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	<title>Habitat Chronicles &#187; Avatar</title>
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	<link>http://habitatchronicles.com</link>
	<description>Cyberspace. Virtual communities. Online games. Distributed systems.   Opinion, history, advice, and silliness from two guys who&#039;ve been building this stuff for a long, long time.</description>
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		<title>Do You Wanna Date My Avatar</title>
		<link>http://habitatchronicles.com/2009/08/do-you-wanna-date-my-avatar/</link>
		<comments>http://habitatchronicles.com/2009/08/do-you-wanna-date-my-avatar/#comments</comments>
		<pubDate>Tue, 18 Aug 2009 23:32:45 +0000</pubDate>
		<dc:creator>Randy</dc:creator>
				<category><![CDATA[Avatar]]></category>

		<guid isPermaLink="false">http://habitatchronicles.com/?p=166</guid>
		<description><![CDATA[<p>Things sure have changed since the early days, when people debated if the term Avatar was too geeky&#8230;</p>
<p></p>
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			<content:encoded><![CDATA[<p>Things sure have changed since the early days, when people debated if the term <em>Avatar</em> was too geeky&#8230;</p>
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		<title>On Language &#8211; Avatar &#8211; NYTimes.com</title>
		<link>http://habitatchronicles.com/2008/08/on-language-avatar-nytimes-com/</link>
		<comments>http://habitatchronicles.com/2008/08/on-language-avatar-nytimes-com/#comments</comments>
		<pubDate>Sun, 10 Aug 2008 20:03:44 +0000</pubDate>
		<dc:creator>Randy</dc:creator>
				<category><![CDATA[Avatar]]></category>
		<category><![CDATA[History]]></category>

		<guid isPermaLink="false">http://brass.fudco.com/wordpress/?p=63</guid>
		<description><![CDATA[<p></p>
 


Aaron Britt, who writes On Language for the New York Times Magazine just published an awesome article on the popularity and origins of the use of <a href="http://habitatchronicles.com/2008/08/on-language-avatar-nytimes-com/"  >&#187;&#187;</a>]]></description>
			<content:encoded><![CDATA[<p></p>
<div class="image" id="wideImage"> <a title="Avatar - NYTimes.com link" href="http://www.nytimes.com/2008/08/10/magazine/10wwln-guest-t.html?_r=1&amp;ref=magazine&amp;oref=slogin"><img height="172" width="469" border="0" src="http://graphics8.nytimes.com/images/2008/08/10/magazine/10safire-600.jpg" /></a></div>
<div id="toolsRight">
<div class="articleTools">
<div class="byline">Aaron Britt, who writes On Language for the New York Times Magazine just published an <a title="avatar" href="http://www.nytimes.com/2008/08/10/magazine/10wwln-guest-t.html?_r=1&amp;ref=magazine&amp;oref=slogin">awesome article</a> on the popularity and origins of the use of the word <em>avatar</em>. I was lucky enough to be interviewed for Habitat&#8217;s role in the modern English usage:</div>
<div class="byline">
<blockquote>
<p><em>I turned to F. Randall Farmer, a creator of the online multiplayer game Lucasfilm&rsquo;s  Habitat, for the origins of the term&rsquo;s current incarnation. He and Chip  Morningstar  invented the game in 1986, when they also coined <span class="italic">avatar</span> in the &ldquo;online  persona&rdquo; sense (though gamers had already been exposed to the word&rsquo;s  Sanskrit meaning with the 1985 computer role-playing game, Ultima IV: Quest  of the <span class="italic">Avatar</span>.) &ldquo;Chip came up with the word &lsquo;<span class="italic">avatar</span>,&rsquo;  &rdquo; he recounts, &ldquo;because back then, pre-Internet, you had to call  a number with your telephone and then set it back into the cradle. You were  reaching out into this game quite literally through a silver strand. The <span class="italic">avatar</span>  was the incarnation of a deity, the player, in the online world. We liked the  idea of the puppet master controlling his puppet, but instead of using strings,  he was using a telephone line.&rdquo; </em></p>
