Since 2015, the company had been witnessing a drop in its userbase. The SmallWorlds’ shutdown left many confused and wondering: What went wrong? What happened to SmallWorlds? Financial Struggles But universally, it was well received peaking at 3.8 million monthly visits in 2012. The game became addictive – sometimes with adverse effects. SmallWorlds’ popularity soared around the world, especially among middle-aged men and women. The launch was successful and within a year of its release, the spinoff had close to 4 million users. In September of 2012, a Brazillian version of the game entitled ‘Minimundos’ was released. In the next 2 years, the company did just that. They wanted to expand to non-english markets, and improve their product line on Facebook and other such platforms. They wanted to increase their existing user base and become a $100 million company in the next 2 years, by 2013. With this investment, SmallWorlds had big goals. Such that on May 2011, he decided to pump in $2.5 million USD in the saleable venture. The popularity of the game even made it fly under the radar of Sam Morgan, an entrepreneur and investor. But there is a probability for the software to contain certain known or unknown bugs.īy 2011, SmallWorlds had grown to have 6 million registered users and 600,000 active users. A Beta phase refers to that stage in a software cycle when the product is feature complete. However, after working on it for 18 months, it entered Beta in June 2008. The idea for SmallWorlds the game entered development in 2007. SmallWorlds was to introduce a multidimensional, web2.0 experience that was social as well entertaining. They wanted to integrate the best interaction and design features but also make it accessible to everyone. SmallWorlds wanted to break the mould in this aspect. Navigating the world, finding things to do, customizing spaces, and trading items were puzzling for those without a certain level of expertise in computers. The initial installation procedures and the complicated user interface made it quite intimidating for an average user.Įven core daily actions could be a daunting task. Most online virtual worlds until then had a few deterrents that prevented them from breaking into the mainstream. SmallWorlds was a casual environment where players could interact and undertake missions of their liking. It was the first web-accessible, virtual world that was designed for mass appeal. SmallWorlds the game was a browser-based world that was created by Mitch Olsen and Darren Green from OutSmart Games in 2008. Players could also curate their own spaces, activities, items, and missions. It was a virtual world where players could create their own avatars and communicate with their friends. We must remember though that they are starting from scratch and I think they are rebuilding things, so I bet they will soon wipe the old stuff away to make room for the new.SmallWorlds was an online game that was also a social networking service. I think the inventories will get wiped like one mod told me, and chances are if our inventories are wiped clean we may also lose out old spaces too. Alot of my wears and rares I left out in one of my spaces which was a villa and I think when importing my avatar across to the new towncenter not only did I lose pretty much most my wears and rares but I noticed most my clothes were missing too. I logged into towncenter and I couldn't seem to find any animal heads I owned or anything good that I once had. I was a beta avatar and I used to spend hours upon hours working in those flea markets buying and reselling and also setting people to sell. Before the shutdown I must have given away at least 20 of my spaces and gave most my stuff away. I actually had 51 spaces on the game at one point no joke and loads of wears and rares.
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