VirtualWorldsNews Feature: MMOG, Social Network, or Virtual World?
Linden Lab pointed out in
its early stages that it was developing a world, not a game. Blizzard made no
such distinction with World of Warcraft, and it still spread like wildfire. However, as most critics have pointed out, it's not the
gameplay that makes it a huge success. It's the community With social networking sites attaching themselves to massively multiplayer online games, World of Warcraft is beginning to sound a bit more like Second Life.
John Karlen, a principle at
IDG Ventures Boston,
said, "From a high level, what you're seeing across the board is that
people are seeing that the success of MMOs is in the human interaction.
Whenever you see a huge phenomenon like World of Warcraft, you have to step
back and say 'Some vein was tapped here, but what was it?' I think most people
believe that's the vein that's been tapped."
IDG just invested
in GuildCafe,
a company that's trying to enrich that vein. GuildCafe provides a community-driven
portal for online gaming. Because while human interaction may be the big draw
behind MMORPGs, most of them are fairly bad at providing it.
Instead companies like GuildCafe
and Curse.com,
which just obtained $5
million in funding from AGF Private Equity, are trying to
build social networks, among other things, into and across the games that
already draw users.
As Jon Radoff, President and CEO of Guild Cafe, said, "People who play World of Warcraft, Lord of the Rings Online, or other MMOs often find that when they switch between servers and worlds and guilds, they still have a connection with the people they've played with. The big idea of GuildCafe is to provide continuity between all those games."
Big Results
It's an approach that seems
to be working. Curse.com's founder and CEO Hubert Thieblot describes his
platform as "a full MMORPG portal. Before us you had many, many sites with
only one feature, a social network or video sharing or news site. What we want
with Curse is to make one big portal with all of these features in one
destination."
He says Curse draws 3.5
million uniques and 85 million page views.
GuildCafe, which is still
in beta has about 17,000 users. And, anecdotally at least, Radoff thinks they
skew a little away from the average MMO player.
"At this point because
most users are attracted to us because it's beta and they have a chance to
shape the community," he said. "One thing that I've maybe picked up
on is that while MMOS are predominantly a male activity, while we still have
more males than females on the site, we have more females than proportionally
may exist in the MMORPG. It might be closer to the real world breakdown."
Regardless of skew, both
platforms provide an attractive audience base for advertisers. According to
Radoff, people in the gaming market no longer watch television, especially in
the 18-34 bracket. While the average US television watcher catches about
34 hours a week, gamers play about 30 or 31 hours a week with just a few hours
of television. As Radoff said of this lucrative demographic, "If you're
not reaching them through gaming, you're probably not reaching them at
all."
Karlen points out that the
demographic is only getting more attractive. "MMOG players are often
intense users," he said. "They're also thought leaders, and as the
online game demographic broadens, people would be shocked to learn that the
average age is 26 and three-quarters are full-time employed, and more are women
than you'd think. As the world gets flatter and the experience gets better
through a browser, the demographic is going to broaden even greater."
Curse GM Wilson Kriegel
sees a similar breakdown. "IGN [a major Internet gaming news site] and
other editorial sites are scattered with demographics," he said.
"It's hard for them to pinpoint a specific demographic. Curse is about 90
percent male with an IT background and full of early adopters and consumer
technology fanatics. We do have a very unique demographic for the advertising
space." He says it attracts entertainment, media, and electronics brands
among others.
Finally, A Chance to Play Together
The question, then, is why
are we only seeing sites like this flourish now. Sites like Allakhazam have been around for a while,
providing extra information to MMOG players, but their social networking
aspects have been limited.
Radoff says the space finally
hit the right population mark. While Myspace and Facebook went after endlessly
large groups like teenagers and people with friends, gaming is more niche.
"Gaming is a growing
market, but it's huge," Radoff said. "It's now big enough to support
an ecosystem of Web technologies. If you went back a couple years, the 9
million subscribers of World of Warcraft becomes a couple millions. That long
tail of games beyond Warcraft was almost nonexistent. Today you've got Warcraft
at the top followed by a couple of games that are serious contenders in their
market and then 20 serious second-tier players and then a long tail."
Wilson compares the
current time to the launch of Xbox Live. Once the platform went live and
developers saw the attraction for that sort of interactivity, more games made
use of it.
"There are a lot of fun games coming out now all about
the user's interactivity with the IP and touch points you can have with
others," he said. "There wasn't as much of an emphasis in the past.
Now that the developers and publishers in that industry are chasing it, people
are showing them what they want."
Turning Games
into Social Networks
Karlen
predicts the trend will continue to even greater openness, integrating in- and
out-of-game content. Just as Myspace and Facebook have opened to third-party
developers, he believes future MMOGS will have to as well.
"It might not be World of Warcraft, but games of the
future will have to have that open feature," he said. "There will
always be examples of games that do well with a closed environment, and Warcraft
has a critical mass, but gamers of the future will look to see which games are
open. It's provocative, but I do see plenty of people trending that way. Looking
at the Web-based online games, that's just another indicator of the trend that
the world is getting open and flat. There are fewer and fewer barriers."
Radoff
is a little more hesitant to make those predictions.
"I certainly know of a couple companies that want to
build 3D environments closely linked to social networks," he said. "The
difference is that games are driven not just by the network, but by gameplay.
And I think there's going to be far too much technological innovation and
competition between game companies to settle on one platform. And when I think
about adding a 3D network on top of social networks, I have trouble seeing one
platform."
With
online distributor Steam's addition
of community features, A World of My Own offering distribution
and a 3D environment, and Sony's Home including third-party
goods sales, mobile
tie-ins, and traditional
virtual world aspects with gameplay, virtual world-style community features
are rapidly growing in games.
Or Turning
Social Networks into Games
On
the other side of the fence is Zombies,
a Facebook application that lets users bite
their friends and turn them into zombies, creating an undead army. Built on
the popular social network, the game had 2,417,418
as of this morning. When you look at install bases for some of the second-tier MMOGs
out there, that's not half bad.
Blake Commagere, one of the developers
on the project, says that the game play element is just a new form of
interaction.
"Facebook serves
different purposes for different people," he said. "For some people,
it's a business contact site. They probably don't want zombies on their pages,
but a large number are looking for something to do. They're looking for ways to
interact. They use it to message their friends and organize parties. This is just
one more way to interact with friends."
In
a random sampling of the users, Commagere found that the app draws slightly
more women than men, mostly between 18 and 30. That's a slightly younger and
more female-biased demographic than Second Life or many of the other MMOGs.
In
May the average visit time for a user to Facebook was just about 13 minutes,
though they visit frequently. So Zombies works as a sort of casual MMO built on
the social network. Commagere credits the app's success to being simple, fun,
and tied to a sense of community.
"You can build something for people on social networks,"
he said, "but if you don't leverage the social aspect, it's just not as
interesting. Then you're 'Oh, here I am with a widget on my page, all by
myself.' If you can see it on other people's pages, that's when users get into
it. One of the things that's compelling in the games we're making is that you
can see 'Oh, here's my friend John, and he's got more points than me.'"
With similar features in
GuildCafe and Curse, the approach seems to differ in direction instead of
style. Social networks are beginning to look a lot more like online game, and
games are beginning to look a lot more like social networks.





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