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Build
it and they will come
(Back to TOC)
24 November 2004
by Mike Rozak
A few years ago there was a movie about a corn farmer who heard
a voice in his head saying "Build it, and they will come." So, just
like any normal person would do, he built a baseball field in his corn field, and teams of
ghostly baseball players showed up to play.
"Build it, and they will come" is also an implicit
design model of many virtual worlds, where authors build a virtual world and hope that (a)
people will just wander into the new virtual world, and (b) some of the wandering people
will like it enough to stay. Of course, neither of these statements are necessarily true;
A virtual world needs advertising to attract players, and good design to keep them.
One question which virtual world designers don't seem to ask
much (at least publicly), is "Who will come?"
Maybe they don't ask because the answer is obvious: 20%
male teenagers and 50% 20-something males. That's the trend with MMORPGs, and to
a lesser extent, single-player computer games. (The other 30% are divided amongst females
and aged 29+ males. See http://www.nickyee.com/daedalus/archives/000194.php
for the numbers.)
Why are teenagers and 20-something males so attracted to
MMORPGs?
Or, to reverse the question: What features would be
ideal to attract teenagers and 20-something males?
(NOTE: There are quite a few holes in this whitepaper's
arguments. I almost didn't put it up, but I think it's worthwhile despite the holes.)
Attracting teenagers to virtual worlds
When I sit down and list what features would most attract a stereotypical
teenager, here's what I come up with:
- Free or a one-time purchase - Teenagers often
don't have money, and even fewer have their own credit cards. As a result, they find a $50
game expensive, and $15/month even more so. Contemporary MMORPGs charge both, which poses
a bit of a problem.
Some upcoming MMORPGs, like Guild Wars, have a retail box, no monthy
fee, and semi-annual retail updates; The boxed set and updates can be purchased by the
teenager, or acquired as a Christmas or birthday present, making Guild Wars an ideal place
for teenagers to congregate. Does this mean Guild Wars will be overflowing with teenagers?
- 1000-hours of gameplay - Despite school,
teenagers have plenty of time to play games. Combined with their lack of money, this means
that the more entertainment a single game provides, the better.
- Combat and violence - Movies and TV shows
targeted at male teenagers are rife with combat and violence. I assume
this holds true for MMORPGs. (When I was a teenager I enjoyed violent games and movies
more than I do now; perhaps I can emphasise with the digital deaths more now than when my
brain wasn't fully matured.)
- Sex - Every notice how MMORPGs (targeted at males)
are filled with scantily-clad female avatars? I need not say more.
- Action packed - A contiguous stream of action
is the standard for male teenager-movies and TV shows. The same goes for male-teenager
games.
- Status oriented - My recollection of
teenagerdom is that teenagers are more materialistic and status-oriented than adults. (Of
course, many adults have the same traits, but not as high a percentage.)
- Group activities - Teenagers like to congregate
in groups more than adults. Perhaps its because they're indoctrinated into group
activities by virtue of spending their lives in school, or perhaps its a personality trait
that wanes with age. Either way, MMORPGs provide guilds, a sanctioned method to form gangs
of marauding teenagers. (Adults also congregate in large groups at work, but less rarely
than teenagers do... or at least that's the way I perceive it.)
- Text chat instead of voice chat
- As a child (or teenager), you always want to be older than you really are. Except for
behavioural give-aways, contemporary virtual worlds hide one's age completely. Because
teenagers don't want their ages revealed, I don't think most teenagers would like voice
chat since it inevitably gives away their age.
- Other teenagers - Teenagers will congregate
where other teenagers congregate. Adults will often avoid places where teenagers
congregate. Therefore, a virtual world that attracts teenagers because of its design, ends
up attracting more teenagers and repelling adults, which in turn produces a positive
feedback cycle.
MMORPG features are a great match for male teenagers. Despite
the monthly fee, around 20% of MMORPG users are male teenagers.
