First, Vary and Mtlhddock2, Im enjoying your dialogue here and have nothing really good to add, just some thoughts that came into my mind as I read through this.
I would argue the evidence points to the idea that VMK was never designed to be a popular self-standing game like Disneys other virtual worlds, but rather a short-term marketing experiment. You cant effectively advertise a
Disneyland vacation on the back of a cereal box; the call to action (planning a vacation) is out of reach for the kid. What you can do is advertise a virtual world which acts as bridge to the real theme parks and other Disney media properties; advertising is converted into a medium through which children can accomplish the advertisers objective with little parental guidance. The immersive nature of the game hooks the entire family, and thus we have what we have today.
If this were a company that had never designed an online game before I would view it differently, but I believe Disney was aware of the limitations of the game discussed above and wasnt concerned about them because the sole purpose of the game was to generate short-term interest in the real parks and Disney media, not the Virtual Magic Kingdom itself. The game hit the ground running with major marketing and connections to real theme parks and was just one of many ways Disney has of driving traffic toward those products.
If a virtual world is intended to be a breadwinner for a company it would be designed and managed quite differently than VMK was, which seems to explain why VMKs user numbers may have been lower than games of lesser quality. Had Disney wanted to turn the world upside down with this game, I think they could have done so, but it simply wasnt within the strategy for this project at this time.
Sorry, got slightly off topic; just my Monday morning rambling.