Our Greatest Fear
Everytime I go to a VRML conference or a meeting,
I am amazed at the brilliance
of the people involved in this effort. We have some
truly great thinkers in our midst.
I am also amazed at how quickly these brilliant
people lose their perspective. Despite the fact
that VRML has yet to be embraced by the public
(due in part to the difficulty it takes to
produce and access), the community is continuing
to make VRML more complicated.
I am not an enemy of progress. I see the
need for a scripting language and a binary
format. They are both good ideas as are many
of the other improvements that are being
suggested.
I do, however, feel that making the language
so that worlds are more difficult to make and, therefore,
view is asking for trouble. The more difficult the
language is, the more difficult the tools are.
The more difficult the tools are, the more
likely the public will run into a broken world and
ultimately be turned off to VRML.
If VRML dies, public indifference
will kill it. So we have a responsibility
to make sure our tools and worlds are easy
to understand and not broken before we
release them to the public. Remember, the
term 'beta' is taking on a new meaning.
As we learned recently here at VRMLSite, the public
only moves so fast. Although VRML 2.0 is better
than its predecessor, clients may demand worlds in
1.0 simply out of cost pressures or fear of user difficulty. And the
general public doesn't understand why a world
designed for Cosmo Player doesn't look
quite right in another browser. And they don't
care. They are just dissatisfied.
So why am I spouting off? Because I want VRML to succeed.
Progress is both good and bad. If VRML becomes too
complicated, few will buy it and it will die from lack
of exposure. Then we'll all have to store
our VRML knowledge back in the same place we
put Pascal and hope something
comes up that is as fun, interesting and challenging
as VRML.
I don't want to see that happen.
John Gluck -- Editor-in-Chief
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