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 to 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?
- Plus some other more unique goals, that I won’t talk about just yet. [↩]