Showing posts with label Metaplace. Show all posts
Showing posts with label Metaplace. Show all posts

Tuesday, December 22, 2009

10 Days of WAR: Day Five, Metaplace shutdown

For Day Five of my return to WAR, I took a break.  However, to fill space, I want to talk about the Metaplace shutdown that was announced yesterday:
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 official announcement is here and copied below, and you can read a FAQ guide here. We will be having a goodbye celebration party on January 1st at 12:00noon Pacific Time.
I'm conflicted on what to think. On one hand I don't see how the product could ever generate revenue, but on the other hand I could see it had potential. In the end, the first was proven correct and the latter will be left to our imaginations.

Monday, September 07, 2009

The Great GAME Purge of 2009

Ardwulf purged the MMOs installed on his PC:
That time has come again, to free my overloaded hard drive of games (MMO and otherwise) and software that I’m not playing, and won’t be, for the foreseeable future.
Since I am no longer MMO-centric, I am going to list my GAME purge of 2009. As a bonus, hard drive space is super valuable to me currently as I am shooting a ton of high def video of little Heartless_.

Action Games

Battlefield Heroes: Staying. Its free-to-play and I've spent a few bucks to customize my heroes. Its easy to get into and offers casual FPS game play.

Team Fortress 2: Staying. Every time I think about removing this game, Valve releases an update that pulls me back in. Also, I still want a damn hat!

Left 4 Dead: Uninstalled. I haven't played in months and the friend I played with from work switched to a night shift and is never online when I am. It was a fun romp while it lasted. Also, as the game was downloaded via Steam, it is a simple 1-click reinstall.

Call of Duty 4: Reinstalled. I want to play through the single-player campaign again, and I have to admit that the CoD4:Modern Warfare 2 videos have me drooling for some CoD4 multi-player action.

Quake Live: Staying. Its contained in a browser plug-in and easy to jump into. I may suck at it, but its completely free and worth keeping around.

MMOGs

The Chronicles of Spellborn: Staying, but only if I can fix it crashing my PC. I purchased a new video card and now when I boot up TCoS, it BSODs my computer. If I can't fix this, I will have to remove the game. I don't want to, but TCoS is frozen in development, so no fixes are likely to come down the line. This is the only game that crashes with my new video card.

Runes of Magic: Uninstalled. Since the WoW Cataclysm announcements, I feel dirty playing RoM. For $15 a month, I could be having a much better experience in WoW. RoM is fun and well developed, but I have five years of WoW bias to fight every time I'm logged in. Plus, the PvP in RoM sucks.

Maple Story: Uninstalled. I said I was going to try the game that 90+ million people have tried, but outside of the card game I've lost interest. The iTCG is out of beta, so it now costs money and I doubt I'll be going back to it anytime soon.

Free Realms: Uninstalled. While some people are treating Free Realms as the next coming of Jesus, I see through its thinly veiled exterior. Its a bunch of mini-games in a world where players can interact with each other. All of the good stuff is locked behind the pay wall. I will only admit that it is well executed and offers a quality experience, but it is nothing special. Kongregate, I'm coming back.

Domain of Heroes: Bookmark deleted. Yes, I spent $10 on this lackluster game and then promptly stopped playing. It was after the $10 that I realized how hopeless the development of the game was. Changes were either slow or completely out of left field. It could be a great and fun game, but the balancing act required seems out of reach for the developers.

Dungeons and Dragons Online: Possible new install. I have to wait and see how the game reviews in its new free-to-play form. I never agreed with the fundamental design of DDO, but it could turn out to be a decent freebie that is worthy of a few hours.

Miscellaneous Games

The Path: Staying. I still haven't unlocked everything in this little gem of an indie-game. Plus, I think if I uninstall the game, strange things start happening in real life.

Metaplace: Staying. I don't know what to think of Metaplace. I don't believe it can be a gaming platform of any kind in its current state, but I'm curious to see where it goes. Plus, it takes up no room on my hard drive, so it makes the decision easier.

Thursday, June 11, 2009

Free-To-Make-Money

Gamasutra is running a great article on Free-To-Play, but not really because there are micro-transactions, and the revenue they generate.
Yes, good money can actually be made in the rapidly-growing world of free-to-play massive multiplayer online games (MMOs), but just how much can micro-transactions actually generate? Unfortunately, average revenue per user information is often concealed behind the fog of competition by privately held game makers reluctant to report either very high or very low results.
The article contains some great quotes from Daniel James, CEO of San Francisco-based Three Rings Design.
"There seems to be a perception," he explains, "that there is a business advantage to not being transparent. But I disagree."

As James blogged recently: "People often ask me, with a wary look such as you'd give a lunatic, 'Why do you dish out your numbers like this?' It's a good question. There are possible downsides, but they are limited; if a competitor looks at my numbers and then goes on to execute better than us, I don't think that has much to do with our numbers. They executed better, that's the hard bit. Well done to them.

"The upside," he continued, "is that the more information that circulates the startup and games community, the more people will share their data. This rising tide will raise all boats. If I can shame my fellows into parting with their data, we'll all benefit."

Indeed, James reveals that Three Rings' MMO Puzzle Pirates takes in approximately $50 each month from each paying user (ARPPU) for a total of $230,000 a month, all resulting from microtransactions.
I've often railed against the micro-transaction model as inferior to the traditional subscription model in regards to revenue. However, after reading this article, I'm a bit surprised how well some Free-To-Play games fair.

