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Building an MMOG for SNS
audiences
Quang Dang – GSS
July 2012
Who am I?

I‟m from GSS, the studio behind TTK and
Pig Farm
What is this all about?


• Why and how we create an entirely new
  game.
• How we went through the development
  progress.
• Lessons learned.
Introduction
Introduction

• What is “MMO”?
  – Massively Multiplayer Online
• But not only MMORPG…
  – MMOFPS, MMOACG, MMORTS…
• “MMO” = real-time interaction between
  players.
• What about “SNS” games?
Introduction

• What is “SNS” game?
  – Base on SNS platform, simple, easy to engage,
    millions of players, viral factor.
• Differences between MMO and SNS
  – Hard-core players vs. first time player.
  – Higher interaction & community.
  – ARPPU: MMO is 10x more than SNS.
  – Paying rate: MMO is 3x more than SNS.
Introduction

• Why we need an “MMOSNS” game?
  – High ARPU + huge user base = success!
  – Rapid development.
  – We cannot catch up other developers without
    original games.
Game Concept
How it all started?

• Preliminary analysis at the end of 2010
  pointed out:
  – A new trend: web based games.
  – Casual games took over all game rooms.
  – Huge SNS userbase.
• What our next game going to be?
The Ideal Game
Customers

• So we will have a new casual game, but
  who will be our customers?
  – Teen & students: from 13 to 24.
  – Playing time: 2-4 hours per day.
  – Spend 150k-250k VND per month.
• And they‟re interesting on what?
  – Appearance, outfit.
  – Bike, vehicle, phones.
  – Dating, making friends.
  – Music, entertainment.
Market Research

• Online Survey:
   – 3 phases: total ~70k samples.
   – Multiple direction questions, different sets for MMO
     and SNS users

                      Độ tuổi
                     3%
                5%
                          12%
                                      Dưới 13 tuổi
         18%
                                      13 tuổi – 15
                                      tuổi
                                      16 tuổi – 18
                                25%   tuổi
                                      19 tuổi – 22
                                      tuổi

          37%
And the game is …

• Code name: X11.
• Kick started on April 2011.
• New genre: mixed of
  – Simulation: farm, city.
  – Social: interaction, help friends.
  – Casual: multi-player mini games.
• Goal:
  – Alpha version by end of 2011.
  – ARPPU: comparable to ACG games
    (>100k VND).
Original game loop
               design
                                                             Earn money
                                                             • Do job on
                                                               interior
                                                             • Collect money
                      Do job
               Cash
Home           Cow
                      Collect money
                      Mini games                                                           Shop
                                      Entertain
                                                                                           • Clothing
                                      • Mini-game
                                                                                           • Pet
                                      • Music
                                                                                           • Vehicle
                                      • Video
                                                                                           • Interior
Pet   Player


                      Coffee
Shop       Space      Vehicle Shop
                      Cinema
                                               Social
                                                                               Decorate
                                               • Chat
                                                                               • Apparel
                                               • Interact
                                                                               • Home
                                               • Show down
Key Selling Points
•   Cute art style, 3D animation.
•   „SNS look & feel‟: simple gameplay, virality design.
•   Real-time interaction.
•   Character and house decoration.
•   Room based, contents oriented, easy to expand.
Development
Timeline




Prototype

 April   June   August                              April   June
                         Oct 11   Dec 11   Feb 12
  11      11      11                                 12      12
Prototype

• Technical prototype
  released at the end
  of April.
• Basic game design
  for avatar decoration
  and farming.
• 3D team slowly
  move from TTK to
  casual style.
• 2D team drawing
  truly „2D‟ concept.
Timeline




 Prototype

   April   June   August                              April   June
                           Oct 11   Dec 11   Feb 12
    11      11      11                                 12      12



Pre-Production
Pre-Production

• Prototype looks good, but what about the
  real one?
• This is what we got after 2 months.
Pre-Production
• Issues:
  – Customizable room graphic quality is much
    lower than the prototype.
  – Farming with an avatar is not fun enough! 3D
    is completely different!
   Work-around solution: forget the farming
  and economy, just focus on avatar and home
  decoration first.
Timeline

                    1st build
                    with UI


 Prototype

   April   June      August                                April   June
                                Oct 11   Dec 11   Feb 12
    11      11         11                                   12      12



Pre-Production


                  The Sims Social went
                  beta!
Timeline

                  1st build
                  with UI                Announce at
                                        PigFarm Japan
                                       press conference
 Prototype

   April   June   August                                 April   June
                              Oct 11   Dec 11   Feb 12
    11      11      11                                    12      12



Pre-Production

                    Server
                  Integration
Sep-Oct 11
• Improved graphics by
  adding sfx and lightmap for
  objects.
• Simple design for game
  economy.
• Globalization framework.
• Cartoon art style redefined.
• Game server intergrated.
Timeline

                  1st build                       Public
                  with UI                         Alpha!

