Metaplace Unfortunately A Bit More Meta

Raph Koster’s virtual world startup announces its closure on 1/1.

This is a bittersweet moment for us. Metaplace Inc the company will be continuing on – in fact, we have big plans – but what you the users have known as Metaplace will be going away. We are also losing some friends and colleagues here as part of this strategic shift.

Raph has a few more thoughts on his blog.

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.

Really a shame. Metaplace had a unique niche and was aggressive about pushing open standards for virtual worlds. Hopefully whatever they have in the pipe is as promising (and can keep everyone there afloat).

  • http://www.damnedvulpine.com/ J.

    Nothing against Raph, but maybe this will finally nail down some of the over-wrought and over-blown emphasis on player-made content.

    Yeah, it can work. No, it’s not guaranteed. No, most people in the market for electronic entertainment do not have the capacity to entertain themselves with the digital equivalent of two rocks, a stick and some dirt, and no they will not appreciate the opportunity to spend a lot of time doing it or paying for it, especially if it leaves them with the impression that they are easily frustrated and/or inadequately creative.

    I think that was all understood, but now you can add, you can’t make player-created content a hook that a plurality of money-spending entertainment consumers will appreciate. You have to put your handcrafted stuff created by experts who know how to help you have fun and do interesting things, first.

    Just make a game. Something that’s fun. We need more of that.

  • http://stabbedup.blogspot.com/ Stabs

    Very sorry to hear, I was hoping this would take off.

  • http://dsob.wordpress.com geldonyetich

    That was my estimation. There’s a lot of graphical quasi-building services out there, and they’re already so low profile that a lot of people would never have heard of the majority of them.

    I was hoping he’d have some kind of major influx of players, but exactly how they’d stumble across his service out of the dozens of others is hard to say. Even if it so happened he had the best (which I’m in no position to judge) the initial problem of people finding it remains.

  • Longasc

    I am sorry to hear that. J. summed it up nicely. People want to be entertained, not be entertainers themselves.

    While this is again hinting at the superiority of the loathed “theme park” world design for MMOs which makes me rather sad, one could also argue that Metaplace never really started to fly.

    Something in me wants to say “just like Communism”, but well. I am really sad that his vision failed.

  • Vetarnias

    If I may offer a few theories (caveat: I never played it):

    1) Lack of visibility/promotion, and I’m certain that it would have gotten less without Koster as designer. Just a stroll over Google returns 117,000 hits, which is quite low. Compare this to Mortal Online, which isn’t even released, but which gets 419,000 hits, mostly through word of mouth, and most of the news surrounding Metaplace can be split into three categories (a) Raph Koster talks about it; (b) Metaplace launched; (c) Metaplace will close.

    2) It’s impossible, at first glance, to even tell what it is. From Wikipedia: “Metaplace is a software platform intended to democratize the development of virtual worlds.” Just what the hell is that? It sounds more like something you license off to other companies than a virtual world, and perhaps as a b2b service it might still be worth pursuing, if it’s that revolutionary. But it is not a game, and I would suggest that this is perhaps why it’s not visible. You could create anything with it, but that perhaps led to there being nothing deserving to be talked about. A customized chat room with a virtual world build around it — which is what it seemed to me — is the wrong way to go about it, if you ask me.

    3) Who was Metaplace marketed for? The name was unfortunate and confusing; even while writing this, I inadvertently typed “Metaspace” and “Meatplace”, which bring up a lot of connotations. Second, to echo #2, what was Metaplace? A Second Life for Kiddies? The visual appearance of Metaplace just screamed of that, a chatroomy thing for kids; and really, isn’t “Second Life, but for kiddies” synonymous, for most people, with “Pornography, but with kiddies”?

    4) Why should I build my own virtual world when I’m still indebted to you for the platform? Shouldn’t that be your job?

