'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."
Places, a new initiative from the Multiverse Network, will offer users the ability to connect through Manhattan's Times Square. Earlier this year, the company first demonstrated the Times Square environment, at the time to showcase its graphics capabilities and to explain how many users it could fit on a single server.
(Credit: Multiverse Network)The Multiverse Network, a developer of virtual world platform software, announced Wednesday that it was unveiling what it calls Places, two related social elements that tie Multiverse users together.
Essentially connective tissue for users of the Multiverse platform, Places has two separate components.
The first is a social networks application that automatically connects people using Multiverse virtual worlds together with others who are also friends in social networks like Facebook.
The second part of Places is a new virtual world centered around a digital representation of Manhattan's Times Square. Now anyone who installs Multiverse's World Browser--the basic Multiverse virtual world software--will be able to enter the Times Square environment and connect and socialize with friends, play games, view interactive entertainment, and meet and greet in personal, private destinations.
This is notable for two reasons, and seems to be a culmination of much of what Multiverse has been working on the last couple of years.
On the one hand, until now, Multiverse has fashioned itself strictly as a platform provider, offering others the ability to build virtual worlds using its software. On the other, Multiverse last year unveiled a prototype of the Times Square environment as a showcase for its ability to host large numbers of people on a single server.
But from the beginning, Multiverse offered the promise of tying users of all the virtual worlds built on top of its platform together. It was never entirely clear how that would work, and to date, there had been no publicly available, completed worlds made using the software.
Now, however, it is clear Multiverse is using the Places model to showcase its technology and demonstrate that its platform is capable of supporting a 3D social virtual world, somewhat along the lines of Second Life.
Disclosure: My wife works for Second Life publisher Linden Lab.
Another interesting piece of Places is that it is, as Multiverse puts it, "an open-source virtual world." This means, the company said, that developers can "access, modify, and add to its user interface, avatar behaviors, menu system, art assets, avatars and--most importantly--its game play or structured interaction capabilities."
This would seem to indicate that Multiverse will be allowing users to make wholesale changes to the Places virtual world along the lines of the kinds of modifications and content creation that is possible in Second Life.
What's not clear is the scope that developers will have with these tools and whether they will be able to make adult content.
This is interesting because one way that Multiverse has tried to position itself to corporate clients wanting to build a virtual world on its platform is that those clients wouldn't have to worry about their own users encountering objectionable content.
In a separate announcement also made Wednesday, Multiverse said that Oscar-winning filmmaker James Cameron--a member of the company's board of directors--plans to use the platform to build a virtual world based on his film, Titanic.
Called Places in Time: Titanic, it will be structured as an educational environment in which users can explore much about the voyage and fate of the doomed ship.
The Titanic virtual world will be a "destination" for users of Places and is clearly meant to demonstrate how third-party developers can expand upon the platform.
Multiverse's new virtual Times Square demo showcases the company's latest technology, including the ability to pipe YouTube videos directly into a virtual world.
(Credit: Multiverse Network)I spent part of Friday afternoon in New York's Times Square, but something wasn't quite right.
On the one hand, things looked very realistic, with the many digital video screens blaring high-fidelity but inane content out at me. On the other, there was only one person in evidence.
So, OK, this wasn't really Times Square. Rather, it was a new technology demo from Multiverse Network, a leading virtual-world platform developer.
In general, Multiverse just makes its platform available to any development team that wants to use it to create a new virtual world. But in this case, the company created the Times Square demo itself as a way to showcase some of its newest innovations.
In point of fact, the demo is pretty impressive, as evidenced by the video (click here for Windows Media format) Multiverse put up on its site.
Even though there's only one avatar in the demo, Multiverse's technology can support up to 1,000 on a single server.
(Credit: Multiverse Network)A couple of things make this special.
First, if you're familiar with virtual worlds like Second Life, this takes the graphics to another level of realism, and that's a nice thing. Second, even though there's only one avatar in the demo, it would be possible using its technology, Multiverse says, to populate the Times Square scene--or any using their platform--with up to 1,000 avatars, all off a single server.
But there are some other little bits of magic going on here.
