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	<title>Communicat.us &#187; Second Life</title>
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		<title>Middleware for the front-end</title>
		<link>http://communicat.us/blog/p/32</link>
		<comments>http://communicat.us/blog/p/32#comments</comments>
		<pubDate>Mon, 13 Jul 2009 19:37:00 +0000</pubDate>
		<dc:creator>Tim Pavlick</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Middleware]]></category>
		<category><![CDATA[Modelling]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Simulations]]></category>

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		<description><![CDATA[The history of back end middleware shows that we&#8217;ve progressed from custom solutions to repeatable custom solutions to Commercial Off The Shelf (COTS) solutions.&#160; All the major software houses now sell COTS middleware for connecting the back end of systems.&#160; A similar trend is occurring on the Front Ends of system as regards 3D capability.&#160; [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://communicat.us/blog/wp-content/uploads-us/2009/08/M21.jpg" target="_blank"><img title="M2" style="border-right: 0px; border-top: 0px; display: inline; margin-left: 0px; border-left: 0px; margin-right: 0px; border-bottom: 0px" height="159" alt="M2" src="http://communicat.us/blog/wp-content/uploads-us/2009/08/M2_thumb1.jpg" width="240" align="right" border="0" /></a> The history of back end middleware shows that we&#8217;ve progressed from custom solutions to repeatable custom solutions to Commercial Off The Shelf (COTS) solutions.&#160; All the major software houses now sell COTS middleware for connecting the back end of systems.&#160; A similar trend is occurring on the Front Ends of system as regards 3D capability.&#160; With the advent of 3D Virtual Worlds, most notably www.secondlife.com, users have been freed from the limitations of structured gaming engines.&#160; In game the operators&#8217; choices are limited by the game&#8217;s designers.&#160; The game engine provides certain choices and within that space the gamer is free to exercise his/her choice points.&#160; Virtual Worlds, by contrast, do not typically have the concept of levels &#8211; play is more collaborative or free form.&#160; As we see notions of gaming, virtual worlds &amp; Web 2.0 merge together we can see that these models are, in and of themselves, decomposeable.</p>
<p>The graphic shows how we can view gaming &amp; virtual worlds on a continuum depending upon how flexible the model is and who creates it.&#160; This merge is happening with Web 2.0 technologies as well.&#160; Facebook has become a gaming platform in and of itself and how desires to allow gaming consoles to access it (<a href="http://www.gamasutra.com/view/feature/4076/the_facebook_doctrine_gaming_and_.php" target="_blank">link</a>).</p>
<p>While this post raises more questions than it solves, the intent is to show that in the same way that connecting back end systems became commoditized resulting in COTS middleware&#8230;the Front Ends of how we interact with software are becoming commoditized in a way that allows us to more easily traverse amongst them, i.e., from one virtual world to another, from a social networking site to a VW or within a game that has become so free form as to feel more like a virtual world.&#160; All of these developments are a slow morph toward and end state that no one has designed.&#160; It&#8217;s simply the way that technology undergoes natural selection when the selective force is human usability.</p>
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