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An interFUEL White Paper
HOW TO DESIGN A
VIRTUAL WORLD OR MMO
in 28 days.
HOW TO DESIGN A VIRTUAL WORLD OR MMO in 28 days. interFUEL .
Founder & President Mel Bergman. VP Digital Strategy Phone: 805-642-2200 New York: Liam O’Malley. Suite 230 Ventura. VP Digital Strategy Phone: 917-749-0957 Copyright © 2011 interFUEL.interfuel.interFUEL interactive agency 3445 Telegraph Road.com Online: www. LLC.com Southern California: David Holifield. CA 93003 Email: contact@interfuel. .
TABLE OF CONTENTS Executive Summary A World of Opportunity A Guide to Best Practices Day 1 to Day 14: Draw up the Blueprints Day 15 to Day 28: Choose Your Platform Day 29 to Day XX: Build-Out to Launch Appendix A: Four Leading Platform Vendors 1 2 4 5 9 11 13 interFUEL | How to Design a Virtual World or MMO in 28 Days iv .
costly and risky. This report describes how to draw up a complete blueprint for a virtual world in 28 days. • An interactive agency provides the creative execution that creates an engaging. • A technology partner provides a proven platform with many built-in functions that save time. save money and reduce risk. instead of creating it from scratch. These platforms come with many builtin features to help streamline the basic tasks of world-building. interFUEL | How to Design a Virtual World or MMO in 28 Days 1 . And it helps all the key players focus on what they know best: • A virtual world sponsor retains control over the project and decisionmaking over the brand content. more cost-effective and less risky: They can license a technology platform off the shelf. Derived from in-depth discussions with industry experts. these tips enable you to ask essential questions and move through the key decision-points of a virtual world project with confidence. And it provides more than 20 practical tips on everything from assembling your initial team to launching your completed world. This detailed action plan will help you avoid missteps as you complete and launch your virtual world. so that on Day 29 you can begin a full build-out. memorable experience for young visitors.) This approach can dramatically accelerate the virtual world development process. (An appendix profiles four leading providers of these platforms. Fortunately. developing these large-scale games has been slow.Executive Summary Virtual Worlds and Massively Multiplayer Online (MMO) games present a significant opportunity for reaching the youth market. But until now. today’s virtual world sponsors have a new option that promises to be faster.
virtual worlds present a significant opportunity for reaching the youth market. a virtual world is an exciting channel to help support the launch.  The number of child and teen virtual world users in the U. controls. Brand Content Technology Creative Execution Figure 1: Three Vital Elements of a Virtual World Three Elements of Success But what goes into these worlds? What does it take to succeed? As shown in Figure 1. And there are literally thousands more youth-oriented brands that could support viable virtual worlds.  Brand Content defines the virtual world. is expected to increase 55% between 2009 and 2013. A well-performing virtual world for the youth market generates revenues of $1 to $2 per month per unique user. But technology is likely the most confusing element for any nontechnical project manager or marketing executive to deal with. in 2009 Americans spent $3. This is the visual portion of the virtual world such as the player’s character. For a new brand. interFUEL | How to Design a Virtual World or MMO in 28 Days 2 .A World of Opportunity As you know.S. this is what the players will “experience” as the virtual world. and you can see why marketers are excited about virtual worlds.  Multiply that by hundreds of thousands of visitors. currency. Technology is the foundation that supports the world and enables all of its avatars. For an existing brand. In essence. every virtual world requires three vital elements. a virtual world is just another way to re-purpose content and exploit the brand equity that’s been built up over time. For example. the potential is vast. memorable experience for visitors.8 billion playing MMO games like World of Warcraft. the games and the rewards. Creative Execution links the brand content to the underlying technology to create an engaging. In short. games and interactions. Two of the three most popular MMOs are aimed at kids: NeoPets and Club Penguin. supports your marketing efforts and sets the expectations of your visitors.
