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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

202<br />

U L T I M A T E G A M E D E S I G N<br />

granted both exciting and interesting in play? How do you use social competition to<br />

create conflict?<br />

MMOG Player Categories<br />

The MMOG has also helped to annihilate rigid player categories. People of all ages<br />

and genders (from grandmothers to grade-schoolers) play the most popular<br />

MMOGs with passion. It’s becoming harder in some gaming segments—MMOGs<br />

are probably a good example—for marketers to clearly identify “the <strong>game</strong>r” or “the<br />

audience.” I predict it will become harder every day. This fact alone opens up new<br />

vistas and venues for <strong>game</strong> makers.<br />

Trying to build <strong>game</strong>s for unknown, growing, or changing audiences (in other<br />

words, trying to be all things to all players) can also have a negative design effect. The<br />

idea of trying to please a wide and diverse audience can dilute a <strong>game</strong> to the extent<br />

that the kind of play that might have made the <strong>game</strong> successful simply gets lost in the<br />

dilution. You simply can’t be the <strong>game</strong> of everything for everybody. Believe me,<br />

you’ll get design input: don’t make it too fast for the older players, don’t make it too<br />

complicated for the younger players, don’t make it too boring for the teens, don’t<br />

make it too aggressive for the female players, and so on.<br />

Deep Social Factors<br />

The deep social factors involved in playing MMOGs are some of the most interesting<br />

informal sociology experiments to watch and build design orientations around.<br />

Players take tremendous psychological ownership of their characters. I suspect this<br />

will continue to be true for noncharacter items in MMOG <strong>worlds</strong> as well (earned vehicles,<br />

houses, riches, or status). The social aspect of MMOGs, missing in many other<br />

<strong>game</strong> forms, seems to attract more female players than similar content titles with very<br />

little or nonexistent social features. Guys like to chat, too, but taking on the role of a<br />

true character requires development, nurturing, and socialization.<br />

Some MMOGs, like The Sims Online and Everquest, have created entire virtual<br />

economies. You’ve probably read news articles on the economics of Norrath (a land<br />

in Everquest), where players can actually earn $3.42/hour via bots that collect virtual<br />

goods that are then sold for real currency. This leads to the odd result that if Norrath<br />

were a real country, it would be the 77 th<br />

richest. We’ve only just begun to see the impact<br />

of these kinds of virtual economies in MMOG gaming.<br />

Appealing to the use and allotment of status items and status issues seems to work<br />

successfully in connecting emotions with play ideas. So does providing a means for<br />

players to “rise above” in <strong>game</strong> world rankings, as some players believe they will not<br />

or cannot rise above or transcend their own day-to-day lives. Remember when we<br />

talked about the importance of engaging emotions? MMOGs capture player emotions<br />

very well in some cases, often leading to emotional fervor for some.

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