Guiding Users in Virtual Worlds

Speaking about casual games at a recent Facebook Developers Garage, Andrew Mayer mentioned that users aren’t innately curious. Seems odd but Mayer mentioned that he’s seen more than his fair share of great content go unseen because users never stumbled upon it. Users need to be lead, more then that they need to be entertained.

Disney Imagineers probably know this better than anyone. The book Designing Disney – Imagineering and the Art of the Show, explains that they use what they call The Wienie.

Walt observed that people moved toward things that are inviting, and he coined the term wienie to refer to such things (Walt had a lifelong love of hot dogs). Imagineers have found that people respond to a wienie at the end of a corridor because it beckons them to continue further in their journey. We often use archetypal forms in designing a wienie, forms that have centuries-old associations that express some kind of action. Certain sharp-edged, pointed forms suggest danger, adventure, a struggle for survival. Rounded forms tend to be reassuring, suggesting shelter, safety, and fun. In telling a story in three-dimensional visual terms, both kinds of forms can be used to say, “Something is happening down this way, and you’re going to like it.” The wienie promises that you will be rewarded for the time and effort it takes to walk down the corridor. A well-designed wienie can brighten and energize an entire area. The Matterhorn at Disneyland, the Tree of Life at Disney’s Animal Kingdom, and Big Tillie, the stranded ship at Typhoon Lagoon, area all effective wienies: they set teh stage, establish a mood, and draw the eye.

Virtual world designers could learn a lot from Disney Imagineers and the wienie.

For a wienie to be effective, we have to set the scene for it, using staging techniques derived from film, such as an establishing “long shot”, and special effects and lighting.

The techniques is not as heavy handed as others used in virtual worlds today. WoW uses quests and floating explanation points. Jeffrey Kaplan, gameplay director at WoW, calls it directed gameplay and probably takes it just as seriously as Disney Imagineers.

“Directed gameplay is a phrase we use at Blizzard to represent the idea of leading a player to a fun experience. [It's] an underlying tool to help a player become immersed in your game,” says Kaplan.

Though you tell me, which is more inviting? Or is it more dependent on they type of audience?

60 Days of WoW

Seeing one virtual world after another fail is kind of depressing and really, how much can you learn from failure? It’s not all failure, some virtual worlds like World of Warcraft are thriving. What did WoW do to separate it from the rest of the lot? A strong context is certainly one aspect of its success, but how exactly did they build that context and reinforce it through the integration of story?

Virtual Worlds 1.0 = 3D chat

I like some people jumped into virtual worlds with both feet. I thought finally the time was right, but in the end I would argue that the majority of virtual worlds 1.0 were little more than 3D chat. You could personalize your avatar and virtual room in Google Lively but neither feature moved it beyond 3D chat and Google closed its experiment after less than a year. If you stumble upon a newbie in many of these virtual worlds and you’ll most likely hear – what’s the story or how do I start the game? As a product manager I dreaded hearing such questions. It meant that at a very basic level users didn’t get it, other than it being nifty they didn’t see any point. They have expectations though, they just weren’t being met.

Successful Virtual Worlds incorporate story

Not all virtual worlds failed to answer the newbie questions however and became some wildly successful – Club Penguin, WoW, Pirates of the Caribbean. These virtual worlds had either strong context (story) or goal architecture, or both. Many people have studied the goal architectures but I haven’t seen as many focus on the integration of the story. And integrating it is no easy feat, Disney Imagineers have practically made it a study in itself. So much so that competitors copy them; Six Flags has been trying to add story to avoid bankruptcy.

Six Flags also acquired Dick Clark Productions, which produces the Golden Globes and American Music Awards, and Mr. Shapiro positioned the company as a mini-Walt Disney that offered families a similar experience, but at lower cost.

How does WoW integrate story?

So how exactly does WoW integrate story? I’m going to dive in and spend 60 days in WoW to try and learn just that. I’ve always had friends who were obsessed with WoW and told me to join, but I’m simply not a gamer. I was also biased, I thought the future of virtual worlds lay in the personalization features Google Lively and others were incorporating. Comparably, MMOs seemed old school. Boy have I learned that to be wrong. So I enter WoW not only as a novice but as someone outside their core gamer audience. Let’s see if it can pull me in. But more than that my goal is to see how they incorporate story.