20-something males
The other demographic that seems to be abundant in MMORPGs in
virtual worlds are 20-something males. I want to redefine the category slightly, into
"competitive adults" and "non-competitive adults".
Competitive adults are mostly male (very few females); with a
tendency towards being single males, aged 20-29. They are Richard Bartle's
"killer" and "achiever" player types.
Non-competitive adults are both male and female, and fit into
the "socialiser" player type.
Married players can also be grouped into competitive and
non-competitive adults, but when they have children (which is a fairly common result of
marriage), their free time plummets and they are less likely to play virtual worlds.
Competitive adults
The typical competitive adult in a MMORPG is a 20-something
single male. If I wanted to create a virtual world for stereotypical
competitive 20-something males I would do the following:
- Less than 1000 hours of gameplay - Adults have
to work, so they don't have as much time as teenagers. I'd make the game shorter to target
this demographic, although too short and the game loses some of its competitiveness since
players come and go too frequently for long-term rivalries to form.
- Status oriented competition -
While most adults are not status oriented, competitive adults certainly are. The virtual
world should provide many ways for players to compete with one another. PvP worlds are
ideal for this.
- Group activities - To compete properly in a
virtual world, a player needs to be part of a large group. Those few players that run a
large group also earn more social status.
- Buying equipment/characters with real money -
Adults have jobs, and hence money to spare. A competitive player can use this money to buy
equipment and characters, thereby increasing his status without having to spend hundreds
of hours earning it. Teenagers cannot.
- Women - An ideal world for 20-something
competitive single males would also include females.
- No teenagers - Teenagers are generally found to
be an annoyance to most adults. Because MMORPGs charging a monthly fee should contain a
lower density of teenagers, I suspect competitive adults will tend to use virtual worlds
with a monthly fee.
MMORPGs do pretty well covering the requirements of competitive
adults. They do miss a few areas, most noticeably being the lack of real women (although
virtual ones abound).
Non-competitive adults
Non-competitive adults are male or female, aged 20+. Most of
the gameplaying kind are single, so I'll focus on them for the stereotype.
Non-competitive singles have very different
requirements than competitive adults...
It's obvious why competitive players like virtual worlds:
Competition with real people (as opposed to AIs) is more intense and meaningful. They
cannot get the same satisfaction from playing a single-player game.
Why would a non-competitive person wish to endure the technical
headaches and financial costs of playing a virtual world?
Socialisation, of course.
I suspect the main reason that many non-competitive singles
would partake in virtual worlds, as opposed to playing a single-player computer game, is
to meet other singles with similar interests, preferably of the opposite gender.
Entertainment is also important, although I couldn't say which is more important,
entertainment or socialisation.
You could argue that non-competitive singles don't behave this
way at the moment, and I'd agree. However, if a world were targeted at them, and it made
the obvious marketing choice of creating a shard per city, then
non-competitive singles would use virtual worlds as meeting places.
If you agree with this hypothesis, then a virtual world
designed for non-competitive singles would have:
- 100 hours of gameplay - Most singles have other
activities besides gameplay. 1000 hours is far too long a commitment, and 10 hours doesn't
provide the necessary social interaction.
- Social interaction - One of the major reasons
singles will enter a virtual world is to meet other singles, preferably of the opposite
gender and in the same city. Think of the virtual world as a
virtual singles-bar, at least for some of the players. "Chat" functionality is
consequently very important.
- Voice chat - People who only use text chat may
be masquerading their gender or age. Voice chat is one way to minimise the chance of
deception.
- Cooperative activities - Activities that
encourage a small group of strangers to work together encourage socialisation.
Light-hearted competition, such as the equivalent of miniature golf, also works well.
- Non-violent activities - Taking a first date
out to a violent movie doesn't produce a very good impression, nor does an avatar wielding
a huge battle axe covered with blood, even if it isn't a date.
- Characters are virtually equal - MMORPGs pride
themselves in having level-100 characters be infinitely stronger than level-1 characters.