  • http://www.onlinegamers.org Rasputin

    Having played for a bit during…what was that? Late Alpha? Early Beta? I’m not sure…but it was an interesting attempt at something different, but still somehow the same, like Habbo Hotel with building tools. It never really hooked me. It was good interacting with folks for a bit, but I’ll crawl back off into my FPS gaming now…

  • VPellen

    Normally I’d sing my usual song here, but because it’s Raph, I won’t.

    I dabbled in Metaplace a little in its earlier days. I think the problem was that the concept of Metaplace was far more interesting than Metaplace itself.

    But really, I think the very premise of Metaplace was somewhat flawed.

    In a virtual world, a player can pour their identity into many things. Typically, it’s their avatar. Their name, their appearance, the way they act around others. Creating your own little world or game is a great form of self-expression, but the problem is that it’s a very passive form of self-expression. You can build it, but once you have, it just kind of sits there and waits for people to come and look at it. If you have a unique avatar or you believe yourself to be a personality, you can go around and force yourself upon other people.

    It’s pretty hard to force your house upon other people.

  • Steve

    Unfortunately the last year and a half or so has been very bad for new independent MMOs. Investors are unwilling to take any risks whatsoever.

  • http://beafraid.com hellfire

    I think there is a place for open/open-ish building games, it’s just in how you balance player freedom within the structure of your world. This is one more art than science type of balancing acts. I also think there needs to be more than JUST building stuff to attract and then retain your players.

    Building in SWG (launch SWG, that is) was very strict, yet open at the same time. You had to be a fair distance from any NPC buildings and the terrain frequently made you its bitch when trying to drop anything larger than a resource collector, but when you finally managed to find a sweet suite spot you could really go to town…literally. My village was on the other side of Theed (IIRC) from the original Goontown and at both the macro and micro scale the tools allowed for some pretty fun, attractive and functional displays.

    ATITD is ridiculously open and gives players tremendous freedom. But there’s a hellacious learning curve to overcome. I tried to get a friend of mine to try it out when world-2 started up, but he was just overwhelmed with the scale of getting from point A to point B technologically. ATITD is still successful because it’s most likely better off with a smaller and closer-knit community of players. If you dropped the average WoW server population into Egypt the place would probably asplode spectacularly as 6.02*10^23 bricks went into production simultaneously.

  • Mark Asher

    I dabbled with Metaplace too and couldn’t figure out who it was aimed at. It was very cutesy, and I’m not into cutesy. And while I certainly was intrigued about the idea of being able to build some kind of game inside Metaplace and then make real world money from it, I was never actually going to do that. Fun to think about, but how many of us would actually even try that?

    So like most of us, I was a user who wanted to find something interesting to do in Metaplace, and all I saw were some small games that were no better (and often worse) than other Flash-based games on the web, with the added annoyance that I had to create and move a little avatar to select a game.

    Anyway, it looks like the kind of social gaming experience that Metaplace was looking to embrace has moved to Facebook, and no one saw that coming. I wonder if Raph’s announcement about them doing something new will involve making Facebook games?

  • Mark Asher

    “I think that was all understood, but now you can add, you can’t make player-created content a hook that a plurality of money-spending entertainment consumers will appreciate. You have to put your handcrafted stuff created by experts who know how to help you have fun and do interesting things, first.

    “Just make a game. Something that’s fun. We need more of that.”

    This sums up my feelings exactly. Build a compelling, polished game and you’ll get me to come, and then maybe if there are content tools available, I’ll take advantage of those too. But first I need that interesting game to hook me, so make that.

  • Rodalpho

    I never understood their business model.

    Totally agree with J and Mark here too. They could have sold their platform with an awesome freeplay game. Remember Raph promised a “raph-like MMO”. That never materialized, and I guess they ran out of money or investors backed off.

  • Mark Asher

    I’m not sure what a “raph-like MMO” would be, but if it was supposed to be something like UO or SWG, I think you need at least $20M nowadays to make that kind of game, and that’s probably a very low estimate.

