New MMOGs coming out
We’re now definitely in a new era of game development. No longer is the games industry languishing in perpetual geekdom – it’s going mainstream in a big way. Investment dollars are pouring in, and the hype dial is cranked up very high. A lot of this money is going into massively multiplayer games, for better or worse, and most of these are fairly undifferentiated clones are coming out. Their failures will help set more realistic expectations, and investors will realizing going after the same users (WoW players) with the same gameplay (Dikumud) and probably worse technology is not a recipe for success. I speak mainly of PC-based 3d MMOGs here, as differentiation along tech (e.g. browser-based) and system (platforms) unlock different users and necessitate different gameplay.
Okay, enough history and predictions – there are enough people who do that on the net more eloquently than I do. My personal touch here is my excitement about two properties in particular:
1. Lego Universe. It’s interesting to read this little piece on kotaku on the development choices behind LU. Two big design challenges in making kids games are stereotypes and conflict. In modern mainstream media, it’s easier to perpetuate stereotypes and memes than challenge them, but for kids there are higher expectations (as there should be). As for conflict, violence is the easiest way to communicate, participate in, and overcome conflict in games, yet again we have higher expectations for kids media.
I’m excited about LU because the IP is very unique and can deal with problems in a very unique way. I grew up with Lego, as so many kids did, and what this IP has come to mean is Lego is a way to interpret the world and change it’s rules. We’ve seen this in previous Lego titles (like Lego Star Wars) as well as the variety of Lego sets (Castles, Town, Space, etc). Lego is about Lego-izing things we know and love, applying a uniform look, allowing mixing and matching, and sterilizing their meaning for interpretation by kids. There is no death in the Lego world, there’s merely the parts bin. There is no improper merger of ideas in the assembly of Lego pieces, anything goes because everything fits. These are how violence and stereotype can be overcome with the Lego IP – what fits together is acceptable together (girly lego-heads can be put on top of any uniform), and anything that is taken apart is just part of creative destruction, not real destruction, and it can always be put back together. Cognitively, Lego just occupies a different space in our mind than other toys and other properties.
I’m not sure if any other IP is about this reinterpretation of things, versus just being things. Leveraging offline products and building connections between the two is a very smart thing, and in the kids MMOG space, toy companies will be the ones that beat out others (WebKinz being the first example). Lego has the added advantage of having a unique brand that is well-suited for online worlds, and therefore if they don’t mess up execution, I think Lego is in for a very bright future.
Unrelated side note: I have this visual of how re-spawns (a staple MMOG action, whereby a previously killed enemy comes back after a certain time interval so that other players may fight them) will work in LU, kind of like Terminator 2’s liquid metal terminator. The bad knight is ‘killed’ and his pieces scatter to the wind. But after 10 minutes… those pieces slowly move back together until BAM! The knight is reassembled and glows and cries out with his arms high, ready to challenge a new adventurer! I hope they do something like this
2. PMOG (or at least the concept it demonstrates). This one’s still under the radar, their public beta just started yesterday. This is a toolbar addition for Firefox that lets players drop quests and level up while they’re going about their normal web browsing. Essentially, it’s using game mechanics to force discovery of new web properties, an extremely smart move if you consider advertising implications (the game essentially holds the players hands and takes them from one property to another, like a guided tour in a museum). It’s also a sign of a much larger concept, which is the expansion and diffusion of game mechanics across daily activities. BF Skinner is rolling in his grave at the concept of being able to enforce behavioral reward structures to daily life – what implications! The game isn’t exactly designed as a psychologists research tool, but functions a bit like it whether or not the authors realize it.
I think this class of applications is likely to grow rapidly in the near future – it’s easy to make, has a huge playing field built in, relies on user-user interaction, and could be damn fun.
Specific mechanics I like about this title are that to level up, you must participate in the creation of content. This UGC angle really sells it for me (along with star ratings), because I’m particularly interested in creation software and inducing people to create. Participation is essential to society, yet the last few generations have grown up used to and demanding passive experiences; an ‘entertain me’ mentality. What’s funny about PMOG (which stands for Passively Multiplayer Online Game) is that while it is passive from the perspective of occupying your attention, it is active in the demands for your participation. Very cool.


