With Metaplace, almost anyone can build their own custom virtual world. Its tools make it simple to script any object with various actions. And every object and world in Metaplace has its own URL.
(Credit: Metaplace)Why play someone else's virtual world when you can build your own?
That's the major premise behind Metaplace, a new browser-based virtual-world platform from, among others, former Sony Online Entertainment chief creative officer Raph Koster.
Built to run inside the browser on any Internet-connected machine, Metaplace employs a simple, 2D, Flash-based graphics system that fronts for a fairly sophisticated set of content creation tools and what may one day be a complex open-ended economy built around user-created content.
In fact, because of the 2D and Flash nature of Metaplace, it's easy to miss that the platform offers users some of the easiest virtual-world building tools that have ever been made available. And while Metaplace has been in closed beta since October, it is expected to emerge into a public and open beta period sometime later this year. See below for an invite to the closed beta.
The company, which was formerly known as Areae, raised a $6.7 million funding round last October, led by Charles River Ventures. In total, it has raised $9.4 million.
Rising to the top
Metaplace has a little something for everyone. For the casual users, it has any number of user-created worlds to play, and there's a basic central Metaplace world that is an easy gathering place. Each can be rated, and the highest-rated rise to the top, allowing users to skip messing around with the system's chaff and instead concentrate on the wheat. But for those who are interested in creating their own virtual world, Metaplace offers a cornucopia of tools and choices that make it quick and easy to get a brand new world up and running.
Of course, as with any user-generated content system, the good creations are far outweighed by the bad. As Koster himself put it, "There are more than 25,000 Metaplace worlds, most of them are empty and most of them are crap."
But if it sounds like Koster is bashing his own system, he's not. Rather, he's touting how easy it is for anyone to start a virtual world that itself can be accessed by anyone on the Internet in mere seconds. Indeed, it's not an exaggeration to say that just about anyone could have a rudimentary Metaplace world up and running in less than five minutes.
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'Battle' is a 2D, real-time, combat-oriented, multi-player, Flash game that will be the showpiece for a series of innovations for Multiverse Network, among which will be to give people the ability to interact between 2D and 3D versions of the same game.
(Credit: Multiverse Network)Developers of 3D virtual worlds and multiplayer games may soon have access to tools that would allow them to build connected, promotional 2D, Flash versions of the same games.
These new tools are at the heart of Battle, a simple Flash game being released Thursday by the Multiverse Network, a virtual worlds middleware company.
A simple Flash game that runs on Facebook, MySpace, Friendster, and Kongregate, Battle is really the showpiece behind new Multiverse technology that could, for the first time, make it possible for developers using its platform to build full-scale downloadable, virtual worlds or online games to create scaled-down, 2D, browser-based versions of the same titles and let players compete between them.
At the same time, Battle is also an example of what Multiverse co-founder Corey Bridges said was one of the first-ever multiplayer, real-time, action- or combat-based Flash games. To date, nearly all Flash multiplayer games have been turn-based, meaning only one person plays at a time, or have very basic game mechanics.
And while, as a platform company, Multiverse isn't in business to create games itself, Bridges said Battle shows that a wide selection of games that previously had to be played using a downloadable client could now be played in the browser.
"Now, you can have proven genres of video games, really popular games, like shooters, real-time strategy, sports and things that exist on consoles or specially installed games," Bridges said, and "those types of games can live in your Web browser without a download."
The immediate appeal to game developers of this innovation is being able to use the Multiverse tools to bring a wide variety of existing types of games to Flash, games that in the past required downloadable clients. And that could mean opening up such titles to far larger audiences, since many people don't want to have to install special software in order to play casual games.
As a tools company, Multiverse is not in the business of building games. But Bridges said the point of its building Battle itself was both to show off the latest set of features the platform offers, and to go through the process of using its own tools, so those inside the company know what its clients' experiences are like.
Multiverse offers its development platform free of charge to anyone who wants it, and hopes to make money by levying a commission on any game made with its tools that charges a fee to play. To date, there are no publicly-launched games built with the Mutiverse tools, though Bridges said several are in beta and are close to being launched.
To some observers, the best thing about the technology underpinning Battle is the marketing opportunities game like it can offer larger, more complete 3D, downloadable multiplayer games and virtual worlds.
