Multi-user virtual worlds are only as interesting as the things you can do in them. This talk will compare and contrast aspects that we love about World of Warcraft, and Second Life; the most popular and most extensible commercial virtual worlds so far. Having built a crude multi-user virtual world from the ground up, we are exploring how to reduce the cost of making not just the worlds, but the things users can do there. Some of the answers we hope to identify are software architectural components needed to allow end users to create non-player characters (virtual robots), compose their own quest activities, and develop 2D and 3D mini-games within the virtual environment framework.