- Release Year: 2003
- Platforms: Windows
- Publisher: There Inc
- Developer: There Inc
- Genre: Role-playing (RPG), Simulation
- Perspective: 1st-person Behind view
- Game Mode: Massively Multiplayer
- Gameplay: Character customization, Virtual economy, Voice communication
- Setting: Virtual world
- Average Score: 57/100
Description
There is a 3D online virtual world and massively multiplayer game focused on social interaction rather than combat, where players create customizable avatars, build and trade user-generated items like clothing and vehicles, and participate in activities such as buggy races, paintball games, hoverboard challenges, and player-hosted events within persistent neighborhoods and zones. Launched in 2003 by There Inc. (later Makena Technologies), it features an in-game economy using Therebucks currency that can be purchased with real money, integrated voice chat, and corporate partnerships for branded content, evolving through shutdowns in 2010 and relaunches in 2012 and 2025 amid renewed interest from viral media.
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There: Review
Introduction
Imagine a digital realm where the thrill of virtual dragons and epic quests gives way to something far more human: casual hangouts, bustling markets of player-crafted clothes and vehicles, and spontaneous buggy races with friends from across the globe. Released in October 2003, There wasn’t just a game—it was a pioneering social virtual world that invited players to build communities, economies, and memories rather than conquer foes. Developed by There Inc. and later stewarded by Makena Technologies, There (often stylized as There.com) emerged during the early MMO boom, amassing over a million registered users by 2009 before facing shutdowns, relaunches, and a surprising 2025 revival sparked by a viral YouTube documentary. As a game historian, I’ve revisited decaying virtual spaces like this one, and There stands out for its unapologetic focus on social simulation over scripted narratives. My thesis: While There faltered commercially due to an unforgiving early-2000s online landscape, its innovative blend of user-generated content, real-money economy, and non-violent socialization laid crucial groundwork for modern metaverses like Second Life and Roblox, proving that virtual worlds thrive on human connection, not hit points.
Development History & Context
There‘s origins trace back to the optimistic dot-com era, founded in spring 1998 by Will Harvey—a visionary programmer known for his work on early games like The Immortal—and Jeffrey Ventrella, who contributed to its conceptual framework. There Inc. aimed to create a “better place” for online interaction, as Harvey described in a 2003 New York Times interview, drawing inspiration from nascent internet chat rooms but elevating them with 3D immersion. Closed beta testing kicked off in July 2001, lasting two years amid iterative refinements, before the public launch on October 18, 2003, for Windows PCs. The team, boasting 213 credited contributors including programmers like Ken Duda and Tim Nufire, leveraged custom tools built on Lua scripting for user content, integrated voice chat, and a persistent world engine that supported 100+ simultaneous players.
Technological constraints of the era were formidable: broadband was a luxury (dial-up plagued many users), and 3D rendering demanded modest hardware—DirectX 9 compatibility was key, with updates later enhancing graphics card support. The client relied on TCP/UDP ports (2300-2399) for seamless multiplayer, but firewalls and antivirus software like Norton often disrupted connections, as noted in contemporary GameSpot articles and the official There Blog’s FAQs. Input was straightforward—keyboard and mouse for navigation and interaction—but the real innovation was in scalability for social features without the bloat of combat systems.
The gaming landscape in 2003 was dominated by MMORPGs like EverQuest and the impending World of Warcraft, which emphasized quests, leveling, and PvP. There bucked this trend, positioning itself as a “virtual world” akin to The Sims Online (launched the same year), focusing on simulation and economy rather than RPG tropes. Publishers There Inc. (self-published initially) navigated a commercial model blending free trials with real-money purchases for Therebucks (T$), valued at 1800 T$ per USD. Early funding struggles led to August 2004 layoffs and a corporate split: Forterra Systems pivoted to government simulations (e.g., U.S. Army training via a “virtual Earth” project), while Makena Technologies handled consumer ops. A $14 million infusion in 2005 fueled corporate tie-ins, but lagging growth and economic downturns culminated in the 2010 shutdown. Relaunched in 2012 under a $10/month subscription (with free tiers), There adapted to post-Second Life competition, adding Mac alpha testing in 2025 amid renewed interest.
Narrative & Thematic Deep Dive
There defies traditional gaming narratives—there’s no overarching plot, no heroic protagonist slaying digital beasts, and certainly no dragons, as the MobyGames description wryly notes. Instead, the “story” emerges organically from player interactions in a persistent, player-driven world. Avatars, with permanent names and genders, serve as blank canvases for self-expression, customizable via third-party 3D tools before peer-reviewed integration. Dialogue unfolds through text chat, voice (post-2003 updates), emotes, and subtle “body language” animations, fostering intimate, real-time conversations that mimic real-life nuance. A 2006 academic text, Avatars at Work and Play, highlights how these tools enabled emergent storytelling: players hosted weddings, scripted improv skits, or chronicled island explorations in community forums.
Thematically, There explores the essence of virtual identity and community in a non-violent utopia. Core motifs include social connectivity, where “boys and girls of all ages” (though post-2012 it’s 18+ only) form bonds via shared activities—think hoverboard races or player-run events—echoing the era’s Web 2.0 shift toward user agency. The economy, powered by Therebucks earned through events, random drops, or content creation, delves into virtual capitalism: players trade user-generated artifacts like clothing or vehicles, mirroring real-world markets but with utopian twists—no scarcity-driven conflict, just thriving barter in a “heavy focus on personalization.” Corporate integrations, such as MTV’s Virtual Laguna Beach (2006) or Coca-Cola’s CC Metro district (2007) with minigames, inject branded narratives, blending consumerism with escapism. Paramount’s 2008 emotes using movie clips added pop-culture flair, while themes of revival and nostalgia resurfaced in 2025, spurred by YouTuber Globert’s documentary I Spent 30 Days in a Dead Game, which romanticized There as a “ghost town” reborn through player passion.
