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- A DE FACTO ANTI-STANDARD FOR CYBERSPACE
-
- Randal Walser
- Autodesk, Inc.
-
- A speech at
-
- Meckler Virtual Reality Conference
- Fairmont Hotel
- San Jose, California
- September 23-25, 1992
-
- (To appear in conference proceedings)
-
-
- INTRODUCTION
-
- When I spoke at this conference two years ago I presented a vision of
- cyberspace as an emerging new medium and I sketched out some ideas for
- what it would take to foster a cyberspace industry. I compared and
- contrasted cyberspace with other media, particularly film, the theatrical
- stage, and the computer desktop. I pointed out that the impediments to
- a cyberspace industry were not primarily technical, but rather economic
- and conceptual. I felt it was vitally important that we understand the
- unique qualities of cyberspace, and then apply technology in a way that
- would bring out and support those qualities. The problem, however, was
- that we were caught in a classic chicken and egg situation: we couldn't
- understand cyberspace without experiencing it directly, yet we couldn't
- do that without building an underlying technology. I suggested that the
- way out of the dilemma was to give up all ideas of creating the ultimate
- cyberspace system, and concentrate instead on the development of systems
- and tools that would foster widespread experimentation, both with
- cyberspace and with alternative cyberspace systems. Toward the end of
- my talk I briefly mentioned Trix, a programming system, under development
- at the time, that would give programmers unprecedented power and freedom
- to explore alternative evolutionary pathways.
-
- Today I'm here to give you an update on Trix, particularly as it relates
- to a cyberspace industry. Time is limited, so I'm not going into great
- detail about what Trix is -- that's really a subject for a more technical
- conference. Rather, today, I want to explain why Trix is; that is, the
- philosophy underlying it, because Trix is a system that's specifically
- designed for application in the early stages of the industry. Before
- proceeding, so there is no misunderstanding, let me emphasize that Trix
- is not, itself, a cyberspace system. Nor was Trix ever intended to be
- the definitive cyberspace programming language. Rather, Trix is
- intended to be a thoroughly open technology for experimenting with
- cyberspace and devising techniques and languages peculiar to cyberspace.
- Most of all, it was designed to be instrumental in the emergence of a
- cyberspace industry.
-
- Since Trix was developed at Autodesk, in order to further Autodesk's
- initiative in cyberspace, it may seem that I'm using this occasion
- inappropriately to promote Autodesk's interests. While it is true of
- course that the motives for developing Trix coincide with Autodesk's
- motives with regard to cyberspace, I hope you will see that my comments
- bear on the concerns of any company wishing to play a role in the emerging
- industry. In any case, I can assure you that my purpose here is not to
- sell Trix. In fact Autodesk has no immediate plans to market Trix,
- though we most certainly plan to market a cyberspace developer's kit that
- includes essential cyberspace technology.
-
- FOUR YEARS AGO IT SEEMED EASY
-
- Four years ago it seemed easy. John Walker, the founder of Autodesk, had
- just written "Through the Looking Glass," the classic white paper in
- which he put cyberspace in historical perspective. The idea of
- cyberspace, or of something like it, had been bandied about by hackers
- for years. A score of pioneers had already demonstrated simple spaces,
- but they were the avant garde. To most people, cyberspace was the stuff
- of science fiction. Walker, however, was serious about making it serious
- business, and he argued convincingly that cyberspace was not only
- possible, but that it was a natural and inevitable progression of
- computer technology. Unlike many other new fields, there were few if any
- technical barriers. The ingredients of cyberspace, both hardware and
- software, were well developed and readily available. It remained simply
- to package them in a new way, to support the new medium. Walker
- challenged Autodesk to take the lead in cyberspace, to have the
- "... vision to see the opportunity, the courage to break new ground, the
- decision to do it, and the will to see it through." Autodesk accepted
- the challenge, formed a project, and demonstrated a working system, based
- around ordinary personal computers, in just over four months.
-
- I was a member of that first cyberspace project at Autodesk, and I can
- tell you those were intense and exciting times. Our mission, from the
- beginning, was to promote the emergence of a cyberspace industry, but at
- first we really weren't sure cyberspace would "take." All doubt was
- quickly removed, however, when we demonstrated our prototype at a trade
- show in Anaheim, and shortly thereafter at SIGGRAPH in Boston. The
- response, to put it mildly, was overwhelming. The crowds were gigantic,
- and it seemed they'd never stop coming. In Boston they swamped our
- hotel suite, where we'd intended to give private demonstrations, and they
- streamed in and out relentlessly throughout the night and early morning.
