We spend a lot of time working in or evangelizing the virtual online and the future of the 3D Web. We have already made the jump beyond the snags that catch most people. What is really holding the average person back from enjoying virtual online experiences? It is not just one hot issue that is holding back the revolution for the 3D Web. There are a set of interconnected problems blocking people from enjoying this brave new frontier online, that pretty much all need to be solved at once. Although I would say that in my list below that the first two are most urgent and solving them gives some uplift to users and might encourage them to have hope. Of course, these are not the same issues for the early ad0pters–who already got passed the hurdles and can answer the “so what” question. Simple fact is that mainstream online users can deal with 2D stuff, watch videos, chat, skype etc, but virtual, immersive is still very new to them–even in concept.
I was hoping to keep the list to 5, but I think following seem to be the 6 main roadblocks on why mainstream online users are not diving straight from Farmville, GTA, WoW into OpenSim-powered Virtual Online Experiences:
1. HOT ISSUE: Hard to Access
I was with some Noobies the other day and it was painful to watch them try to get oriented on using their avatar. They were not gamers and the whole 3D spatial thing was a big shock. I was about to puke on the floor as they spun their camera all over. However, after about 45 minutes helping them get around and customize their avatars, they seemed to get the main ideas. Some people think this is part of the “1 hour” experience challenge, but actually it is the first 10 minutes where they get so frustrated they close it all down and swear about how impossible it is. I guess even with 3D movies, people complain about getting headaches and you don’t need to navigate anywhere. The reworked SL viewer, while usable-ish, really is not an ideal solution. We are hoping our plans for using Unity3D will help here.
Even beyond all the tech issues, the people I was with had a lot of trouble with figuring out where to go and what to do. They wanted web pages to explain it all (which we even have and with video tutorials), even when there signs and info inside the virtual areas. They really just have too much coming at them all at once.
And people are wary about downloading new stuff–even if they have skype, java, virus protection, air apps and other stuff on their machines. People don’t even like to get new browser plug-ins, which is way Unity3D is trying to get pre-loaded as part of Chrome.
Nonetheless, I think people would deal with this HOT ISSUE if point 2 below were clear to them–>
2. HOT ISSUE: Compelling Content
In general, the gripe from the uninitiated is that there is not enough to do and/or that the content created is low quality. The content in total though, is probably not any worse than the rest of the web. Really what people seem to be saying is that they can get content other ways and dealing with the 3D, immersive is not worth the hassle (see point 1). I call this factor the “so what?” which challenges the early adopters to answering the reason for why something is interesting to these followers.
We have a lot of new, amazing content on the Heritage Key grid–more than 6-8 hours worth of high quality fun learning stuff. We are also running live events regularly. But people don’t know what they are missing and then when they give a try they hit point 1…
3. Improve Performance
Once you can get Noobies over the line to being at least basic users, then they will start to hit some of the performance issues. Even though some causes for crashes are due to firewall or are bandwidth related and require other types of admin support.
While OpenSim has made a lot of progress in the last year in terms of how well it works, there is still a long way to go. I am sure a better matched viewer would also make the complete experience better. We can design around a lot of the weaknesses, but frankly a better physics engine would also be…a lot better. Improving the concurrency at reasonable content load will also help a bit.
The avatars are also still quite limited and stiff. In the first instance this isn’t a major turn-off, but certainly more fluid, smarter and more realistic avatars will increase interest.
4. More Interesting Places to Visit
People will need to have a stronger sense of the broader, more varied set of experiences out there for them. The only way this can really scale out to the web is by having more and more content across more and more grids made by more and more people. It will need to be more than just empty regions to get people engaged.
5. Increased Features
OpenSim is short on a few key features right now — micro-payments and voice in particular. Sure there are ways around this, but it isn’t that easy or works in a very robust way. There needs to be a larger developer community thriving as part of the ecosystem.
6. Movement Between Grids
Once each Grid is more capable, then people would probably find it exciting to move between them. Moving between grids is a lot more complicated and potential more rewarding than zapping between web pages. The “closed world” destination is just too constrained. We are not sure that hypergrid is the right kind of solution as it doesn’t give the grid owners the right set of management or security tools.
Massive Numbers of Users
My guess is that there will be 600 million people around the world that by 2012 could potentially access 3D Web experiences. It will be really hard to sit next to all of them and pull them across the first 10 minutes of their virtual skill and orientation ladder.





