metaplace

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  • Massively interviews Raph Koster on the State of Metaplace

    by 
    Michael Zenke
    Michael Zenke
    10.22.2008

    We've spoken before about the Metaplace property – an ambitious project to make everyone an online game designer. As we just announced earlier today, the company is now moving into a new phase of development! They've got a new name, are inviting in hundreds of users to try out their in-development product, and (as we learned) have a whole new round of funding to see them through! In honor of the occasion we were thrilling to sit down with Mr. Raph Koster, one of the founders of the company. Raph has been a friend of Massively since we launched and, indeed, is well known to MMO gamers for his work on a number of high profile titles. Mr. Koster and the folks at Metaplace are working to put you in the developer's seat now, though, and it was an interesting experience being able to explore the outline of their ambitious project. Read along with us as we talk about the challenges of even 2D, a bit about the Metaplace marketplace, and discuss some of the amazing projects that average folks decide they want to do in their own virtual spaces!

  • Raph Koster on Metaplace part 2

    by 
    Michael Zenke
    Michael Zenke
    10.22.2008

    Obviously what that product offers up is ease of use. From the sounds of things Metaplace is going to offer more powerful tools, though still you're striving for an easy experience. Can you give people who are interested in the project how heavily they're going to need to invest in learning languages or scripting in order to make Metaplace worlds? Metaplace is designed to be both easy and powerful. The goal is to expose the power gradually as people are ready for it. At the low end using it is a lot like using The Sims. You have stuff you can put down, purchase from a marketplace – it's primarily map building. If you're someone that isn't really technically savvy, you can get going in a pretty straightforward way that's a lot of fun. And of course, it's a multiplayer world. Your friends can come visit you. As you start exploring stuff you can obtain, these things come with functionality out of the box. Spawners are something you can buy and place. Even at that low level you can get interactivity right away. Some of the things you buy are systems. You can buy the 'shoot fireballs' system, and now every player can shoot fireballs. We actually had a user buy that, buy some zombies, and in about three hours had snapped together an undead version of the game Robotron.

  • Massively is giving away 100 Metaplace invitations!

    by 
    Michael Zenke
    Michael Zenke
    10.22.2008

    We've got all sorts of great news today about the upstart startup Metaplace! They've got a new round of funding, a brand-new name, and company founder Raph Koster sat down for us for an in-depth conversation about their plans. They've offered us the unique opportunity to get you involved in the fun, and as a result we have 100 invites to pass out to participate in the grand expiment of Metaplace.Just like any of our giveaways, entering couldn't be easier. This time entering is just crazy easy; all you have to do is head over to the Metaplace.com website and enter this code into the input box there: MPMASSIVELY Once your invite code is in, you'll be able to avail yourself of the really excellent Metaplace experience. You'll be able to test the service and start your own world in the next iteration of the virtual space concept! But hurry! There are only 100 codes available for Massively readers, and first come first serve! Head over there, get signed up, and make sure to tell us how it goes! We'll check back with you in a month or so to see how it's going.For full details on the new round of Metaplace funding, read on below the cut.Update: From comments it looks like we're all out folks. Try again next time!

  • Metaplace: Now accepting beta applications

    by 
    Shawn Schuster
    Shawn Schuster
    10.08.2008

    If you missed the first round of beta applications being accepted last year, now's your second chance for an early look at Raph Koster's Metaplace. According to an announcement today, their brand new temporary website is up to promote an expanded beta and their mailing list, both of which you can sign up for quite easily.To sign up, simply go to the main webpage and click on the "Apply Now" button on the upper left-hand side. From there, you just enter your name and email address, and they will contact you when they're ready. It's as easy as that! Also, look for their newly-designed website to launch soon, as they prepare for what might just be the long-awaited final stages of Metaplace's development.

  • Online gaming on Google's Lively to take on "corporate mentality"

    by 
    Samuel Axon
    Samuel Axon
    09.29.2008

    Kevin Hanna, creative director of Google's Lively, said at AGDC that he hopes that Lively will become an online gaming platform that will challenge the status quo in a game industry he says is currently dominated by a "corporate mentality" that is "sucking the life out of what should be the most creative and innovative medium out there."He said that game developers and publishers seem eager to be "first to be second." That is, they have no interest in creating anything genuinely new. They just want to capitalize on ideas that have already been proven. His hope is that Lively will lower the barrier to entry so would-be developers ("passionate startups and kids in college") can experiment with new ideas with less risk.So far, the aspects of Google's vision for Lively as a game development platform that we've seen have looked like a greatly scaled back, poor man's version of MetaPlace; just the tools for creating simple arcade-like games, without any of the loftier purpose. But Hanna's comments suggest that at least some folks on the Lively team have grander ambitions after all.

