Virtual reality has been with us a long time, long enough for several families to spring up - parents, children, siblings, cousins, distant cousins and marriages all throughout. This can be a confusing field, especially if you would like to trace a lineage.
Here, we strive to help unravel the mess, to trace ancestors to descendants, and track, mainly for academic reasons, and for intellectual property confusions, the threads that weave the family of virtual.
History is the great study of the past. If your intent is to create believability, then you need to show that your area (or world) is either timeless, or has a past. In order for it to have a believable past, you need to know what has gone on before, and what has survived.
Real-life historical records provide a great wealth of adaptable information, whether you're after battle strategies, dynasties, the order of inventions, the layout of ancient cities, or designs of ancient structures. All this, and more is available at your fingertips, within our historical section.
Geneology, the study of the family tree of the past, who came before, what happened when. This is equally as applicable to virtual worlds, as to human families. What came before, where did the modern codebases spring from? Who is related to who, and how did true worlds evolve?
A geneology of virtual worlds
Whilst we look ahead, to the future of virtual worlds, we still need to remember what has come before. This lengthy article takes a look at the development of virtual worlds, from the first, early games, and the progression from games, into the far more serious entertainment, and social interactivity of today.
A slideshow presentation geared to introducing the concept of virtual reality, raise a lot of questions about how to do it, and at the same time, answer a great deal about its past.
Talkin? ?bout My? Generation
MMO worlds did not spring into existence fully fledged in the late 1990s. This article looks at the often-overlooked fact that virtual worlds are three to four generations old now, and we're still
making the same mistakes.