Newly released MMO-Blog Worlds in Motion, part of CMP Media, recently wrote an article about Coobico: Getting Casual with Coobico. This week we sat down with editor Leigh Alexander to talk about the peculiarities of creating a casual MMO for a non-teen audience:
“‘More’ is the typical game-industry’s approach to everything: more levels, more graphic power, more customization and even moreso, intertwining features. Here is a lesson that the game-industry can learn from the Web 2.0-world—less is more, really,” Winter opined. “Less is what a casual audience of above-30-year-olds are looking for. They don’t want to waste their time and money on upgrading graphic-hardware just to play Crysis in all its beauty. They are looking for some thirty minutes of ease and challenge besides their working-life, their family and hobbies, instead of spending endless hours of grinding in an online-game.”
Communities are the key to online worlds, Winter says—and the current community within MMOs currently reflects, he notes, the industry’s “max-out principle,” where the learning curve to fully engage in the virtual society is steep. “This doesn’t mix well socially with the casual market,” Winter says. “Such social discrepancies—almost like culture shock—are among the biggest shortcomings of recent multiplayer-products.”
Read more at Worlds in Motion: Linking People’s Lutz Winter Talks Casual Adult MMO
18 09 2007
Looks like a lot of companies are realizing that high-powered graphics aren't always necessary, especially when appealing to a casual audience. (Worlds in Motion)
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