metaplace

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  • Raph Koster is open to making another 'worldy MMO'

    by 
    Justin Olivetti
    Justin Olivetti
    04.02.2013

    On his personal blog, Raph Koster announced that he has left Disney to become an unemployed game developer. The big question is, of course, what's next for the driving force behind Ultima Online and Star Wars Galaxies. The answer is... he doesn't know. However, Koster does indicate that he is open to working on another traditional MMO, but not one born of Kickstarter. "I suspect that those of you who want this all want me to make a worldy MMO," he writes. "I may yet make one of those in the future, but I don't think that you can raise enough money on Kickstarter to do it justice." Koster says that he might be doing some consulting, writing, and speaking, but what he wants to do most is to "simply start making games." He claims that GDC inspired him to get back into the game-making business, big-time. He also says contrary to some rumors, he is not working with Richard Garriott on Shroud of the Avatar.

  • Social gaming company Playdom acquires Metaplace Inc.

    by 
    Justin Olivetti
    Justin Olivetti
    07.12.2010

    It seems as though Playdom has added Metaplace Inc. as a Facebook friend. While earlier this year Metaplace closed up shop, Ralph Koster dangled a morsel of hope for fans by saying that "Metaplace Inc. isn't about to go away. In fact, we have some pretty exciting plans to announce in the not too distant future." Consider that "not too distant future" a present reality, as Metaplace Inc. has been purchased by social gaming company Playdom. The deal includes the transfer of the Metaplace Inc. game design group over to Playdom's domain. Metaplace Inc. was focusing on two Facebook games, Island Life and My Vineyard, prior to its closing. Both games boast an impressive number of players: Island Life with 457,000 monthly users and My Vineyard with 822,000. Playdom is especially excited to get their hands on Metaplace's technology. "We think the Metaplace engine is a competitive advantage in that it will take other companies years to duplicate its capabilities which will streamline and quicken our game development cycles," said David Sobeski, Playdom's CTO. Metaplace Inc.'s purchase is the latest in a string of studio acquisitions for Playdom, including Acclaim Games in May. Metaplace's technology, team and games represent a significant step forward for Playdom, and we're interested to see how the social gaming firm handles its new toys in the future.

  • There.com is closing

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.02.2010

    Virtual worlds have had a rocky time in the marketplace. Focusing on user-generated content, it takes a while for enough users to become active and enough market traction to be established for them to start becoming financially viable. Earlier this year marked the shutdown of Metaplace, Raph Koster's entry into the field of virtual worlds. Now another long-running part of the field is closing down, as There.com has just announced the service will be closing on March 9th. A retrospective on the game's history is available on CNET, discussing the world's status as being a competitor for Second Life without ever quite gaining the traction that its bigger cousin managed. While the environment was seen as slightly more kid-and-media friendly due to restrictions on adult-only content, the project had a difficult time turning a profit. After seven years, it's finally overwhelmed the company. The official announcement includes a number of resources for those who have invested money in There.com to regain it prior to the shutdown, with extensive buyback programs and refunds available for all participants. Our condolences to the team on this sad turn of events.

  • Raph Koster on the future of Metaplace

    by 
    Rubi Bayer
    Rubi Bayer
    01.05.2010

    January first of this year brought about the closing of Metaplace, sad news for everyone involved. Shortly before the announcement was made, Eurogamer had an interview with game designer Raph Koster regarding Metaplace. In the end, they made the decision to release the interview in spite of the closing, as it contained some very good insight into the goals of the staff as well as information about the inner workings. The interview is especially interesting in light of the fact that Metaplace has repeatedly stated that it is not going anywhere, and that we should expect to see more very soon. "Metaplace Inc. isn't about to go away. In fact, we have some pretty exciting plans to announce in the not too distant future," Koster stated. Since we can assume that the basic philosophy and overall goals of the team remain the same, the interview is definitely still relevant for anyone who was a fan of Metaplace. Take a look at the full interview here, and enjoy!