Also, I want to share my desire for companies to be more transparent with their data, as I strongly believe it leads to negative stereotyping of the business model. Before this article, and seeing Puzzle Pirates and Domain of Heroes (in the comments) revenue numbers, I just assumed that the average revenue for a paying player was well below the standard $15 of a subscription-based player.
I'll break the figures down into Lifetime (8 months) and 7 day (last week). Daniel didn't mention this, but I would add that the numbers seem to get better each month as long-time players continue to make purchases and new features are added that retain/convert newer players.

Lifetime:
ARPU: $2.03
ARPPU: $59.27

7-Day:
ARPU: $3.51
ARPPU: $46.66
If the numbers hold true in the article, it is far greater! In some cases, close to $50. The benefits of which Raph Koster, of Metaplace, sums up nicely:
The biggest reason to go with a micro-transaction model, says Koster in a recent blog post, is because "it opens up both ends of the curve. People who would not be willing to pony up the full $15 a month [subscription fee] are enticed to pay at least something, thereby hugely broadening your market."
So, color me conflicted on micro-transaction business models. I still don't believe it beats a subscription model, but no longer is it the EVIL that I thought it was.

Tuesday, September 18, 2007

Metaplace is Official

Raph Koster and company have made it official: Areae unveils Metaplace, Web 2.0 with a bit of MMORPG mixed in.
Hello, everyone, and welcome to Metaplace.com!

It has been incredibly hard keeping quiet about this for a whole year. Everyone here on the team is really excited about what we're making. And we're really honored to get to launch this site as one of the TechCrunch 40.

Right at the outset, when we launched the original Areae, Inc. website, we told everyone that we were out to reinvent virtual worlds, and to make them work more like the Web does. We also told everyone that the cartoon on the website was our business plan. It's been amazing to watch the speculation out there about what exactly we meant, but now you know: we meant it completely literally. Metaplace works how the web does, just about top to bottom.

Our goals are sort of idealistic. We think there are all kinds of things on the Internet that would be improved if anyone could have a virtual place of their own. Right now, there aren't enough good games, for example, and they all seem to be about elves in tights or soldiers in battle armor. Metaplace allows more diversity. Right now, there are lots of people who want to use virtual worlds for research, or education, or business, but it's just too darn hard to get one going. Now you can create a world in just a few minutes and start tailoring it to your needs. Basically, we wanted to democratize the process of making online spaces of all sorts.

As part of that, we also committed to an open markup standard for our network protocol - anyone can write a client for any platform they want. We decided to use Web standards for everything we could, which is why you can have a game world that is also a website, or use Web data to populate your world. The scripting language (we call it MetaScript, of course) is based on Lua. You get the idea - no "not invented here," no closed proprietary approaches.

We knew it was all coming together when one of our team made a game in a day and a half. And then stuck that game on a private MySpace profile. You can inherit someone else's world (if they let you) and use it as a starting point. You can slurp whole directories of art and use them as building blocks. Cut and paste a movement system or a health bar from one world to another. Use an RSS feed for your NPCs. We made puzzle games, RPGs, action games... and set up doorways from one to the other. Basically, coming to work in the morning is a lot of fun.

This isn't all hypothetical, either. We fully intend to be customers of our own product. We've already started work on our first big game - a "worldy MMORPG" with what we hope will be a ton of fun game play. What's more, we figure that some of you who have been looking for a game like that might want to help us build it.

We have a lot of plans for the future, and we hope you'll check back every week to learn what we're cooking up. As you can see, we're taking alpha applications. We expect to ramp up the number of testers a lot over the coming months. So keep an eye on the site - it will be growing a lot.

Overall, I think what we are most looking forward to is surprises. We can't wait to see all the amazing things you will build with the Metaplace platform. It's time to see what the world really wants from virtual worlds.

We'll be updating this blog at least once a week. In the meantime, see you in the comments thread!
Right before leaving work, my co-worker and I discussed what was potentially coming from today's announcement. We both agreed; this is pretty much what we and many others expected. Areae is building a better Second Life. A Second Life that makes sense. A Second Life that doesn't treat players like caged chickens.

I guess the real kicker is that this is more of a service, than a game. So, it is a bit hard as a gamer to get any excitement out of this announcement. Until I get to see some of the games in development for the service, I will have to hold comments on the gaming potential.

What worries me about Metaplace, is the fact that most user generated content is just absolute junk. I've played Neverwinter Nights 1 & 2. I've played countless MUDs that allow for user submitted content. I've played countless video games where players could make and contribute something to the community. I can count on one hand how much of that content has actually been worth my time.

It's the whole signal to noise thing again. How much crap will Metaplace members have to shovel through before getting to the good stuff? I honestly don't see many people, myself included, willing to pay "meta dollars" for the chance to play a crappy game. Early adoption is going to be a tough hump for "armchair designers" to get over. Then its a fight to make sure your ideas don't get copied/stolen and sold for a lower price.

So, thats my negativity on the announcement, but don't let my jaded gamerness overshadow what Metaplace could turn into. Afterall, as stated, we still haven't seen the games :)

Monday, September 17, 2007

Areae Announcement Tommorow

From Cuppy:
Hey all =)

Just wanted to let you know that tomorrow Areae is making our announcement on what we are making. We were picked to be one of the TechCrunch40 and are demoing our product tomorrow.

Keep an eye on Metaplace.com tomorrow! =)
It will be interesting to finally get an idea of what Raph Koster has been working on over at Areae, but at the same time I know it will be a disappointment to many fans of Raph's previous work still holding out for a Raph Koster MMORPG. It is pretty evident that Raph is trying his damnedest to separate from the "old-school MMORPG" crowd without actually severing the link completely. I guess we will all know how far he has gone tomorrow.