<p><em>The new use first hit the woefully analog print media in the August 1986 issue  of the computer magazine Run. Margaret Morabito wrote, &ldquo;Once a human being  enters Habitat, he or she takes on the visual form of an <span class="italic">Avatar</span>, and  for all intents and purposes becomes one of these new-world beings.&rdquo; Though  perhaps the greater boost came in 1992 with the sci-fi writer <a href="http://topics.nytimes.com/top/reference/timestopics/people/s/neal_stephenson/index.html?inline=nyt-per" title="More articles about Neal Stephenson.">Neal Stephenson</a>&rsquo;s cyberpunktilious novel &ldquo;Snow Crash,&rdquo; where he invented his own online jargon. He called  his virtual world &ldquo;the Metaverse&rdquo; and its digital inhabitants &ldquo;<span class="italic">avatars</span>.&rdquo;  Stephenson later gave credit for the coinage to Morningstar and Farmer in the  book&rsquo;s paperback edition.</em></p>
<p><em>As for the usage in &ldquo;Baby Mama,&rdquo; Farmer takes a rather expansive view: &ldquo;That wasn&rsquo;t the original usage, but the term has really come to mean any graphic representation associated with the user, whether it&rsquo;s animated or not, whether it interacts or represents the user or not. I&rsquo;m just happy to see it in common use.&rdquo;</em></p>
</blockquote>
<p>&nbsp;Read the whole <a title="avatar" href="http://www.nytimes.com/2008/08/10/magazine/10wwln-guest-t.html?_r=1&amp;ref=magazine&amp;oref=slogin">thing</a>. It&#8217;s amazingly complete and funny.</div>
<div class="byline">&nbsp;</div>
</div>
</div>
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		<title>Lucasfilm&#039;s Habitat Promotional Video</title>
		<link>http://habitatchronicles.com/2008/08/lucasfilms-habitat-promotional-video/</link>
		<comments>http://habitatchronicles.com/2008/08/lucasfilms-habitat-promotional-video/#comments</comments>
		<pubDate>Sun, 10 Aug 2008 19:00:00 +0000</pubDate>
		<dc:creator>Randy</dc:creator>
				<category><![CDATA[Avatar]]></category>
		<category><![CDATA[History]]></category>

		<guid isPermaLink="false">http://brass.fudco.com/wordpress/?p=62</guid>
		<description><![CDATA[<p align="center">With the coverage in the NYT &#8211; I thought people might like to see what the original avatars looked like &#8211; here&#8217;s a promotional video from <a href="http://habitatchronicles.com/2008/08/lucasfilms-habitat-promotional-video/"  >&#187;&#187;</a>]]></description>
			<content:encoded><![CDATA[<p align="center">With the coverage in the NYT &#8211; I thought people might like to see what the original avatars looked like &#8211; here&#8217;s a promotional video from 1986:</p>
<p><center><a href="http://www.youtube.com/watch?v=VVpulhO3jyc" title="Lucasfilm's Habitat Video on YouTube"><img height="194" width="260" border="0" align="middle" src="http://i3.ytimg.com/vi/VVpulhO3jyc/default.jpg" alt="Lucasfilm's Habitat Video Link" title="Lucasfilm's Habitat Video Link" /></a></center>
<p align="center"></p>
<p align="center">Funny what has, and has not, changed in over 20 years.</p>
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		<title>The Avatar is Legal Voting Age</title>
		<link>http://habitatchronicles.com/2004/09/the-avatar-is-legal-voting-age/</link>
		<comments>http://habitatchronicles.com/2004/09/the-avatar-is-legal-voting-age/#comments</comments>
		<pubDate>Mon, 13 Sep 2004 14:54:00 +0000</pubDate>
		<dc:creator>Randy</dc:creator>
				<category><![CDATA[Avatar]]></category>
		<category><![CDATA[History]]></category>

		<guid isPermaLink="false">http://brass.fudco.com/wordpress/?p=13</guid>
		<description><![CDATA[<p>I finally got around to scanning my copy of the first print reference for the use of the term Avatar to represent a user&#8217;s graphical online presence.
 <a href="http://habitatchronicles.com/2004/09/the-avatar-is-legal-voting-age/"  >&#187;&#187;</a>]]></description>
			<content:encoded><![CDATA[<p>I finally got around to scanning my copy of the first print reference for the use of the term Avatar to represent a user&#8217;s graphical online presence.