  • Virtual world toolbox Metaplace closing its doors

    by 
    Mike Schramm
    Mike Schramm
    12.31.2009

    Another virtual world reaches the end of its existence, as Raph Koster announced early last week that Metaplace, the online world that was supposed to be the end-all, do-all of such things, is going to close for good on January 1, 2010. It's a common story with MMO startups these days: developer has "revolutionary" idea for user-generated content, gets a bunch of money and support to put it into place, users don't actually vibe with the idea they way they were expected to, and the dev is left having to explain why it didn't work out. Oh, and the people who were actually enjoying the world get stuck without a place to go. Koster says the company has created this Metaplace veterans forum for anyone who enjoyed the service and wants to stay in touch with their contacts there. We'd recommend you head over there to say hi (and talk about what's next), but given that the world is shutting down, odds are you probably weren't playing with it anyway. [Via Massively]

  • Marketplace traction with the UGC model and the closure of Metaplace

    by 
    Tateru Nino
    Tateru Nino
    12.22.2009

    As you read last night, the UGC (user-generated-content) virtual environment side of Metaplace is shuttering on New Year's Day, 2010, just a scant couple of weeks away. "The reason?" says company president Koster. "Well, it just hasn't gotten traction." Nor should it have at this stage, really. Metaplace only went into open beta in May this year, meaning that it is closing before it really launched. We believe that is several years too soon for traction with its (now canceled) model.

  • Metaplace announces January 1st shutdown

    by 
    Rubi Bayer
    Rubi Bayer
    12.21.2009

    The Metaplace development team made the announcement today that no fan of a game likes to hear: "Today we have unfortunate news to share with the Metaplace community. We will be closing down our service on January 1, 2010 at 11:59pm Pacific." The bottom line to the reasoning behind the decision is that Metaplace simply is not making enough headway to be a viable (read: profitable) product. Fans will surely have a number of questions about this, and the community team has provided a FAQ to answer most of them. While it's sad news for both staff -- a significant number of whom have been laid off due to the closure -- and fans of Metaplace, the community team is holding their heads up and maintaining an optimistic outlook. The goodbye party on January first is being treated as a celebration of the fun that's been had, rather than a gathering to mourn the ending. Community Manager Tami Baribeau also shared some hopeful news in a blog post: "Metaplace, Inc. as a company (and as a tool) isn't going away. We have whole new shift of focus ahead of us and a smaller team set out to accomplish some big goals." Our sympathies are with the staff members affected by this, and with everyone who has invested their time, creativity, and effort in Metaplace. However, we join their team in looking forward to the good things anticipated by the company.

  • Massively's 2009 Winter Holiday Event Guide

    by 
    Rubi Bayer
    Rubi Bayer
    12.16.2009

    It's that time of year again -- whatever holiday you are celebrating, the denizens of your favorite MMO are sure to be celebrating it too. Whether it's Festivult in Dungeons and Dragons Online, Wintersday in Guild Wars, or the Starlight Celebration in Final Fantasy XI, the theme is the same. There are presents, some sort of sugary treats, and tons of fun. Follow along with us as we check out who's partying in your favorite MMO and what you need to do to get in on the fun.

  • Metaplace: Halloween, hold the zombies

    by 
    Rubi Bayer
    Rubi Bayer
    10.23.2009

    It's time for Halloween in MMO Land: the usual contingent of zombies are running amok and panicked NPCs are everywhere, requesting that you go deal with it for them. Virtual Worlds are not immune either, it seems.For those who prefer their Halloween without a side of gore, there is no shortage of games taking a more lighthearted approach. Metaplace is one of them as they're celebrating Halloween with cute pumpkin masks and pirate costumes, ghost stories, and parties. Costumes and masks are available now in The New You, and the Halloween festivities kick off today. Metaplace is celebrating fall with a fashion show and dance party this afternoon.The festivities don't stop there, though. The New You will have their Halloween gear available until November 5th, Friday the 30th is the official Halloween party, and the 31st sports a full calendar -- Metaplace fans will be celebrating from morning until night. In between these events are decorations, gifts and prizes, and there are even rumors of the Great Pumpkin handing out special treats. Not that one, but keep an eye out anyway.

  • Linden Lab punctures education community with newly registered trademark

    by 
    Tateru Nino
    Tateru Nino
    10.01.2009

    Jokay Wollongong, one of the premier promoters and supporters of the educational uses of Second Life, and keeper of the largest single resource for Second Life educators, suffered something of a reversal this week, when Linden Lab decided that that very same resource, sleducation.wikispaces.com, infringed on their SL trademark (which has now only been registered for nine days), and sent Wollongong a takedown notice. That's something of a surprise considering Linden Lab's ongoing endorsement of the site on the Second Life Education mailing-list. The site, which has been up since late 2006, documents over 100 case studies of educational projects in Second Life, as well as providing key community resources and information for educators who are just getting started with virtual environments.