- I remember catching about an hour of sleep, on the floor at about five in
- the morning, as the crowd milled around me. There was something about
- cyberspace that absolutely grabbed people, to such an extent it seemed
- irrational. Many compared the experience to a vivid dream. I'll never
- forget one handicapped person, tears streaming down his face, who had
- just had a vision of being whole again in a virtual body. By then, we
- knew we'd uncorked something special, and we were certain we had the
- makings of an industry. In six months we had proved Walker right:
- cyberspace was inevitable, doable, and imminent.
-
- Or so we thought. That was more than three years ago. Today, while a
- lot of important and interesting progress has been made by many
- individuals and companies, the cyberspace industry is still in an
- embryonic stage. This has been a source of great frustration and
- disappointment to many who bet their talents and their money on the quick
- emergence of an industry. It looked so easy. Yet here we are today,
- facing essentially the same problems.
-
- THE WILL TO DO IT
-
- I don't pretend to know exactly why things have moved slowly, but I can,
- perhaps, offer some words of encouragement. I find myself coming full
- circle at this point. Over the years I've worked on cyberspace, I've
- gone from optimism to enthusiasm to frustration to bewilderment. Now, as
- I consider worldwide developments in the field, slow as they may be, I'm
- coming back round to cautious optimism. If Walker was a bit off in his
- timing, time has made him right again: cyberspace is imminent because
- the processes that engender industries have been at work for some time
- now, for cyberspace, though we who work in the field are probably too
- much a part of those processes to appreciate their cumulative effect.
-
- Part of the problem, of course, has been that many of us expected too much
- too soon. Most of us in the field are technologists, so it was natural
- that we would look at the technology, see nothing particularly difficult,
- and conclude that we only had to put the nuts and bolts in place and the
- industry would emerge automatically. What we overlooked was that
- technologies do not make industries. Technologies are essential,
- certainly, to all industries, but social, economic, and organizational
- factors are also critical.
-
- Comparing the emergence of cyberspace to the emergence of other
- industries, it is clear there's nothing exceptional about a cyberspace
- industry, exceptional as cyberspace itself may be. It took over ten
- years for the movie industry to emerge from the time the enabling
- technology of filmmaking was invented. Television ran a similar course
- and so, most recently, did the computer desktop, if you start the clock
- about the time of Douglas Engelbart's early experiments with mice,
- screens, and the augmentation of human intellect (as he put it).
-
- As a technologist, I must admit that I'm puzzled by the long time course.
- I tend to think that if we can do the job, technically, and if the stakes
- are high enough, as they are with cyberspace, then we can find a way in
- short order to put the requisite infrastructure in place.
-
- We knew four years ago, for example, that cyberspace costs too much. We
- knew there could be no industry comparable to the desktop industry until
- cyberspace systems cost no more than ordinary personal computers. But
- we figured numerous hardware vendors would see the opportunity and supply
- affordable devices, like head-mounted displays, gloves, and trackers,
- that support immersion. Certainly some vendors have seen the
- opportunity, and are trying heroically to lower costs to end users. But
- the ones who are trying are mainly little guys who can't afford to
- produce affordable products, while the big guys, who could make
- affordable products, are reluctant to try because they don't see the
- opportunity. Now it would be easy to say "Well, that's it, that's what's
- holding cyberspace back: it costs too much." But again, there's
- nothing remarkable in this particular bottleneck, as industries go. It's
- always the case that products are expensive, initially, and then plummet
- in cost as the particular industry kicks in and matures.
-
- So it seems to me the reason cyberspace is taking so long to emerge
- is not due only to the affordability issue, or to technical difficulties
- in creating the infrastructure. Given the will, technologists will
- always find a way. What has been lacking up to this point is the will to
- seize the opportunity. By will, here, I do not mean simply the
- willingness to take on the challenge, but rather a motivating belief in a
- new way of doing things. Industries take about ten years to emerge
- because it takes about that long for communities of people to change
- their minds.
-
- A new industry isn't like a new machine, after all. A new industry is a
- new society, and those who join it must have the will to pull up stakes
- and leave an older society (an older industry). This is not an easy
- thing for people to do, and it is naive to expect people to do it without
- substantial justification. In the end, for most people, the
- justification is economic. If you're sure the new way of doing things
- will make you money, and change your life for the better, then it's much
- easier to leave older ways of doing things behind. If you aren't sure,
- then you'll only make the change as a leap of faith -- and you'll only do
- that if you've already changed your mind and embraced a new world view.
