Snow Crash is a science fiction drama based on Neal Stephenson's novel, which is set in futuristic America. In reality, Hiro Protagonist delivers pizza for Uncle Enzo's CosoNostra Pizza Inc., but in the Metaverse he's a warrior prince. Plunging headlong into the enigma of a new computer virus that's striking down hackers everywhere, he races along the neon-lit streets on a search-and-destroy mission for the shadowy virtual villain.

Type: Scripted

Languages: English

Status: In Development

Runtime: 60 minutes

Premier: None

Snow Crash - Metaverse - Netflix

The Metaverse is a collective virtual shared space, created by the convergence of virtually enhanced physical reality and physically persistent virtual space, including the sum of all virtual worlds, augmented reality, and the internet. The word metaverse is a portmanteau of the prefix “meta” (meaning “beyond”) and “universe” and is typically used to describe the concept of a future iteration of the internet, made up of persistent, shared, 3D virtual spaces linked into a perceived virtual universe. The term was coined in Neal Stephenson's 1992 science fiction novel Snow Crash, where humans, as avatars, interact with each other and software agents, in a three-dimensional space that uses the metaphor of the real world. Stephenson used the term to describe a virtual reality-based successor to the Internet. Concepts similar to the Metaverse have appeared under a variety of names in the cyberpunk genre of fiction as far back as 1981 in the novella True Names. Stephenson stated in the afterword to Snow Crash that after finishing the novel he learned about Habitat, an early MMORPG which resembled the Metaverse. The concept was made famous under another term, cyberspace, which first appeared in the short story 'Burning Chrome' by William Gibson (Omni, July 1982) and was a central theme in his 1984 groundbreaking novel, Neuromancer. Since cyberspace has now, through common use, become a term that simply means the Internet, Metaverse is the preferred term for the concept of a virtual shared space that converges with actual reality.

Snow Crash - Timeline of virtual environments inspired by the concept - Netflix

Since Stephenson's novel appeared, improvements in internet technology, bandwidth, and computational power permitted real-life implementations inspired by the concept of the Metaverse to develop. A brief timeline of notable platforms and developments include: 1993 – The Metaverse was launched, a MOO (a text-based, low-bandwidth virtual reality system) by Steve Jackson Games as part of their BBS, Illuminati Online. 1995 – Active Worlds, which was based entirely on Snow Crash, popularized the project of creating the Metaverse by distributing virtual-reality worlds capable of implementing at least the concept of the Metaverse. 1998 – There was created, wherein users appear as avatars and, in addition to socializing, could purchase objects and services using the virtual currency therebucks, which were purchasable with real world money. There.com closed on March 2, 2010, but reappeared in 2011 as an invite-only world to users age 18 or older. 1998 – blaxxun was created 3D virtual communities that using the vrml technology. like: cybertown and Jewel of Indra. 2003 – Second Life was launched by Linden Lab. The stated goal of the project is to create a user-defined world like the Metaverse in which people can interact, play, do business, and otherwise communicate. It is usually used from a third-person perspective (although first-person “mouselook” is available), and its current technology (like the others listed here) does not yet allow the photo-realistic environment described in the Metaverse of the book. 2004 – X3D was approved by ISO as the successor to the Virtual Reality Modeling Language (VRML) as the open standard for interactive real-time 3D (web3D). Today X3D is the standard defining the 3D web and mixed reality Open Metaverse by combining virtual, mirror, and augmented realities with the web. 2004 – IMVU, Inc. was founded by Will Harvey, Matt Danzig and Eric Ries. It started out as an instant messenger with 3D avatars and has since expanded and evolved. 2005 – Solipsis launched, a free open source system aiming to provide the infrastructure for a Metaverse-like public virtual territory. 2005 – The Croquet Project began as an open source software development environment for “creating and deploying deeply collaborative multi-user online applications on multiple operating systems and devices”, with the aim of being “more extensible than the proprietary technologies behind collaborative worlds such as Second Life”. It was used to build virtual worlds such as the Arts Metaverse, but after the release of the Croquet SDK in 2007, the project changed names and became the Open Cobalt project. 2006 – Entropia Universe, the world's first real cash economy MMORPG. 2007 – Several social networks developed to provide profiles and networking capabilities for metaverse avatars, including Koinup, Myrl, AvatarsUnited. These projects faced many challenges related to the lack of DataPortability of the Avatar across many virtual worlds and attempt to address the possibility of managing multiple accounts on a single dashboard. (AvatarsUnited was later purchased by Linden Lab, and then shut down when some social networking features were added to the SecondLife.com Website.) 2007 – OpenSimulator appeared, developing free open-source virtual world software that is protocol-compatible with Second Life but allowing user movement between otherwise independent installations. 2008 – Google Lively was unveiled by Google through the Google Labs on July 8, 2008. It was intended that new features would be added over time, but on November 19, 2008, it was announced that the Lively service would be discontinued at the end of December. 2013 – High Fidelity Inc was founded as an open source platform for users to create and deploy virtual worlds, and explore and interact together in them. It should be noted that various massively multiplayer online games bear a resemblance to elements of the Metaverse, although they typically focus on specific gaming purposes rather than socializing.

Snow Crash - References - Netflix