Randy Farmer,
Chip Morningstar, Aric Wilmunder and Janet Hunter created the first graphical
virtual world, which was released in a
beta test by Lucasfilm Games in 1986 as
Habitat for the
Quantum Link service for the Commodore 64.
Habitat ran from 1986 to 1988, and was closed down at the end of the pilot run. The service proved too costly to be viable, so Lucasfilm Games recouped the cost of development by releasing a sized down version called
Club Caribe on
Quantum Link in 1988. It was then licensed by
Fujitsu in 1988, and released in Japan as
Fujitsu Habitat in 1990. In 1994, Fujitsu Cultural Technologies was spun off as a new division of Fujitsu Open Systems Solutions, INC or OSSI for short. In conjunction with Electric Communities, the two companies began work on the
WorldsAway project (which was codenamed "Reno" at the time). Originally, the initial plan was for the team to work from the Fujitsu Habitat code and bring it to the Mac and Windows operating systems. It was launched on
CompuServe in 1995 as a free service for members. The world was called
Dreamscape and moved to the public Internet in 1997 still under the operation of Fujitsu. As CompuServe morphed into
AOL's "value brand", Fujitsu sought to sell off its product as they were making a loss. Inworlds.com (who later became Avaterra, Inc) stepped up and bought the licensing rights and took over the reins. In 2011 the Dreamscape was still surviving independently as one of the VZones.com worlds – owned by Stratagem Corporation. Other WorldsAway worlds using the same server software that have been launched during Stratagem times were newHorizone, Seducity, Second Kingdom and Datylus. The VZones.com worlds closed in August 2014. The only remaining licensees of the technology is vzones.com.
Creation One challenge in producing games is to resist the "conceit that all things may be planned in advance and then directly implemented according to the plan's detailed specification". Morningstar and Farmer argue that this mentality only leads to failure as the potential capabilities and imagination of a game would remain confined within the small niche of developers. They generalized this well by pointing out that "even very imaginative people are limited in the range of variation that they can produce, especially if they are working in a virgin environment uninfluenced by the works and reactions of other designers". An example of this approach was when Wilmunder, the programmer responsible for developing both backgrounds for the Habitat World and Avatar animations noted how the original specification only included a single generic male and female character. Wilmunder determined that the system could go further and he implemented the ability to customize player Avatars, first by patterning their clothing, and later allowing Avatars to change height, carry items, and ultimately to allow the players to select from over one hundred different heads for their characters, capabilities that are today taken for granted in other Avatar based systems. This feature became so popular that 'heads' were sold in in-game vending machines and were even used as rewards for players when they completed quests. With this outlook, Morningstar and Farmer stated that a developer should consider providing a variety of possible experiences within the cyberspace, ranging from events with established rules and goals (i.e. hunts) to activities propelled by the user's own motivations (entrepreneur) to completely free-form, purely existential activities (socializing with other members). The best method to manage and maintain such an immense project, they have discovered, was to simply to let the people drive the direction of design and aid them in achieving their desires. In short the owners became the facilitators as much as designers and implementers. Regardless, the authors note the importance of separation between the access levels of the designer and the operator. They classify the two coexisting virtualities as the "infrastructure level" (implementation of the cyberspace, or the "reality" of the world), which the creators should only control, and the "experiential level" (visual and interactive feature for users), which the operators are free to explore. The user not need to be aware of how data are encoded in the application. This naturally follows from the good programming practice of encapsulation.
Revival In 2016, a project was undertaken to relaunch
Habitat using
emulation of both the Commodore 64 and the original Q-Link system that
Habitat ran on. The project was headed by Alex Handy, founder of The
Museum of Art and Digital Entertainment (MADE), who received the game's
source code from its original developers. That July, the source code was uploaded by MADE to
GitHub under
MIT license for open review. In February 2017, an open-source project to revive
Habitat led by Randy Farmer (one of
Habitats creators) named
NeoHabitat was announced to the public. The project was requesting volunteer contributors to aid in developing code, region design, documentation and provide other assistance. Due to the volunteer contributors, original source files, maps created during development and database backups were unearthed. This enabled the original Populopolis world to be fully restored.
NeoHabitat is currently operational and accessible to all. Development is mostly complete and the original
Habitat experience can be had once more. ==
WorldsAway==