Being the father of a 10 year old girl (yes I’m that old!) I have been besieged for the past year and a half with the details of my daughter’s exploits in the shared virtual world known as Neopia.
For those of you unfamiliar with Neopets (http://www.neopets.com) it’s currently the third most popular gaming site in terms of player minutes per month ranked just behind EA Online and MSN Gaming Zone, and currently has 26 million registered users with 50,000 new users registering daily.
EDIT: The site now claims over 59 million users, though how accurate this is I don’t know. The 26 million number cited above was from an article written about the site a few months ago.
Neopets shares a lot in common with many MMOGs. The world is divided into numerous territories each with its own rewards and dangers, there’s a rich economy complete with currency (neopoints), commerce (user shops), gambling and even a stock exchange (the Neodaq) Players can go on quests, play a variety of games and other activities for money and challenge each other in the battledome.
At this point, Neopets diverges from what we’ve come to expect from MMOGs and this is where things get interesting. First, ~60% of the 26 million registered users are girls between the ages of 9 and 19. Second, though the game progresses in real-time, the graphics consist almost entirely of static web pages. (with the exception of some 2D flash games).
The reason I bring this up is not to promote Neopets, but to raise the following question: Given the enormous popularity of the game, as well as the extent of its appeal to the hard-to-reach “girl gamer” market, what can we learn, if anything, from this game (and the half a dozen knock-offs that have appeared since Neopets inception) in our attempts at designing MMOGs that have the same kind of enormous popularity and broad appeal?
(I encourage you to avoid the “not my kind of game” argument, which I agree with and assume will be the case for many people here, and focus on the fact that something must account for its enormous popularity, and that there may be something we can learn from this)