One is that all the video boards in the virtual Times Square are running different pieces of content, including at least a couple piping in video directly, and seamlessly, from YouTube. That's not something I think we've seen before using any other platform.
Another nice element is what Multiverse calls its high-dynamic range lighting system, which can display the best possible lighting effects on a high-end gamer machine or lesser effects on a lower-end machine. The system determines the CPU and GPU power and adjusts the effects accordingly.
All in all, this is just a demo, and certainly not anything regular users can yet play around with. But to Multiverse, it's indicative of what's possible with its platform and therefore what any virtual-world developer using that platform can do with it.
Of course, I'm not really that big a fan of Times Square anyway. Now, if we can adjust that demo so I can bop over to Eighth Avenue and catch a bus from Port Authority to New Jersey, that would be impressive.
When Google first announced in 2006 that it had purchased @Last Software, and its Sketchup 3D modeling tool, there were few people more excited than Jerry Paffendorf.
Paffendorf was at that time the futurist-in-residence at The Electric Sheep Co., as well as one of the people behind the Accelerating Studies Foundation's Metaverse Roadmap project.
And he saw, even early last year, that folding Sketchup into Google could mean magic for virtual world developers, since it meant there was a high probability of a 3D, social virtual environment built around Google Earth.
As a futurist, Paffendorf was spot on: Virtual world platform developer Multiverse Network has built a system, dubbed "Architectural Wonders," that will allow anyone building a virtual world with its technology to incorporate terrain and 3D models from Google Earth and Google's 3D Warehouse--models made using Sketchup--into their projects. My story on this, which ran Tuesday, is here.
A new technology from Multiverse Network allows developers who use its virtual world platform to incorporate terrain from Google Earth.
(Credit: Multiverse Network)This is still a far cry from a fully massively multiplayer social 3D world built by Google itself, but it's definitely a start, and it brings a lot of new possibilities and realism to virtual worlds, just as the mainstream is really starting to catch on to the potential of these environments.
So, Mr. Paffendorf, what should be look for as the hot innovation in the fall of 2008?
For the last couple of weeks, I've been researching the fact that a lot of venture capital has been flowing into companies building virtual worlds or the technologies behind them.
On just a quick survey of things I'd seen recently, I found several examples of significant investments by either VCs or angels: CBS and Gladwyne Partners putting $7 million into The Electric Sheep Company; Charles River Ventures putting $2 million into Areae and $5.5 million in Conduit; Gladwyne's investment into Anshe Chung Studios; Sterling Stamos Capital Management's $4 million into Multiverse; and others.
Well, just as I was about to get serious about this story, I got a press release today from Virtual Worlds Management, the folks putting on the Virtual Worlds conference in San Jose, Calif., next week, touting the fact that its research shows that, in total, there has been $1 billion invested in virtual worlds in the last year.
Wow, I thought. I knew there was something serious going on here, but $1 billion?
In the end, though, I'm not surprised. Virtual worlds are everywhere these days. From those getting huge amounts of media attention, like Second Life and World of Warcraft, to those aimed at children and teens, like Club Penguin, Gaia Online, to those that are just quietly building huge user bases like Habbo Hotel.
All told, virtual worlds are becoming big business. And that's funny to me because when I first started writing about them and thinking about them four years ago, most people didn't really even know what they are. Now, they're on everyone's lips, and there's new ones popping up every day.
Still, a billion dollars is a whole lot of money. And, hopefully, all that investment is going to buy some really good, strong, lasting virtual worlds.
One of the reasons the genre still feels like a niche is that there is no single virtual world that everyone is using, like there is with social networks like MySpace or Facebook. World of Warcraft is huge, with more than 9 million paying subscribers, but that pales with what MySpace has.
On the other hand, before WoW launched in the fall of 2004, the virtual worlds and online games community thought it would be amazing if any American massively multiplayer online game--a much more game-oriented than social virtual world--could surpass a million paying subscribers. Now, no one talks about that anymore. And I think that if anyone had said back then that a billion dollars would be invested in the space in a single year, they would have been quietly directed to a room with padded walls and a very good lock.
But here we are.
Next week, the Virtual Worlds conference kicks off, and it's shaping up to be a very interesting show. And it better be, what with all that money in the room.
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