Even though the U.S. manned space exploration program is coming to a close rather soon, it appears that NASA hasn’t stopped bringing eager explorers to the moon. At least not in pixel form.
Launched yesterday, The National Aeronautics and Space Administration is giving gamers a taste of what lunar repair is really like. Set in Moonbase Alpha, the new free online title features single and multiplayer missions where players assume the role of a NASA exploration team member in a 3D lunar environment. The goal is to restore critical life support systems and oxygen after a meteor strike disables a solar array and other necessary equipment. Players’ available tools include an interactive command center, a lunar rover, robotic repair units, and a full array of pieces and parts from an equipment shed.

Rated “E” for everyone, the new offering from NASA is a proof of concept, displaying NASA content combined with leading game technology to engage and educate students about NASA’s tech, jobs, and the future of space exploration.
The Moonbase Alpha game is in fact, a precursor to a planned NASA MMO. The much larger project is designed to incorporate NASA content and deliver interactive technology, i.e. virtual worlds, games, and software apps to foster the growth of Science, Technology, Engineering and Mathematics, or STEM as NASA refers to it. The ultimate goal for the large MMO is to include missions that require players to demonstrate STEM knowledge to progress.
The Moonbase Alpha game is built upon Epic Games’ Unreal Engine 3, and was developed by The Army Game Studio and received support from Virtual Heroes, a division of Applied Research Associates in Triangle Park, North Carolina. For distribution, NASA has partnered with Valve’s Steam network, also taking advantage of their server browsing, leaderboards, and stats features.
So while the current state of NASA looks like a no-fly, at least for humans, perhaps with a series of immersive and interesting “almost real life” games, NASA might just be able to spark enough interest in manned space flight to bring the option back to the table. A fine example of the virtual worlds’ impact on the real world.
Bonus and Bragging rights will be credited to you, if you can successfully name the film the above image references.





Currently, the site supports a number of virtual worlds, including popular online titles such as World of Warcraft and EVE Online, and according to Linden Labs CEO Mark Kingdon, they will continue to do so. “We’re committed to keeping this ideal of a place where avatars from multiple worlds and games can come together.”
Metaplace, which provides a platform for anyone to create their own web based virtual world made the closure announcement via email, stating, “Today we have unfortunate news to share with the Metaplace community. We will be closing down our service on January 1, 2010 at 11:59 pm Pacific. We will be having a goodbye celebration party on January 1st at noon Pacific Time.”
Boasting the world’s largest real money economy within an MMORPG, 




Q1 2009 saw a total of $69.1 million invested, again, down from Q4 2008’s $100.7 million. Certainly one factor in this downward trend must be attributed to the global economic downturn. Looking at the overall venture capital investment landscape, this downturn may simply be a reflection of the general decline in vc cash. Technology related industries have seen a particular decline, and virtual goods investments certainly fall into this category. Virtual Goods News’ sister site, Virtual Worlds News is also reporting record lows in venture capital investments. Again, remain calm, and exit the building in an orderly fashion. Oh no, wait. That’s not right. This might not be the most favorable news to come out of the virtual items sales industry, when seen from 30,000 feet up, our swimmers seem right in line with everyone else in the pool. The real question here is – when we start seeing the return to ‘business as usual’, will virtual goods/worlds investments also see this return?