 Prototype

   April   June   August                                  April   June
                              Oct 11   Dec 11   Feb 12
    11      11      11                                     12      12



Pre-Production
                                                         Not really 
                                                           Internal
                    Server                                  Alpha
                  Integration
Internal Alpha
• Issues:
  – Negative feedbacks on graphics quality.
  – Server stress tests have not passed  Unable
    to release to public alpha.
Major changes in art
  – Art style: more deformed, detail texture.
  – Production pipeline: 3d artists now have more
    room for creativity.
Timeline

                  1st build                      Internal
                  with UI                         Alpha

 Prototype

   April   June   August                                   April   June
                              Oct 11   Dec 11   Feb 12
    11      11      11                                      12      12



Pre-Production
                                                         The New
                    Server                                 X11
                  Integration
X11 Reboot
• Art:
   – New character models.
   – Re-work on 70% of home decoration and outfit, 90% public
     scenes.
• Tech:
   – Switched from framework to feature driven development.
   – Minimal download is top priority.
• Design:
   – Core game loop suiatble for SNS/SLG and PvP users.
   – Clear monetization points and strategy.
• Process:
   – Multiple Scrum teams for features.
   – Kanban for production team.
New Art Style
New Design

                     Aggressive
 Casual users                              Both
                       users
• Do jobs          • Do public        • Chat, interact
• Earn money         jobs             • Make friend
• Buy home         • PvE, collect     • Invite friends
  décor, outfit.     skills.          • Complete
• Compete by       • Fusion             collections
  house values       skill, outfit.   • Gain levels
                   • Compete by
                     PvP
The new name
Timeline

                  1st build               Internal
                                           Alpha                   Closed Beta
                  with UI


 Prototype

   April   June   August                                   April     June
                              Oct 11   Dec 11   Feb 12
    11      11      11                                      12        12



Pre-Production
                                                         The New
                    Server                                 X11
                  Integration
Crunch mode for CB

• 1 sprint per 2 weeks.
• Parallel features development by 4 scrum
  teams.
• Code refactor by framework team.
• Daily scrum meeting, weekly overnight
  camp.
• Finally, CB launched on June 20
The challenge of plugin
installation
Open Beta – July 14
Lesson learned
Lesson learned

• Purely graphics prototype may cost you a
  lot of re-work later.
• Agile process requires an Agile-supported
  framework from the beginning.
• Dedicated asset management, game
  balance driven really helps.
• Agile spirit (not process) worked well with
  mixed engineering level team.
A passion for creation
Building MMOG for SNS audiences

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Building MMOG for SNS audiences