  • Redefining MMOs: Developers weigh in, part 3

    by 
    Tracey John
    Tracey John
    09.24.2009

    Jeffrey Steefel, The Lord of the Rings Online Executive Producer, Turbine: "It's been fascinating to see how the MMO game has been evolving over the past 10 years... A lot has happened. Games have become more complex, consumers mostly all have faster internet access, are comfortable buying things online and spending time online. Social connections now happen through the network as readily as in person or over the phone or through mail. Mass consumers regularly consume media content in small chunks through the network; whether its music, ppv video, eBooks, ringtones, games or even now television shows. "Players don't want to 'play' with thousands of people, they want to play with a small group in the presence of thousands. It's like an old-school arcade. You don't want to play pinball with 10 people, but playing by yourself in a crowded room is a lot more fun. Players have more varied play-sessions. Some still play for hours on end, some want to come in for some quick fun. Subscription is alive and well, but it is not the only way to charge for this kind of experience. Microtransactions, premium services and content, free online play are all creeping into the genre. "In other words, 'MMO' is too confining. 'MMO' was the spawning point for all kinds of new online entertainment. And it is reaching a much wider audience. Not to mention the critical importance of not only the game, but the service and media infrastructure that surrounds a good online experience. "So I believe what we're really building is entertainment services, that combine the flexibility and accessibility of the network, the appeal of social networking, the freedom of an online persistent universe, and the structured fun provided by video games. So it's hard to say there is one term that can cover all that this can be or become. I think we need to look at the ingredients -- persistence, sense of place, sense of purpose, social connectivity, social identity, social grouping, participatory experiences and storytelling -- and then perhaps try and find a name for it." Thom Terrazas, EverQuest Producer, Sony Online Entertainment: "Obviously 'massive' is the main theme to the name, but what was the target number of people online when the term 'massive' was [coined for] MMOs? I'm no expert by any means, but I believe the term first referred to a couple dozen simultaneous players if not hundreds of players existing in a virtual world, interacting between each other. When it started, it was with a lot of passion from many that pushed the envelope of technology that enabled the first dozen to be achieved. That just set the bar for others to improve on and it continues today. Today, it means everything. It's a game and it's a business and everything in between. It's a place you can go and leave everything else behind, but at the same time, it's a place you can visit and be everything you've ever wanted. It means a release from the real world and an invitation to your imagination. ... I think ['MMO'] only needs a new term for those that don't know what it means right now.....or what it was meant to be." Rich Vogel, Co-Studio Vice President, BioWare: "MMO to me means the ability to play with thousands of players in a world. This was actually coined by 3DO back in the Meridian 59 days and later adopted by EA when marketing Ultima Online. ... "It was coined over 10 years ago to convey a marketing message. There were no games that allowed thousands of players in one environment and it was a great selling point. Today, that feature is well understood. It has branched out beyond the RPG genre into others like MMOFPS, MMORTS, etc. "No [I don't think we need a new term for 'MMO']. I feel it has become its own category and a mainstream term that people recognize now -- especially after [World of Warcraft]. The term 'MMO' can be applied to any single player genre that wants to have a large-scale multiplayer component. ... "Star Wars: The Old Republic is an MMORPG in every sense of the term. BioWare has a long tradition of making great story driven RPGs and now we are entering into the MMO market for the first time. Our game has all of the traditional components of MMORPGs like combat, exploration, advancement, great loot, and crafting. However, we are going to add another element to the MMORPG genre -- storytelling the BioWare way." Raph Koster, President and Founder, Metaplace: "I think now, at this point, now that we've chopped the 'RPG' part off of it and just say 'MMO,' which by itself is a meaningless acronym. Massively multiplayer online... The problem is the very word massive is not particularly useful. Sorry Massively website! But the problem is that "massive" is kind of relative. New York is a massive city, until you go to Shanghai. It's completely relative. ... "I was never that crazy about [the term 'MMO']. We've been here before. There was a huge turf battle over the term 'MUD'... There were people coming up with MUVE, multiple user virtual environment... random acronyms people were coming up with to describe the field. Several of us kept saying, 'These are just virtual worlds, damnit!' Part of the reason why that was working okay was it was fairly easy to say, and MUDs do have a very specific kind of family tree that we can point at, and they all fall under virtual worlds. "That was great until people started calling things -- without any games in them -- 'virtual worlds,' excluding MMO-anythings. This is where you get people saying, 'Well, [World of Warcraft] is a MMORPG, it's not a virtual world.' And it's like...errrr. Because the battle has started all over again with people trying to appropriate the term 'virtual world' to mean Second Life or to mean Habbo Hotel. So now you have things like social virtual worlds and generic virtual worlds, and people think it means just Second Life, and that's... wrong. I'll say it bluntly, that's just wrong, because WoW is a virtual world and so is Second Life, and so is YoVille. A lot of people don't want to claim YoVille as being in the family, but it is. I much prefer to define these things by what they are rather than how many people they hold. "I do still say MMO, because at this point it usually has the connotation of game. If you say 'MMO' people assume you mean a game. ... Even us design types, we still need to know what we're actually doing. The terms, right? We need to agree on a language so we can talk about it. Disclaiming something that is a massively multiplayer, comma, online, comma, first-person, comma, shooter, and saying, 'Well, it's not actually massively multiplayer online'... whatever. That's clearly marketing talking. "There are people that call them MWOs, people that called them MOGs, and people that call them POGs. There's PSWs which is an art term for a specific sub-set of virtual world so that one gets misused all the time because it means 'persistent state world.' ... There are some others... PIG, I've seen PIG, 'persistent interactive game.' Massively: I don't think a game maker would like to call their game a "PIG." "Probably not."