  • AGDC08: Devs on why MMOs have a web-based future

    by 
    Samuel Axon
    Samuel Axon
    09.25.2008

    A write-up at Gamasutra of an AGDC panel featuring MMO developers who have begun working on web-based projects gives us an opportunity to explore the new (some would say it's actually the old) frontier of massively multiplayer gaming.There are many MMOs that are experienced via a web interface (such as Sherwood), but traditional gamers have largely shunned the trend. Why, then, did some of the most hardcore MMO developers (including Dan Ogles, Raph Koster, and Scott Hartsman) abandon the traditional MMO in favor of this new frontier? Some of their work, like Ogles' Loudcrowd, is barely recognizable to traditional gamers.They offered some answers on the panel. For example, Koster (originally of Ultima Online and Star Wars Galaxies fame, now working on the creative platform MetaPlace) said that game devs have more to learn from web devs than vice versa. Ogles talked about using Adobe Flash so anyone can embed elements of the game anywhere on the web they like. It's worth a read if you're able to work through some pretty technical development speech.

  • Picking apart the MetaPlace Bill of Rights

    by 
    Samuel Axon
    Samuel Axon
    09.18.2008

    MetaPlace is not an MMOG. It's a platform for creating virtual spaces that can be used for anything the creators can imagine. As such, the traditional MMO EULA is completely inadequate. Raph Koster -- the head honcho on the MetaPlace project -- made that clear in a panel at AGDC08. So, the folks working on MetaPlace had to come up with a whole new set of rules -- rules that allow users ownership of their virtual property, for example. There's a veritable landmine of problems awaiting this endeavor, of course. That's not to say it's impossible. It's just going to be extremely challenging.Koster published a first draft of the Terms of Service for MetaPlace on his blog the other day. It's based based on the Declaration of the Rights of Avatars that he conceived back in 2000. Readers of the MetaPlace ToS are likely to come away with two impressions. The first: that it's really cool and admirable and that in a general sense, Koster and friends are on the right track. Two is that the MetaPlace team seems to be underestimating just how epic a quest it's committed itself to.

  • Raph Koster on the Metaplace idea

    by 
    Shawn Schuster
    Shawn Schuster
    09.05.2008

    After a recent question from a Metaplace forum member last month, Raph Koster decided to sit down and explain to us just where exactly the idea for Metaplace was born and how it has evolved into what it is today. He begins by explaining his MUD roots and how much that influenced him in the multiplayer online space. He explains that he'd had ideas for web-based sandbox worlds ever since then and had frequently toyed with the idea to create his vision, but finances and other limitations restricted that. Now that he has the resources, this vision he's had for so long can finally be put into action with a team of professionals, instead of just him working on it in his spare bedroom. It's an inspiring little story and certainly worth a read if you're interested in Raph's work or the potential future of MMOs in general.

  • MetaPlace closes in on first beta stage

    by 
    Matt Warner
    Matt Warner
    07.17.2008

    Ever want to tighten up the graphics in your own game or interactive environments without going to a video game design college? Okay bad joke, but that only a small part of the plan with Areae's MetaPlace. The project envisioned by Raph Koster will give users a dynamic platform and the accessibility to create embeddable shared virtual spaces, interactive games, and or a mish-mashing combination. News has been light but there are some new updates on the latest MetaPlace blog. Tami "Cuppycake" Baribeau shares some development accomplishments that took place over the past year and states MetaPlace is nearing the first closed beta stage! What's genius is the planned badge and achievement system intended to encourage user participation. The more users share creations, explore, customize, invite, and participate in numerous other activities they'll unlock badges. No, they won't be stored away in a virtual closed account space all sad and lonely. Instead your friends can check them out and probably earn a badge in the process. Who knows what will end up unlocking a badge, but we love collecting things. All thanks to optional and fun achievement systems.

  • Look Lively!

    by 
    Tateru Nino
    Tateru Nino
    07.09.2008

    The Massively crew has spent a little more time hammering away at Google's new virtual artifice, Lively. By now, you've probably seen all sorts of news reports calling it a rival and competitor to Linden Lab's virtual world, Second Life. Technically, that's what we call bollocks. Describing Lively as a rival to Second Life is like calling a conference center a rival to a library. They're just not servicing the same needs, and the comparison is fundamentally nonsensical. Lively is tightly focused, and fails to intrude on the bulk of virtual worlds space. So, what's the deal with Lively? Let's take a look ...