"The real benefit of this is that nobody's ever created one tool that lets you have two views," both 2D, in Flash, and 3D, into the same game, said David Fox, vice president of technology at casual games developer, iWin. "This lets (game designers) have a free trial version on the Web and a download for the 3D experience without having to create everything again."
Fox did add that he was "dubious" that Multiverse could deliver on that promise but, not knowing very much about the initiative, said, "the proof is in the pudding."
But Bridges indicated that proof is just around the corner.
"We've got a very small handful of our existing developers taking their (in-development) 3D worlds," Bridges said, "and these developers are making a window into those worlds that can be done in Flash, and that's a pretty interesting new way of thinking about a virtual world experience."
Indeed, he added that he sees the 2D to 3D cross-over element of the tools being a good way to get players hooked on a game concept before convincing them to upgrade to a full 3D version. Yet, they would be able to play against people running the full 3D game in order to get a sense of what the entire experience might be like.
"This demonstrates that Flash is well on its way to becoming the default real-time interaction platform for the Web," said Raph Koster, founder of Areae, which is making Metaplace, a platform that lets anyone design their own Flash-based virtual world, "and it enables more kinds of games than people generally think possible."
As of today, Metaplace is in closed beta, but hopes to be opening up to the general public before too long.
Koster said that it's clear that Multiverse is making important strides in developing new kinds of real-time, multiplayer Flash games, but said that others, including Metaplace itself, have created games enabling such types of play.
Still, Bridges said he differentiated Multiverse's tools by their ability to create real combat action in a game like Battle.
Peter Haik, a co-founder of the virtual worlds development company, Metaversatility, which is using Multiverse's tools in some of its projects, agreed with Bridges' assessment of the Flash games market.
Haik said there are other multi-player Flash games, but they tend to be casual titles aimed at kids.
Multiverse's tools, he suggested, are geared mainly toward producing full-scale virtual worlds or massively multiplayer online games (MMOs), and therefore have much more scope for being used to create crossover between rich 3D games and 2D Flash versions.
"The true innovation" of the Multiverse tools, Haik said, "is that it's sort of an agnostic client, where if someone is in the Flash application, and someone else is in the 3D client, they can interact, and it doesn't matter what the other one is running."
And he said, Multiverse brings serious server technology to the table that runs separate from the various social networking sites, like Facebook and MySpace, and that is what enables the rich crossover experience.
One other important element of the toolset Multiverse provides, Bridges said, is a rendering engine that allows developers to generate Flash assets using the items from their 3D virtual worlds.
"It's really cool," said Bridges. "We have a Web-based automated system where a development team just uses a Web page, uploads a 3D model, and back comes the generated Flash files. It's a really quick way to convert a 3D game into a Flash game and make it look really, really good."
'Corpse Craft' is an award-winning game that is built-in to Three Rings' 'Whirled' platform. 'Whirled' allows developers to create Flash-based casual MMOs and share them with anyone, and potentially make money off of them.
(Credit: Three Rings)For years, one of the biggest success stories in the casual game space has been San Francisco-based Three Rings and its hit, Puzzle Pirates, which has earned more than $14 million.
Now, the company has officially launched its Whirled platform, a system designed around user-created Flash-based massively multiplayer games that gives developers a way to make money with their creations.
Whirled has been in a closed beta for months, and it is still technically in beta, explained Three Rings CEO Daniel James. But the platform is now open to the general public and its money-making structure is available to any developer who wants to take advantage of the Whirled APIs and large and growing base of players.
Like other casual MMO systems--Metaplace, from Areae, may be the closest competitor--Whirled is entirely browser-based. And while most users will likely just play games, the availability of the APIs and the ability to re-work existing Three Rings casual games, makes it possible for developers to get a quick start on putting their creations in front of other Whirled players.
Like Puzzle Pirates before it, Whirled has a built-in economy in which players can earn coins by putting in time playing the games, or buy "bars" with credit cards. Either currency can be used to buy in-game goods. Now, Whirled users will also be able to exchange their coins or bars for "bling," which can be cashed out for US dollars. This is what will allow developers to make money with their creations.
Games created using the platform can be embedded in any blog or Web site, and any money earned is split between the developer and Three Rings and any referring affiliate.
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