Technologies and Standards

M² is founding the ecosystem with a set of technologies, services and standards. All of these will be delivered in a white-labeled form or open source so that individual metaverse projects on the network can build credible businesses with their own distribution, user experience and other differentiated commercial choices but still remain compatible with each other.

M² Origin

M² Origin (M² Platform) empowers web3 and web2 businesses to build hyper-social metaverse experiences using Morpheus technology. Morpheus enables immersive, high-concurrency virtual experiences, supporting over 20,000 users in a single space across all devices. This is built into the World Engine, which with cloud streaming, enables these experiences to be accessed from any internet-connected device.

With a professional-grade toolchain and customizable services, creators can easily design, operate, and monetize metaverse experiences. The platform ensures safety and flexibility through moderation systems and supports traditional NFT-backed (web3) and non-NFT (web2) metaversal objects and commercial models.

Origin is the initial platform for metaverse creation on the M² network. The network is designed to support any platform across any software stack capable of creating a digital experience (e.g. 2D website, alternative game engine etc.). We anticipate many platforms across different stacks will be integrated into the M² network.

Origin itself will only be available to network members. This is so that there is an initial draw to participating in the network. Origin has already been a key reason for initial projects to join and agree to the current network rules.

MML Stack

The MML Stack facilitates the creation of Metaversal Objects using web-based open-source tools and libraries. This allows anyone with basic web development knowledge to easily craft Metaverse Objects. MML also enables builders to create objects that can be visualised and computed across different metaverse platforms that support its implementation.

MML is fully open-source and independent of all other current M² components. It works extremely well with the World Engine enabling thousands of complex objects to be involved in the same world. MML should have value beyond M² and as a useful standalone language for building Metaversal Objects. MML also guarantees that content built for the M² network is much less likely to be locked in and more able to move between experiences.

The M² ecosystem will provide some tooling for MML, such as a web-based object editor and other simple tools. We hope the wider community expands these into commercial and open-source products.

The Construct

The Construct is a test metaverse designed to facilitate fast iteration, exploration, and learning on M² Origin and the Network. Serving as a sandbox environment, the Construct allows the M² community and development team to experiment and refine M² capabilities, including MML and, eventually, the World Builder.

Improbable have already been running casual events weekly on Twitter in our test space. These will now all happen in the Construct and be expanded to support content made by the community, not just the Improbable team.

The M² Cross Metaverse Services

Keeping track of objects, identity, and the rules of metaverse operation

The M² Cross Metaverse services are federated data and compute services that serve as the foundation for every metaverse built on the M² network.

These services will enable digital creators to publish, share, and use MML objects across experiences, irrespective of the platform used by the creator. It is essential to have a canonical source of truth for MML objects, identities, places, and other vital information published to the services and created as a result of metaverse activities. These services will employ blockchains for ownership records and are chain-agnostic, allowing MML objects to be linked to blockchain based digital assets, such as NFTs.

Additionally, the services will include a federated identity system that enables the seamless movement of users' digital selves and assets across all experiences within the network. However, individual metaverse operators can use specific identity systems on top of this shared layer to maintain their relationships with their community.

In addition, there needs to be an underlying protocol to keep track of metaverse ownership, permissions and access control, as well as the transfer of these permissions. This will also be necessary to support settling cross-world commerce.

This foundational layer of the network sits beneath any particular metaverse implementation, functioning as a crucial utility that fosters cohesion across the network. This information must be managed as a common for the benefit of all network participants.

Governance and Rules

The governance philosophy of the M² project will be designed to protect content creators, metaverse owners, and individuals by offering choice and true ownership. For example, if you operate a metaverse on the M² network, you own this asset directly. You are not merely a client of a closed platform. Equally, if you publish content to a metaverse on the network, you should be free to move that to another metaverse in most cases or even publish it across multiple worlds. This system rewards network participants, ensuring business continuity and asset value even if a project fails. Initially, M² will be governed by an expert board, but over time, governance will necessarily transition towards other stakeholders, allowing them a say on key issues. Our master plan outlines this gradual shift towards decentralized governance, which we believe provides stability for businesses in the network. While early stages require rapid decisions, a more decentralized approach ensures long-term stability as adoption increases. Historically projects that have decentralized too quickly have lost a great deal of agility. Equally, remaining centrally controlled for too long erodes trust. Our approach is to try to find a pragmatic balance as we go through the roll-out phases described later in this document.

Last updated