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. []