    The thing about user created content is that a lot of the people who would actually make content are already doing it elsewhere. They’re modding existing games or making their own Flash games, etc. These people already have their own communities; they don’t need a new one. About the only answer Metaplace seemed to have was the hope of monetizing their efforts. You can’t really make money off a Neverwinter Night mod or that really interesting fantasy mod for Civ 4, but you could come to Metaplace and make something and hopefully sell it. I don’t think that lure was strong enough to attract the critical mass of users.

  • http://www.thisisnotacommunity.org D-0ne

    Player added content is the egg of the instant cake mix world.

    [quote]Another coup came with the advent of instant cake mix in the 40s. Women weren’t buying it. Psychoanalysists were interviewed, and they concluded that women felt that they weren’t DOING enough when they made an instant cake, and they were ashamed to give it to their husband. The answer? Require the inclusion of an egg in the mix. That way, the baker feels like he or she is contributing in some way, and symbolically, women are presenting an egg to their husband. Sales took off.[/quote] – The Century of the self 2 of 4

  • Vetarnias

    Player added content might be the egg of the instant cake mix world, but does this really apply here? It sounds more as if it were the cake without the egg, the flour, the sugar, the milk, or the flavour; everything beside the bowl. In which case, just call it a bowl.

  • Cedia

    I’ve only read the first comment, but I feel compelled to post and say that I agree with J. I do hope that what Raph has built can take off somewhere in the industry, though.

  • http://blog.weflyspitfires.com We Fly Spitfires

    My condolences to Ralph. I can’t say that Metaplace appealed to me personally but I do admire Ralph’s vision and innovation. It’s not something we see enough in this industry!

  • Goodgimp

    Metaplace never really appealed to me either, but I do love Raph’s vision. I really hope he returns to the MMO world and creates another title, one without a license to deal with, and even if it’s a smaller niche game.

  • http://www.damnedvulpine.com/ J.

    http://bit.ly/4bdhmr
    “Good modding communities are the sprinkling of cinnamon upon a delicious trifle, and hence relying on user-made content is like eating heaped spoonfuls of cinnamon neat from the jar. … All you’re ultimately doing is creating a great big blank wall for people to scrawl giant cartoon cocks on.” – Zero Punctuation, “Little Big Planet”.

  • Votan

    Sorry to hear that but as others have stated player driven content is a good idea with some structure from the theme park. Sort of like Neverwinter Nights. Provide the structure and some rules and give players the ability to create within that structure. Some of the mods that players made using the editor rivialed some games. That is what players I believe are looking for.
    >
    But not sure how you make that work in an MMO when you can have 10,000 players on one server all creating content, you would need some approval process and not sure how you do that in a persistant world, I am not sure players want everything instanced alla Guildwars. But hey you get free content and save a ton on development cost if you get your player base to make it for you for free and charge them to play it :P

  • Calelari

    And then there’s the “so what about all the stuff people created?” question. And a rather rant-y rant on the subject:

    http://ascii.textfiles.com/archives/2444

  • http://www.caltrops.com Ice Cream Jonsey

    Whoa, nine whole days to get your stuff off the site? During the one time of the year when everyone’s busy? I bet he can whittle that down to 72 hours of notice when he pulls the plug on metaplaceveterans.com next year. Ever onwards!

  • Joe

    Sorry, but MetaPlace is a really poor example of what is or isn’t possible with User-Generated Content because they made terrible development decisions from the get-go.

    Almost all of the features they placed in-game were about allowing you to make your own shitty clone of Habbo Hotel. They figured that this vast market of ‘casuals’ were where the money would come from. I’d get announcements constantly in beta of new Habbo-y features they were testing out.

    But things like a basic, functioning combat system? Top-down WASD movement that felt anywhere close to ‘right’? The sort of features that any Random Joe with dreams of make-your-own-MMO bliss might instantly click around for?