  • Watch "Another Perfect World" live in Metaplace at 3 PM ET here on Massively

    by 
    Seraphina Brennan
    Seraphina Brennan
    09.10.2009

    "Another Perfect World", a documentary featuring some of our favorite MMO developers, is going to be shown today in Metaplace at 3 PM ET, 12 PM PT. Jump in with other virtual users and watch the video live via streaming connection, all from the comfort of your home computer.The documentary focuses on the creation of virtual utopias and how man strives to create the perfect world, even if it's only a virtual one. Speakers in the documentary include Raph Koster from Metaplace, Philip Rosedale from Second Life, Jae-Kyung Song from Lineage, and Hilmar Veigar Petursson from EVE Online, making this an interesting tale for many MMO users.The best part about all of this is that you don't even have to leave Massively to jump into Metaplace! We've embedded The Stage here after the break, so you can watch the movie and chat with fellow virtual world enthusiasts (and Massively readers) right from the comfort of this very post! It can't better than that! So make the leap and continue reading to log into Metaplace and watch "Another Perfect World" today at 3 PM!

  • Raph Koster speaks on Metaplace's new functionality and the state of virtual worlds

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.02.2009

    Metaplace introduced the world to a brand new technology two days ago -- the ability to embed a fully functional virtual world into any website or forum, anything that can handle HTML.This upgrade allows Metaplace to act like a more enhanced version of Google's old Lively service. All you need to do is make a world, take the embeddable HTML code from it, drop it into your website, and you now have a full virtual world running in flash right inside of your blog post or forum thread. The world can be edited to your whims through the Metaplace builder, letting you create whatever you want to create inside of your space. Think of it like Second Life Lite.We had more than a few questions for Raph Koster, the founder and creator of Metaplace, about this new upgrade for his virtual platform, so we caught up with him to pick his mind on Metaplace and virtual worlds at large.

  • Raph Koster speaks on Metaplace's new functionality and the state of virtual worlds pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.02.2009