  • Google's Lively: Live public beta

    by 
    Tateru Nino
    Tateru Nino
    07.09.2008

    Open to the public just today, it seems hard to believe that Google's new Lively service is the much-vaunted virtual world product Project Snowcrash aka MyWorld that has been in secret beta-testing for some time. Lively is a series of web-embeddable virtual spaces (think Metaplace) that function as a series of otherwise disconnected chatrooms (think IMVU or Twinity). You download the browser plugin for Firefox or Microsoft Internet Explorer (both Windows only, sorry folks), sign in with your google account, create a room or join one and you're ready to go. Just make sure you've signed into the Lively website at least once -- otherwise you'll have the Joining Room message forever. A selection of 'hip' human and furry avatars are available, along with an assortment of clothing. There is no user-created content at this time. We'll have some more impressions for you once we've given this a once-over around the office, so stay tuned.

  • Koster: MMOs removed more features from MUDs than they added

    by 
    Samuel Axon
    Samuel Axon
    06.28.2008

    Areae president, MetaPlace developer, and all-around-MMO-authority Raph Koster wrote up a blog post about the influence of MUDs on today's graphical MMOs. The post is part of the broader, cross-blog discussion that began with our interview with Richard Bartle last week. You can read Koster's post in that context if you really want to, but it's interesting on its own.He started out by saying which MUDs influenced the developers of which early MMOs. For example, LP MUDs had an impact on Ultima Online. Then he named a handful of the best innovations of the modern MMO -- "advanced raiding," instances, improvements to combat via spaciality, etc. After saying all those positive things though, he dropped a bit of a bomb, saying that despite all that, "MMOs have removed more features from MUD gameplay than they have added, when you look at the games in aggregate."Oh noes! Are the Warhammer Online fans fuming yet? Well, they shouldn't be. "Failure to evolve more radically isn't a flaw," said Koster. He finished up by positing that all the current MMOs "are already Old Guard," and that "the mudder crew is already the Older Guard. So in a sense this is kind of like an argument between art rockers and disco musicians."

  • Metaplace designers seek users' advice for badge system

    by 
    Samuel Axon
    Samuel Axon
    05.27.2008

    The developers of Metaplace are pinging the public in search of feedback and good ideas with regards to the platform's planned "badge" system. The system resembles achievements on XBox Live; users and creators of virtual worlds may accomplish certain objectives such as becoming the first Metaplace world to reach 100 simultaneous users, and a unique badge graphic representing the achievement may then be shown to other players and builders in the community.Areae is dealing with some difficult design decisions. For example: should badges have point values, so whomever has the most points is the most awesome of them all? Should users be able to give badges to one another? How should badges be displayed?Rather than tackle these questions alone, Areae is offering to everyone the chance to fill out a survey. It's not just multiple choice; participants can explain the reasoning behind their choices. If you've got two cents to share, by all means, go share them!

  • SmallWorlds announces open beta

    by 
    Brenda Holloway
    Brenda Holloway
    05.21.2008

    There must be something in the (virtual) air. If this year doesn't see everyone moving en masse to Flash-based, personal virtual worlds cum social spaces, then it certainly isn't for lack of trying. SmallWorlds joins Whirled and Metaplace as virtual worlds you can embed in your own blog, forum, home page or what have you. Need a place to watch "The Guild" with your friends between rousing games of Chinese Checkers? You got it. SmallWorlds can bring YouTubes, Twitters, Flickrs, games and more into your little isometric 3D corner of the web. Avatars are fully customizable, and so are their pets (!!!). SmallWorlds is going into open beta June 2 after eighteen months of development. They'll be letting the first thousand people who sign up for the beta in a week early. If you're at all interested in seeing what you can build with their tools and how many friends you can crowd into your little virtual cabana, why not visit their site and sign up for the beta?%Gallery-23361%

  • ION 08: A five year forecast for MMOs

    by 
    Kyle Horner
    Kyle Horner
    05.15.2008

    There's always a lot of discussion about what's going to be the next big thing in the MMOs industry. We all love to talk about the future and that's largely because it's a very interesting topic. So we just had to attend the "Online Games in 2013" panel at ION 08. This panel was actually introduced by Peter Freese, the ION Conference Director. It was easily one of the most packed panels I've been to thus far which is saying a lot since all the panels have been pretty well populated already.The panel consisted of Erik Bethke (GoPets Ltd), Scott Jennings (NCsoft), Bridiget Agabra (Metaverse Roadmap) and Damion Schubert (BioWare). With a group of people like this I was expecting some varied and compelling conversation on the topic of MMOs in 2013. In the end we got just that and a quite a bit more.%Gallery-22888%

  • Playboy hints at creating their own virtual world

    by 
    Shawn Schuster
    Shawn Schuster
    05.10.2008

    Sex sells, as they say. For this reason, it makes perfect sense for Playboy to create their own branded virtual world. They already lay claim to one of the most popular company-sponsored islands in Second Life, so why not branch off and create their own virtual world?Playboy chairperson and CEO Christie Hefner recently discussed the company's plans for the future, indicating the possibility of their own virtual world. We think this is an inevitable step in the direction of social networking and virtual worlds in which many major companies are recently realizing the possibilities. This, of course begs the question: do we really need separate virtual worlds for each major company, or is a one-stop-shop a more viable alternative? With the advent of MetaPlace approaching, and the wild success of Second Life, it will be interesting to gauge the market trends in regards to businesses populating established virtual worlds, or creating their own.