-
- THE GAME ALWAYS CHANGES
-
- OK, so what? Why does this matter? It matters because we are all
- entrepreneurs, where cyberspace is concerned, and it behooves us to get
- some perspective on what we're doing relative to what we want to
- achieve. Unless we understand that cyberspace is fundamentally
- different from other media, we will continue to try to build it using old
- approaches and techniques. We also must understand that it is not enough
- to build cyberspace technology, nor even to build cyberspaces. I do
- think it's vitally important for cyberspace technology to be driven by
- honest attempts to build cyberspaces, but above all we must be explicitly
- conscious of the fact that we are building an industry as well as a
- medium. Cyberspace will not emerge, and can have no significant effect in
- the world at large, until it becomes profitable. None of us, in the end,
- can make money with cyberspace until all of us can make money with
- cyberspace.
-
- On the other hand, once we understand that we're seeking to establish a
- whole new way of doing things, then the absence of infrastructure can be
- appreciated not as problem, holding back the industry, but rather as part
- and parcel of a natural progression, and a marvelous opportunity. The
- computer industry today has passed from maturity into a period of
- stagnation, with most of the players jostling for elbow room within niches
- they staked out years ago. When John Walker proposed the formation of
- Autodesk in 1982, he rallied his cofounders by pointing out that the
- game, in the computer industry, had changed. About a year ago, in a
- famous internal Autodesk memo called "The Final Days", Walker pointed out
- that the game has changed once again. I would add that the game always
- changes, and it is entrepreneurs who change it.
-
- What I'm suggesting is that cyberspace entrepreneurs have a unique
- opportunity, today, to change the rules of the game in the computer
- industry. While I'm skeptical of revolutionary proposals to leapfrog
- today's computer industry in a near time frame, for reasons I've just
- cited, I do believe that cyberspace entrepreneurs can accelerate the
- evolutionary processes that will eventually lead not just to new rules,
- but to a whole new game.
-
- The important thing for us to realize, as cyberspace entrepreneurs, is
- that we have a tremendous advantage over those who haven't embraced the
- cyberspace paradigm. While established companies play a defensive game,
- protecting their interests in older paradigms, fast-moving entrepreneurs
- can redefine the game on their own terms, knocking out the ability of
- other companies even to compete. The danger to the defenders of the
- status quo is that they will be blind to the changes the entrepreneurs are
- making. They are likely to end up like the French army fighting the
- Blitzkrieg in World War II: foolishly defending strategically
- irrelevant ground while their new competitors "hit em where they
- ain't."
-
- The history of the computer industry is replete with examples of once
- successful companies who lost their entrepreneurial spirit and suffered
- devastating losses, or went out of business. DEC, Wang, and Data
- General, to cite three recent examples, aren't in trouble because their
- products are inferior. They are in trouble because times have changed
- while they stood still, or moved too slowly. Today the personal computer
- reigns, and quality minicomputer products are now irrelevant. It wasn't
- that DEC, Wang, and Data General couldn't have been competitive. They
- simply didn't see the competition coming at them.
-
- DIVERSITY
-
- If there is anything that stands out about the computer industry today it
- is diversity: in computers, languages, operating systems, interfaces,
- styles, techniques, peripherals, protocols, and even, paradoxically,
- standards. We can view the industry as a Tower of Babel, and try to put
- our own standards in place, or we can understand that computers breed
- diversity, and bank on it. Diversity is healthy for business, and
- particularly for entrepreneurs seeking to create new markets.
-
- The emerging cyberspace industry is especially amenable to a multicultural
- approach because it is based on a radically new paradigm that emphasizes
- social interaction, and it represents a distinct break with traditional
- ways of using computers. The industry is so new that opposing camps
- have not yet formed, so there is an opportunity to establish a prevailing
- multicultural philosophy emphasizing adaptation across camps and
- application areas. To promote diversity, at this early stage, we need do
- little more than come out in favor of it, and devise enabling tools that
- put a premium on adaptation rather than standardization.