Design flaw – unrealistic avatars

Although Google Lively has been gone for 3 months we can still use them as a design example. One mistake they made was all those creative and cute avatars. In addition to a stylish guy, you could be a big headed cat or pig. And why not, it’s a virtual world you can be anything. It gives users another way to express themselves. All sounds good right, but it turns out to be a bad design choice in general. Users like realistic looking avatars. More than that, some get offended when you masquerade as another gender. Why the offense? I have a few ideas.

  1. For all the hype about being anything you want in virtual worlds, it seems the majority of users see them as an extension to the real world.
  2. In the ends virtual worlds 1.0 are little more than 3D chat and the reason people chat is to meet other people. They don’t want to meet characters you’ve created, no matter how inventive.

Peter Edward, director of the PlayStation Home Platform Group, exalts the value of realistic avatars.

Peter Edward: One of the advantages is the realistic avatar. People can relate to it straight away. It gives you the opportunity to either create something that looks like you, or it looks like your alter ego or reflects your mood. It makes it more welcoming to people who may not want to get into the whole orcs and mages thing.

Giving users uniform avatars to start with also highlights any customizations they make and most likely helps community building as well. So if it’s just the realism people want, easy connection, or uniform palate – in general virtual world builders should go with realistic looking avatars. That is unless your world is contextually heave like Club Penguin.

The defining feature of virtual worlds 1.0 will be the lack of context

Google Lively closedIt seems we’re entering the later stages of virtual worlds 1.0. Google Lively was shut down 3 months ago. John Zdanowski, long time CFO of Second Life recetnly stepped down; that’s after founder Philip Rosedale and CTO Cory Ondrejka left late last year. That isn’t to say Second Life is dieing, rather I believe it’ll be one of the few survivors of 1.0. Many of the start-ups begun in it’s limelight however will not fare as well. These companies won’t fade because Second Life or any other was victorious but because none of them captured the mainstream user. And to blame might be one of the defining features of virtual worlds 1.0 – a lack of context.

1.0 starts with a theory

Virtual worlds 1.0 was been driven by technology, most notably a graphics. Pre 1.0 virtual worlds didn’t have the graphical quality needed to attract larger audiences but with the birth of There and Second Life it seemed almost anything was possible. The theory was that if you could give users a truly rich 3D graphical environment they would come in mass. These new graphically rich worlds like Second Life managed to capture the attention of the press, then the general public, but the users never really materialized. There was more famous for flaming out than ushering in the future.

Make it easier, give them more, and self expression

Even before Second Life’s hype started to fade, upstarts began nipping at its heals. They promised ease of use, easy installation and access through web browsers, tie-ins with other web services such as Facebook, and an opportunity for self expression. In addition games were pumped into virtual worlds – anything and everything to keep the few users entertained. The virtual worlds seemed on the cusp of mainstream success, they certainly knew what users wanted. Sally Schmidt of Circle 1 Network laid it out at the recent Engage! Expo.

She then broke down the five key strategic points into the 5 Cs: Creativity (dressing up avatars, decorating homes, designing clothes), Collection (free goods, paid goods, points), Caring (feeding a virtual pet, charity), Community (chat, events, message boards), and last but not least Competition (levels, comparing points wit other players). Her conclusion was that each of the big sites encompass all five key points, but only strongly emphasize a few. For instance, on Stardoll the draw is obviously in the creativity of designing your own clothes and styling your avatar. On Neopets, your role as pet owner promotes caring.

In the end it’s still little more than 3D chat

Yet despite their attempts the mainstream users still didn’t come. However those in the industry try to paint it, Google Lively’s quick departure was a sign – the new, easier to use virtual worlds weren’t catching on either.

Yahoo! AvatarsEase of use and installation certainly broadened the market but the addition of games probably did little. How could these primitive games compete with other games already online? Tie-ins with social networks also added little and self expression seemed almost unwanted. Of course the latter point was already well known. When I worked at Yahoo! one of the mythical projects was to give users customizable avatars. Granted the first examples were 2D, but what shocked us was how little users seemed to care. Some liked customizing their outfits and such, but soon became bored. There was a market, but it was much smaller than any of us had predicted.

