Showing posts with label vitual world. Show all posts
Showing posts with label vitual world. Show all posts

Wednesday, March 3, 2010

Virtual World There.com to Close

In an announcement on March 2, 2010, There.com’s CEO Mike Wilson announced the virtual world would be shutting down on March 9. Wilson cited the troubled real-life economy as the reason for the decision.

There.com's customers were hardest hit by the recession, and, so was There. While our membership numbers and the number of people in the world have continued to grow, there has been a marked decrease in revenue ... at the end of the day, we can't cure the recession, and at some point we have to stop writing checks to keep the world open. There's nothing more we would like to avoid this, but There is a business, and a business that can't support itself doesn't work. Before the recession hit, we were incredibly confident and all indicators were "directionally correct" and we had every reason to believe growth would continue. But, as many of you know personally, the downturn has been prolonged and severe, and ultimately pervasive.

There was launched in October 2003, not long after Second Life. It was founded by Will Harvey, whom was noted for writing the first commercial sheet music processor for home computers “Music Construction Set,” and work on several computer games. The Instant Messenger IMVU was also founded by Harvey. Jeffrey Ventrella was There’s co-founder, noted for his programs on artificial life, whom later worked as a developer at Linden Lab.

In it’s early days, There did well, possibly because of the prestige of it’s founder and starting out with more funding than Second Life. But it soon ran low on finances, and Second Life gained the media spotlight. It ran into trouble starting in 2004, and in 2005 the company split in two, Makena Technologies which continued to operate the virtual world, and Forterra Systems, which concentrated on “private and secure” virtual worlds for government and corporate clients.

There distinguished itself from Second Life as a more family-friendly place with “controls on adult content and griefers,” which attracted some users too edgy for it’s more noted competitor. It also aimed at teenagers, whom were too young for Second Life’s main grid. The language on it’s info page included, “Feeling awesome today? You can look awesome. Feeling like you want to make some heads snap around? You can look knock-down gorgeous and totally buff.”

There also advertised itself as more corparite freindly, having places such as Club Scion and Coca-Cola Skate Park. In 2006, There partnered with MTV. Other brands with a presence in There include Cosmogirl, The Humane Society, Paramount Studios, and the Country Music Hall of Fame.

Like Second Life, residents of there moved about in avatars, and could communicate in text and private Instant Messaging, or voice for those with Premium accounts. Unlike Second Life, avatars could only be modified from a basic human form: hair, skin, and eye colors, head and body shapes, etc. Avatar graphics were a little simpler than those on Second Life as well. People could get around on foot, or on vehicles such as buggys and hoverboards. There was an emphasis on sports, such as the paintball games in the video on There’s introduction page on it’s website. There were also virtual pets, although limited to two breeds of dogs.

There also had it’s own virtual economy, with it’s currency called “Therebucks,” which could be bought and sold from and to the company, with one US dollar equal to 1,800 T. There were also virtual banks, which unlike Second Life remained legal on There. People with Premium memberships could build and sell items, such as buildings and vehicles, as well as being able to own and rent homes. There had it’s own newsletter at www.therefuntimes.com.

Unlike Second Life, There was never available to Mac users.

In Second Life, Torley Linden named his personal sim “Here” as a tribute to There. The surname “Thereian” is used by a few Second Life residents.

In the statement, Wilson stated there would be refunds on “All purchases of Therebucks and member program updates” between February 1 and the moment the closing was announced, “We will attempt to continue a Therebucks buyback for developers.” There also appeared to be a subtle jab at Second Life, “many things ... made There special, accessible, and attractive to people from all over the United States and the world -- not just the privileged with high-end machines and broadband connections.”

There have been a number of comments by former users. One “on again off again” user felt there were several reasons for it’’s decline, including that suggestions for new activities were often ignored, and the corporate endorsements to make up for a stagnant membership might have brought in cash but also ruined the “ambiance” of There, and some changes “helped kill off some of it’s most popular activities and communities ... One of the last lingering, saddest memories I had before quitting There was to see the once thriving hoverboard park a ghost town.” More common were expressions of sadness over the loss of the virtual world.

