

However Adobe Flash wasn’t doing that well. In order to play Smallworlds the game, every user had to have an Adobe Flash Player application installed in their system. Dependance on Adobe FlashĪ very important component for SmallWorlds to function was the Adobe Flash Player. The game did not have enough security measures and it was easy to get a virus while playing.
#Smallworlds head for instagram full#
The code was also quite messy and full of bugs. However, unfortunately, the code was too outdated to restructure. With the advent of mobile games, SmallWorlds had a real opportunity to capitalize on its traction and convert into a mobile game. SmallWorlds was struggling to be profitable. However, the servers for running the game cost all the same. As a result, Smallworlds the game wasn’t making much money.

With a fall in its daily users, there was a fall in visitors frequenting the Smallworlds store. 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.
#Smallworlds head for instagram software#
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. SmallWorlds was an online game that was also a social networking service.