-
- INTERACTIVE SYSTEMS ARE BETTER EVOLVED THAN SPECIFIED
-
- Trix is one such tool. It is a programming system for professional
- programmers who wish to devise their own cyberspace systems, their way,
- with building blocks from disparate sources. The original motivation
- for Trix stemmed from an early design choice we made at Autodesk. We
- wanted to build a cyberspace system, but we weren't sure how to proceed
- because none of us had ever built one. We had plenty of ideas and
- theories, to be sure, based on years of experience making other kinds of
- software, but no one qualified as an authority. Worse, none of us had
- ever even experienced cyberspace. Of course, at that time, hardly
- anyone had, anywhere. So we figured we had two basic choices: we could
- pretend to be authorities and specify what we thought a cyberspace system
- ought to be, or we could be honest about our lack of expertise and take
- an evolutionary approach, growing a system, with the help of our
- customers, in light of numerous evolutionary experiments. We were
- hackers by nature, so naturally we took the later course.
-
- The traditional approach to software engineering is to first specify a
- system, in response to a perceived list of requirements, and then to
- write code that satisfies the specification. In many organizations this
- requires three different sets of people: systems analysts, who determine
- the requirements; software engineers, who write the specifications and
- implement the code; and quality assurance specialists, often software
- engineers themselves, who guarantee that the final code reliably
- satisfies the specifications. These, in fact, are the basic operational
- rules of the game in the computer industry today, and they work very well
- for the development of products in well understood fields.
-
- Unfortunately, the traditional approach is a very poor way to develop an
- interactive medium. There is nothing wrong with specifications written
- in response to genuine needs, but theoretical specifications are useless,
- at best, and possibly even debilitating, particularly for an intensely
- interactive medium like cyberspace. The point is: YOU CAN'T KNOW HOW
- SOMETHING WILL FEEL WITHOUT FEELING IT. You can imagine, but that's to
- say you can hold a theory of how it will feel. In the first phase of the
- cyberspace project at Autodesk we knew that any specifications we wrote
- would be purely theoretical, because they could be neither motivated nor
- informed by our own experiences in cyberspace. In other words, we
- didn't believe we could do a good job of designing and specifying a
- cyberspace system, but we did think we could grow an effective one.
-
- MOTIVATION FOR TRIX
-
- Of course, to say that a system grows is to say it changes a lot.
- Anticipating this, we also made an early commitment to an object-oriented
- software paradigm. We envisioned our evolving cyberspace system to be a
- modular collection of simple components that could be easily plugged in
- or pulled out. For practical reasons, which I'll come back to
- momentarily, we decided to grow the system in C++. This proved to be a
- very good choice, but it had one major drawback. Since we wanted to
- explore many evolutionary pathways, in order to converge on the "fittest"
- code, we needed to write and try out a lot of alternatives. Most
- implementations of C++ aren't good for this purpose because they are
- compiled languages, and compilation takes a lot of time, particularly
- when you're making a lot of small changes and submitting them, over and
- over again, to a compiler. We wanted the advantages of C++, in other
- words, but we also needed interactivity. Furthermore, we needed a way
- to make our system programmable by end users, but without requiring them
- to purchase a compiler from a separate vendor.
-
- So Trix was originally conceived as a way to provide programmability to
- end users of our evolving cyberspace system. Again, I won't go into
- detail about how Trix is implemented, because I want to focus on its
- origins and purpose, which was to promote and enable experimentation
- with cyberspace, in order to further its evolution. Trix is fundamental
- to that purpose because it gives programmers unparalleled power to devise
- their own systems of expression and interaction -- to develop their own
- evolutionary pathways, in other words, in search of the very best ways to
- implement cyberspace. This is good for an emerging industry because it
- fosters experimentation and competition, which promotes excellence.
-
- PROGRAMMABILITY
-
- To be accurate, the power of Trix to foster evolution is really due to
- Forth, one of the languages underlying it. The reason for this has been
- explained beautifully by John Walker, who created Atlas, the
- implementation of Forth out of which Trix evolved. I don't think I can
- improve upon Walker's explanation, so I'll quote at length from his
- document on Atlas, written in February of 1990.
-
- He sets the stage by mentioning that it was "Autodesk's strategy for
- AutoCAD from inception that it should be an open, extensible system."
- "Today," he says, "virtually every industry analyst agrees that AutoCAD's
- open architecture was, more than any other single aspect of its design,
- responsible for its success and the success Autodesk has experienced."
- Despite this fact, Autodesk habitually produces programs that are closed,
- that admit "no extensions without our adding to [their] source code."
