I got this in my inbox a few days ago, and it’s been forwarded to me by a few people since:
(NB: the fact that you still have to login MERELY TO READ THE DAMN FAQ linked from the PR statement is IMHO symptomatic of some of MP’s problems :( )
metaplace.com is closing on january 1, 2010
We will be closing down our service on January 1, 2010 at 11:59pm Pacific. The official announcement is here, and you can read a FAQ guide here. We will be having a goodbye celebration party on January 1st at 12:00noon Pacific Time.
Some of the correspondence I’ve seen on this – what went wrong? what should they have done differently? – has been interesting. Personally, I’m in two minds about it. I think there were some great things about and within MP, but from the very start I felt it had no direction and too little real purpose (and if you ask around, I’m sure you’ll find plenty of people who’ll confirm I said that at the time).
I’ll hilight a couple of things that haven’t come up so much in conversations:
- On the face of it, MP was “the bad bits of Second Life…” (poor content tools, poor client, no direction, no purpose)
- “… without the good bits of Second Life” (no sex, no mainstream publicity, wrong target audience to charge millions of dollars in land-rental to)
- Poor discoverability (how do you find something cool in Metaplace? Go to site, login, download client, wait a lot, browse a weak index, wait for more downloads, wait for content to stream in … etc)
Discoverability was IMHO the killer: this is something that so many “hopeful” social sites and systems get wrong, and only a few get right. The best examples are still simple: browsing your friends’ friends on Facebook by looking at photos of their faces (hmm; who do I fancy?), or using Google to find things you’re looking for (the gold standard in tech, but also the base *expectation* of the modern web surfer).
The history of SLURLs in Second Life should probably be required reading for people interested in this – if you can find ways to experience / re-live life pre-SLURLs, and read through some of the trials and tribulations that Linden went through in getting them to work.
And even then, of course, SL still had no browsability – but it least it had “open” bookmarks and copy/paste references you could share with people, and embed in webpages. That was barely acceptable (and still “awful”) back when SL was in its prime; the equivalent “minimum acceptable” is probably Faceboook Connect with full Facebook integration (i.e. not just FC-login, but having a bona fide FB app too that acts as an alternate access-path for your virtual world).
- Well, obviously, there was a lot of great content in there. I only skimmed it, but apart from the problems above, I saw a lot of interesting stuff
- The AJAX/CSS/HTML GUI … it was really easy for me to mess about gaining and browsing badges (both mine and other peoples).
Early on, I found the AJAX vs Flash part particularly interesting. The former showed up how weak the latter (the world-client) was: sometimes I went to the site, all happy about the badges, the popovers, etc, and as soon as I got into the Flash client, my mood would drop noticeably. Eventually, I stopped bothering visiting at all; I dreaded the slow, unwieldy, “clicking all over the place to move fractionally”, Flash experience.
One question I had was how much this was to do with the languages / platforms involved: did AJAX/CSS inspire the people working in it to make lighter-weight, faster, more abstracted core experience? Or is this just coincidence? There should be literally no reason why either of those platforms forced the designers to provide the experiences that way (Flash is capable of a much faster, snappier, fluid usability experience – it’s been excelling at this for years).
5 replies on “Farewell, Metaplace”
I would add as a downside – no clear business model for content creators or way for third parties to reliably tap the infrastructure.
It was a shame, I had some high hopes for metaplace originally but even as a professional games developer I found their API confusing and the docs were very poor.
They definitely had the right ideas – create a marketplace where scripters can provide modules for non-scripters and artists can provide assets for non-artists; am open protocol so that people could create their own clients etc. But sadly they never quite got the execution right.
Sounds like the are not quite dead yet though, I wonder where they are going now? My guess is white-label virtual-worlds/games for corporate sponsors. A little sad, but where the money is I should think.
Yes, I had hopes as well – honestly, I’ve always wondered what would of happened if you’d of had an store where you could of sold NWN1 modules you made.
Ah well, next time I guess.
Am I the only person here who disagrees with about 90% of this article?
Yeah, I had that reaction to the client as well. “Surely AS3 is faster than this?”
I’d love to read a technical postmortem of metaplace. No doubt there are a lot of difficulties in a user-editable MMO that aren’t obvious until you try building one.