QUOTE (Krypter @ Sep 8 2009, 08:47 PM)

For those of us who do care about the more intricate aspects of nodes and protocols in a futuristic internet, quite a bit was lost.
Oh, I care about nodes and protocols, my only problem is that I care enough about them that I want them to
make sense and not send me to fetch a set of disbelief suspenders to wear. No one knew when the setting was first concieved that three dimensional virtual spaces wouldn't offer much in the way of productivity gains in the same way that the advancement of graphical user interfaces had. In the mid to late 90s, when it became apparent that the 3D revolution would only benefit productivity in specialized fields like design engineering and molecular chemistry, that's when you first started to see a shift in the philosophy underpinning the matrix rules.
SR2's Virtual Realities 2.0 from '96 introduced the host-wide ACIFS ratings (Access/Control/Index/Files/Slave) which was almost as much of an abstraction from the previous Universal Matrix Specification system maps as SR4's rules are. (In fact, one of the in-universe quotes at the begining of one of the chapters, even outright mocks the previous system:
"Alla BOXES, chummer, an' alla datapulses onna lines, trillions of 'em, an' they all connec', chummer, alluvem, ev'rywhere, like alla TIME!!" -- Ruth Morton, Mitushama system designer, explaining her breakdown.).
VR2.0 also introduced into the rules the concept of Tortises, low-cost decks without ASIST, capable of accessing the matrix through just a simple flatscreen and keyboard, just like a contemporary computer. Up to that point, conventional personal computers exisited in SR's rules, but weren't capable of matrix access. Now the setting no longer required legions of wageslave deckers jacking in to VR environments to do the mundane accounting spreadsheets and TPS reports that would become the paydata that was the objective of some shadowruner team. The office and the office software could resemble something much more familiar.
Still, even with the shift in philosophy, both sides of the matrix security equation were still tied to the VR metaphor. The big question on many player's minds was "why?" as in the real world, when you want to establish or subvert a limitation on a machine, you typically want less abstractions between you and the bare metal, not more. Much discussion was thrown around about "speed of thought" but ultimately, that's due to Direct Neural Interface, not VR. The other talking point was "representations of what would be otherwise overwhelming amounts of data" but any system capable of parsing and translating all that data into a coherent VR metaphor where your instinctive actions, which would also have to be parsed, would be translated into the most correct choices, could just dispense with all that translation, and simply filter the data into a simple choice menu with less overhead. When it came down to it, the only reason deckers still acted in VR came down to "That's how they've done it since Echo Mirage" and the Rule of Cool.
And don't get me wrong, I can live with Rule of Cool -based design choices, and did so up to the release of SR4. I had a the fluff counterpart to a house rule for my games for justification of VR. My House Fluff was that the Master Persona Control Program was actually pre-programed expert system decision tree style with the decker's own hacking style and protocols, and that the cyberdeck was actually tapping the organic processing power of the brain as a co-processor. The ASIST imagery generated by node sculpting and/or the deck's own reality filter was actually the result of a lucid dreaming state induced in the brain while it was crunching bits for the cyberdeck. It made the decker one step removed, as the deck was really doing the decking for him, but it explains why the otherwise clunky choice of a VR interface would continue to be the go-to from a computer security standpoint.
The nice thing is, I can continue to use that explanation under SR4. It's just that processor power by the 2070s has gotten to the point that you no longer need to use the brain as a co-processor if you don't want to. A user with good enough reflexes can be just as fast using flat AR-style interfaces for most instances. The only real time that it makes a difference is with Probing the Target tests, where it means an interval of 1 hour instead of an interval of 1 day, which incidentally, was the reason why Echo Mirage established VR interfaces as the gold standard for computer security for five decades: it cuts through secure authentication protocols like nothing else.
Maybe SR4's system is less dungeon crawl and computer-subsystem "flavorful" than the Universal Matrix Specification maps of SR1Core/VR1.0/SR2Core, but the game's used a whole-host based approach for going on 13 years now, with several oportunities for the developers to switch to something else based on customer feedback, and while details have changed the general level of abstraction hasn't. Keep in mind that sculpted VR systems have let GMs roll their own flavor since the original Virtual Realities Sourcebook in '91, so this may be why there hasn't been a push to change it back. The only real difference in SR4/SR4A is that all that VR sculpting can be bypassed in AR, but if the hacker's doing that, they damn sure better be pulling their weight in meatspace by using those reflexes to be another gunbunny for the team, commanding drones, and/or maintaining the team's TacNet.