Of final thoughts, those from CNet writer Daniel Terdiman are as good as any, “For me, though I hadn't gone into There for quite some time, I always enjoyed the idea that I could go back in, jump in my wonderful hoverboat and go for a nice long ride. I recall the early days of There when there were regular hoverboat flotillas and when you could easily find people riding around on flying dragons. To all the fans of There who will now be without a digital home, there is perhaps only one suitable salutation: 'wave. “

For the announcement of There's closing, Click Here.

Sources: CNet, Massively

Bixyl Shuftan

Monday, December 28, 2009

Virtual World “Metaplace” to Close

On December 21, 2009, there was an announcement on the forum of the virtual world “Metaplace,” stating that at 11:59 PM on January 1, 2010, the place would be shutting down.

Raph Koster, the designer of Metaplace, had a shorter statement on his own website (raphkoster.com):

Today we announced that the consumer-facing Metaplace service, the one you all know as the user-generated worlds website at Metaplace.com, is closing on January 1st. There’s a FAQ and an official letter on the site.

The reason? Well, it just hasn’t gotten traction. I have many thoughts on why, but I hope you’ll forgive me if I don’t go into all of them right now. It is a sad day for us here, and I know many users are going to be very disappointed by this turn of events.

Metaplace Inc isn’t going away – in fact, we have some pretty exciting plans. But those plans are best shared on a future day.

If we have to sunset the service, we want to do it right. So for the next two weeks – come visit, and enjoy and celebrate all of the amazing creativity and work users put into their worlds. We’re providing a way for users to grab the data that makes up their worlds. We’ll be opening a website for the community so that you don’t lose touch with your Metaplace friends. And we’ll have a big party on the last day – because Metaplace.com will not go quietly, but with the sound of meeps and music and laughter.

It was a wonderful world full of wonderful people, and I will miss it more than I can say.

Raph Koster worked at Ultima Online, and later Star Wars Galaxies before creating Metaplace.

Metaplace was released in 2007. Unlike Second Life, Metaplace did not need the user to download any sofware. Using Flash for display, it was entirely “web based.” Graphics and controls were simple compared to Second Life. It was similar to Gaia Online in some ways, the avatars appearing a bit cartoonish. But unlike Gaia, Metaverse failed to break into the teen and young adults markets.

Somewhat like Second Life, one could modify one’s own space, provided for free, into either a game area, personal home, or wilderness area. But compared to SL, one was quite limited in options. Characters could level and receive gold as they went about, Level 101 being the top rank. First available as a Beta, a “final version” was supposed to be available later, but it never came.

The post on the Metaplace forum was filled with users expressing shock, and wondering what they would do. Hopefully some will head over here to Second Life.

Bixyl Shuftan

Thursday, September 6, 2007

Virtual Worlds Conference and Expo Fall

Virtual Worlds Conference and Expo Fall takes place October 10-11, 2007 at the San Jose Convention Center. Virtual Worlds Fall is dedicated to helping businesses harness the power of virtual worlds to engage with their customers, partners and employees. The event follows the highly successful Virtual Worlds Spring Conference which took place in New York in March.

Conference Keynotes
Anthony E. Zuiker Creator CSI: Crime Scene Investigation, CSI: Miami, CSI: NY

Christian Renaud Chief Architect, Networked Virtual Environments Cisco Technology Center

Anthony Zuiker, announced that there will be a specially written episode of CSI:NY which will include a search for a killer in the online virtual world Second Life (SL). However, beyond featuring SL in the TV plot, audiences will be able to help solve the crime by going into SL and visiting a specially created CSI lab!

“Nina Tassler, the CBS executive has been talking about this for a while… [Episode five] is basically a forensic investigation into Second Life, an online social network, a metaverse where you go on, you create an avatar and cruise different worlds. Part of our investigation is going in there. Mac Taylor has to create an avatar and go and hunt down a killer who is using somebody's avatar to commit a murder. It's a little bit of a CSI: New York sci-fi internet pursuit with a big action sequence at the end of the episode. It's fun; it actually has a big moment for Mac and Adam because Adam sort of becomes this big expert in the world of Second Life. He's done it before, so he sort of guides Mac into the how or the where of it all. I think it's going to be a fun episode. It's very different,” source