That year, he just dropped out of Harvard University, and he and his friends designed the "Legends of Future Past" game based on the MUD game. This game introduced a Crafting System, allowing players to collect materials and resources in the virtual world and create virtual items by themselves. It was one of the leaders in the game industry back then. "Creation" and "build" are the words Jon Radoff often mentioned in this online interview. From creating virtual items in games to creating communities with exclusive regulations and values in the Metaverse, the core concept he revolves around is "creation". Picture_6 Photo Credit: Pixabay "Creation" is a key to the virtual world. Because today's Internet culture is "toxic".
It is not only monopolized by a few platforms, but also kidnapped by digital advertising mechanisms. It is a world that is not allowed to be created. He pointed out in a nostalgic tone that when they first entered the world of online games, everyone industry email list only thought about how to cooperate with netizens in order to create a smoother and more comfortable community operation model; but after the advent of social platforms, many people began to use different political point of view to attack dissidents.
Even the intensified acid culture in the later period is more like a "toxic", which makes the interaction with each other cruel (Cruel). This kind of virtual world makes people feel very tired. Why is this so? "In today's 2D online world, we are just 'users'; although we can post messages, we have to 'permit' them on specific platforms." Jon Radoff's thinking echoes the concerns raised in Tim Berners-Lee's open letter. We think we are "free", but we are actually controlled by accounts on major platforms that must be registered and logged in; we think we are "communicating", but in fact, our speech has been divided into extreme and mutually hostile small circles by digital advertisements.