While this is great for people wanting power, it also makes it impossible for players with
level-1 characters to play along side players with level-100 characters. If the purpose of
the world is to meet people, the difference between level 1 and level 100 must be small
enough that the two characters can play together.
- Philosophically targeted - Singles who join
church social groups do so to meet other singles who are also religious. Those joining
hiking clubs wish to meet outdoors-oriented singles. Likewise, virtual worlds that are
designed to help people meet will be targeted at "artsy" vs. "techie"
personalities, "conservative" vs. "liberal", "religious"
vs."non-religious", etc. An avatar's appearance could also say something about
the player's philosophical leanings, just as real-life wedding rings indicate someone's
availability.
- No teenagers - The last thing you want in a
virtual world that's intended to help adults meet one another is to have teenagers running
around and cluttering up the landscape, particularly teenagers masquerading as adults.
Anything that reduces the teenage population is acceptable, including monthly credit-card
fees and content that would bore teenagers to death.
Married adults without children
are more likely to use virtual worlds as an entertainment than a virtual nightclub,
although many will still be interested in meeting people. Married adults may have less
time to play a virtual world, though.
Those with children are unlikely to have any
time at all to play. If they do have time, they may wish to spend it online with their
children. (See below.)
Other age-groups
Just in case you haven't noticed, I just segregated the
user-base into different age-groups and figured out what a stereotypical
member of that age-group would want in a virtual world. Stereotyping players based on age
group divides the population into:
- Children
- Teenagers - Already discussed.
- Competitive adults - Already discussed.
- Non-competitive adults - Already discussed.
- Married couples without children - Already
discussed.
- Married couples with children - I'll lump
"Married couples with children" in with children since it's unlikely they'll
have time to play virtual worlds for themselves, but they may play with their children.
- Retirees - I'll ignore this group. Although
retirees have the time and potential reasons for visiting for virtual worlds, most
contemporary retirees are computer phobic. 20+ years from now this won't be the case and
virtual worlds will probably be teeming with retirees.
That only leaves the "children" stereotype to
discuss...
Children (and their parents)
Children are not customers in their own right since their
parents inevitably do the purchasing. As a result, both the children's and parents'
interests need to be taken into account when designing a virtual world:
- 10-hour to 100-hour game - While children have
a lot of time, they don't have the attention span for a long game, nor do their parents
want them to spend their lives in front of a computer. (Parents don't want teenagers to
spend all their time in front of a monitor either, but teenagers are much more difficult
to control.)
- Social safety - Children must be protected from
strangers on the Internet, or so parents think. Consequently, chat in virtual worlds must
be limited to trusted friends or non-exploitable pre-packed phrases like Disney's ToonTown
has.
- No violence and tame PvP - It must all be rated
G, and any player vs. player activities need to be muted. Player-with-player is encouraged
though.
- Educational - Parents like buying educational
toys for their children, whether or not the children actually enjoy them. An educational
virtual world might include learning typing skills (through chat), mathematics, geography,
etc.
- Simple user-interface and game-play - Of
course.
- Parents play online with children - What if
parents could spend "quality" time with their children in a virtual world? When
households commonly have two computers, parents may wish to play online along side their
children. Alternatively, what if parents could check a web page from work and verify that
their latch-key child was safely at home playing on the computer and know who they were
playing with? (Might the virtual world E-mail the parent if their child failed to log on,
so the parent could call home?)
Other stereotype categories...
Of course, stereotyping your market based on age will only get
you so far. It's better than nothing though, as long as you don't believe your conclusions
too much.
Other divisions for stereotyping target markets exist, each
with their own ways of attracting specific users:
- "Artsy" vs. "Techie" users
- Contemporary MMORPGs shows lots of numbers, revel in convoluted algorithms that players
need to reverse-engineer in order to succeed, have puzzles, and even built-in programming
languages; these all attract "techie" players. (Think science and engineering
majors.) If you want to attract artsy players you need to have artistic imagery, sound,
and ambience, along with complex social interactions, artistically subtle world design,
and maybe the creation of in-game buildings and art. (Think humanities majors.).
