Interoperability between the backend servers of current virtual worlds providers will only make the walled garden bigger.
We must not constrain the evolution of the 3D web.
We should be looking at how we enable the evolution of the 3D web, not trying to solve the interoperability problem. Making existing virtual worlds interoperable is not the goal here. We did not integrate CompuServe, AOL and Prodigy to create the web. Instead we created HTML to allow anyone to create a web experience. I think we should be doing the same thing, enabling the 3D web not conglomeration Second Life, Active Worlds, There etc.
Currently each virtual world manages the content present in that world including avatars, objects, sounds, animations and scripts. As we move between one virtual world to another, we must allow content to come from anywhere.
Each virtual world developer must be able to define their policies without regard to the client. In other words, the client must be independent of virtual world policies.
If we want to enable the 3D web, we must create an open standard that allows for reuse of server code plus the divesture of common standard services.
Reuse of current standards
Let's not create competition among standards
Enablers, not solutions
Let's create a process for solving problems and not focus on solving them
Should not be limiting
We can't anticipate what will be created
URLs for locating content
OpenID for establishing identity
XML for descriptors
Virtual World policies
Each VW must be able to define its own policies
Transient, persistent and permanent content
Content and avatar formats
Like audio and video files, formats should not be defined. But a method of identifying formats should created.
When entering a VW, the appropriate content types will be loaded and rendered
Content can be converted from one format to another or be produced from a master content format such as Collada by a third party service
What should we do?
Create a way of locating content
So that content may be distributed across the network allowing users to be responsible for their own content
Create a way of specifying context for content
So that the appropriate content can be loaded and rendered at the client
Create a method of describing policies
So as to specify what can and cannot be done in a virtual world
Create a method of managing identity
So as to make the annoyance of login every time we move from one world to another lessened
Suggest that the client be as thin as possible and decoupled from the virtual world itself.
Virtual World balance between client and server. Online multi player games load more functionality to the client side to reduce server load. Lets discourage this as it makes the client tightly coupled to a particular virtual world (game).