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How is designing an MMO different? Adam Martin NCsoft Europe
What’s an MMO?
Massively
Multiplayer
Online
Massively Multiplayer Online (game)
mouthful
“ MMO”
acronyms suck
WHY?
 
(“online”)
play alone
(“multiplayer”)
 
 
(“massively”)
What does a typical MMO look like?
...like this?
( )
what else?
top-10 MMOs?
 
 
 
 
 
only 5
others?
 
 
What’s an MMO?
MMO != MMORPG
MMO != 3D landscape
MMO == Virtual World   +   Game
def: Virtual World Provides extra contexts for your activities social (relationships; audiences) environmental (persistence; progression)
#1: social interaction
audience
what you do matters
BONUS:
do things ... to other people
# 2: stage
existence (avatar)
geography (local + not-local)
good for community
sub-communities
Summary 1/5 MMO == Community + Game
MMO #1
RPG
RPG + chat
=
 
MMO #2
traditional game
traditional game  + community
(400k simultaneous players) =
?
another kind of MMO
 
MMO #3
social network
social network  + game
 
 
 
 
 
 
 
 
 
“ Calan’s levelling up ... don’t fall behind”
 
poking
"Enough with the Poking, Lets Just Have Sex" A Facebook group which,  as of September 2007 , has more than 250,000 members.
another kind of MMO
 
MMO #4
novel game
novel game  + novel community
 
 
 
$200,000 prize
$200,000 prize (yes, really)
Timeline... June 2005 February 2007
Timeline... June 2005 February 2007
50+ fake websites Hacking email accounts Live events with actors 5+ blogs of in-game characters Phone calls, email trails, encrypted newspaper articles, ...
...black helicopters...
...emergency extractions...
who’s that?
who’s that?
3P == The Third Power “ an ancient society of very secret intentions”
What the **** was that all about?
(a new identity) (“O1”)
 
“ an interactive narrative that uses the real world as a platform”  (an Alternate Reality Game)
another kind of MMO
 
Summary 2/5 MMO == Community + Game MMO != MMORPG
Design techniques?
massively multiplayer online game
massively multiplayer online  GAME
MMO design == normal design ?
MMO design == normal design ?
Reason 1 MMO ==  Community  + Game
(come back to later)
Reason 2 Revenue  model
subscription
micro-payments
advertising
TIME == MONEY
TIME  == MONEY
TIME  ==  MONEY
play the game,
keep playing,
never stop
stop playing == MONEY
problem?
20-40 hours total (traditional retail game)
20-40 hours per month (typical MMO game)
“ Over 200 hours of gameplay”
=  less than a year (typical MMO game)
not so bad?
power-levelling
twinking
 
 
approx 1 month
Launched: 1997
Launched: 1997 ... 10 YEARS (and counting)
ARRGH!
 
keep coming back
 
If you keep coming back...
 
Summary 3/5 MMO == Community + Game MMO != MMORPG MMO Designers do more than just extra balancing
MMO Designers...
Content designer (including: writers)
Environment designer (a.k.a. World Builder)
Systems designer
Balance designer
Quest designer
Summary 4/5 MMO == Community + Game MMO != MMORPG MMO Designers do more than just extra balancing Many different types of “Game Designer” on an MMO
How do we design for this?
History Lesson
1978
1978
a small software company
a small software company
 
Richard Bartle
Dr. Bartle
 
“ one of the pioneers of the massively multiplayer online game industry”
“ one of the pioneers of the massively multiplayer online game industry” (Wikipedia, so it must be true)
...time passed...
 
"What do people want out of a MUD?"
The Debate several hundred bulletin-board postings  15 individuals  almost the entire set of active wizzes during that period  When the participants had finally run out of new things to say ...
The Results “people habitually found the same kinds of thing about the game "fun", but there were several (four, in fact) sub-groupings into which opinion divided”
Killers
Achievers
Socializers
Explorers
ACTING INTERACTING PLAYERS WORLD
stereotypes, not people
http://www.mud.co.uk/richard/hcds.htm
(will repeat address at end)
How do we design for this?
How do we design for this? Use Bartle’s types as a yardstick What does your game offer Killers? ...Achievers? ...Socializers? ...Explorers?
How do we design for this? (+ standard game design)
Summary 5/5 MMO == Community + Game MMO != MMORPG MMO Designers do more than just extra balancing Many different types of “Game Designer” on an MMO Use Bartle’s-Types to check your game-design
The End MMO Games rock! Hearts, Clubs, Diamonds, Spades http://www.mud.co.uk/richard/hcds.htm Contact details amartin @ ncsoft.com http://tmachine1.dh.bytemark.co.uk/blog
Extras... Community MMO as “Location in which to Socialize” (pub)
Extras...
Extras...

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Skills Week / Adam Martin / How Is Designing An MMO Different?