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    « Gerard Butler's "Gamer": The Key to Mainstreaming Virtual Worlds? | Main | "Youniverse World" Dogged by Content Ownership Problems »

    09/01/2009

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    Sounds like a valid concern for new content entrepreneurs, but perhaps a sound trade-off to keep corporate interest and decent quality content from the get-go. Let's hope they keep their promise to allow true user-generated content and have it play in the economoy.

    Thanks for writing about Blue Mars, Max! Our new virtual world is just hours away from launch and we’re excited about what the future holds. In the interest of clarity though, I want to address a couple of points.

    You say: "It's no secret that Blue Mars has approached large corporations, but it is a shame." ..."Blue Mars stacks the deck against individual entrepreneurship from the very outset." ..." Blue Mars is a world filled with professional content licensed from third-party studios."

    Not.

    Do we have an agenda to exclude independent creators? Nothing could be further from the truth. The vast majority of our registered developers are individuals or small groups working together. Most of them are working in cloak mode right now. They are individual artists, small teams, indie game companies, university profs, students, scripters, animators, clothing creators, and a few corporations who approached us.

    Our free content creation tools are available to all and make it possible for *anyone* to build their own beautiful, immersive, interactive and dynamic virtual worlds and online MMO games, with a secure ecommerce and IP distribution system. Anyone can register for free at http://www.bluemarsdev.com .

    We're still in very early beta, with a looong way to go. Stay tuned to http://www.bluemarsonline.com/blog/ for updates about new features, interviews, Q&A, videos and more. Visit our http://www.bluemarsonline.com/forum/ for announcements about new cities and content.

    Every virtual world developer has to decide on a sustainable business plan that ensures that they get their costs met, can pay staff, server costs, etc. Some mixture of ad revenue, corporate sponsorship, RW product tie-ins, user-fees, in-world taxation, or other revenue stream is necessary for an company to stay afloat.

    Second Life is unique in their approach to this problem. Most VWs that exist operate based on some kind of corporate sponsorship or product tie-in, whether it be Club Penguin, Habbo, or Webkins. Even educational worlds like Whyville and Kidscom.com have some form of corporate branding in-world. SL is the anomaly not Blue Mars.

    I'm unclear if you are advocating some kind of position on this, or just venting about corporations being just always bad in virtual worlds. If that's the case, I'd be interested in your alternative sustainability business plan.


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    Patricia

    http://forextradin-g.net

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