What should a casual MMOG feel like?

The prims are always greener by yhancik on Flickr

I’m finding myself in the starting phases of designing a casual MMOG (or virtual world, if you prefer that term). When I say design, I mean determining the structure and behaviour of the world — interaction design, in other words.

It’s an interesting challenge (and a significant change from designing mobile games, to say the least). I can’t think of a class of games that has the potential for more emergent phenomena, both social and economic. This is truly a second order design challenge.

Of course, the same old player needs still hold true, and tools and techniques such as scenarios and storyboards are just as useful here as in any other project. But the need for an iterative, test driven design and development process becomes hugely apparent once you start to think about all the effects you simply cannot design directly.

You might think I’m involved with a WoW– or SL-like endeavour. On the contrary! The aim of the project is to bring some of the unique pleasures of a virtual world to a mass (adult) audience.1 That means making the experience more casual, more short-session.

Our players will still want to feel related and socialise, but on their own terms. They’ll still want to feel autonomous and explore, but in short bursts of activity. They’ll still want to feel competent and achieve, but without having to make too huge an effort…

There’s plenty of movement in the space of casual, short-session MMOG’s. Some have dubbed them PMOGs — Passively Multiplayer Online Games — and focus on making them open systems that interact with daily life. I’m trying to imagine what — as a closed system — a casual MMO should feel like, what its aesthetics (PDF) need to be. What, in other words, would WoW or SL have turned out to be if Miyamoto-san had designed it?

  1. Plus some other more unique goals, that I won’t talk about just yet. []

Playful IAs — slides for my Euro IA Summit 2007 talk

After a considerable amount of fiddling with SlideShare I’ve finally managed to upload a version of the slides that go with my Playful IAs presentation. This more or less as I presented it at the Euro IA Summit 2007 and includes an approximate transcript of my talk. I hope to get an audio/video recording of most of it in the near future as well. When I do I’ll update this page.

Update: I’ve posted a short summary of the central argument of my talk.

Download a version including an approximate transcript (14,5 MB).

I had some great reactions to this talk and I want to thank all the people who engaged with me in discussions afterwards. It’s given me a good picture of what areas I should develop further in future subsequent talks. I’m also pleasantly surprised to see that contrary to what some people think, the IA community (the European one at least) is very much open to new ideas. That’s really nice to experience firsthand.

A lot of people asked for a list of books and other good sources on the topics I covered. Here’s an incomplete list of stuff I’ve used at some stage to inform my thinking:

If that doesn’t keep you busy for a while, you could always have a dig through my del.icio.us links. There’s plenty of good stuff there. Of course of if you ever find anything you think would be of interest to me, do let me know. Just tag it for:kaeru.