Notice the right-brained vs. left-brained associations of artsy vs. techie... I'm not
sure what to make of it, but it might prove useful.
- Religious vs. non-religious - A virtual world
where players must choose to worship a fictitious deity might offend religious players. A
virtual world with a strong Christian, Jewish, Muslim, Hindu, etc. leaning will attract
religious players but push away non-religious ones.
- Conservative vs. liberal - Given the current
political climate in the US, it would be interesting to funnel conservative players into
one realm, liberal players into another realm, and let them fight it out.
- Educational stereotyping - I'm not sure how to
attract more/less educated players to a specific virtual world, but it's a possibility.
- Financial stereotyping - Expensive virtual
worlds will attract higher-income earners (assuming the costs provides benefits, such as
better customer support, more GMs, and better player screening), while free ones will
attract lower income earners (like teenagers).
- Die-hard fans vs. casual players - If you make
a Star Trek virtual world that takes 1000 hours to complete and requires players to
memorise the layout of the Enterprise, the virtual world will only attract die-hard fans.
If the world only has 10 hours of content and doesn't require any knowledge of Star-Trek
backstory, it'll attract casual players and be dismissed by the die-hard fans.
- Distance from reality - I'll discuss this
below.
- Etc. - Of course, there are many more ways to
divide a population into a target market.
Distance from reality
Most MMORPGs are fantasy or science-fiction based. This is
interesting, because most television shows and movies are based on near-reality...
Let me explain what I mean by "near reality" and a
few other definitions:
- Reality is what most of us experience in our
everyday lives. While it may be interesting, we're so jaded by reality that we often crave
something different.
- Near-reality is reality with a few changes to
make it interesting. Cop-shows, hospital shows, dramas, soap operas, and sitcoms are near
reality. They could take place in reality if enough improbable events stacked up together
to make reality interesting. (As in the case of the 1980's murder-mystery series, Murder
She Wrote, a world in which one woman's friends and acquaintances were so likely to be
murdered that she became quite a good detective.)
- Far-reality is a reality unlike what we
currently experience.
Far-reality includes:
- Science fiction is reality as it could be in
the future. There are different levels of future-ness. Some science fiction takes place in
the near future (such as Stargate), while other in the medium-term future (such as Star
Trek). Science fiction in the far future (such as the ending of Steven Spielberg's
AI) is uncommon, for reasons I'll discuss below.
- Historical reality is reality that takes place
in the past. Television shows and movies that take place in the recent past (50 years) are
common, but ones set several centuries ago are rarer. In terms of the time-dimension,
historical reality is the opposite of science fiction.
- Magical reality involves worlds where the laws
of physics differ from our own. Adding a little bit of magical reality to a
television show can create the classic, Bewitched, or a Stephen King horror film. Adding a
lot of "magic" creates a dream-like world.
- Alternate realities are those where the same
technology and world physics exists, but where something different happened in the past to
make the alternate reality differ from our reality. George Orwell's 1984, while once
science fiction, is now an alternate reality. Children's anthropomorphic cartoons are also
alternate realities, since intelligent talking animals are possible using our reality's
physics. (Assuming you ignore the physics of the animal's vocal tract.)
A world based on a different culture could also be considered alternate reality. For
a westerner, a virtual world that takes place in feudal Japan is not only historical
reality, it's alternate reality.
The reason why having most virtual worlds based on fantasy or
science fiction realities is surprising, is because most adults don't seem to like
realities that are too distant from "reality". (Children don't seem to mind
though.) Just take a quick survey of television shows and movies... Very few TV shows are
based on reality, since that would be boring. Most are cop shows, hospital shows, and
reality-TV shows, which are all near reality. A few occur in the near
past, the near future, or include minor amounts of magic and alternate realities.