    Nowhere to be found. They didn’t exist. A very talented amateur programmer was working on a fully-featured combat system for MetaPlace because the devs had no interest in churning one out, and he still hadn’t finished it by the time the cancellation announcement came. Whoops.

    Look at the number of people who’ve made missions in the City of Heroes Mission Architect. There’s money to be made off the player’s desire to create, in much the same way that vanity presses turn a profit.

    But Raph didn’t want to do a goddamn thing for them. Not even the most basic, rudimentary set-up. Instead, he thought a third-rate Habbo that you could customize with advanced programming knowledge would peel off tweens from the actual Habbo. But wait, it gets better! They were going to snare this fickle, superficial audience with some of the most generic ‘stand-in’ graphics you could possibly imagine.

    Business planning 101 Fail. Whoops.

    Sorry to be harsh, but if we draw the wrong lessons from MetaPlace’s failure it’ll be a bad thing for the industry. And most of the posts above are doing just that.

  • http://www.mmomiansthrope.wordpress.com Dblade

    I have to agree with Mark Asher. I beta’d it early on, and one of my complaints was there was nothing to do for people who were explorer types. The main hub world had little to no people in it, and the people that were there did a very basic “collect the tokens” game which was boring.

    The user created worlds were okay, but none of them were really any good. They controlled like very bad eight bit games, when they weren’t pretentious things like trying to make the office of a newspaper. It’s hard to sell that when the graphics are 2.5d and kidsy. Some were very nice looking, but trying to actually make a basic one was cumbersome, and advanced features required some head for programming.

    To Joe:

    I don’t think combat would have mattered. Who would play Metaplace for combat? Even if you had a decent combat engine (and I agree, movement and combat sucked hard in it) you’d be saddled with a 2.5d engine and could maybe make something inferior to a flash game, but harder to search out.

    It’s odd that you think the problem was in pandering to casuals. I thought myself that they designed it solely for the tinkerers, and as you looked in beta most of the people that were there for any length of time were “purples” i.e. mainly builder types. If they had made a much stronger hub experience, you might have seen enough people stick around to try the other worlds. Someone mentioned city of heroes, but the thing about that is the game came first, and then the mission architect.

  • Mark Asher

    “Look at the number of people who’ve made missions in the City of Heroes Mission Architect. There’s money to be made off the player’s desire to create, in much the same way that vanity presses turn a profit.”

    Same with NWN mods, but in both cases they had a critical mass of players. There wasn’t any real game to play in Metaplace from what I saw in my brief visits there, just a collection of small games to play. Didn’t Raph say they were working on their own MMO that would be part of Metaplace? I thought I remembered him mentioning that.

    Thing is, the only funding I recall reading about was $6.7M, and that’s not enough to build an AAA game these days.

  • Mark Asher

    You can imagine how the NWN toolset would have fared if it was released without a game. You’d have some interest, but it wouldn’t have been nearly at the level it was. To me that’s Metaplace, a toolset without a game.

    I visited Metaplace a handful of times but never found anything that made me want to come back the next day. I thought the avatar handled a bit clumsily too, and at times wished I could just look at a list of the player-made games and click on one to play it rather than move my avatar around and find the magical little hot spot to click on to launch a game.

    Also, Raph said the game never got “traction” but the game was still in beta. I’m sure a lot of people stayed away just because they weren’t interested in playing something in a beta format. I typically stay away from betas. I made an exception in this case because I was interested in what Raph was doing.

  • Vetarnias

    “I’m sure a lot of people stayed away just because they weren’t interested in playing something in a beta format. I typically stay away from betas.”

    I’m not sure of that anymore. Just consider the players who pay for beta access to a game by pre-ordering it, like Mortal Online (and dare I say, that’s one thing Mr. Jennings did not talk about in his “Annus Horribilis”, beta as a cash grab pretext), or those perpetually-in-beta (or even alpha) games from small developers that people still play (Dwarf Fortress).