  • Metaplace stress-test and community spotlight

    by 
    Brenda Holloway
    Brenda Holloway
    04.22.2008

    Should social chat spaces ever be stressful? The developers of Metaplace want to find out. Next Wednesday, April 30, at 5PM US Pacific Time, Areae will stress test their social chat space. They hope to get feedback on loading times, performance, and avatar creation.Once you have made your avatar, that newly-minted persona should follow you into the social world. They'll have forums set up to discuss the test afterward. Just surf to the Metaplace home page next week to take part.TreasureMaze is a Metaplace-based game so innovative that Areae offered the developer a job. Developer "Arcturus" (not his or her real name), a musician and programmer, had in mind a multi-player RPG in the Legend of Zelda mode.It took "Arcturus" only a couple of hours to put together the basics of the game, which says a lot about the sort of toolkit Metaplace provides game developers. The balance of time since then was spent scripting encounters, writing dialog for NPCs and adding extra scenery. "Arcturus" used Metaplace's art import tools to easily make use of Danc's Planet Cute game prototyping tiles. Making it simple to bring the work of developers and artists together may turn out to be Metaplace's greatest strength.

  • Dragonlings invade Metaplace!

    by 
    Brenda Holloway
    Brenda Holloway
    04.13.2008

    Cross a government Systems-Analyst with Areae's Metaplace, and you might get dragons. At least get if you're Metaplace alpha tester "chooseareality". Areae's latest community spotlight shines upon "chooseareality" and her new game, Dragonlings. She used the Metaplace game-creation toolkit to make an adventure game where you, as a newly-hatched dragonling, must make your way through the world, learning, exploring and growing to full adulthood. "chooseareality" had tried several times to make this game and others using conventional tools, but until she'd started with Metaplace, had never been able to leap the learning curve enough to actually get a game written. Metaplace's tinting and scaling tools helped extend a few original pieces of art into the dragonling characters for the whole game.Do Metaplace, VastPark, Kongregate and others that showcase and help with the creation of player-written games popping up all over mean a new Renaissance for gaming? Finding the best games out of the hundreds we're sure to see would probably be a worthy game idea all by itself....

  • The future of VastPark looks bright

    by 
    Shawn Schuster
    Shawn Schuster
    04.08.2008

    Sandbox virtual worlds are becoming the newest thing these days following the success of Second Life and the anticipated success of Metaplace, but VastPark has recently announced a partnership with a few companies that will serve to improve their spot among the ranks. First there was the agreement they signed with NICTA, Australia's Information and Communications Technology Research Center, and now they've formed a relationship with TurboSquid to access their catalog of over 195,000 3D models. This combined with the announcement that they'll be running their virtual economy through Twofish's economic Element engine.What's this mean for the players? It means a much more flexible economic system where you are in control of your own currencies, the value of your goods and the management of your markets. This basically means that each player-created world will have it's own economy. VastPark founder and CEO Bruce Joy explained, "This is a new step in bringing economic power to the masses. We also see it as a fundamental way for us to build value in our platform, as it allows for the creation of realistic, responsive and highly customizable virtual worlds."

  • Metaplace Community Spotlight: Life of the Party

    by 
    Shawn Schuster
    Shawn Schuster
    04.05.2008

    Within the gigantic sandbox known as Metaplace, there is a new game in town. Created by alpha tester DrOffset, this new game entitled Life of the Party helps to showcase the ease at which player-driven content can be created in Metaplace. DrOffset mentions the fact that his game has involved around eight hours of development so far, and most of the scripts he's used are from the wiki itself, freely available to anyone. His 2D artwork was created himself, yet he plans to animate them three-dimensionally.In his Q&A by Areae Community Manager Tami "Cuppycake" Baribeau, DrOffset explains the exact premise of his mini game and how he came up with the idea. According to Metaplace's motto, players can "build anything, play everything, from anywhere" -- and DrOffset's Life of the Party certainly demonstrates one way to achieve this in a simplified, yet entertaining manner.