The game allows users to create and customise their own rooms and worlds and share experiences such as watching YouTube videos, and listening to their favourite bands together. "The game play takes place inside a space which will be anything from an island resort to a paint ball arena," says Olson.
The business model of SmallWorlds is players pay to make their avatars look more interesting or unusual. The latest virtual print for an avatar can be purchased for US$5 ($6) or SmallWorlds gold or tokens. The print used by the first avatar at the launch in 2008, Snow Fox, is now worth US$3000, says Olson. There is also a subscription-based VIP club.
Olson and Green are veterans of Rich internet Application and well connected. Their initial funding for SmallWorlds came from Disney's venture capital arm. Olson's experience is in the design, development and commercialisation of technology to large consumer markets. Green has been CEO of Liquid Edge Games, an award winning 3D internet games company.
With SmallWorlds, the pair say they are trying to help people build their mastery, their sense of power; to have autonomy and self expression; to enjoy social relatedness; and to have a sense of purpose.
Outsmart's board is made up of Atlanta-based Payman Pouladdej, Jade CEO Craig Richardson and Sam Morgan. Pouladdej was an investor in MyMiniLife, the technical foundation of Farmville.
Outsmart employs about 70 part- time staff in the overseas markets, largely tech moderators and 35 programmers and artists in Auckland. "Our product designers need to have not only in-depth product design engineering intuition and experience, but also be well versed in human psychology and game mechanics."
The game is most popular with 13 to 18 year olds and women in their 30s and 40s, the US "soccer moms".
Peak playing time is when kids get home from school until 10 at night.