Space and Virtual Worlds: Why We’re Not Mainstream
Reading a smart set of predictions (which I happen to disagree with nearly completely) for “next year in virtual worlds,” [EDIT: that should read "the future of," not "next year in'] I was struck clearly by something I’ve long known, but never seen in such a pure form. The technology-advocacy community I came from – space exploration – and the technology-advocacy community I’m active in now – virtual worlds – suffer from the same set of delusions.
For nearly a lifetime, space advocates have grappled – largely badly – with the question,”why don’t we have widespread space exploration and settlement?” Lately, virtual worlds advocates, the excellent Wagner James Au prominent among them, have been asking, “what will it take for virtual worlds to go mainstream?”
Both groups see the revolutionary potential of their field, and are largely baffled by the lack of widespread adoption. They tend to near-identical solutions, most of which are proven failures, but continue, year after year, to hold deep appeal.
Let’s look at some of those, and then in a next post, I’ll deal with the specifics of virtual worlds predictions.
- It’s not the technology, stupid. Yes, if we had magic dust, all our problems would go away. And yes, one of those problems is that we’re trying to do hard things with early-stage tech. And that doesn’t matter one bit. We use lots of shitty tech all the time to solve problems that we think are truly important. Most of our medical tech kind of sucks and is ridiculously overpriced. We use it because it’s a good-enough solution to an important problem, our health. Cars suck: they kill 40,000 Americans every year in accidents, countless more in the effects of pollution. They’re badly designed and largely ugly. And everybody in the world wants one, because it’s a good-enough solution to personal transportation. Yes, both rocket technology and current virtual worlds kind of suck. And that’s completely irrelevant to the question of their widespread adoption. The problem is, both are solutions to problems few people think they have.
- Dreams of global unity are folly. “If we all just pooled our resources,” “If we all had one common standard,” “I’d like to buy the world a Coke.” Forget about it. You’ll get your magic unicorn dust technology first. Not only won’t this happen, it’s a bad idea! Unitary standards foreclose innovation. You won’t get your magic-tech breakthrough if everyone’s locked into a standard, by definition.
- You’re not in today’s market. You’re in tomorrow’s market. I saw this one around the turn of the century, when people were pitching “…in SPACE!” ideas. Reality TV in SPACE! Driving games in SPACE! Write your name on something IN SPACE! Virtual worlds pundits are all over this trope now: No downloads! Web-based! Augmented reality! Nope. You’ve got a revolutionary, transformative, deeply radical product. You know that: it’s the source of your passion for the field. People are not so stupid as to suddenly start buying your wolf because you zipped it into a sheep suit. That radicalism is a problem, but it’s not a bug, it’s a feature. Richard Branson knows it. Philip Rosedale once knew it. Raph Koster knows it. Suck it up and face it head on.
- Which leads to the bottom line, for both space and virtual worlds. You can’t get there from here. There are two ways forward.
- One is grinding, incremental progress from a tiny niche up to a small one. The entrepreneurial space companies have spent a decade in Mojave, New Mexico, West Texas, doing the hard, ugly work of incremental progress. Same with the virtual worlds teams whose wreckages litter the digital roadside. It needs doing, the slow, tiny steps forward, the people evangelized in ones and tens, the faithful revitalized and hit up for funds for one more try.
- The other way forward is the discontinuity. The storming of the Winter Palace that catches Lenin in Zurich, predicting the revolution is decades away. The 9/11 response that showed that the state wasn’t going to wither away in favor of the network anytime soon. The Sixties. The PC revolution. If you’re sitting in meetings discussing standards and interoperability and infinitesimal progress, you will miss these moments. On the other hand, by definition, you can’t plan for the discontinuity (see magic unicorn technology, above). You just need to be able to toss aside your incrementalism and small thinking when the opportunity presents itself.
Of course, all this is just a gloss on the question we all have: Why haven’t we seen mass adoption with space exploration or virtual worlds?
I’ve been thinking hard about this question since 1996. I’ve read 500+ books and countless articles on everything from software engineering to economic history to postmodernist critiques of formal education. I blogged about it for years, have given talks, have asked and engaged hundreds of people on the issue.
My very best insight?
Beats the fuck out of me.
Push at all, and you end up circling the drain of sociotechnical determinism – which is just a scholarly way of saying “Just because! Shut up, momma’s busy!” Or you drill down into micro-level policy decisions, investment choices, and lose the forest for the trees.
But I tell you this: just because I don’t understand why, does’t mean it ain’t so. Barring a discontinuity- magic unicorn technology or the storming of the Winter Palace – neither alien worlds nor virtual worlds will become a matter of mass interest, large scale funding and mainstream cultural activity. It ain’t gonna happen: you can’t get there from here.
Back to toiling in the desert, and making individual converts on streetcorners. Or, just say screw it, and enjoy your life. Either one’s better than chasing the pie-in-the-sky of the big mainstream breakout.
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I’m John Carter McKnight, a PhD student at 



Just want to clear up one point first…my post wasn’t my prediction for next year–it was not time-specific, but what I think will push virtual worlds from 1.0 to 2.0.
Maybe you’re right…maybe wide-spread adoption is a pipe dream among those of us who believe in a bigger potential for virtual worlds than everyone else seems to see. But I don’t share your pessimism that it won’t occur. In truth, when/if virtual worlds are easier to navigate for the average user, and when there is a compelling need that only virtual worlds can solve, then more people will use them. Those reasons hold true for space travel, too…too hard to get there and not much to do once you’re there. Not much mystery…but not easy to solve either. In the meantime, I’ll be supporting the incremental progress and anticipating some big breakthroughs.
Koreen –
I totally agree –
“when there is a compelling need that only virtual worlds can solve, then more people will use them.”
