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.

A billion to take on WoW, time for mass amateurization

Apparently WoW is so dominate in the fantasy space that future MMOs are looking for greener pastures to explore.

Sports just makes the most sense. Loads of people like football. At Monumental we want to take national pastimes and make them MMOs – things like fishing or trainspotting. Fantasy is very well serviced. I’d need a billion quid to take on WoW.

- Monumental CEO Rik Alexander

A billion to take on Wow? While I can understand that is a daunting sum, I doubt exploring every genre under the sun will prove successful either. What they need to do is change the model, not just find another genre. What they need, what we need is mass amateurization. Of course that probably means less profit than what WoW is pulling in, but how long will WoW be able to hold onto that profit margin – especially if mass amateurization is unleashed on the market?

Mass amateurization is the web’s normal pattern. Travelocity doesn’t make everyone a travel agent. It undermines the value of being travel agent at all, by fixing the inefficiencies travel agents are paid to overcome one booking at a time. Weblogs fix the inefficiencies traditional publishers are paid to overcome one book at a time, and in a world where publishing is that efficient, it is no longer an activity worth paying for

- Weblogs and the Mass Amateurization of Publishing