We, as in every consumer and company in this mixed-up industry, need MMO social networking interoperability.
If you play more than one title, you probably already know exactly what I mean, and can skip a few paragraphs. Everyone else, pay attention during the case study.
Let's say you regularly play an MMO, such as "World of Warcraft" or "Atlantica Online" with a dozen or so friends. Your group is close, like guild members with custom titles close. After three years of completing quests, capturing flags in battlegrounds, and raiding endgame bosses together, the officers of the guild have grown closer to one another. As the fearless leader of the ragtag group, you've even recruited dozens of new members! In fact, your guild is now the second largest on the server!
You're proud of your management and social networking abilities, and list "Guild Master of the Poo Poo Dumb Dumb Heads" on your resume. Life's great. But things get a little funky when "The New MMO" is eventually announced.
You want it ... NO! You need it. The void begins to grow at an alarming rate. Eventually, you make the decision to camp out in front of retailer GameStop for 14 hours to guarantee your copy of the MMO's Limited Edition.
A few months later, and an additional 14 hours of battling mother nature's worst intentions, you get your grubby little mitts on that game.
Racing home, you become overwhelmed by a depressing realization. In last weeks' guild meeting (held in the chat client Ventrilo), other members expressed interest in playing "The New MMO." Being the fancy pants social networking guru guild master that you are, you once again assumed the leadership role and said you'd add everyone to your friends list and create a guild.
All the interested parties listed the account names they planned on registering, as well as the desired character names, in a separate forum topic, which you then compiled into a neat little Microsoft Excel Spreadsheet.
Here's the dilemma: By spending the first few hours in the MMO adding people to a friends list, you're missing out on crucial launch day gaming. But by immediately jumping into the MMO, you're forced to initially play by yourself and put your hard-earned reputation as a reliable guild master on the line. Had both MMOs instituted some kind of social networking interoperability, this situation would've never surfaced.
Alright, keep that in mind. We're stepping away from games for a minute.
You have a Facebook account, right? How about one on Myspace? Yes to both? Good.
If you're like me, you made the big switch over from the latter to the former months, even years, ago, leaving Myspace far, far behind.
The changeover was easy. Most of my friends were already in my Gmail, Yahoo, AIM, and MSN address books, so I told Facebook to take a gander at them and pull the contact info. In just a few clicks nearly everyone I wanted to communicate with rested comfortably in my new friends list. Easy.
If I wanted, I could flip the scenario and switch from Facebook to Myspace and it would be just as simple. Myspace offers, as far as I can tell, an identical service. So do new(er) platforms like Twitter.
But MMOs don't, and it looks like that's how it will remain for awhile. Oh, sure, IBM and Linden Labs announced they managed to transfer a "Second Life" character from the virtual world's Preview Grid to "an OpenSim virtual world" (which was using a "Second Life" protocol client), but neither company announced if data such as friends lists were maintained in the transfer.
Still, Linden Labs has the right idea. In the Q&A section of the announcement, the company wrote: "Linden Lab sees interoperability as essential for virtual worlds to reach their full potential. In addition, interoperability will enhance Resident experience and the new architecture will improve scalability and stability." I couldn't agree with them more.
Playing in an MMO or inhabiting a virtual world can sometimes feel like an isolated and very private experience without the company of friends. By creating a universal platform or unifying friends lists into easily transferable data, each end user will find greater value in the social online experience, potentially leading to an increased number of hours logged each session. Word of mouth could also spread faster, but that's both good and bad for developers and publishers.
We get to talk to each other across titles, and/or share friends lists, and in return we spend more time in these companies' games. So ... why is this functionality not available? Especially for publishers and portals that offer multiple MMORPGs?
Posted by Kyle Stallock
July 23rd, 2009