<div align="left"><a href="http://habitatchronicles.com/blog/wp-content/uploads/2004/09/cover.jpg"><img height="106" width="79" border="0" src="http://habitatchronicles.com/blog/wp-content/uploads/2004/09/cover-thumb.jpg" alt="cover.jpg" /></a> <a href="http://habitatchronicles.com/blog/wp-content/uploads/2004/09/page01.jpg"><img height="107" width="78" border="0" src="http://habitatchronicles.com/blog/wp-content/uploads/2004/09/page01-thumb.jpg" alt="page01.jpg" /></a> <a href="http://habitatchronicles.com/blog/wp-content/uploads/2004/09/page02.jpg"><img height="106" width="76" border="0" src="http://habitatchronicles.com/blog/wp-content/uploads/2004/09/page02-thumb.jpg" alt="page02.jpg" /></a> <a href="http://habitatchronicles.com/blog/wp-content/uploads/2004/09/page03.jpg"><img height="106" width="77" border="0" src="http://habitatchronicles.com/blog/wp-content/uploads/2004/09/page03-thumb.jpg" alt="page03.jpg" /></a> <a href="http://habitatchronicles.com/blog/wp-content/uploads/2004/09/page04.jpg"><img height="106" width="76" border="0" src="http://habitatchronicles.com/blog/wp-content/uploads/2004/09/page04-thumb.jpg" alt="page04.jpg" /></a> <a href="http://habitatchronicles.com/blog/wp-content/uploads/2004/09/page05.jpg"><img height="106" width="78" border="0" src="http://habitatchronicles.com/blog/wp-content/uploads/2004/09/page05-thumb.jpg" alt="page05.jpg" /></a></div>
</p>
<blockquote><p><strong><em>Definition</em></strong> <em>Habitat: A make-believe world inhabited by small, colorful creatures, called Avatars. Human beings may visit Habitat and move freely about its regions, interacting at will with with Avatars. Human beings reach Habitat by traveling many miles through tiny telephone lines and entering through a large gateway, called QuantumLink. Once a human being enters Habitat, he or she takes on the visual form of an Avatar, and for all intents and purposes becomes one of these new-world beings. In the world of Habitat, people can play games and go on quests, but mainly they meet other people and have fun. &#8212; Run Magazine, August 1986 </em>    <a href="http://web.archive.org/web/20070311232309/http://torley.com/enter_the_online_world_of_lucasfilm.htm">(full text transcription)</a></p></blockquote>
<p>  The Avatar just turned 18.
<p>&nbsp;</p>
<h2><em>[Update July 06, 2008 by Randy]</em></h2>
<p>A client provided me with another historical link to a 1986 article in Compute Magazine that has been archived online:<em><a target="_blank" href="http://www.atarimagazines.com/compute/issue77/habitat.php"><strong> Habitat</strong>: A Look At The Future Of Online Games</a> </em>by Kathy Yakal.</p>
<p>In the extended entry are the scans of the page of the screen shots (linked from the archive)&#8230;&nbsp;&nbsp;  </p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><span id="more-13"></span></p>
<p><img height="165" width="309" border="0" src="http://habitatchronicles.com/blog/wp-content/uploads/2004/09/34-1.jpg" /></p>
<p><img height="172" width="310" border="0" src="http://habitatchronicles.com/blog/wp-content/uploads/2004/09/34-2.jpg" /></p>
<p><img height="242" width="320" border="0" src="http://habitatchronicles.com/blog/wp-content/uploads/2004/09/34-3.jpg" /></p>
<p><img height="173" width="325" border="0" src="http://habitatchronicles.com/blog/wp-content/uploads/2004/09/36-1.jpg" /></p>
<p><img height="211" width="324" border="0" src="http://habitatchronicles.com/blog/wp-content/uploads/2004/09/36-2.jpg" /></p>
<p><img height="203" width="322" border="0" src="http://habitatchronicles.com/blog/wp-content/uploads/2004/09/36-3.jpg" /></p>
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		<title>The Business of Social Avatar Virtual Worlds</title>
		<link>http://habitatchronicles.com/2004/07/the-business-of-social-avatar-virtual-worlds/</link>
		<comments>http://habitatchronicles.com/2004/07/the-business-of-social-avatar-virtual-worlds/#comments</comments>
		<pubDate>Fri, 16 Jul 2004 06:40:00 +0000</pubDate>
		<dc:creator>Randy</dc:creator>
				<category><![CDATA[Avatar]]></category>
		<category><![CDATA[Business]]></category>

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		<description><![CDATA[<p>
Or, why I really like Second Life, even if their business is most likely doomed.
