"Social-metaphor" & Browser-based MMOGs
DiPaola's "A Social Metaphor-based 3D Virtual Environment" brings up some interesting points in regards to social interaction and the ways that games can help fascilitate this. For DiPaola, the main goal of any multi-player game seems to be the social interaction first, all else second. Traveler has been built for this exact purpose. From what I've gathered about Traveler, it appears to have limited in-game entertainment except that which has been player created or which can be gained from interacting with other players. This rings true from my general experience with most browser based games.
Games that exist for social purpose generally have few activities that can be enjoyed alone. For example, while there may be a world in which to explore, the main emphasis is not the exploration itself, but what can be gained socially. For example, in several browser based games, your build a character with which to talk to other players with. Through your exploration of the world, you gain items which your character can wear or showcase. By changing your outfit and your social appearance, you change the way that other players view you. Thus, even an activity performed alone is meant to enhance your character socially.
Some basic characterics of browser based games include less of an emphasis on fancy graphics and more on the social interaction. Typical ways that players can interact with each other are through in-game forums, real-time chat, and through personal messaging. Sometimes, in the case of Traveler, communication can also manifest itself in the form of voice and speech.
My experience with NeoPets, however, differs from this. I played Neopets around four years ago. I no longer play NeoPets for various reasons. However, drawing on some of my recollections of the game, I had a somewhat different experience. I don't recall actually making any friends on NeoPets, save which of those I already had. The social aspect was never the main focus of the game to me. Instead, it was simply something that several friends and I would do to pass time. I interacted with my friends outside of the game (such as using one of the chat programs like AIM) and we would compare experiences such as what new items were bought or how many neopoints were won from the latest Wheel of Excitement spin. All of these things, as well as the incredibly large game selection, however, were enjoyed alone.
From what I can remember, though, few to none of the in-game activies were specificially geared towards social interaction other than simple chatting. Though there was always the knowledge that other people were in game with you, such as the shops being constantly sold out or the amount of shops, it didn't seem like this was the focus. And, while an in game messaging system did exist, I don't remember this being emphasized. There was, for example, a clan or guild system implemented, which had a forum like layout. You were able to promote people in the guild as well as kick them out or invite them. I can imagine its purpose was highly social in nature, but I don't remember participating very much or having an interest in this. This may be from personal preference or from the way the game was designed. Either way, the absence of this interactions did not seem to detract from the game. There was much to do alone and lots of games to entertain yourself with.
After some time, more multiplayer functions of NeoPets started to emerge. One of which I can remember was a game of Checkers that was multiplayer. I remember thinking it was fun, but I also remember how slow and laggy it was. Part of the wait was due to the player-based decision making time as well as that the bugs had not entirely been worked out. I'm not entirely sure how that would be fixed, but at the time, there was no simulataneous way to communicate with your opponent. Not as a part of the game itself, at any rate. If the opponent happened to be your friend (like my case), then it was possible to talk outside of the game. Simple things like saying "be right back" or "away for a moment" would have helped immensely.
Regardless, I stayed around NeoPets roughly a year or so, before the game began to become truly multiplayer. It also got very commercialized. At one point in time I also saw a few Neopets merchandise commercials. This is one of the ways that I know how popular the game got. As well, around the time that I was leaving, they implemented a pet versus pet battle system. It reminded me greatly of the ever popular Pokemon series, but for the first time, there was something that bridged the gap between social interaction and taking care of your pet. It provided an outlet for all the training and leveling up that you did with your pet. It was an interesting addition.
Long story short, social interaction seems to be the goal of most games, but some are more focused on the game aspect than the player aspect. I'm not sure what I'd compare the Neopets experience to. The idea of a ghost town comes to mind. You are unable to see much of those around you. You know they are there and are able to explore, but there is no actual visual way of seeing who you're playing with built into the game. There is no user-built avatar system save the pet creation. If Neopets had implemented a way of seeing who was online at any given time or who was hanging out on the map in a certain area, then I believe its social aspect would have been enhanced greatly. Until that day, it remains a depository of games to play when bored.
Nothing more, nothing less. :)