Tips for Virtual World Layouts
Posted in Uncategorized on April 6th, 2009 by jesse – 3 CommentsWith our recent release in regards to our platform’s flexibility with virtual world implementations, it is relevant to Raph Koster’s interesting article with some tips for those developing virtual worlds.
Take a look at the way you have your central gathering spot planned. The center had better be fairly empty. Oh, put a landmark there, yes. But don’t inadvertently make your central plaza into a ringÂ
on in the text muds, and with good reason — there is something deeply culturally ingrained around watering holes. Also, this space must be welcoming; it is the last place to use dingy dark colors.
topology instead of a space. Ideally, the landmark in the middle affords some form of simple social play. Fountains were comm
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Of course, as with most game theory, these concepts can also be loosely applied to the mix of traditional social network RPG - style games. A few of my own derivatives:
- Tell users what they should  be doing - with the casual nature of social network games, users need a lot of directional guidance.Â
- Compartmentalize the different function areas - users should always know exactly where they are.Â
- Incorporate spaces for users to congregate — make sure that those structures aren’t too fragmented.
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Take a look at the way you have your central gathering spot planned. The center had better be fairly empty. Oh, put a landmark there, yes. But don’t inadvertently make your central plaza into a ringÂ
   Tom Foremski just published an interesting article on how virtual currency lessons from the gaming/social app world can be applied to the ailing newspaper industry.  Very interesting thoughts here and it is a bit of reinforcement to the theory that often major technological breakthroughs are first proven in gaming before expanding out to the broader world.


