links for 2007-12-08

links for 2007-12-07

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. [↩]

links for 2007-12-06

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links for 2007-11-30

My GDC Mobile 2008 proposal: accepted!

Mobile gaming by Kokeshi on Flickr

It doesn’t say so on the site yet, but I am on the program for next year’s GDC Mobile.1 Yesterday I got the email that my talk — titled Designing a Casual Social Gaming Experience for Generation C — has been accepted. To be honest I was quite surprised. I work in the blurry overlap of the interaction design and game design fields, have no actual game titles under my belt and proposed a weird subject to boot. Who in their right mind would invite me to speak? Of course I am also really excited about this. GDC is the professional event for the games industry so I’m honored to be part of it.2

My talk will be closely related to the things I’ve been working on for Playyoo. I’ll discuss how short-session mobile games and a web based meta-game can interconnect to create a social game experience that allows different levels of player engagement. I’ll look at the ways you can align your game design with the expectations of Generation C: customization & personalization, recombination and connectedness. I might post the extended abstract sometime in the future, for now I’m just wondering: Who else is going to GDC? What would you like to see me discuss?

Update: The conference site has been updated, here’s the description of my session.

  1. Don’t be scared by the big Orc in the header of their site. [↩]
  2. Now I just need to figure out whether traveling to the US twice in one month is a feasible undertaking. [↩]