Will Harvey On There Not Being There Anymore? 23
Thanks to GameSpot for its interview with Will Harvey, founder of There Inc., after the virtual world creator announced this week that it "is reevaluating its consumer-side game environment, giving itself 90 days to determine if a licensing-only model might offer a more secure upside to the company." Harvey explains that he has "left the company and I'm no longer on the board", and describes his original vision of There: "to support all the kinds of rich interactivity and human experience that top-tier video games are capable of, but in a single, unified world where everything works together." When asked to describe the problems with 'virtual world' products, he suggests: "If you look at the nongenre MMORPGS--There, Second Life, The Sims Online--they are all version 1 products that won't really be complete until version 37. The challenge is making version 1 commercially viable."
Who in the what where? (Score:3, Funny)
Re:Who in the what where? (Score:2)
Who modded this off-topic? It might be meta-article, but its far from being off topic.
Ne'ermind the title is wrong:
The title is Will Harvey On There Not Being There Anymore?
Lets expand that (without changing the meaning) for understandability.
[The person] Will Harvey on [the game] "There" not being there [online] anymore?
Is that a question? Perhaps. The title is a tad ambiguous, but the interview seems to imply that "There" may not be an online game.
Therefore, the title is more appropr
Re:Who in the what where? (Score:1)
Maybe... (Score:1, Insightful)
Holy cats (Score:3, Funny)
Re:Holy cats (Score:2)
Re:Holy cats (Score:1)
The non-genre card (Score:3, Interesting)
People are drawn to the typical mmorpg for many reasons, most of which I don't necessarily find healthy, but at least some of them are only possible outside reality. There and The Sims Online only manage to accomplish experiences that point out just how hollow a world without substance can be.
Re:The non-genre card (Score:2)
Don'y you hate it when that happens?
There There There (Score:1, Flamebait)
What? The world isn't perfect? (Score:1)
What?! Come on! How hard could it be to build a complete functioning online world in there are no negative emergent strategies and everything works as the designers intend them to? Oh, wait...
Right, sarcasm aside, it's damn near impossible to create an online experience which achieves that kind
Re:What? The world isn't perfect? (Score:2)
Social-only worlds, I believe, can be made to work. I spent roughly four years on the event staff of one. But attracting that initial audience is the hard part, and then satisfying their expectations seems to be difficult as well. These tasks are arguably more difficult now because of the success of Everquest and other "game" worlds -- people, in general, are attracted to the theme beyond the world itself.
One way this could be made to work is to offer a "fa
Re:What? The world isn't perfect? (Score:1)
If they're there just for the socializing, the only way you could fail to meet their expectations is by not having enough people or running a server that goes down like a $2 whore. (Or maybe the people that are on there are just feckless nerds.) The "chatter" has been around for many years, and though I haven't looked around for a
Re:What? The world isn't perfect? (Score:2)
One of the things that bugs me about the current crop is that they present few opportunities to change the player's states other than combat. Club Caribe had a wand that could turn another person blue. There was a nude beach special area where it was possible to accidently leave it without your clothes (which some people actually found embarassing, despite that the "cloth
There today, gone tomorrow (Score:2)
Disagreement (Score:2)
Megabuck budget = Reality Distorion Field (Score:2)
You can say that again. I think a big part of the problem these days is that when your project has huge amounts of funding, it's almost impossible to keep touch with reality. There had $35 million in funding. The Sims Online was well up into the tens of millions also. When a project has that kind of money spent on it, they get a lot of staff, their burn rate is very high, and most people in the company will have one of two attitudes. A) They beli
THERE problem was... (Score:1, Insightful)
1. There is not a game, therefore they shouldn't have marketed it to a "gamer" audience. (Their real audience is people looking for social interaction and virtual place to build communities. HabboHotel is successful. Why not There?)
2. There charged an initial signup fee, then $4.95 a month, and even then you didn't get access to everything in the game! This sparked outrage and people cancelling. You can't mix a subscription model with a "piec