    I almost feel like checking Metaplace out before it’s too late, but was there anything in it that reminded people of its beta status?

  • Tinman_au

    Heck, I didn’t even realise it was out of beta :/

    I remember checking the (beta) site out when I first heard of it and thinking it could be something very interesting once it was “finished” (if you can call anything online “finished” these days).

    As I said on Raphs site, they needed to get awareness of it by some viral plan, a “killer world” or maybe even pushing it as an iPhone equivalent of PSN Home.

    Hopefully Raph can still make use of the system/concept, makes me sad when someone like him puts so much effort into something interesting just to have it fade away…

  • Joe

    Heh.

    “”To Joe:

    I don’t think combat would have mattered. Who would play Metaplace for combat? Even if you had a decent combat engine (and I agree, movement and combat sucked hard in it) you’d be saddled with a 2.5d engine and could maybe make something inferior to a flash game, but harder to search out.”"

    This proves my point, actually.

    Metaplace did top-down 2D and side-scrollers, too. They were supposedly key parts of the package, on an equal level with the 2.5d Habbo crap.

    …The fact that you didn’t even know those features existed says something about MetaPlace’s strategery.

  • Joe

    “”It’s odd that you think the problem was in pandering to casuals. I thought myself that they designed it solely for the tinkerers, and as you looked in beta most of the people that were there for any length of time were “purples” i.e. mainly builder types. If they had made a much stronger hub experience, you might have seen enough people stick around to try the other worlds. Someone mentioned city of heroes, but the thing about that is the game came first, and then the mission architect.”"

    I don’t see it as whether they catered to ‘casuals’ or not, really. The market for 2D sidescrolling and shoot-em-up flash games that ape Sonic and Mario and the rest is ‘casual’, too. Casuals can enjoy some top-down, Zelda-y 2D combat too. If anything, a pitch around easy-to-plop-down ‘classic’ gameplay with building blocks is a pretty ‘casual’ idea.

    There’s a difference between ‘casual’ and ‘habbo’. Habbo implies a world that’s primarily a social space with maybe some minigames built into it. That’s what they focused on, and therein lies the rub. They put in almost nothing that would allow you to make a *game*, even a rudimentary, casual one.

  • Vetarnias

    I just spent maybe 30-40 minutes this morning trying out Metaplace, and while I understand it was on Christmas Day at 8:30, I was struck by the fact that not only was there nobody around, but that even if there had been several users online, I would probably never have noticed them.

    What I found was a disjoined virtual world that seemed, the more I played it, like a cubicle farm. You were provided with your own little space, with which you could theoretically do whatever you wanted. But no matter how many photos of your wife and kids you get to pin to the wall of your cubicle, it’s still a cubicle. What didn’t help was the loading screens when you wanted to move from one place to the other, only to discover that there was nothing more original or appealing than the place you had just left; because no matter how much you decorated it, it was just another cubicle.

    Visually, I can’t deny that there were some nice touches; I liked the squirrels and such, and the objects were quite nicely done. So I am not exactly an enemy of “cutesy”; after all, I quite enjoy Puzzle Pirates’ quaint artwork. But what overwhelmed me in Metaplace was not so much the “cutesy” as the terminally trendy. Avatars looked equal parts Zwinky, Bratz and anime, with bell-bottom legs, dressed in clothes that would have been an embarrassment to look at just five years from now.

    Just another example of that terminal trendiness: I managed to find my way to some kind of virtual café whose name I forget, and it seemed to be sort of a hub for various places by clicking on hearts. There was a song playing there, which I later identified as Owl City’s “Fireflies”. It’s a chart-topper, apparently, but I had never heard of either the band or the song before looking them up. Perhaps I am out of step with the times, but it made me aware that it wasn’t a place where I’d want to hang out much.

