Multiverse - changing the < virtual > world


MULTIVERSE NETWORK

Even the most powerful independent game studios are forced to partner with publishers to bring their games into the retail channel, and ultimately into the hands of consumers. Publishers thus have a great deal of power over what games reach the marketplace--and they take a correspondingly high percentage of those games' revenues. And they usually demand to own the intellectual property of the developers. Multiverse puts this power back where it belongs: in the hands of the game developers. From now on, game developers won’t have to ask permission to bring their games to market.

The unique technology of the Multiverse Client enables this. It's similar to a web browser in the following way: a web browser is a single application that's installed on a consumer's computer. The consumer uses this one application--the web browser--to connect to any web server. Whatever web site it is, it appears within this one application.

The Multiverse Client works in a similar fashion. It's not browser-based at all, but like a browser, it's a single application that's installed on a consumer's computer. And it can connect to any virtual world that's built on the Multiverse platform. Whatever makes that virtual world different from any other is streamed dynamically to the Multiverse Client. With the Multiverse Client, the player is always only one click away from any world built on the Multiverse platform. And each game can look and play radically differently from any other game on the platform.

This means that all the games built on the Multiverse platform are available through a single worldwide distributed network: the Multiverse Network.

The ramifications of this are enormous, and are at the heart of the Multiverse solution. If you develop on the Multiverse platform, all the players of all the games on the Multiverse Network are instantly available to you as a built-in consumer market. And the Multiverse will be as searchable as the web, by any criteria. New games can be brought to the attention of consumers according to their game-playing preferences.