MMOGs for Younger Audiences, Part One

RPG Vault has begun a new series of roundtable-style discussions with developers of MMORPGs that are focused on younger audiences. This first entry brings us commentary from Wizard101 lead designer James Nance and Gaia Online CEO Craig Sherman:
One big focus for Wizard101 was having a very easy and short process from hitting our website to being in the world. The average person with a high-speed connection can be playing within two to three minutes. Once they log in, newcomers participate in a short tutorial that gives the basics on gameplay, and they are then sent on their first adventures in Wizard City. So, novice wizards can expect to be battling the forces of darkness only a few minutes after entering. From there, loot, advancement and new spells come fast and furious. A quick reward cycle is key to maintaining interest.

Another challenge associated with creating an MMOG for a younger demographic is the need for it to speak to the members of the primary target audience as well as their parents and guardians. This is complicated by the fact the message is not the same to both groups. Kids want fun and engaging play, community and new experiences. Parents want safety. They look for it in the in-game experience, from the community and for payment methods. They also desire comfort in the content, and in knowing it's appropriate for their children who are playing the game.

One way in which Wizard101 bridges the generation gap is the careful manner in which the quests and stories are told. The dialogues with the virtual characters are written so as to be approachable with a kid's level of reading comprehension, but parents will find plenty of inside jokes and pop culture references. These interactions are also intended to bolster children's self-images; for example, deference is paid to players as powerful wizards, and they are heaped with praise for each task completed.