Critically, this lack of scripted plot was both strength and flaw: it empowered themes of autonomy and anti-violence (no death or injury mechanics), but risked aimlessness for quest-hungry players. Dialogues, often unfiltered and community-moderated, could veer into profound philosophical debates on digital existence or petty drama, underscoring There‘s raw, unpolished humanity.
Gameplay Mechanics & Systems
At its core, There‘s gameplay loop revolves around social simulation in a 1st-person/behind-view perspective, with pacing defined by its persistent MMO nature. Navigation blends free-roaming (walking, flying jetpacks, driving buggies) with teleportation to 14 themed islands and atolls, as mapped in 2009. No combat exists—innovation lies in player-hosted activities: paintball (non-lethal tag variants), treasure hunts, card games, or pet training, all emergent rather than developer-enforced.
Character progression ditches XP for a “skill ladder” tied to social and creative actions—hosting events or crafting items advances your avatar, unlocking customization perks. The economy is the star: Therebucks fund purchases, with real-money conversion enabling a “thriving” marketplace for peer-reviewed user content (clothing, furniture, PortaZones—portable lots for custom builds). Fixed zones rent monthly for static homes or “fun zones,” while neighborhoods foster co-op planning. UI is intuitive yet dated: a compass for directions, ChangeMe panel for outfits, and integrated voice/text chat, but early versions suffered from clunky menus and firewall woes, as chronicled in GameSpot’s 2003 first-look.
Innovations shine in accessibility—free silent trials (post-2012) let newcomers observe without commitment, upgrading to Basic ($0.50 age-check) or Premium ($10/month) for full voice/economy access. Flaws include economic imbalances (corporate tie-ins favored brands over players) and technical hurdles like segmentation faults or port blocks, detailed in the There Blog’s FAQs. Multiplayer scales to 100+ via internet, with tools like ThereIM (IM client) and ThereConnect (Facebook integration) extending loops beyond the client. Overall, it’s a sandbox of endless potential, flawed by era-specific jank but rewarding for social architects.
World-Building, Art & Sound
There‘s world is a sprawling archipelago of 14 main islands (as of 2009), each themed for immersion—urban hubs for trading, frontier zones for exploration, branded enclaves like CC Metro for promotions. Atmosphere evokes a sunny Californian idyll: rolling hills, beaches, and customizable PortaZones create a sense of owned space, where players furnish clubs or racetracks. World-building empowers users via developer toolkits—import 3D models for buildings or vehicles—fostering a collaborative metaverse predating Roblox’s creator economy.
Visual direction prioritizes accessibility over spectacle: 3D graphics, updated for better card compatibility, render avatars with fluid animations but blocky textures by modern standards. Custom hair, branded Nike/Levi’s apparel, and emotes add vibrancy, though peer review gated quality. Sound design integrates voice chat seamlessly—real-time banter enhances immersion—bolstered by ambient SFX for activities (buggy engines, paintball pops) and player-hosted music events. No orchestral score dominates; instead, in-world tunes (via Premium) and event soundscapes build community vibes. These elements coalesce into a cozy, lived-in experience: visuals and audio serve socialization, turning blank lots into vibrant neighborhoods that feel intimately player-owned, though technical limits (e.g., no mobile support until Mac alpha in 2025) constrained broader appeal.
Reception & Legacy
Launch reception was muted; GameSpot’s 2003 previews praised its social innovation and economy but noted “is There going nowhere?” amid profitability doubts, with no Metacritic score and sparse reviews. MobyGames logs a 2.5/5 from two player ratings (no text reviews), reflecting niche appeal—over a million users by 2009, but dwarfed by WoW‘s millions. Commercially, initial free trials drew crowds, but 2004 layoffs and 2010 closure (servers offline March 9) signaled struggles against free alternatives like Second Life. The 2012 relaunch under Makena’s subscription model stabilized it, with ~300 daily players by 2024 per MMOStats, spiking in 2025 via Globert’s 11M-view doc, reviving events as reported by Massively Overpowered.
Legacy endures as a metaverse trailblazer: influencing Second Life‘s UGC economy, PlayStation Home’s social hubs, and modern platforms like VRChat. Corporate experiments (MTV VMAs, Coca-Cola minigames) presaged in-game advertising, while military pivots (Forterra’s sims) highlighted versatile tech. Reputation evolved from “forgotten MMO” to cult revival symbol—2025’s surge credits nostalgic players—but criticisms linger: paywalls alienated casuals, and moderation gaps allowed toxicity. There influenced the industry by proving non-combat worlds viable, paving for social sims and real-money UGC, though its small footprint underscores the ruthlessness of online persistence.
Conclusion
There is a testament to ambition in an era of swords-and-sorcery MMOs—a social canvas where avatars chat over virtual coffee rather than clash in arenas, blending economy, creativity, and connection into a digital hangout. From 1998’s founding through 2010’s closure, 2012’s reboot, and 2025’s viral resurgence, it navigated tech hurdles, economic pivots, and cultural shifts with resilient vision. Exhaustive analysis reveals strengths in emergent themes and UGC, tempered by UI quirks and niche scale. Ultimately, There earns a definitive place in history as an underappreciated pioneer: 8/10 for innovation and community, a must-explore relic for metaverse enthusiasts, reminding us that the best games foster worlds we never want to leave. If you’re chasing nostalgia or social experimentation, dust off your PC—it’s There waiting.