    I have to bring back my previous question: Who was Metaplace for? Teenagers? Don’t they already have Habbo and all those other places where they can go? What did Metaplace offer that those did not?

    Also, looking back at my previous post, I now understand why it was still in beta, even though it had been for six months or so. During that brief period of time spent playing, I encountered a few annoying bugs, such as a level-up window that would not go away (it had you select the colour of your jeans, but there was no way to close it), or a camera that refused to center on my avatar, who was by then in the upper left corner of the screen. In both cases, I had to leave the “world” I was in to solve the problem. The interface wasn’t better; once I had toggled a type of terrain when I wanted to fool around with my little place, I never could figure out how to untoggle it, because my old reflex of right-clicking doesn’t work in a Flash game.

    Most of those worlds, by the way, were without interest, and often they were clearly abandoned before completion. Which is a pity, because the part I enjoyed most about The Sims was when you had to build your house. When it turned into the equivalent of a reality show, where you had to remind your character to do such things as use the bathroom, was when I uninstalled it; but I could go around building houses forever, if the game clearly had not been designed as a paean to mindless consumerism.

    Speaking of which, and I know I’m about to fall into my moralizing moneychangers-in-the-temple pose, I saw so many objectionable things mentioned in the Metaplace promotional video, the Amazon storefront, those commercial ventures which, as much as they might be understandable from a game design viewpoint, bring down everything around them to their level. And “participate in a protest”… sheesh, nobody pays attention to those online petitions already, but a protest in a virtual world is supposed to be more meaningful? Sounds like the type of things that computer-literate children of hipsters would embrace, though; but the sad reality that Metaplace failed to account for, as did too many blogs, is that the attention seekers are many, but nobody else cares. Build your own virtual world, but keep in mind everyone else probably has one, and few people will care to visit yours.

    I understand I was not part of the target demographic for it, but I still can’t make sense of what Metaplace was supposed to be, and I think that this, at its core, was a design problem.

  • EpicSquirt

    Back in May I got flamed for laughing about people trying to open a cafe in Metaplace or trying to make a protest or trying to distribute own content in it.

    Seriously, why would anyone want to do such things in a game? (Besides of the neat-factor which lasted oh so long.)

  • Vetarnias

    @EpicSquirt

    Actually, I’d love to open an inn or something in a virtual game and see it become popular. But that’s not something which Metaplace allowed, because it was neither a virtual game, nor a cohesive world. It was just a series of instances, randomly connected to one another through a menu, with no sense of a hub or of popular destinations within it. I moved from one “world” to another, and my reaction was pretty much “meh” all this time. Like jumping from one cubicle to another, when they’re all similar in their essentials.

    As someone mentioned above, there is space for player-made content, but it must be vetted and supervised. When everyone gets to create it, you either get the lowest common denominator taking over quickly (I reread that thread in May where you posted, and what everybody seemed concerned about was the sex industry having taken over Second Life), or you get crap which interests nobody except its maker.

    The entire approach seemed to be: “Here’s your virtual world, you take over.” No, it does not work like that. A sandbox game, much as I may despise the genre for pandering to troglodytes, might get away with it, because there’s a game, and what makes it dynamic is not so much player-made content but their actions. The developer provides the content; the players do the rest. But Metaplace almost seems, as I noted above, as something you license out to others and don’t publish yourself.

  • http://dsob.wordpress.com geldonyetich

    Sounds like the bottom line is that there’s a lot more people who would rather play a finished game than go through the trouble of making their own. If you’re an established designer/developer who has jumped through enough hoops to have learned the idea of building to the point where it’s an enjoyable pursuit, making games can actually be more fun than playing them, but you’re in a minority.

  • http://www.mmomiansthrope.wordpress.com Dblade

    Joe:

    Well, I saw some of the games early on. Raph made his ship one, and I looked through the visited places function. A few people tried to make RPGs. I even tried to make a top down shooter like Galaga, but I only got as far as making a background starfield.