This report was created as a guide to help you pick the right technology and use it effectively to build and launch a successful world. Yesterday. But despite these two unappealing alternatives. more often it is outsourced to an interactive agency with experience at building virtual worlds for this audience. BRAND CONTENT: IN-HOUSE MARKETING TEAM CREATIVE EXECUTION: OUTSIDE AGENCY AVATAR CUSTOMIZATION CUSTOM MODULE #1 TECHNOLOGY: PLATFORM VENDOR Figure 2: The Three Elements in More Detail As you can see. technology is the one element where a recent change has dramatically reshaped the landscape for virtual world builders. a custom module can be created (if the effort is justified). It draws on numerous interviews with industry experts plus interFUEL’s 16 years of experience in building virtual worlds and online content for kids. In the end. World-Building was Costly and Risky In the past. cost overruns and limited features. owned by the in-house marketing team who knows it better than anyone else. And that meant marketing executives had to select and manage numerous vendors without the technical knowledge to do so effectively. At the base. interFUEL | How to Design a Virtual World or MMO in 28 Days 3 . so this often led to delays. the brand owner had to pay for the development of all this technology from scratch. hiring outside software developers to build an entire world was expensive. interactions. instead of creating it from scratch. it all starts with the brand content. Next the team focused on creative execution designs the appropriate avatars. CUSTOM MODULE #2 PARENT CONTROLS ADMIN CONTROLS GAMES & QUESTS VIRTUAL GOODS SAFE CHAT Today’s Approach: Use a Ready-Made Platform Fortunately. costly. But in-house resources were unlikely to have the required time or technical skills. In fact. more cost-effective and less risky: You can license a technology platform off the shelf. and settings for the brand content. tweens and teens. either approach was slow. Where a platform does not provide a certain desired function. today’s virtual world sponsors have a new option that promises to be faster. The Three Elements in More Detail Figure 2 shows a more detailed view of the three elements in any virtual world. market pressures and internal demands continued to drive executives to build scores of youthoriented worlds. working with the underlying technology. games. This creative execution can sometimes be done in-house. the technology includes a platform where various functional modules can be plugged and unplugged. On the other hand. and risky.
This includes everything from customizable avatars to more basic features such as contact lists and authentication. “If someone is claiming to be a virtual world developer. build on a platform and focus on the features that make your world unique and will make your world a success. they will have all the nuts and bolts. These tips enable you to ask all the essential questions and move with confidence through the key decision-points of any virtual world project. which is the most costly and risky element of any virtual world project. use of a platform drastically reduces the need for original coding.”  A Guide to Best Practices Among other advantages.” says Nic Mitham. CEO of virtual world consulting firm KZero Worldswide. interFUEL | How to Design a Virtual World or MMO in 28 Days 4 . so don’t waste time programming them from naught. This report will help you draw up a compete blueprint in 28 days. “Instead.Several vendors have created technology platforms specifically for the needs of virtual world developers. so that on Day 29 you can begin a full build-out. this report provides practical tips and emerging best practices derived from in-depth discussions with industry experts. This detailed action plan will help you avoid missteps as you complete and launch your virtual world.” said Dubit CTO Matthew Warneford. Among these are modules that provide: • Administrative controls to manage the world • Avatar building and customizing • Commerce and currency • Games and quests • Parental controls • Safe chat Using one of these platforms means that instead of coding every feature of a virtual world from scratch. many of the basics can now be purchased off the shelf. “The real criterion is: What have they done before. But how do you know which platform to choose? And when you do. These platforms come with many built-in features to help streamline the basic tasks of worldbuilding. how do you proceed from there? A good rule of thumb is to look beyond the technical aspects.”  While keeping this advice in mind. important as they may be. including: • Planning the look and feel of your world • Choosing vendors • Monetizing the world. “Players won’t choose your world for these features. and was it successful? The basis of the selection should be their depth of experience.
you need to get all your ducks in a row. They may be called executive producer. “ The single biggest problem I have found is decisiveness. • The marketing team owns the concept for the virtual world and the existing brand content. product owner. “Ultimately one person needs to have a vision for the product. large and small. you’ll need one person to be the ultimate decision-maker.” says Graboyes. To start. they may report to any number of different people. someone must have the power to make quick decisions on the hundreds of details. founding partner of Sano Agency. “The single biggest problem I have found is decisiveness.”  Lack of decisiveness can flow from fear. director of marketing. the inherent slowness of group decisionmaking or the “waterfall” approach to project management. It’s crucial to get them on-side with your plans. But no matter their title or where they fit in the org chart. they can comment on whether it’s what they wanted. they know the answer. “It’s the biggest cause of going over-schedule and over-budget and not delivering the quality that people wanted. when someone puts something in front of them to review. this involves lining up three key internal players: • The in-house project manager is the main point of contact for everyone involved.000 interactive projects. so that when someone asks them a question.Day 1 to Day 14: Before you can build. design the gameplay. and to keep them informed as the project unfolds. the budgets and the testing to make sure the project stays on track. During the first 14 days. who has worked on more than 4. if content developers or coders have to wait hours or days for answers to every query. you will develop the concept for your virtual world. and draw up a business plan with a break-even point and a business model for how to monetize your world. you need plans. This person manages the schedules. • The stakeholders are the executive decision-makers who approve the budget and sign the checks. And it can cost a project dearly. These are the subject matter experts who can make the call whether a certain design or interaction looks and feels right. inexperience. poor communication. Draw up the Blueprints Tip #2: Name the Top Decision-Maker Most of all.” says Blaine Graboyes. interFUEL | How to Design a Virtual World or MMO in 28 Days 5 . Tip #1: Get Your Team Ready As a brand owner. that crop up every day.
