From: Robert Jacobson Subject: PHIL: Not Invented Here Organization: University of Washington NOT INVENTED HERE Almost every small laboratory and developer, commercial or university, has had the too common experience of a larger organization coming to visit, checking out the best new ideas --and then taking them away, to develop itself. Almost invariably, these ideas are then partially implemented and fail, or left to languish in some backwater R&D unit which becomes an excuse for the bigger organization not to do business with the smaller. The result is usually financial jeopardy for the lab or developer, which never gets the support or business it needs to continue, and a mangled example of "VR" that discourages executives at the larger organization from further involvement. This is one of the dirty little secrets of our virtual worlds industry. Everyone lives by it. How many demo's are given with the developers thinking, "Here goes another good idea out the door"? Plenty. We in the community do it because we're hungry for recognition and it just might work out: the visit might just produce the business we need to survive and keep inventing. Unfortunately, our wishful thinking perpetuates this exploitation. When will we learn? At every convention and get-together inventors and designers share sad tales of good ideas being lifted and wheels being reinvented, only to produce the results described above. There's no easy solution to this problem. Big organizations have lived off of the creativity of smaller labs and companies for generations: it's the industrial way. In Japan, this harvesting has been formalized. The _keiretsen,_ the dominant industrial combines, regularly subject their suppliers to onerous terms and take the best products for themselves. This practice, however, is also common in North America and Europe; only the institutions differ. Big companies and governmental agencies, secure in their financial resources, can delay commitments to smaller entities while they adapt the good ideas to their own purposes and then market them as proprietary products. Ironically, the small fry then may have to pay a premium to get back in product form the ideas that they they themselves originated. This is not to say that the smaller labs and developers don't have advocates within the big organizations. In fact, it's one of the joys of this business to meet the courageous individuals who try to pave the way for mutual success, recognizing that the larger organizations cannot indefinitely feed off the imperiled schools of innovators. Often, they share the fate of those they champion, becoming marginalized by their employers for political or strategic reasons. Then all they can do is offer sympathy. Also, we need to acknowledge the support of the few big firms and agencies that do support labs and developers by providing funding and buying the products and services that the labs and developers want to supply. We know who they are and they have our deep thanks. As 1994 approaches, the year (we hope) of the "killer app," it's time to more seriously consider our naivity in the business world. Perhaps we might bind together and, for a moment, submerge our egos and meager competitive advantages to establish a common understanding of what's really going on. Probably, in the industrial system that has structured business life for the last 200 years, major changes are going to prove impossible. But raising the awareness of small labs' and developers' dependence on good-faith patronage by our larger supporters and buyers can't hurt. At the least, a few more labs and developers will do more than just survive, so that they can correctly implement their good ideas, to everyone's benefit. And, with sufficient good will on the larger entities' part, thriving multi-level collaborations will become the rule. Then the virtual worlds industry will become the energetic economic player we all want it to be.