with Kymer as its initial environment.
What made WorldsAway unique? It allowed users globally to create accounts and immerse themselves in a new realm, adopting new names and appearances while forming new connections. Although the avatars were somewhat rigid by modern standards, the focus was on socializing rather than combat. Some users even found lifelong partners through their interactions in Kymer.
Though Fujitsu struggled to achieve financial success with this venture, it persisted in various forms for over a decade.
Second Life: Advancements in Virtual Interaction
In 2003, Linden Lab introduced Second Life, a more advanced virtual environment with enhanced graphics. This platform not only emphasized social connectivity but also incorporated a financial component, remaining active today.
The Metaverse: Shaped by User Imagination
Our quest for connection continues, whether it's through crafting an avatar to make friends or engaging with characters in games like World of Warcraft. While we can don Meta’s cumbersome headsets, we can also soar on dragons in our gaming adventures.
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Chapter 2: The Future of the Metaverse
In this insightful video, "The Metaverse and How We'll Build It Together," industry leaders explore the collaborative efforts needed to shape the future of the Metaverse, emphasizing community input and innovation.
Mark Zuckerberg shares his vision in "Mark Zuckerberg: First Interview in the Metaverse," discussing the implications of immersive technology and its potential to transform our interactions.