No, this is about potentially the mother of all branded MMOs/virtual environments, the Hello Kitty World! Looking past the uber-cuteness, the worldwide brand recognition and the cute and fluffiness of it all, Richard's words seem like and an epitaph of a world that hasn't even been born. Even though I doubt there will be a direct connection between the newbies of Everquest II hoisting their expectations onto poor Hello Kitty and fluffy friends, the feature list is clearly influenced by the generations of MMORPGs (and their newbies):
- "Special in-game telepathy". In other words, global shouts continue. I wonder if they will also have teleportation within a city or country. (An example from Richard's article.)
- Players will be in one of three countries which are in competition with each other. That gives us shards (though players can travel between countries) and instanced in-world games (I'll bet money they are).
- The economy play. Play games for in-world money, trade items, open shops. I'm guessing that running a brothel out of your in-world house might be frowned on. I'm personally more curious if they will try to squelch any emerging eBay market for in-world items.
(Original Hello Kitty World link from Tom Coate's plasticbag del.icio.us feed.)