Tip #3: Bring in an Interactive Agency Next. they can provide all the artists. “there are still millions of them. interFUEL | How to Design a Virtual World or MMO in 28 Days 6 . When you bring in an agency. without the headaches of having to hire and then lay off any employees or contractors. and software developers required to build your world or augment your staff in key areas. or both? How old are they? How do they spend their free time? How exactly will you appeal to their needs? One good way to answer these questions is to develop player personas. you need to understand who they are and what they want. Simple tasks and challenges at the start help initiate new players. You can’t simply create a game that you think is fun. memorable experience. A persona is a composite character who resembles a segment of the audience you are building your virtual world or MMO for. Think of the progression of your game as the unfolding of a story. they should be well-versed in player research and persona development. they need challenges to advance and keep them engaged. They can also help you determine which platform best meets the needs of your project. Rewards and unlocks that appear throughout the game can act as markers along the path to mastery. But soon your players will require more challenging things to do. These help players understand that they are getting better at the game.”  Tip #5: Design the Game Progression Good game design is a lot like good storytelling. Good games give players something to master over time. girls. A game that appeals to 11-year-old girls may not resonate with 13-year-olds. “Even if you aim only for 11-year-olds. As players progress through your game. designers.” notes Nic Mitham. This is where you can lean on your agency. You will have all their expertise available when you need it. don’t be afraid to keep your world tightly focused. The more you give players to aspire to. By the way. “ Even if you aim for 11-year-olds there are still millions of them. That’s okay. Pacing the entire game properly creates a more enjoyable. Is your core audience mainly boys. and expect your desired visitors to have a blast. A good agency can provide the all-important layer of creative execution that creates a truly engaging experience. think about hiring an interactive agency with expertise in building virtual worlds for the youth audience. which keeps them motivated to continue. As players become more advanced and their skills in your virtual world grow. what kind of experience unfolds for them? Tip #4: Understand Your Players To create something compelling that will engage your audience and get them to return. the more they will stay engaged.
Badges are an important way for players to feel they are mastering the game.Tip #6: Create Ways to Be Social Kids are very social creatures and they want to remain social with each other online. the more engaged your players will be and the longer they will spend in-world. every avatar needs skin tone. or ask your agency for help Tip #8: Choose Game Mechanics Game mechanics are the basic foundation of all games. The more you allow for customization. but coupled with a good game design. However. For example. At a bare minimum. if badges are too easy to come by. new challenges. levels and badges. Choosing which game mechanics to use is vitally important to the success of your game. Exclusive content. By creating ways for them to interact with one another while playing your virtual world or MMO you are giving them more reason to stay engaged. they become meaningless. This is called “onboarding” and it can mean the difference between captivating new players or turning them off entirely. these mechanics help players understand how they are progressing. players naturally want to earn points. Different types of players want to be social in different ways. These symbols reward their time and skill. Help to guide them through the key areas of the site so they can learn as they complete tasks. If you want players to construct buildings. Keep in mind the COPPA laws that give strict guidelines on what you can allow in terms of player-to-player interactions. they can lose their ability to motivate. Be sure to review these limitations very closely. so be sure to award points for the actions that are most important to your virtual world or MMO. keep in mind the different personas who will be playing it. By themselves they don’t make a game. Think of areas of your virtual world that will be more fun if your players could customize them. Avatars and rooms are two of the more common things to customize. These include things like points. On the other hand. Tip #9: Make Your World Customizable Customization is one of the best ways for your players to express their creativity. if they become too hard to earn. award more points for building than for customizing avatars. Does your game appeal to the competitive side of players? Or does it appeal to their collaborative side? Understanding how your players want to interact with one another will help you decide how to allow them to socialize. More experienced players require a depth of gameplay. hair color and interFUEL | How to Design a Virtual World or MMO in 28 Days 7 . and virtual goods keep these players engaged and coming back over the long-term. New players need a broad understanding of the virtual world or MMO and easy ways to get comfortable. Tip #7: Understand Different Types of Players As you design the game progression. for example.
