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I’ve blogged in the past about Future Vision and the coming Decade of Ubiquity and my predictions for what might occur between now and 2012, which is a bit beyond the current crop of 2010 predictions by some really smart people as aggregated by Games Alfresco. I’ve always had a knack for thinking ahead, and more often than not, I’ve been too early. I started a company in 1995 to build the first real-time 3D MMORPG (during the days of VGA and 2D sprite “3D” graphics) with a strong emphasis on social gameplay, and in 1999 I was evangelizing the digital nation as a virtual world community platform, and in 2000 I shifted to 3D interfaces to the Internet along with virtual goods and microtransactions, and I made a scathing indictment of online worlds and MMORPGs back in 2006 about the decline of that industry’s craft and lore which many people are finally beginning to see and agree with. Of course, back then many people attacked my point of view (notice the low rating of the book and comments on Amazon.com).
2005-2006 was around the time I was designing Immortal Destiny, which was meant to be a true next-generation virtual world and MMORPG. The whole world was designed to be AI-driven and a fully adaptive and evolving ecology that would change based on what players did (or did not) do. We even found some really interesting genetic computation algorithms that we were going to leverage as sort of an artificial life intelligence to control many of the game systems and mechanics. The full scope of the world was to give players the chance to finally be important, and the drivers of the story, on both micro and macro levels, instead of just churning through static canned content. There are a lot of other problems with MMORPGs and Virtual Worlds right now (which I addressed in my book, and are still relevant). Sure, some games like World of Warcraft are successful financially, but they could be so much MORE successful, the market could be bigger, and games could be more engaging and interesting.
Anyway, I tried finding funding for Immortal Destiny, but at the time, I just couldn’t do it. Much of the interest in the industry had moved on to casual and social games and worlds, large MMO projects were getting shut down left and right (remember Sigil and Perpetual Studios?), and it seemed that the only way to find funding was if you were a baseball star or a former employee of blizzard (regardless of what you actually did there). So, I made the call and suspended development. Sometimes, if you aren’t getting any traction, it is best to stop and move on. I still plan on creating Immortal Destiny and shaking up the game industry, but unless one of my blog readers has $20M to drop (and no, you do not need a $500M budget to blow the industry out of the water), I’ll be self funding this in the future.
So, back to the topic. In mid 2006, probably around August when I was at the beachhouse on our annual trip to Topsail Island, and was making the decision to close the doors on the MMO, I started thinking about technology. What the obvious trends were, what trends were developing in the underlying currents of various industries, what was happening on the internet, in virtual worlds, in games, in social media, in mobile, in hardware, software, telecom, etc. etc. This is about the time where I discovered QR codes, Datamatrix, and found a handful of videos about augmented reality on youtube.
I admit that this was a huge surprise to me. The beginning of my career in interactive media was in the very early 90s at the first virtual reality arcade game company in the US (Alternate Worlds Technology), so I was quite familiar with all things virtual reality, which is not a huge leap from augmented reality. I didn’t think that the state of things was as far advanced as it seemed to be, and certainly not accessible. After a bit more research, I discovered ARTag, ARToolkit, DART, and a few other things. I immediately saw the potential here, and a lot of old ideas came flooding back.
To me, the full potential of augmented reality can only be realized when
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