Most television shows and movies plant themselves firmly in a
neighbouring reality. Very few venture further...
- Even science fiction classics like Star Trek,
which are based in a medium-term future, bear a striking resemblance to our times. People
still wear clothes, they are not genetically engineered nor are their pets, they worry
about the same things we worry about, computers (except for Commander Data) are
non-sentient, and aliens look like people with rubber glued to their face. Of course,
aliens look like this because CGI aliens are too expensive to produce. However, when CGI
is possible and a really alien-looking alien is created, such as the bugs in Starship
Troopers, it almost always ends up being an enemy, not a friendly creature.
- Likewise, historical shows based on the
1950's-2000's are fairly common. Those based on the 1800's are less common. True 13th
century dramas are rare. (Although quasi-medieval settings are more popular. They tend to
use half medieval "reality" and half modern "reality", such as modern
ways that characters think about the world). Roman and Greek epics are only occasionally
produced. Movies occurring before the Greeks are very rare: How many stone-age romances
have you seen recently? Or even bronze-aged?
- Magical reality in television and movies is
often limited to a "low-entropy" environment where only a small portion of the
population wields magic, such as in Harry Potter. A world where everyone is magical is
shied away from. A world based on dreams is even rarer for mass-market entertainment.
- Likewise, alternate realities may contemplate
what would happen if Stalin took over the world, but a distant alternative like
anthropomorphic reality is almost unheard of... except for childrens' stories, which seem
to gravitate towards anthropomorphics. Even then, the talking and walking animals are just
humans that look like animals, containing few of the original species' traits.
Part of the reason why there aren't adult anthropomorphics is that realistic-looking
computer-animated characters are too expensive, and cartoons, which are affordable, are
associated with children's entertainments (in the west). The two ideas have linked, and
anthropomorphics are similarly associated with children's programming.
Basically, the further away an invented reality gets
away from "reality", the less mass-market appeal it has, which is why
virtual worlds based on fantasy and science fiction are surprising. (Also surprising is
that reality-based virtual worlds, like the Sims Online, have done quite poorly.)
I suspect there are reasons why fantasy and science-fiction are
the preferred virtual world though:
- Running around the streets of a virtual-LA killing
virtual enemies would raise some eyebrows. Running around the streets of Gondor
killing virtual orcs does not.
I am interested to see how well The Matrix virtual-world does, since it will involve
characters running around the streets of a virtual-Sydney (where The Matrix city-scenes
were filmed) killing evil programs that look like FBI agents.
- Fantasy and science fiction virtual worlds keep their
reality fairly close to "reality". They are not that really that far
from near-reality. For example, a real medieval society (which fantasy is based on) would
also include feudalism and other restrictions that westerners would grumble at, so they
unwanted aspects are conveniently removed from the virtual world (and many TV shows). In
science fiction virtual worlds, players run around killing monsters with light sabres
(glowing swords) and laser weapons (basically modern day guns that make a laser-sound
instead of a bang), rather than using biological eradication methods or some other
unfamiliar but more effective technology.
- Contemporary MMORPG players are not mass-market,
and are not interested in a near-reality experience.
So what does this have to do with "Build it and they
will come"?
I suspect that if you build a world based on near-reality,
you'll get one type of player. A world based on distant realities, such as a dream world,
will attract a completely different type of player.
- Players that like the real world as it is will play reality-based
virtual worlds... or they'll just walk out their door into the real world, which is a
high-resolution version of a reality-based world. (I'm being a bit facetious here.)
Maybe "The Sims Online" failed because it was targeting reality-based
personalities using a technology (virtual worlds) which has only recently been
intellectually grasped by players who are far-reality oriented? Would The Sims Online have
succeeded if it were released in 10-20 years when virtual worlds might be publicly
known/accepted entertainments?