Can your virtual world scale to support them all. 3.. then shop for clothes. graphics and scalability you can build in. Pay a monthly subscription fee. 2. Buy the toy. and get a preliminary break-even point. You will have a financial model with a break-even analysis and a realistic budget. 1. will it be free to play. the more action. is your brand powerful enough to sustain that kind of audience? Or is your world more likely to draw half a million kids who each spend 50 cents? Results At the end of 14 days.  In other words. Tip #11: Pick a Business Model An earlier white paper from interFUEL identified four possible business models for how to monetize a youth-oriented virtual world: interFUEL | How to Design a Virtual World or MMO in 28 Days 8 . and so on. furnishings. you will have a viable business plan.. then get the world. Do boys need boy clothes? Do girls need shoes. The question is. the more money you spend. and can you carry the bandwidth charges while you entice them to upgrade to a paid subscription? Ultimately. depth. will your virtual world’s business model justify your investment? Tip #10: Find Your BreakEven Clearly. and makeup? Do your players have their own personal space? What can they decorate it with? Be sure to include plenty of options for customization to give young visitors many ways to express themselves. or start free. And you will have chosen a business model for how you intend to make money from your virtual world. If you need two million kids who each spend $5 a month. Then give that a reality check. handbags. how much can you invest? Crunch the numbers to look at your costs vs your potential return.clothes.. Use some combination of 2 and 3. All these should draw more visitors and generate more income. You will know the theme of the world and a game design with many details about how it functions. 4.. Get in free. with the hope that every kid will want premium items like wands and tattoos? Will your visitors shop with real-world money or virtual coins? Can they earn money by solving puzzles or completing tasks? Can they get goodies by bringing in friends? Free-to-join means you will have to support a lot of customers up-front before revenues build. then upgrade your account for more privileges.
for example. Can you vet any visitor creations in real time. This is a critical decision. if you need avatars that can dance. the more of these features that come pre-installed. and will they help you manage your world? And if you really need some custom reports that aren’t available out-of-the-box. you probably need to look elsewhere. You’ll encounter a number of variables that call for close scrutiny. blocking risqué T-shirt slogans as soon as they appear? Can moderators censor in real time? For the kid. restocking a store? Tip #14: Analyze the Depth of Parental Controls Can the platform do any or all of the following: • E-mail validation • In-world time limits set by parents • List-based chat (set phrases for kids to pick from) • Open chat or user name filtering (to suppress objectionable words) • Parental approval of play. these should enable you to manage the environment readily. Some platforms will flunk out here. what’s involved in setting them up? Tip #12: Match Your Game Design with Each Platform’s Capabilities Develop a checklist of your game design requirements. If you change the rules. tween and teen market. how quickly do these changes appear in your world? interFUEL | How to Design a Virtual World or MMO in 28 Days 9 . it’s time to choose your world-building platform. Choose Your Platform Then there’s reporting. say. How easily can you change a function like. the easier running your world will be. more testing and more risk. What kind of reports are available? Do they make sense.Day 15 to Day 28: In the next 14 days. “ How easily can you change a function like. Here are some practical tips for making the best selection for your world. but theirs can only walk. prioritized as “must have” and “would be nice.” How many of the options that you need are already built into the platform? How many others will have to be custom-coded? More coding means more money. Tip #13: Check Out the Ease of Administration Look at the platform’s administrative tools. For example. restocking a store? Do the store shelves empty as buyers snap up goods? How fast do they fill up again? Think about all these kinds of details. say.
You may have a short list of platforms to choose from. And you will have a support plan in place. Tip #16: Make Your Deal Now is the time for serious negotiations. you will have picked the perfect platform to support your virtual world construction plans. How will they help in the build-out and after the launch? Will they troubleshoot issues? How large is their support team? What time zone(s) are they in? You should know what this kind of support is going to cost you. over and above whatever license fees or royalties you pay. and give it to your lawyers to read. Don’t rush your decision. pick your best choice and make your best deal. but when it’s time. Results At the end of 28 days.Tip #15: Check into Support Ask specifically what kind of support the platform vendor can deliver. You will know what controls are there to protect kids and reassure parents. Get it spelled out in a contract. interFUEL | How to Design a Virtual World or MMO in 28 Days 10 . You will know what administrative controls are there to help you manage the world. or you may be leaning towards one strong contender.