Virtual worlds 1.0 still didn’t offer a value proposition. They were nifty but didn’t offer any must have features. If I wanted a social network I’d just use Facebook as my friends were already there and 3D avatars offered little. In the end virtual worlds 1.0 is basically nothing more than 3D chat. And we all know what chat is famous for – sex. It was something Google Lively constantly had to deal with and defined other platforms.

The other popular service that was anything akin to what Lively had to offer was the immensely popular (and profitable) IMVU, which thrives off their always flirtatious, frequently risqué, and occasionally obscene userbase.

That Was Quick: Google Shuts Lively Down

What did work

Virtual worlds 1.0 hasn’t been all failure – kids worlds proved popular. Was this because kids naturally just got it? Do we now have to wait for these kids to grow up; not unlike how manga grew up with their audience to where adults read comics on the way to work?

One thing that separates most kids worlds from adult or tween worlds are their strong sense of context. They don’t commonly pitch themselves as a virtual world, but as exciting play areas. Club Penguin isn’t about games, it’s about penguins first and foremost.

Club Penguin TownWhen you think about it, context is one thing the majority of 1.0 virtual worlds never had. They pitched themselves as a tie-ins to Facebook or AIM, places of virtual economies, where you can dress up an avatar. It simply didn’t click with users. I know cause whenever I ask friends what virtual worlds are they go blank or mention seeing Second Life on The Office. Ask a parent about Club Penguin and you’ll get a much different answer.

“Context determines meaning” and virtual worlds 1.0 as a whole had little or no context. What is a virtual economy? What is a tie-in with Facebook? What is even a virtual room? It’s like a movie with out a theme or genre – it’s nearly impossible to remember or find a categorical home for it in your head. Some would argue that Facebook itself is difficult to explain, but at first Facebook was simply a way to connect and stay in touch with friends. The mini-feed and everything else are more difficult to grasp at first, but Facebook itself has something the mainstream can get behind – connect with friends.

Virtual worlds 2.0

Of course out of the ashes of 1.0, virtual worlds 2.0 will rise. Granted it’s been a technology driven push to 1.0, but I’m certain that context will be a big part of 2.0. Some may argue that 2.0 is mobile, ubiquitous in-world connection, etc. but I strongly disagree. Much of this can be built faster in 2D and I might add, done better. As we’ve learned with virtual worlds 1.0; the value isn’t in the customizable avatar, self expression, or rudimentary games – it’s the context. When I want to enter a world I’ll visit a virtual world. If I want to play a game with friends I’ll visit a casual game site. Sure it would be nice to have the same avatar across services, but it isn’t necessary.

Of course having context is another way to pigeonhole yourself. Club Penguin simply doesn’t appeal to tweens. Start-ups in Silicon Valley are built to dominate markets, not simply become a hit in a hits driven business. The expertise of Southern California are better suited to such a business, however I have faith in Silicon Valley to evolve and tackle this new challenge. At least Silicon Valley can build the technology to power artists to create the context. And if Silicon Valley ultimately fails, well there’s always a market for enterprise and serious games.

OnLive the perfect real time story platform?

All the buzz at the recent Game Developers Conference in San Francisco was about OnLive.

The news on everybody’s minds is OnLive, a games service which is roughly comparable to a streaming movie service like Netflix On Demand or what have you. The hardware is to be free, and it will support any USB- or Bluetooth-compatible controllers.

Sounds and looks great.



But some question the ability of the Internet and OnLive’s servers ability to deliver those games minus lag and skipped frames.

After the demo, we spoke with a more technically-orientated booth guy, who said that between 3 and 4Mbit/s is what they’re aiming for with their 720p60 stream, and when I asked about tension with ISPs, he hinted cryptically that they had that under control. I just hope Comcast and the like haven’t “overbooked” their cable and fiber the way airlines do flights.

- Game Developers Conference 2009 Round-Up

If the doubters are right and it just doesn’t seem to cut it for hardcore gamers, I’m sure real time story would work fine. Story unravels quickly, but much slower than bullets crisscrossing the screen. If the lag makes game play poor it might be just the right pace for real time story story. OnLive might want to look into it!