-
- Why is this so, considering that Autodesk does in fact offer an extensible
- interpreter, AutoLisp? The reasons, Walker says, are that 1) interpreters
- like AutoLisp are intrinsically "slow, slow, slow," and 2) writing
- an open program, using a traditional compiled language, is
- inherently difficult. Walker presents Atlas as an alternative that is
- much smaller, faster, more fundamentally extensible, and more portable
- (because it carries its own text-based i/o facilities and can easily be
- embedded in compiled code, regardless of operating paradigm). In
- concluding the Atlas document, Walker says
-
- Everything should be programmable. Everything! I have come
- to the conclusion that to write almost any program in a
- closed manner is a mistake that invites the expenditure of
- uncounted hours "enhancing" it over its life cycle. Further
- tweaks, "features," and "fixes" often result in a product
- so massive and incomprehensible that it becomes
- unlearnable, unmaintainable, and eventually unusable.
-
- Far better to invest the effort up front to create a product
- flexible enough to be adapted at will, by its users, to
- [meet] their immediate needs. If the product is
- programmable in a portable, open form, user extensions can
- be exchanged, compared, reviewed by the product developer,
- and eventually incorporated into the mainstream product.
-
- It is far, far better to have thousands of creative users
- expanding the scope of one's product in ways the original
- developers didn't anticipate ... than it is to have
- thousands of frustrated users writing up wish list requests
- that the vendor can comply with only by hiring people and
- paying them to try to accommodate the perceived needs of
- the users. Open architecture and programmability not only
- benefits the user, not only makes a product better in the
- technical and marketing sense, but confers a direct
- economic advantage upon the vendor of such a product -- one
- mirrored in a commensurate disadvantage to the vendor of a
- closed product.
-
- I first read these words at a time when, coincidentally, I was trying to
- work out a way for customers to program and extend Autodesk's first
- cyberspace developer's kit. I'd considered several alternatives, and
- had concluded that a threaded approach made a great deal of sense for
- cyberspace. Early on, I wanted to create a "cyberspace construction
- kit," ala Apple's Hypercard, that would integrate simulation, multimedia
- techniques, and programming. I'd built several small applications in
- Hypercard and I was greatly impressed with it, especially with its power
- to engender highly energized communities of creative artists.
- Unfortunately, despite its many virtues, Hypercard left me frustrated
- because it had several debilitating built-in limitations.
-
- When I read Walker's Atlas document I could see he was getting at exactly
- the same thing as Bill Atkinson of Apple, the principal creator of
- Hypercard. The major difference was that Walker was focused on enabling
- programmers whereas Atkinson was focused on enabling non-programmers. For
- cyberspace, I knew we would eventually need something like Hypercard, a
- construction kit that artists of various types can use, not just
- programmers. But we were at the very beginning (as we still are), and it
- seemed to me that the best way to build a construction kit was to equip
- our third-party developers with industrial-strength, interactive, and
- fundamentally customizable tools. Whereas Atkinson was constrained to
- develop Hypercard out of an infrastructure that was fundamentally closed,
- we could go the way Walker suggested and develop a construction kit that
- was fundamentally open, from the ground up. If our customers perceived
- limitations then they would have all the power they needed to remove the
- limitations themselves. They would never be stuck and helpless because
- we had overlooked something peculiar to their needs
-
- BEYOND FORTH
-
- The only problem was Forth. I was open to it because I'd worked fairly
- extensively in it in the past, mostly in videogames. I knew it gives
- programmers unprecedented control and flexibility, but I was also keenly
- aware of its reputation as a quirky language that's "easy to write but
- hard to read." Worse, it lacks many features C programmers consider
- essential, like local variables, function arguments, and data structures.
- It also lacks object-oriented features, a requirement that practically
- everyone agreed was essential for cyberspace programming. The needs and
- sensibilities of C and C++ programmers are of paramount importance
- because the software industry today is dominated by C, and there is a
- clear trend toward C++. So it was clear that an extensible macro language
- for Autodesk's cyberspace developer's kit must not only be compatible
- with C and C++; it must also be palatable to C and C++ programmers.
- Forth, clearly, does not fit that bill. I knew Walker was right about
- the power of Forth, but I also knew he couldn't sell it to C
- programmers. He tried, but it was too easy for nay-sayers to rattle off a
- litany of perceived deficiencies.
