 Producers cultivated an element of virtual reality through QuestWorld , a cyberspace simulation rendered with three @-@ dimensional computer animation and motion capture . QuestWorld was designed as a futuristic application of contemporary technology , similar to the classic series ' high @-@ tech lasers , satellites , and robots . Seibert traced its origin to " the same problem that James Bond has ... When you look at even his newest gadgets , they 're somewhat quaint . " H @-@ B marketers polled children on their familiarity with virtual reality , discovering that each child was aware of the concept . Planners took inspiration from cyberpunk novels written by Neal Stephenson and William Gibson , including Snow Crash . Short , independent QuestWorld segments called " Quest Bytes " concluded certain episodes . 
