“Over time we hit some obstacles for PMOG: * Too much reliance on user-generated game events. "Welcome to PMOG: your goal is to do X or become Y" would have helped more people understand the game. * The name "PMOG" was tough to swallow, and it didn't describe an exciting game world. We changed the name in March 2009 to "The Nethernet." The new identity energized our product but it was late in the product cycle. * We built our own social networking and messaging technologies. Expanding and maintaining those frameworks took up a lot of time, and newer projects were making use of existing social networks like Facebook and Twitter to keep their costs down. * We introduced micropayments and revenue streams late. * Unlikely platform. We thought we were badass, breaking new ground by making a rich MMO in a Firefox extension. No one visits Mozilla and searches for games to download.” - × × ×