- Players that think the real world is an OK place, but just a tad
boring, might prefer near-realty virtual worlds like cop-shows or
sitcom-based virtual worlds.
As someone that likes far-reality, I'd claim such people are less creative and less
willing to accept change than people interested in far-reality like science-fiction and
magic. However, near-reality people are probably much-better "adjusted" than me,
and they're certainly the mass-market.
- Those that think the real world isn't a very nice place to
exist, and who would like it re-ordered differently, might prefer historical,
alternate reality, and occasionally science fiction worlds. Ultimately, all these
realities can be seen as a world based on real-life physics, but different
"content".
I say, "occasionally science fiction", because science fiction is usually
(but not always) based around some new discoveries about the laws of physics that enable
wondrous inventions, which in turn change the world. For example: Star Trek relies heavily
on "warp" and "dematerialization", two elements of physics that may
not really be possible. Conversely, the technology in the movie, Alien, doesn't seem too
far fetched given our current knowledge of physics. A Star Trek world requires both
invented physics and new content, while Aliens is mostly a change in content.
- Players who do not like the laws of physics will opt for a magical
or science-fiction reality.
Changing the laws of physics always has implications on the ordering
("content") of a virtual world; add even a handful of wizards to our real-world
and it will change significantly... unless the author finds a way to subvert this change,
such as in J. K. Rowling's Harry Potter series, where wizards unbelievably stay hidden
instead of taking positions of power in society, which at least some of them would.
You can boil this analysis down even further into a
two-dimensional graph, with one axis being the amount of alternate reality in the world,
and the other the amount of change to the laws of physics. The further from (0,0) a
virtual world gets, the fewer adults will be interested.
Conclusion
Build it, and they will come... Yes, but you need to know who
is "they" before you can build it. A baseball field built in a corn field will
attract ghostly baseball players. A golf course in the Australian outback might attract
entirely different sorts.
Most contemporary virtual worlds are built to attract:
- Teenagers and 20-something competitive male players.
- Technically minded players (as opposed to artistically minded).
- Players that like a weakly alternate world (fantasy or science
fiction) with some weak changes to physics (magic and spaceflight).
Virtual worlds designed for these demographics have attracted
the largest populations.
Worlds targeting other demographics have been less successful:
- A tale in the Desert targets both competitive
and non-competitive adults. It is a historical (and somewhat alternate) virtual world.
- Furcadia targets non-competitive adults, and
due to its low-price, some non-competitive teenagers. It is more artsy than techie, and is
an strongly-alternate anthropomorphic reality.
- Second Life targets non-competitive players. It
attracts technically minded people (who write the scripts) as well as artsy people (who
build the content). The world can be almost dream-like because of the players' freedom to
modify the world's physics.
- The Sims Online targets non-competitive players
interested in a reality-based setting.
- Uru Live targeted non-competitive adults. I
suspect the puzzles would have attracted both techies and artsy-types depending upon the
specific puzzle, while the beauty of the world would pull in even more artistically-minded
people. The world was based on an alternate reality, with bits of magic (linking books)
thrown in.
Demographics affect more than just the number of players that
will be attracted to a virtual world...
The specific activities that the world provides are affected.
For example, a car-racing sub-game would appeal to teenagers (because they don't yet spend
an hour a day driving their car to and from work) and competitive adults (as a race). To
attract people interested in alternate-reality you'd need to change the car to a
spaceship, submarine, or battleship. To appeal to alternate physics crowd, the spaceship
would need to warp space as a defence, or employ other non-Newtonian physics. To appeal to
artsy types, players would need to be able to customise the car (or spaceship) with
accessories and paint-jobs. (See Virtual World as
Platform and The attraction of impossibility.)
The demographic also affects how long a player will be willing
to spend. Teenagers will want longer games than most adults. (See Steady-state approximation.)
The sub-games and duration of a virtual world, in turn, affect
everything about the world.
Maybe asking who "they" are is a very important
question...
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