  • 1. Building an MMOG for SNS audiences Quang Dang – GSS July 2012
  • 2. Who am I? I‟m from GSS, the studio behind TTK and Pig Farm
  • 3. What is this all about? • Why and how we create an entirely new game. • How we went through the development progress. • Lessons learned.
  • 5. Introduction • What is “MMO”? – Massively Multiplayer Online • But not only MMORPG… – MMOFPS, MMOACG, MMORTS… • “MMO” = real-time interaction between players. • What about “SNS” games?
  • 6. Introduction • What is “SNS” game? – Base on SNS platform, simple, easy to engage, millions of players, viral factor. • Differences between MMO and SNS – Hard-core players vs. first time player. – Higher interaction & community. – ARPPU: MMO is 10x more than SNS. – Paying rate: MMO is 3x more than SNS.
  • 7. Introduction • Why we need an “MMOSNS” game? – High ARPU + huge user base = success! – Rapid development. – We cannot catch up other developers without original games.
  • 9. How it all started? • Preliminary analysis at the end of 2010 pointed out: – A new trend: web based games. – Casual games took over all game rooms. – Huge SNS userbase. • What our next game going to be?
  • 11. Customers • So we will have a new casual game, but who will be our customers? – Teen & students: from 13 to 24. – Playing time: 2-4 hours per day. – Spend 150k-250k VND per month. • And they‟re interesting on what? – Appearance, outfit. – Bike, vehicle, phones. – Dating, making friends. – Music, entertainment.
  • 12. Market Research • Online Survey: – 3 phases: total ~70k samples. – Multiple direction questions, different sets for MMO and SNS users Độ tuổi 3% 5% 12% Dưới 13 tuổi 18% 13 tuổi – 15 tuổi 16 tuổi – 18 25% tuổi 19 tuổi – 22 tuổi 37%
  • 13. And the game is … • Code name: X11. • Kick started on April 2011. • New genre: mixed of – Simulation: farm, city. – Social: interaction, help friends. – Casual: multi-player mini games. • Goal: – Alpha version by end of 2011. – ARPPU: comparable to ACG games (>100k VND).
  • 14. Original game loop design Earn money • Do job on interior • Collect money Do job Cash Home Cow Collect money Mini games Shop Entertain • Clothing • Mini-game • Pet • Music • Vehicle • Video • Interior Pet Player Coffee Shop Space Vehicle Shop Cinema Social Decorate • Chat • Apparel • Interact • Home • Show down
  • 15. Key Selling Points • Cute art style, 3D animation. • „SNS look & feel‟: simple gameplay, virality design. • Real-time interaction. • Character and house decoration. • Room based, contents oriented, easy to expand.
  • 17. Timeline Prototype April June August April June Oct 11 Dec 11 Feb 12 11 11 11 12 12
  • 18. Prototype • Technical prototype released at the end of April. • Basic game design for avatar decoration and farming. • 3D team slowly move from TTK to casual style. • 2D team drawing truly „2D‟ concept.
  • 19. Timeline Prototype April June August April June Oct 11 Dec 11 Feb 12 11 11 11 12 12 Pre-Production
  • 20. Pre-Production • Prototype looks good, but what about the real one? • This is what we got after 2 months.
  • 21. Pre-Production • Issues: – Customizable room graphic quality is much lower than the prototype. – Farming with an avatar is not fun enough! 3D is completely different!  Work-around solution: forget the farming and economy, just focus on avatar and home decoration first.
  • 22. Timeline 1st build with UI Prototype April June August April June Oct 11 Dec 11 Feb 12 11 11 11 12 12 Pre-Production The Sims Social went beta!
  • 23. Timeline 1st build with UI Announce at PigFarm Japan press conference Prototype April June August April June Oct 11 Dec 11 Feb 12 11 11 11 12 12 Pre-Production Server Integration
  • 24. Sep-Oct 11 • Improved graphics by adding sfx and lightmap for objects. • Simple design for game economy. • Globalization framework. • Cartoon art style redefined. • Game server intergrated.
  • 25. Timeline 1st build Public with UI Alpha! Prototype April June August April June Oct 11 Dec 11 Feb 12 11 11 11 12 12 Pre-Production Not really  Internal Server Alpha Integration
  • 26. Internal Alpha • Issues: – Negative feedbacks on graphics quality. – Server stress tests have not passed  Unable to release to public alpha. Major changes in art – Art style: more deformed, detail texture. – Production pipeline: 3d artists now have more room for creativity.
  • 27. Timeline 1st build Internal with UI Alpha Prototype April June August April June Oct 11 Dec 11 Feb 12 11 11 11 12 12 Pre-Production The New Server X11 Integration
  • 28. X11 Reboot • Art: – New character models. – Re-work on 70% of home decoration and outfit, 90% public scenes. • Tech: – Switched from framework to feature driven development. – Minimal download is top priority. • Design: – Core game loop suiatble for SNS/SLG and PvP users. – Clear monetization points and strategy. • Process: – Multiple Scrum teams for features. – Kanban for production team.
  • 30. New Design Aggressive Casual users Both users • Do jobs • Do public • Chat, interact • Earn money jobs • Make friend • Buy home • PvE, collect • Invite friends décor, outfit. skills. • Complete • Compete by • Fusion collections house values skill, outfit. • Gain levels • Compete by PvP
  • 32. Timeline 1st build Internal Alpha Closed Beta with UI Prototype April June August April June Oct 11 Dec 11 Feb 12 11 11 11 12 12 Pre-Production The New Server X11 Integration
  • 33. Crunch mode for CB • 1 sprint per 2 weeks. • Parallel features development by 4 scrum teams. • Code refactor by framework team. • Daily scrum meeting, weekly overnight camp. • Finally, CB launched on June 20
  • 34. The challenge of plugin installation
  • 35. Open Beta – July 14
  • 37. Lesson learned • Purely graphics prototype may cost you a lot of re-work later. • Agile process requires an Agile-supported framework from the beginning. • Dedicated asset management, game balance driven really helps. • Agile spirit (not process) worked well with mixed engineering level team.
  • 38. A passion for creation