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SXSW ‘08: PMOG and the Future of the Web

March 17th, 2008

Running Notes from SXSW ‘08; for more blog coverage check out: the SXSW Interactive Community Blog.

If you’re over the age of 35, don’t bother reading the rest of this post. 

Why? Because what follows will likely be incomprehensible to you in the same way that portable, pocket-sized wireless telephones once seemed like objects of science fiction to a generation before you. In short, you’re not going to get it, and you’ll likely finish reading this post feeling like you don’t understand anything about web 2.0, or technology in general, and that the future is passing you by.  Which is likely true.

That said, if you want to know what your kids will be doing for the rest of the online lives, read on.

One of the highlights of SXSW Interactive was the panel PMOG: The Web as a Play Field.  PMOG stands for “Passively Multiplayer Online Game”; according to game designer Merci Hammon, PMOG “transforms the existing topography of the internet into a game world for players to vandalize, annotate, and curate.”  Huh? In short, it’s a new online game that turns the web into a game world. What that means in a practical sense is that players download a plug-in for their Firefox web browser.  In the vernacular of game designers and Navy fighter pilots, the plug-in installs what’s known as a Heads Up Display (HUD); the rest of us might think of it as a dashboard or toolbar. With the HUD turned on, players can leave “gifts” for one another on regular websites.

The catch, of course, is the definition of “gift”.  If the player is an Ally, you might wander onto your favorite website and find that they left you a crate filled with tools (tools being generally useful and as such, appreciated).  If the player is a Rival, however, you may find a mine that will explode in your face.  Not to worry, though: you can retaliate by planting a “St. Nick” for your rival, which causes his next mine not to work.  

There are two main differences between PMOG and other multiplayer online games such as World of Warcraft or Everquest.  The first (and key) difference is that PMOG is played asynchronously, meaning you don’t need to be online at the same time as other players to participate.  You also don’t need to be in the same space: because PMOG uses the entire web as the game world, players don’t have to download (or play on) a separate platform. There’s no Second Life-type of world: PMOG simply creates an additional layer onto the existing architecture of the web.

All of this means that if you can’t spare a few dozen hours a week to play World of Warcraft, you can turn your everyday web surfing into a game (says CEO Justin Hall: “We’re building a game that’s actually LESS popular on the weekends”). To keep track of who’s winning, players earn “datapoints” (the game currency) just from regular browsing - every unique URL you visit is worth two datapoints.  In addition to gifting crates and exploding mines to other players, you can also go on player-designed missions which lead you on virtual tours of related sites (for example, the “Tech News Tour” mission includes visits to Engadget, Gizmodo, Digg and Slashdot). The goal, says Hammon, is to encourage people to broaden their experience with the Internet by exploring places they’ve never been on the web. A little like StumbleUpon, part of PMOG’s attraction is the fun of discovery and serendipity (although one could easily imagine a later version in which advertisers create sponsored missions that give users some “reward” for completing them).

If all this sounds simply like fun and games, think again. Aside from being interestingly quirky and original, the basic premise of PMOG could change the way we interact with the web and with each other while online.  Today we experience the web in a distinctly anti-social way: we surf alone, interacting with content, not people. But the ability to leave metaphorical “crates” and “mines” allows us to annotate the web in a very personal way and then share that experience with others. 

As I said in the beginning of this post, many people will look at PMOG and see at best another online game and at worst, yet another way to waste time at work. But what it really offers is a glimpse of the future: what the Web can, should and truly is meant to be: a social universe where content and people co-exist - if not in perfect harmony, then at least with a cache of St. Nicks.

2 Responses to “SXSW ‘08: PMOG and the Future of the Web”

  1. csven Says:

    I’m 45. And installed the PMOG alpha last year. Now if only I could get people in their teens and twenties to get over themselves long enough to get up to speed on stuff that makes this look quaint.

  2. PMOG shares player-generated content under CC-BY - Creative Commons Says:

    […] player-generated content on PMOG.com is licensed under a Creative Commons Attribution license. Fringe Hog spoke to game designer Merci Hammon, who said that PMOG “transforms the existing topography of […]

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