-
- My idea was utterly simple: augment Forth, systematically removing the
- deficiencies, while retaining the virtues, so that no one could object,
- on rational, technical, or marketing grounds, to Walker's ideal of a
- fundamentally open programming system. Publicly, I stated that Trix's
- design goals were to "enable cyberspace development, give control to
- developers and customers, accommodate diversity, encourage
- experimentation, provide interactivitiy, and support object
- orientation." Privately, however, the goal was mainly to augment Forth,
- to the satisfaction of C programmers. I didn't mention this goal in
- public, until now, because I didn't want to risk offending my fellow
- Forth programmers. To Forth purists, there is nothing wrong with
- Forth. What it lacks, it lacks on purpose. To them, nothing matters so
- much as simplicity. As they say, Forth contains everything necessary,
- and nothing more. I respect that minimalist aesthetic very much, and in
- fact I held steadfastly to it during the development of Trix. Still, I
- knew it wasn't enough to build a system with the creative power and
- freedom of Forth. Trix also had to be marketable, and that meant I had
- to implement those features, on top of Forth, which C and C++ programmers
- consider essential.
-
- In the end, I created a programming system that is an amalgam of Forth,
- C++, and Lisp. Even though the syntax is postfix, like Forth, it looks
- very much like C++. Virtually all the features of C++ are implemented,
- though Trix presently supports only single inheritance. Trix also
- includes a simple dialect of Lisp, and this could easily be extended, to
- implement dialects like AutoLisp or Scheme.
-
- THE OLD GAME
-
- Let me emphasize once again that my purpose here is not to sell Trix. It
- is Trix philosophy that's important to cyberspace, and there are many
- ways to implement that philosophy. Languages are a lot like religions in
- that people become very devoted to them. Choices between languages often
- have more to do with personal styles, attitudes, and backgrounds than
- with technical merit. My own feeling, reflected in Trix design and
- philosophy, is that savvy information age companies should not, as far as
- possible, force their customers and third party companies to make
- exclusive choices. Persuading people to give up the tools and languages
- they already use or prefer is like trying to convert people from one
- religion to another. It can be done, but it is a very tough sell, and it
- serves to fragment rather than engender markets.
-
- Yet that is precisely the game most software vendors now play. Enormous
- energy and expense goes into "evangelizing" The Way We Do It. The usual
- message is: "Our way is the best, and here's why ... come join us ... we
- welcome you." It is as if the software industry is divided into
- numerous opposing cultures, or camps, and the game is to get people to
- switch camps. The way the game is usually played requires that customers
- give up one camp, including their investments of time, money, and
- identity, in order to join another one. XYZ Company comes out with a
- new operating system or toolbox, for example, and mounts a massive
- campaign to win over software developers. Much ado is made over the
- cool XYZ tools the developers will have at their disposal, but no mention
- is made of the fact that many developers will have to abandon tools and
- techniques they used previously, at huge cost ("Oh yeah, did we mention
- you MUST write in Pascal?"). It's like telling a Spaniard she can
- become an American on condition she never speak Spanish again.
-
- DE FACTO ANTI-STANDARD
-
- To understand the significance of Trix philosophy you have to understand
- that Trix is a language designed to capitalize on a moment in the history
- of an emerging industry. By way of comparison, Basic became a de facto
- standard in the personal computer industry in large part because it was
- introduced at a critical moment in that industry's early stages. It had
- an enormous impact, setting not only a standard but also a tenor, a sort
- of aesthetic. As McLuhan said, the medium is the message, and Basic
- preached a philosophy of exclusion: "You will speak and do as I do."
- Imagine the impact a language like Trix might have had, with its
- underlying organic and multicultural philosophy that says "You can adapt
- to any language or environment."
-
- My vision for Trix was never to create a de facto standard for the
- cyberspace industry, but rather to create a de facto ANTI-standard that
- enables people to contend with and exploit diversity. This may seem to
- be a prescription for anarchy to those playing the old game who believe
- companies should attempt to dominate by setting up a camp (a standard)
- and then cajoling as many people as possible to join it. But Trix was
- not designed to help Autodesk dominate. It was designed to help Autodesk
- thrive in an ever-changing, fast-paced, and increasingly diverse set of
- marketplaces. Standards and dominant players will come and go, but
- those who survive will accept diversity as a fact of life. Those who
- thrive will be adept at adapting to the ways and requirements of any
- market or situation that presents an opportunity.
-
-
-