    My point was more that even with a robust toolset, the main draw was always to me for people to make things. You may not think Habbo was the best choice, but it was better than trying to be Kongregate imo. It’s just that they only worked on tools as opposed to attract people to socialize enough to get people in the door.

    The irony was like 500 people came to hear Richard Bartle speak there, most I ever saw play it. They needed to get enough people in and staying, and then they would have seen success.

  • Mark Asher

    “Sounds like the bottom line is that there’s a lot more people who would rather play a finished game than go through the trouble of making their own. If you’re an established designer/developer who has jumped through enough hoops to have learned the idea of building to the point where it’s an enjoyable pursuit, making games can actually be more fun than playing them, but you’re in a minority.”

    This has always been true, hasn’t it? Going back to the days of Doom WADs many more played Doom than ever made levels for it.

    There was never any compelling game to anchor players in Metaplace. It needed something to grab an audience of 20,000 to 30,000 players, and then that might have been the critical mass it needed.

    If you look at the success of the Facebook games, players play rather than use toolsets to make their own games.

    I understand the lure from a developer’s standpoint of wanting the players to generate the content, but that may not be a realistic goal. The vast majority of players simply want to play something that’s already there.

  • http://dsob.wordpress.com geldonyetich

    I understand the lure from a developer’s standpoint of wanting the players to generate the content, but that may not be a realistic goal. The vast majority of players simply want to play something that’s already there.

    To an extent, it’s natural that players generate “content” simply through their presence, and I can see why the idea that you can just give them a bit more flexibility is a good one. However, it seems there’s a certain bare minimum of fun you need to provide. The thing is, players need a reason to hang around, perhaps even incentives to build.

    Take, for example, a game like Shadowbane or Darkfall Online. Now, nevermind that they were not very solidly built hardcore PvP games, they did do at least one thing right: provide some tools to build and give good incentives to do it by integrating it into the core gameplay mechanic.

    Sure, you could ask the players to come up with their own core gameplay mechanic, but the bottom line is that there’s a reason why they’re the players and you’re the game developer. Most people have yet to cultivate a sense of what makes playing games fun – they prefer to cut directly into instant gratification and be completely clueless as to why it seems so unfulfilling.

  • Twentythreemetas

    Two years ago, I was excited about the possiblities this would bring — essentially a MMO game-maker tool and youtube-like platform to share and rate the different results. Of course, ‘game’ wouldn’t mean that you have to fulfill whatever your current definition of ‘game’ is, even a non-game that appears game like but has no winning conditions etc. It could only have the social part of a game, or only certain spatial characteristics. Whatever people like.

    The newsletter indicated something different. It suddenly was about cute avatars in an art style I didn’t like.

    When I finally beta-tested it I saw myself collecting golden pennies while I was walking top-down in overcrammed landscape littered with meaningless gimmicks. You could click on something here and on something there and sometimes it would play a sound, sometimes something else underwhelming would happen.

    My own world was a very small place and Metaplace informed me that any meter more room would cost a fortune or so I perceived it. I wasn’t nearly persuaded and they already asked for money. I made the effort and tried some of the free tools and managed to make a TIE-Fighter image found with Google follow my avatar around like a dog. Well, great. I couldn’t imagine how I could do anything cool to get started with the free tools, especially as the world they showed me already couldn’t win me over. How was I going to make something cool, when the creators themselves can’t? Stuff like Café Paris or how it was named didn’t help either. It didn’t look remotely interesting, was empty back then and the mix of pixel art with photographs and the like simply lacked any polish.

    I realized that this was beta and just decided to come back later. Got newsletter mails imploring to check it out some more or questionaires why I haven’t logged in recently. They kept sending me newsletters offering me accessoires for my avatar. They just don’t understand. And failed.

  • http://Ashendarei.wordpress.com Ashendarei

    I never even HEARD about this game.