Collaboration, Deep Thoughts, Identity and Expression, Privacy and Protection, Second Life, Virtual World Platforms

Sources of Innovation: Metaplace, Second Life, OpenSim and Rights

Raph Koster announced that Metaplace will use his heralded Avatar Bill of Rights as the foundation of the Terms of Service for Metaplace. And in so doing, Metaplace has put down another marker that will shape the experience, and thus discussion, over the evolution of virtual worlds.

Does the TOS Matter
But why does it matter? I mean – let’s face it, for the most part you sign up for these worlds, you skim through or bypass the EULA, which is really just a bunch of legal mumbo jumbo, you click “accept” when that Code of Conduct or TOS thing pops up, and you’re off. Most of the time, it will never make a tiny bit of difference – you’ll never be abuse reported, you probably won’t know anyone who is, and the times when it DOES happen it will seem like, ‘duh’, “don’t take my stuff” or “don’t hack the code” kinds of things.

And in most cases, the TOS is irrelevant anyways – we sign up for all these games and worlds and rooms and social Web 2.0 things and promptly lose interest, so our EXPERIENCE tells us that in 95% of the cases we can bypass the TOS because we’ll never get that invested in the space anyways.

But then again, we also discover, when we DO get invested in something, that this stuff IS important, and we only have to glance over at Facebook to see how policy impacts community, and how it gives rise to dangers and restrictions related to stuff that can actually matter – stuff like my identity, privacy, who owns what, and whether I can take it with me.

You change the privacy policy and all bets are off. You can leave (although taking the “stuff” with you isn’t going to happen, so you have to leave it behind or jump through hoops to get your account deleted), or you get USED to it, and then we’re not always talking about just you and me making compromises on what we once believed were fairly secure principles about our digital identities in popular spaces, now it’s a benchmark or standard for the wider community.

We Don’t Know What It Means Until It Means Something
The problem is that we’re not generally in a position to parse the implications of the TOS when we START a game, or enter a world – we don’t understand the mechanics of it all yet, we don’t know whether we should care about property and IP rights because we don’t know whether we’ll even want to make stuff and sell it or own it. Or we don’t know whether it’s some kind of Wild West (as Mitch called the early phases of Second Life which means, um, a year ago) in which freedom of speech and cutting people up is the lingua franca or whether it’s meant to be more perky, or polite, or like a high school dance over on There.com.

And it doesn’t make a lot of difference anyways, because even if we KNEW how the whole thing was set up and we read “Making Your Second Life” or “Second Life for Entrepreneurs” or whatever, and we faxed the TOS to our lawyers, we also know, intuitively or by direct experience, that the TOS will only be as good as how it’s enforced and interpreted. It’s like jay walking – there might be a law against it but in one city you’ll be thrown in jail and in another city it seems like part of the culture and the cops aren’t about to interfere with our inalienable right to freely step into traffic.

OpenSim Is Making Stew
The most interesting development in virtual worlds today isn’t interoperability between OpenSim and Second Life, or the emergence of “browser-based worlds”, but is instead in the emerging philosophies, approaches and mechanics arising at the intersection of games, social media, and virtual worlds. This intersection is best exemplified, I think, by looking at Second Life and Metaplace, one because it has a track record of struggling with these issues and a particular mindset, and the other because, well, it’s Raph, and Raph knows games and Raph knows MMOs.

Now, I still firmly believe that OpenSim is the current hotbed of technical innovation (outside of chips and their impact on 3D rendering, about which I’ve frequently posted). And I won’t get into a debate right now about why I think they’ve moved beyond “copying code” – I touched on all that in my post and follow-up comments by Prok and others. I do believe that OpenSim is pushing the envelope on technical innovation. They’re integrating, modularizing, adding and enhancing at a pace I haven’t seen in other virtual world spaces – whether the open source ones like Croquet and Wonderland, or the closed ones like Icarus. (I’ll give passing credit to Multiverse and Mycosym for trying).

But technical innovation does NOT necessarily mean that it will be transformative innovation. That kind of innovation will emerge when the technology gets used by actual people, and the OpenSim folks take the attitude of ‘build the code, and the policy will follow’. Whether they can actually pull this off, I’m not sure – by building a buffet, this will lead to a mish mash of policies, and quite probably a tendency by the folks who deploy grids to default to the lowest common denominator protections for their users simply to stay competitive.

On OpenSim, we’re all supposed to construct our own policies, and as a result there won’t be the sort of aggregated learning that would come with widespread adoption of a few principles – we risk ending up like much of the Web, where keeping some sort of control over your identity or following the privacy policies of every Web site, or trying to get some handle on spam is now out of our reach. It will be a lot like ACCEPTING a TOS – who cares really, it will only matter when it matters, just cherry pick a few things and throw up a TOS, you can always modify it later, or deal with copybots on your own schedule, and who’s going to come after you anyways? The shoe makers?