Once again. Run small-scale trials internally and with potential players. Break. Here are some tips for this final part of the process. the details will vary. then test it on larger and larger groups of players. but the core advice remains the same. Don’t rush to test until you have enough pieces in place to give a fair sampling.Day 29 to Day XX: Build-Out to Launch For the next three to 12 months. Tip #18: You Can’t Make it Up in “Efficiency” If the schedule starts to slip or the budget starts to run over. you can’t.  Developing all this content takes time. That can build buzz around your world. and Test Again As soon as your team has created enough people. but that doesn’t mean you can rush. fix and re-test. The details will vary. It can also reveal glitches that need fixing before the hard launch. it’s not realistic to think your team can somehow “make it up in efficiency. Or you may prefer to create a fairly thorough model. you will likely need an independent testing lab or a virtual trial running “in the cloud. and a sky that moves. Don’t try to get everything perfect by launch day. the inherent complexity of this kind of creative development with so many moving parts and people and processes. but test as early and as often as you can. often drawing subscribers even before the launch. But the beauty of interactive media is that you can always tweak and refine as you go. “A platform vendor like HeroEngine is going to give you an empty world.” notes Blaine Graboyes. and buildings and people and animals. Test.  interFUEL | How to Design a Virtual World or MMO in 28 Days 11 . Tip #19: Test. then scale it up for further testing. create a modest prototype. “I don’t think it’s possible for people who have not done this many times to have any sense of the difficulty of building a virtual world. a limited public beta test may appeal to you. everything takes time. but you still need to fill it up with stuff: Terrain.” They’re already working as hard as they can on a project of mindbending complexity. President of HeroEngine. and roads on the terrain. and foliage on the trees.” says Neil Harris. But what about the hundreds of thousands of visitors who will flock to your world? To run simulations on that scale. So be patient and set realistic expectations for yourself and your stakeholders. but the overall process remains the same. Maybe you’ll want to build a small prototype. Tip #20: Think Incrementally From here on. places. Build a town and a few generic characters.” From there. you’ll be building and testing your world. things and interactions to get an initial feel for how it’s going to work. Tip #17: Be Patient A good platform will speed up development.
including: • technical support people to fix anything that breaks immediately • trained customer service people to answer any questions or deal with any complaints • marketing people or a PR agency to launch the marketing communication plan drawn up while your world was being constructed. Then you can build out the world starting on day 29. save money and reduce risk. Ask for suitable training and documentation as part of the hand-over. Instead. Make sure your in-house team can handle all these challenges. Make sure your team is up to the task. This can occur before the launch or after. using the recommended process and practical tips in this report. otherwise. That’s when you’ll need all hands on deck. which was a long. Invite a small number of people to register and report bugs as they play. interFUEL | How to Design a Virtual World or MMO in 28 Days 12 . You can draw up a blueprint for an entire virtual world in 28 days. the time will come for them to hand over the site to your in-house team. Tip #23: Get All Hands on Deck for the Launch Finally. the big day comes when you plan to open the gates and show off your new world. get everyone together in a conference room and celebrate your success! Conclusions This report has described the three vital elements of any virtual world—brand content. costly and risky process. more games and quests to add. • A technology partner provides a proven platform with many built-in functions that save time. memorable experience for young visitors. you are ready for a full launch. confident that your project rests on a firm foundation. you will naturally think of more things to build. Tip #24: Have a Launch Party! Launch day is also the time to celebrate and to recognize all the hard work.Tip #21: Make Plans for Maintaining the Site If you’re working with an outside agency. a sponsor had to code every piece of a new virtual world from scratch. Order a stack of pizzas. add more resources if you need them. keep your agency in the loop. In the past. this report recommended a new option: licensing a technology platform with many built-in features off the shelf. As things unfold. After you’ve worked through everything that needs to be fixed. who will likely administer and maintain it. creative execution and technology—and how these elements interact in any successful project. more goods to sell in your stores. Tip #22: Beta Launch First It’s always a good idea to conduct a beta launch before officially going live. late hours and extra effort your team put into this new venture. • An interactive agency provides the creative execution that creates an engaging. This approach can help all the key players focus on what they know best: • A virtual world sponsor retains control over the project and decisionmaking over the brand content.
