Metaplace, a service that allowed anyone to create a Web-based virtual world, said late Monday that it is closing its doors.
In an announcement made by e-mail, the company--founded by legendary game designer Raph Koster--said it will shutter on New Year's day.
"Today we have unfortunate news to share with the Metaplace community," the company wrote in the e-mail. "We will be closing down our service on January 1, 2010 at 11:59 pm Pacific...We will be having a goodbye celebration party on January 1st at noon Pacific Time.
"Over the last several years, we here at Metaplace have been working very hard to create an open platform allowing anyone to come to a Web site and create a virtual world of their own. Unfortunately, over the last few months it has become apparent that Metaplace as a consumer (user-generated content) service is not gaining enough traction to be a viable product, requiring a strategic shift for our company."
The company first announced its plans for Web-based virtual worlds in 2007. Koster had previously made his name as the chief creative officer for Sony Online Entertainment and as a lead on the hit online game, Ultima Online.
Metaplace could not be immediately reached for comment.
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."
STANFORD, Calif.--If one thing is clear about the immediate future of virtual worlds, it's that every toy company is going be setting something up.
That was the prediction of Raph Koster, the co-founder of Areae, which has created a virtual world platform called Metaplace, at a meeting of the Metaverse Roadmap here Friday. Koster got up to speak to a group of the leaders of the virtual world community and announced he was going to be the day's cynic.
"We (were asked) to talk about what's exciting," Koster said. "But I'm pretty sure the answer is that there will be 10 more kids' worlds...How much of the investment dollars is actually going to be going to making more versions of Barbie Online?"
The point, Koster continued, is that people who are expecting any immediate implementations of augmented reality technology or any of the other futuristic elements that came out of the Metaverse Roadmap project aren't likely to see the light of day anytime soon.
"The interesting question is, how much are commercial pressures versus idealistic pressures going to effect virtual worlds in the next couple years?" Koster asked rhetorically.
And the answer, in large part, is that the bulk of investment dollars are going toward entertainment properties these days, Koster argued.
And what that means, for at least the immediate future, Koster added, is that the most development energy will be going to creating virtual worlds aimed at kids--in large part because those worlds attract big audiences, and revenue.
It's not that the technology isn't ready, for some of the best-case technological scenarios, Koster added. He said that, in fact, some of the predictions for various "lifelogging" technologies, or things that can record just about anything that goes on around someone, are ready today.
But because the entertainment companies are more interested in creating large, captive audiences, we're much more likely to see an almost never-ending stream of walled-garden virtual worlds centered around entertainment than the "dream of the metaverse" in the near future.
Of course, Koster--who does seem to be a big fan of the futuristic predictions of the Metaverse Roadmap community--couched his comments under the rubric of informed cynicism. He implied that the best vision of the technological future of the metaverse and virtual worlds is actually coming from science fiction these days.
So, he said, if you want to see the best vision of where things are going, at least on a technological level, read the novels of Vernor Vinge and Charlie Stross.
I spent the last couple of days at the Virtual Worlds conference in San Jose, Calif., and one of the more interesting things I came across was the fact that on Tuesday about two dozen tech companies and other institutions gathered to discuss the idea of interoperability between all the various virtual worlds.
It's a very interesting idea. Whether it can work is very much up for debate. But you can read my story on the subject, which ran this morning on CNET News.com.
The question is: Can these worlds work together? Will the publishers agree to let their users teleport into their competition? Either way, it appears that these companies are determined to take leadership on the issue, whether users think it's a good idea or not.
But as online games guru Raph Koster asks, is there really a market demand for this? Only time will tell.
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