</p>
<p>There, Inc. recently announced that they are winding down their consumer service to <a href="http://habitatchronicles.com/2004/07/the-business-of-social-avatar-virtual-worlds/"  >&#187;&#187;</a>]]></description>
			<content:encoded><![CDATA[<p>
<h2>Or, why I really like <a href="http://secondlife.com/">Second Life</a>, even if their business is most likely doomed.</h2>
</p>
<p><a href="http://web.archive.org/web/20070707002052/http://www.there.com/">There, Inc.</a> recently announced that they are winding down their consumer service to focus on external contracts (read: Government simulation and ramping up their platform business). This sort of repositioning is all-too-familiar to Chip and me. Radical shifts like these usually signal the beginning of the end.</p>
<p><strong>Here&#8217;s a riddle:</strong><br /> What do you get when you combine three failed dotcoms?</p>
<p><strong>Answer:</strong><br /> A really, really big crater.</p>
<p>Electric Communities (a.k.a. Communities.com) made similar business <em>strategy shifts</em> when we abandoned our too-big-too-slow-too-soon-solution-without-an-acknowledged-problem secure distributed world EC Habitats/Microcosm in favor of leveraging assets then recently acquired in a 3-way merger with OnLive! and The Palace, Inc. After our attempt to capitalize on delivering advertisements to Palace users failed, we then repositioned once again as a multi-user interactive media production company. Those are pretty big shifts, and the people working at EC didn&#8217;t possess the needed skills to succeed at a complete transformation of two different businesses.</p>
<p>We&#8217;ll see if There can weather a shift of this magnitude. Though, history doesn&#8217;t bode well:</p>
<table border="0">
<tbody>
<tr>
<th colspan="2" class="mceVisualAid">A history of the business of <em>social</em> avatar worlds</th>
</tr>
<tr>
<th align="left" class="mceVisualAid">World</th>
<th align="left" class="mceVisualAid">Business Disposition</th>
</tr>
<tr>
<td>Habitat/Club Caribe</td>
<td>Succeeded<br />(when services charged $.06/minute)</td>
</tr>
<tr>
<td>WorldsAway</td>
<td>Business failed<br />(after services went flat-rate)</td>
</tr>
<tr>
<td>ECHabitats/Microcosm</td>
<td>Never shipped, abandoned</td>
</tr>
<tr>
<td>The Palace</td>
<td>Business failed. Twice.</td>
</tr>
<tr>
<td>There</td>
<td>First Business (social) failed, platform business TBD</td>
</tr>
<tr>
<td>Second Life</td>
<td>TBD</td>
</tr>
</tbody>
</table>
<p> Many other miserable failures were omitted from this table for brevity.</p>
<p>These products all had avatars with animated gestures, virtual economies with scarcity and real-estate, the last three had user-uploaded textures, two even had user-programmable objects. For the first four projects, Chip and I had a significant hand in their development, repositioning, and/or deployment, so we&#8217;ve been down this road many time before. I&#8217;ve done some UI consulting work for Second Life.</p>
<h2 align="center">Lessons applied</h2>
<p>In the <a href="http://www.fudco.com/chip/lessons.html">Lessons of Lucasfilm&#8217;s Habitat</a>, we prescribed certain lessons about virtual worlds. During the 90&#8217;s, we followed our own advice on several projects. The architects of many other virtual worlds took our words to heart as well. The Palace founders (later acquired by Communities.com) and Second Life architects made a point to tell us so.</p>
<p>In fact, Second Life embodies several of the original lessons almost to a fault, specifically:</p>
<ul>
<li>Communications bandwidth is a scarce resource. </li>
<li>The implementation platform is relatively unimportant.  </li>
<li>Detailed central planning is impossible; don&#8217;t even try. </li>
<li>And especially our Future Directions section which said to let the users create the content &#8211; both the world and objects. </li>
</ul>
<h2 align="center">Communications bandwidth is a scarce resource.</h2>
<p>A future post will detail why this is true as much as ever, but I find it interesting how There and Second Life each applied this lesson: There ignored it (in the sense of client graphic bandwidth) and selected a rendering design that required a high-powered graphics card, processor, and a fairly beefy Internet connection. Of the 5 machines I own, exactly 0 are officially compatible (I have to hack my way around the hardware check.) This choked off their customer base from the start. </p>
<p>Second Life was designed to run on a broader range of graphic hardware, but used streaming technology (the Founder was a RealAudio engineer) to attempt to combat the bandwidth issues. On the graphics side, they decided to use the minimum set of features they could get away with from an open standard: Open GL. This allowed them to apply another lesson like no one had before&#8230;</p>
<h2 align="center">The implementation platform is relatively unimportant</h2>
<p>In <a href="http://habitatchronicles.com/Habitat/historical/HabitatRedux.ppt">Habitat Redux</a>, we basically recant this lesson, indicating that there now <em>is</em> a standard platform &#8211; MS-Windows + The Internet + The Web browser. It seemed to us that a universe of protocol-only compatible virtual world clients <em>could</em> be built, but the compromises required (lowest common denominator graphics and sound no common UI conventions, etc.) and the extra development time would mean that no one would make the investment to implement that for a stand-alone application. Certainly not for a social virtual world. With EC Habitats we tried (using Java as our core for the client), but it only made the application too slow to use. But, lo and behold! 5 years later &#8211; here comes Second Life: a proof of concept for this principle.</p>