the tool suite automatically updates any relevant data across the platform to integrate those changes. if you want to add a new type of quest or extend the generic avatar to include fangs and wings. Meez. GAML was a hit straight out of the box. 2) Electrotank was among the first to develop multiplayer browser-based games. For example. The Electrotank Universe Platform (EUP) is a generic framework that supports all the expected requirements of a virtual world such as avatars. One of its first uses was in BritChicks. Minimatch for Cartoon Network. a virtual world for 12-year-old girls that drew half a million visitors in its first weekend in 2009. This platform includes a content and operations tool suite that easily incorporates any changes in the underlying data structure.Appendix A: Four Leading Platform Vendors This appendix sums up four of the leading platform vendors for building virtual worlds. Precious Girls Club. Other worlds built with Dubit include Medikidz. a content integrator can start bringing all the pieces together. inventory. and one of the first to integrate broadcast-quality art and complex character libraries into casual games. Real Madrid and Wozieworld. interFUEL | How to Design a Virtual World or MMO in 28 Days 13 . EUP stands out for its adaptability. Cartoon Network’s MiniMatch using Dubit Platform Today Dubit is known for its Game Application Markup Language (GAML). collectibles. As fast as a developer can make changes. Beyond this. 1) Dubit developed a 3D chat product in 2000. The company has nine years of world-building experience. and shows a screenshot from one virtual world built with each platform. mini-games and quests. GAML works for virtual worlds somewhat the same way HTML works for web browsers: It’s a layer of abstraction that makes it easier to create content that looks and feels right in a virtual world. American Girl’s InnerstarU using Electrotank Some of the virtual worlds that have been built with Electrotank include American Girl from Mattel. and Yahero. Kid Command. a way to get at the heart of virtual world content and adventures without having to code in a language that wasn’t originally designed for virtual worlds. calling it the first 3D Flash community made by youth for youth: Founder Adam Hildreth was just 19 when the company launched.
 This means a team of developers can all be working in tandem with the results visible in real time. A product of the multiplayer game platform developer gotoAndPlay(). Club Penguin.3) HeroEngine is known for a highly optimized development system built around the idea that coding should be done in real time. scripters and world builders can all collaborate live.tis. Designing feels a lot like playing a game. Petpet Park. producers. some of them in stealth mode preparing new worlds. Each tile’s size and aspect-ratio can be totally customized: You can choose between an isometric or top-down view. with one part devoted to the HeroEngine platform. HeroEngine also provides a robust 3D graphics engine that delivers console-quality visuals even in an online setting. Through HeroEngine.lan. Some of the virtual worlds that have been built with OpenSpace include At. with “tiles” as the core components of each map. OpenSpace is known for its strengths as a mapping tool. or set a preferred view angle anywhere in between. game designers. Bugs and fixes are easy to track online. Parent company Simutronics pioneered multi-user text-based games like GemStone back in the 1980s. Hero’s Journey using Hero Engine HeroEngine technology has now been licensed to gaming companies from around the world. Petpet Park using OpenSpace Tiles are flexible building blocks that enable developers to create complex architectures such as bridges and overpasses. online and in real-time. interFUEL | How to Design a Virtual World or MMO in 28 Days 14 . The company was recently split in two. 4) OpenSpace is a Flash-based isometric engine bundled with sister product SmartFoxServer plus a full range of development tools to support the multiuser experience. Football Village. Some virtual worlds that have been built with HeroEngine include Echoverse. The Settlers—My City by Ubisoft and Winx Club. and challenging terrain such as slopes and forests. Habituales and Star Wars: The Old Republic. Tiles can be skinned to resemble anything from grass to Greek columns. as opposed to the more common model where individual efforts are fed into an overnight build with the result available the next morning. artists. in a collaborative mode much like the Agile model of software development.
com. call interFUEL today at (805) 642-2200 or e-mail firstname.lastname@example.org/ the-alliance/the-agile-manifesto/ To find out more about how to build a virtual world that will engage kids. founder KZero. March 9 2010. telephone interview in August 2010  For more on Agile development. president HeroEngine. “Kids and Teens: Growing Up Virtual. telephone interview in August 2010  Nic Mitham. “How do virtual worlds make money. how big is the market. Tweens & Teens: 7 Must-Have Features. interFUEL | How to Design a Virtual World or MMO in 28 Days 15 . p2  Matthew Warneford. tweens. 2008. p1  Debra Aho Williamson.” interFUEL interactive agency.Notes  “Today’s Gamers MMO Focus Report. telephone interview in August 2010  “Virtual Worlds for Kids. CTO Dubit.” eMarketer.” Gamesindustry. July 12 2009  Matthew Warneford. p24  Neil Harris.agilealliance. and how much do they make?” Dubit Virtual World Platform blog. or teens. see the Agile Manifesto online at http://www. May 2009.com.