The closest OpenSim seems to be getting to some sort of policy innovation is through thinking about the mechanics of transportability and protection of objects – but so far, as best I can tell, we’re still at the thinking stage and a lot of gabbing on listservs about lawyers and clause 4.2 and snarky comments at office hours.

What I find ironic about this is that an open source platform, by lightly skipping around policy as a structural underpinning of the ‘platform’, will more likely end up being more frequently deployed as closed off and locked down. OpenSim is creating passcode protected Intranets, whereas Metaplace is more likely to end up visibly ubiquitous.

Webby Worlds Aren’t Worlds
At another end of the policy spectrum are browser-based worlds which are generally sticking to the tried and true, paternal “Thou shalt not” model, the same one that Raph argued against for MMOs, an attempt to rein in the game gods and their ban buttons. One of the most intriguing recent developments was Lively and I previously wrote about their struggles with the TOS, enforcement, and ‘adult content’.

But there’s something important in this. I recently suggested that most browser-based worlds are entertainments, and that as entertainments they have a short shelf life. And I’ve been struggling to articulate why I think there’s something broken in the idea of “bolt on socializing” – the idea that if you give people something entertaining to do, and then give some tools to talk or socialize around that activity, that this is wrong. I mean – it makes sense, right? Create something fun, people will cluster around it, fun will arise, communities form, the platform owner wins.

And I think I’ve partly cracked that nut (although I’ll wait for a future post to explain, I can only write so much, right, and you probably didn’t even make it this far).

But to cast one angle on it, in this context at least: if a site doesn’t have a need for a robust social or economic policy to make it work, it’s probably a publisher and not a world, and in this day and age publishing proprietary content is expensive when there are so many other fun things to do, like watching Sarah Palin spoofs on youTube or writing tiring and lengthy blogs.

The Fields of Innovation
When I put Second Life and Metaplace head-to-head I was looking at two competing (although complementary) views of how the metaverse will unfold. You either view the Web from a world, or a world from the Web (OK, or a phone, or a digital billboard for all I know). That over-simplifies it, I know – because you can have mixed reality and alternate viewers with Second Life, and you can have “distinct” MMO destinations arise from Metaplace. But it’s a philosophy of how the technology facilitates the expression of 3D space.

I extended the implication into the question of whether this meant we would stop seeing virtual worlds as places:

But it leaves a question: are virtual worlds places? Or will the technologies that enable 3D spaces become so ubiquitous that we’ll stop thinking of them as distinct places? Because in Raph’s view, the tools and technologies to create 3D artefacts, the system for managing your avatar and identity should be EXPRESSION-agnostic. In other words, we should have the tools for creating content and then be able to seamlessly publish that content to cell phones, browsers, Flash, separate clients – whatever, it’s not the viewer, it’s in the engine from which content is derived and creating standards and tools for expressing the content from that engine.

But in both cases – Second Life and Metaplace, the truly deep innovations arise (or will arise) because of the intersection of policy, protection, identity and economies.

And maybe that will happen on OpenSim as well – at least anyone can grab a copy and give it a shot. Their focus on code followed by policy, and their attitude of grabbing “best practices” from the rest of the Web (Live ID? PayPal? Are THOSE what they mean by best practices?) leaves me waiting for – well, it leaves me waiting for the rest of it. And every time I hear a Linden go on about spatialized voice or 3D cameras or brain wave machines or whatever, I get a little shudder – because I start thinking that the Lindens STILL haven’t learned their lessons.

As Hamlet so eloquently pointed out in the Making of Second Life – most of the innovations in SL didn’t happen because the Lindens came up with some new gadget, but because they executed policy, or unintentionally introduced policy through technology, and the result was unexpected. Issues arose. Wars broke out. And I’m sorry, but wars don’t break out because you have a 3D camera, they break out because of the sometimes subtle and sometimes monumental impact of how a world is managed, the tools you use to do that, the codes and policies you have in place to reference it, and the interpretation and execution of your enforcement models.

We’re not at the cusp of being able to fly through a virtual sky here. This isn’t the beginning of a new generation of casual games. Social technologies, games, augmented reality and virtual worlds are blending and blurring.

Deep innovation isn’t arising because I’ve come up with a new way to render virtuality or because I’ve ‘modularized the code’, its arising because of how our concepts of sociality, personal identity, narrative, the nature of work, governance, privacy and protection are being challenged and changed. I don’t believe that these changes are unique to virtual worlds, but I believe that virtual worlds give us insight ahead of other technologies on the impact, options, promise and peril of the road ahead.

With uniform rights as an avatar, I feel more secure in my search for that promise than I do in interpreting the fine print of someone’s tossed-together, modularized TOS.

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