<h2 align="center">Detailed central planning is impossible; don&#8217;t even try.</h2>
<div align="center">and the corollary</div>
<h2 align="center">Future Directions: Let the users build it, all of it.</h2>
<p>In Chip&#8217;s most recent post he writes about how we discovered significant hidden costs related to user generated content. Let&#8217;s call the sample instance of the context problem: &quot;Oh! There&#8217;s a penis on your sweater!&quot;</p>
<p>Fortunately, There saw this problem coming and decided to charge people a fee to moderate their uploaded content, a move that seemed to make complete sense. We still don&#8217;t know if this portion of the business was break-even, so the jury is out on the viability of this solution. It certainly wasn&#8217;t enough to make the company profitable.</p>
<p>Second Life instead decided to make their service adult-only to dodge the problem of kids being exposed to uncontrolled content. They also let users create arbitrary 3D objects out of primitives, add scripts, provide communications conduits to off-site services, provide virtual real state with user landscaping, and run it all on top of a physics simulator.</p>
<h4>OMG! Second Life is the system the original Lessons of Habitat described. The Graphical Mud Xanadu. How could it do anything but succeed?</h4>
<p>Second life has the smallest active population of any virtual world platform on my list even though they continue to innovate and enable more and more sophisticated user-created-content.</p>
<p>  <img height="271" width="430" border="0" alt="brsm_blimp.jpg" src="http://habitatchronicles.com/blog/wp-content/uploads/2004/07/brsm_blimp.jpg" title="brsm_blimp.jpg" />
<p>I loved it when I was unemployed. It was nothing but fun and intellectual challenge to produce an invisible teleporting 100-round-per-minute auto-cannon that ripped havoc throughout the WWII online community that settled there. Creating a Blade Runner blimp that traveled the world and handed out teleport cards to the city of Little Tokyo meanwhile playing a custom Japanese audio track was the highlight of my citizenship.</p>
<p>But, as soon as I got a job, I stopped creating, and then I stopped playing.</p>
<p>This wasn&#8217;t a big surprise to me. I mentioned above that I did some UI consulting work for Second Life. Linden knew that the 1.0 platform was content-producer-centric and they needed to reorient their interface to accommodate content consumers: Those who would come in and enjoy all the wonderful content generated by folks like their early adopters (and me). I helped them design a new UI, which has been implemented over the last 8 months or so. It does almost eve<br />
rything I re<br />
commended and a lot of other great stuff, like maps of the most popular locations, events, and objects and land for sale.</p>
<p>But where are the consumers? Where are the folks who will pay to participate in all this great (and not so great) user produced content? We built it, why aren&#8217;t they coming?</p>
<p>Because available online time is a limited resource and &#8230;</p>
<ul>
<li>users who are gamers play MMORPGs, and web-games and need that structure.</li>
<li>user who aren&#8217;t gamers are used to either&#8230;
<ul>
<li>visual entertainment being delivered to them and/or</li>
<li>chat-like interaction being low-overhead, mostly IM.</li>
</ul>
</li>
</ul>
<p>Loading a large a client, traveling a virtual geography with an awkward avatar, looking at a map to find and interact with people, and experimenting with a bunch of user-generated experiences of varying quality is just too heavyweight for people who are used to Television, Instant Messaging and Email.</p>
<p>It&#8217;s like comparing cell phones and video phones: We&#8217;ve had the capability for home video phones for over a decade but we don&#8217;t use them because we don&#8217;t need them. They only add very little incremental value and introduce a bunch of overhead and complication. On the other hand, cell phones took over in a shorter time because they significantly increased the utility of what a phone was already good at: Connecting people for immediate conversation. Interestingly enough, camera/cel phones can now send movies using the same technology that the picture-phones had. The big difference is that the camera is movies (pictures) are recorded separately from the conversation, which is a model that has much greater utility.</p>
<p>Where does that leave us? Are social/avatar virtual worlds doomed to business extinction? Is there any way services like Second Life can make it?</p>
<p>Perhaps.</p>
<p>Focusing on the problems at hand: <strong>Consumers want to be fed content, they may even pay for it</strong> and <strong>a good platform can enable many talented people to create content</strong>, it seems that the main missing components are a way to <strong>identify and promote the content the consumers want</strong> and a create way to <strong>deliver it to them with the least possible burden</strong> on the consumer&#8217;s part.</p>
<p>If Second Life can accomplish this, they will be the first. I wish them the best of luck!</p>
<p>See my earlier post about a <a href="http://habitatchronicles.com/2004/04/announcing-yahoo-avatars/">different path that avatars have taken</a>.</p>
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