    Metaplace is quite large now, with well over 30,000 worlds created. How does Metaplace avoid spreading the population out too thinly, as, after all, these are social worlds? Is that a challenge for you guys? It is. It is a challenge. Many of our worlds are empty at any given time. Many of them are people's "apartments" or "personal spaces." Everyone gets a world when they start out in Metaplace, and a large majority of them are unimproved. What we've found out is that people really congregate in the well done worlds. Because of that, we've spent a lot of time on searching algorithms to find the worlds that people consider to be the best and the worlds that are the most populated at that point in time and then bring them up top to the user. We're also working on expanding our support for events, so when something interesting is going on in Metaplace all users will get a notification. This way they can click the link and go and check it out quickly. Yet, sometimes great worlds get lost for a time, but then they get rediscovered as people re-find them. "Virtual worlds need to make that jump to become "ordinary," in a way" We've also included a new feature, called the golden egg. This allows veteran users to market their worlds to others by purchasing this new item. The egg, which is 25,000 coins, can be placed in your virtual world for others to find. Once they find it and click on it, they get 500 coins as a present and are also given the location of another world that has a golden egg. Every world that has a golden egg in it is also listed in the golden egg world list. There's also a golden egg in Metaplace Central that "kicks off" the quest, so to speak. Where do you see virtual worlds going in the future? One of the big questions at the last convention I attended was, "What's next?" In some ways, we've already accomplished a lot of the dream. A lot of the things that people expected out of virtual worlds have come true. We have mass marketed virtual worlds that aren't extremely popular, but, you know, popular enough. We've reached a level of penetration in entertainment that's quite high. But they haven't jumped to total mainstream acceptance yet. I think that's the next step. Virtual worlds need to make that jump to become "ordinary," in a way. Having them become a key part of the web would be a key part of that. It's always been a mistake for us to think that virtual worlds will swallow the web. I don't think that's the way things are going. But I do think we'll be seeing a much tighter integration between virtual worlds and the rest of the Internet. I really think Metaplace is kicking the ball forward, in regards to that. So what's the future for Metaplace, specifically? We're always focusing on making it easier for users, in addition to hosting building classes so people can learn how to build new worlds. We also have a roadmap on our forums that contains a list of proposed features that anyone can check out, all of which is scheduled to come out in the next few months. We're still in the early days -- second month of open beta with a very soft launch -- and we're gonna keep building on what we got and make it easier for everyone to have a virtual world of their own!Thanks for your time, Raph!

  • Anti-Aliased: Virtual worlds as the great equalizer

    by 
    Seraphina Brennan
    Seraphina Brennan
    06.24.2009

    So apparently it's gay pride week. I, pretty literally, had absolutely no clue that gay pride week was this week, even though I was lucky enough to speak at Metaplace's Metapride diversity event. Yes, I'm just that oblivious to my surroundings, even when I'm directly participating in them.I know I don't hide the fact that I'm transgender, but I'm certain that not many people click on my author link here at Massively or really ponder the significance of my @sera_brennan Twitter username. That last sentence is probably the first time many of you long term readers even heard that I was transgender. (Although I remember someone wrote the site once and told them to correct all of the times in my author profile that I was referred to as "she" because it was obviously a typo.)I owe much to my online escapes, as they aid me in more ways than just providing a fun distraction. They give me the opportunity to appear as I truly feel inside, and let me interact with others without the stigma of being or appearing to be transgendered attached. Beyond just me, however, are hundreds of thousands, or perhaps even millions of individuals who have gained an advantage or some sort of insight thanks to virtual worlds.

  • Anti-Aliased: Virtual worlds as the great equalizer pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    06.24.2009

    Social situations shattered How many times do we have a young player in our guild who act more like a 30-year-old than the 30-year-olds do? How often do we cross cultural boundaries and forget that we're speaking with someone who might be across the world, in a completely different time zone? To us, they're simply standing in the same room as us, and that puts them in the same place we are.I know that I don't consciously think about where someone lives or who they really are when I meet them in Second Life or Metaplace. I'm too busy chatting with them about shared interests, because obviously if we're meeting one another while standing inside of a fantasy roleplaying simulation, then we both enjoy fantasy roleplaying.This is doubly true when I'm playing something like World of Warcraft or Final Fantasy XI. Not only do we now have something in common, but we can be united with our goals as well. You're here to run Nexus? So am I! Let's work together to get through this dungeon. I don't question where you come from, who you are, or how old you are. I may question you if you're not pulling your weight or bringing down the party, but even then I'm going to help you so we can get through the task together. "In a weird sort of way, virtual worlds humanize us more than the real world is able to. In a weird sort of way, virtual worlds humanize us more than the real world is able to. While the condition of anonymity can lead to some really destructive individuals, it can also lead to being able to connect to one another without the hangups of social barriers that exist in real life. We can meet individuals who are very different from ourselves, find common ground quickly, and then learn from one another, rather than avoiding those who are different because it scares us.Beyond that, the experiences we gain from being in virtual worlds do not exist in a vacuum. We take what we learn and we apply it to what we do in everyday life. With enough time, I have no doubt that this too will help melt some of the social stigmas that we carry in real life, simply because we can come in contact with others in a more controlled online environment.If you want evidence, look at the decreasing age barrier. We let younger kids and teenagers into positions of power and responsibility in our guilds and online activities, and that in turn has slowly lead to more adults listening to kids when they have something to say. We use to completely bar kids from offering advice to us "more knowledgeable, older adults" but it's been slowly changing. While it may not be the only factor that has lead to this, it certainly is one of them.So I think it's time to give credit where credit is due. Virtual worlds, online games, and the Internet are bringing us together, and many of us are slowly finding out that we're really not so different from one another after all. We're learning about culture, gender, age, and sexuality, and it's certainly about damn time. Colin Seraphina Brennan is the weekly writer of Anti-Aliased isn't that different from anyone else and is darn proud of it. When she's not writing here for Massively, she's rambling on her personal blog, The Experience Curve. If you want to message her, send her an e-mail at colin.brennan AT weblogsinc DOT com. You can also follow her on Twitter through Massively, or through her personal feed, @sera_brennan.

