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February 3rd, 2003

One World Ends So Another May Rise

Hundreds of players logged in over the course of the day from at least a 12 countries on four continents. Some players set their alarms to rise in the middle of the night and others stayed up long past their bedtimes to say one final goodbye to their new friends and colleagues in play. It was an unexpectedly emotional event with outpourings of feeling and genuine expressions of heartfelt solidarity.

Players' tales about the ending are being told on various fan sites like Paper Lane and Puckish Pitstop, as well as on the Game Neverending site's discussion boards.

The closing of the prototype marked the end of an intense period of research and design for Ludicorp. The earliest version of prototype went live on the web in the fall of 2002 with the goal of experimenting with real time in-browser interaction, evaluating usage patterns and technical requirements and seeing how players would respond to the "tone" of the game. The prototype blossomed into a lively and active world — as of this writing, over 6,000 people have signed up to be notified of The Game Neverending's launch— an audience acquired solely by word-of-mouth and a vibrant and enthusiastic community of players has emerged.

With the huge volume of feedback received — thousands of suggestions, comments, conversations, discussion board posts and emails— and nearly 40,000 hours of play time, Ludicorp has amassed a unique body of research and has contiuously refined the vision and design for the final version of the game, due out this summer.

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