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IMMERSION / 06.1100

The screen is the first form, not the last

The destination is a world you enter rather than open. Stated because it is honestly the ambition — and dated by capability rather than by calendar, like everything else here.

Nothing beyond Stage I should be planned around.

01FOUR STAGES

One world, progressively more present

  1. STAGE IFlat screen

    PC and console first, and excellent there. If the world is not worth living in on a monitor, no headset will save it.

    The only stage anyone should plan around.
  2. STAGE IISpatial

    The same persistent world, entered in VR by the people who want to. One world, two ways in — never a separate, emptier version.

    Intended. Not scheduled.
  3. STAGE IIIPresence

    Full-body movement, spatial voice, hands, weight and distance. A city you have physically walked through rather than navigated.

    Intended. Preconditions published instead of promises.
  4. STAGE IVContinuity

    The long ambition, stated plainly because it is the destination: a world you enter rather than open, and leave rather than close.

    Ambition. Dated by capability, not by calendar.
HORIZON
02PRECONDITIONS

What has to be true before presence is even attempted

Published instead of a date. If these are not met, the answer is that it is not ready, however loudly anyone wants it.

  • 01The flat-screen world must be genuinely good, with a population that stays.
  • 02Simulation and networking must hold at civilization scale before adding presence to the problem.
  • 03Comfort, safety and accessibility standards published before the first spatial client ships.
  • 04No mechanic that only works in a headset, and none that punishes the people without one.
  • 05Time inside the world must never be engineered to be hard to leave.

The last commitment is the important one. A world designed to be hard to leave is a trap, not a civilization.