And I’m not entirely sure my views are grounded in pessimism, though I’ve definitely had cycles of great pessimism. VWs are a much simpler case than space – but for both I don’t have a problem with being part of a tiny niche pursuit.
Especially with VWs, I really disagree with Hamlet – I don’t think mass adoption today is the answer to any question worth asking. Quiet growth and iteration seems just right for now.
John, you are the shit! It’s too bad there’s probably no way to repurpose the above blog entry for a piece at The Space Review. If you don’t, maybe I’ll take it up from the other side. That venue could use some parallax.
Mostly, when people there attempt this kind of thing at all, the angle is between present and blurry pre-space past. I.e., it’s supplied via some fogged-up rear-view-mirror historical analogy. This has been invariably unhelpful because the analogy (or the historical understanding itself) is usually so poor as to lend itself to all kinds of unwarranted optimism.
What you do here is draw a genuinely useful, and spankingly contemporary, analogy between one recent and unprecedented technological phenomenon — space travel — and *another one* that seemed similarly promising: virtual worlds.
It doesn’t even matter if you turn out to be wrong in the long run, because IMAO you’ve at least approached the issues in the right way. That’s the bigger win than merely being right, in academia. It’s also the bigger win for being considered a successful visionary — as Alan Kay was wont to remark, “Point of view is worth 80 IQ points.”
Hi John,
Enjoyed your post here. Good stuff.
And it made me wonder if part of the problem for those who hope to see mass adoption of VW’s, is that they seem to think that is going to someday be One Big Solution, a one-size-fits-all platform (or type of platform) that someday will interconnect the entire world and all God’s Chillun.
It seems more likely that mass adoption will happen when more providers wrap their heads around the idea that it can be (or perhaps must be?) based upon numerous specialized platforms that appeal to and engage multiple user constituencies in their own unique ways.
It short, it doesn’t all have to be easy. Nor does it all have to be a challenge.
Think of the Metaverse like a big casino. If you just have slot machines and no poker tables, you will get lots and lots of players who are looking for something that is essentially passive, easy to interact with, and which has a minuscule learning curve to get started (the pretty flashing lights and happy bells and music don’t hurt either). But you will lose all the players who are looking for something more challenging and engaging.
Conversely, if you just have poker tables that attract that more sophisticated (but decidedly smaller) population, the larger audience will be discouraged and frightened away.
The successful casino has a lot of slot machines, a couple of good poker rooms, and some rooms with those Asian games that I don’t even begin to comprehend, but there’s a whole passel of folks getting off buses to play them.
Likewise, we can sit around hoping that mass adoption will happen when someone either finally invents the Lord of Platforms that shall be All Things to All People (or someone fiddle-futzes about enough with a more complex niche platform like SL and magically “fixes” it so that it is easily mastered and utilized by a larger population). Or perhaps we could be supporting and encouraging the development of a wider range of platforms that function in different ways, and accept that a single Big Solution is unlikely.
Michael – Thank you! My spam filter hates you, and I just rescued your comment. I’d love to see what you might produce for The Space Review, and if you want to collaborate on something, that could happen
Dio: thank you for commenting! I *love* the casino analogy – that’s really strong. Don’t be a stranger around here!
Unless I didn’t understand your post (I’m french after all ^^), I find your comparison a bit unfair:
Number of daily space users : 0 to few
Number of daily metaverses users : > 50 Millions (at least I guess, 11 M for WOW)
Price tag for few days in space : 30 Millions $
Price tag for a month of metaverse : 15 to 0 $
I’m born in 1969. I’ve done physics/astrophysics studies and believed in “Space, the final frontier…” (found later it won’t happen in my lifespan…).
I’m ‘exploring’ metaverses as a hobby since november 2008 (mostly on WOW) where I deliberately change guild each month to understand “who” are the players. What I see in the player base is mass adoption ranging from kids, students, geeks, parents, lots of mothers, handicap peopled, whole families playing together, couples meeting in WOW and latter IRL, etc (granted, I’m on a French server). I believe this will increase even more when WOW will switch to a F2P model.
Today I see more “Meta” as a reachable “final frontier” (in my lifespan). The main problem is that non-gaming virtual worlds are light years away from gaming virtual worlds in term of usability and communities. In that regard I believe Second Life is a disaster.
Thanks for your great blog and happy new year from France
Of course, there are hugely successful virtual worlds like Habbo but they are for kids.
” Of course, there are hugely successful virtual worlds like Habbo but they are for kids. ”
With 11+ Millions paying customers every month, World of Warcraft can be considered as successful (at least we the French, Actvision owns it, are very pleased with it ^^). The average age is around 30 (on my server definitely 30+) and there are more than little boys playing (to my delight, I admit …) :
http://www.shacknews.com/onearticle.x/58076
With Blizzard recent interest in Browser based virtual worlds this can only skyrocket. In our lifetime Meta is the final frontier (not Space).
John, I love your perspectives. Thank you! As a technologist myself, I too think the bunch of us are utterly giddy with our fantasies. I’m not jumping ship however. I’d rather seek out those of us who can imagine with integrity.
So why haven’t we seen mass adoption with space exploration or virtual worlds?
Here’s my personal 2 cents:
Although I have 3 SL avatars and am by many measures a technologist type, I don’t game. I don’t read science fiction. I could really care less about Wii, unless I was suddenly unable to participate in the materiality of the human experience. In short, I’m a conscientious user of technology, not a determinist, if we’re even using that term anymore. There’s a deficit of perspective when one focuses too much, or is unable to critically consider other viewpoints. Americans are so utterly in love with themselves and their culture, which is completely constructed by corporate interests, they are as a group, unable to conceive of life other than the way it’s presented to them.
It’s all in the presentation.