  • A closer look at revenues in free-to-play MMOs

    by 
    James Egan
    James Egan
    06.10.2009

    The free-to-play business model in the MMO industry is one that lets users play a game for free in hopes that a percentage of that userbase will opt to embrace microtransactions, allowing F2P game operators to potentially bring in more revenue per month than they would maintain through subscription fees. We periodically see announcements of yearly revenue from some of the larger companies, but these figures are typically announcements of average revenue per paying user (ARPPU), emphasis on 'paying'. But how much money are free-to-play MMOs really making? This is the subject of an article at Gamasutra written by Paul Hyman titled, 'What Are The Rewards Of 'Free-To-Play' MMOs?" Hyman catches up with Raph Koster (Metaplace), Daniel James from Three Rings Design (Puzzle Pirates), and Jeremy Liew from Lightspeed Venture Partners (a funding source for F2P MMOs) to discuss the microtransaction model.

  • MetaPlace open beta is on

    by 
    Krystalle Voecks
    Krystalle Voecks
    05.17.2009

    Are you fond of world or story building? Maybe you're thrilled about trying your hand at creating items. Do you have an idea for a great game, but no place - or way - to design it? Are you fascinated by the concept of in-browser-only (not browser/spawn another app like FusionFall or Free Realms) games. Or maybe you're just the type of person who loves to check out new and interesting things created by other people. If any of the above sounds interesting to you then you'll likely want to pop over to the MetaPlace site and check out their shiny new open beta test! MetaPlace, designed to be a place full of infinite possibility where players can meet, game together, and socialize, has been in closed beta for quite some time. We're curious to see how this world evolves, considering Raph Koster's view on avatar rights to their own created property versus other virtual world platforms like Linden Lab's Second Life. Between that and the basic concept for MetaPlace, we suspect virtual world and MMO afficinados alike will be keeping an eye on this.

  • The social game roundup

    by 
    Joe Blancato
    Joe Blancato
    03.21.2009

    As web technology improves, games are spreading into places you'd expect, as well as places you wouldn't. Facebook is practically a console, the definition of MMOG is changing and Raph Koster's Metaplace may very well turn everything on the web into a play space. Tadgh Kelly at Simple Lifeforms was good enough to take inventory of the social games enjoying popularity today. He breaks the scene into eight categories: Social RPGs Sports RPGs Casual games Word games Virtual villages, or mini virtual worlds Casino games Just for laughs, or silly games like the versus games on Facebook Ownership games Kelly provides a bunch of examples for each category, and definitely makes for good reading, especially as the media through which games can be played evolve.

  • Metaplace offers new round of beta keys

    by 
    Shawn Schuster
    Shawn Schuster
    01.29.2009

    Raph Koster and the Metaplace team are offering yet another round of beta keys for their web-based open platform virtual world. This is a limited use key, according to an announcement on their brand new Facebook page (which you should totally join). Simply visit www.metaplace.com, enter the code "MPWELCOME" into the "redeem your invite key" box, fill out a bit of info about yourself and you're in!If you're not sure what Metaplace is, you can head over to their website, our tag page, or a recent interview we did with Raph for more information. As Raph says on his own blog, "Quick, hurry!"