David Brevik - LOGIN Conference 2012

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David Brevik - Making New MMO History - LOGIN Conference 2012 - 9/26/2012

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  • Made with bespoke engines, may not scaleCreating huge, expensive worlds that become boring quickly‘Grind’ is built-in to ensure maximum playtime and $$$ - timesinks that aren’t funSame old fantasy and sci-fi settingsSubscription based or ‘buy to play’ payment models
  • Made with bespoke engines, may not scaleCreating huge, expensive worlds that become boring quickly‘Grind’ is built-in to ensure maximum playtime and $$$ - timesinks that aren’t funSame old fantasy and sci-fi settingsSubscription based or ‘buy to play’ payment models
  • David Brevik - LOGIN Conference 2012

    1. 1. Making new MMO historyDavid Brevik, President and COO, Gazillion Entertainment
    2. 2. Who am I?• President of Blizzard North for 10 years• Creator of Diablo and Diablo II• Worked on StarCraft and World of WarCraft• Creator of Hellgate: London
    3. 3. MMOGs are stuck in the past.
    4. 4. MMOGs are stuck in the past.• Made with bespoke engines – Often unproven and unknown – May not scale as required• Contain huge game worlds… – … which are enormously expensive to create – … and can become ‘boring’ before too long
    5. 5. MMOGs are stuck in the past.• Subscription based payment models – Ensuring some level of ‘grind’ to generate maximum playtime and maximum revenue – Also ensuring a quick conversion, it seems• Same old fantasy, sci-fi settings• Aimed at the same niche audience
    6. 6. Being stuck in the past helps no-one.• The MMO industry since WoW is littered with failures• Almost every MMO launched since WoW transitioned to free-to-play – Age of Conan, LOTRO, DDO, DCUO – Even EA’s SWTOR – biggest launch in a decade• This free thing might not be a fad…
    7. 7. Meanwhile, social games…• … are not niche; an order of magnitude more popular than the biggest MMOs• Require time – but as an alternative to cost• However, they do make money• Don’t require gigantic teams and long development cycles…• … but are inevitably not deep, not that exciting and definitely not ‘hardcore’
    8. 8. It’s time to do something different.• Gazillion already started: – Aimed our first game at kids, not hardcore gamers – Based it on an established and well-known IP – Created a small but re-playable game world – Blended the subscription and MTX models together – Built in Unity to run in a browser
    9. 9. And next…
    10. 10. An industry standard engine• Using Unreal Engine 3• Gives us standard tools and pipelines• Also the kind of graphic fidelity most gamers expect• … but we’re still allowing our client to be streamed for fast delivery and download• Transition to other platforms is relatively easy
    11. 11. Large worlds? No problem• Our ‘zones’ are randomly generated when the first player enters them• They persist as others play in them• This allows players to co-ordinate in the short term and team up for Open Missions• Eventually zones re-generate – again, randomly• Reduces (but doesn’t remove) necessity of hand-crafting each zone
    12. 12. Grind? Why?• We’re making an action RPG so the emphasis is on moment-to-moment action• Just like Diablo, the goal here is to make every click and every attack fun• Game sessions can be completed quickly• The game rewards both short and longer term play with loot and objectives
    13. 13. A new but familiar setting• We licensed the Marvel IP to gain access to Marvel’s incredible characters and history• While players have seen Marvel games before, they haven’t seen a Marvel MMO before (unless they played Super Hero Squad Online!)• Doesn’t ‘feel’ like anything that’s been done previously, except Diablo…• … and we see that as a good thing!
    14. 14. And all free• Completely free to play, end to end• Subscriptions are a huge barrier to entry• So is a box price• So take both away…• … while giving people options to pay you as much as they like.
    15. 15. Anything else is stuck in the past.

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