Building mmog for sns

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Building mmog for sns

  1. 1. Building an MMOG for SNS audiences Quang Dang – GSS July 2012
  2. 2. Who am I? I‟m from GSS, the studio behind:
  3. 3. What is this all about? • Why and how we create an entirely new game. • How we went through the development progress. • Lessons learned.
  4. 4. Introduction
  5. 5. Introduction • What is “MMO”?
  6. 6. MMO Games
  7. 7. Introduction • What is “MMO”? – Massively Multiplayer Online • But not only MMORPG… – MMOFPS, MMOACG, MMORTS… • “MMO” = real-time interaction between players. • What about “SNS” games?
  8. 8. SNS Games
  9. 9. SNS Games
  10. 10. Introduction • What is “SNS” game? – Based on SNS platform, simple, easy to engage, millions of players, viral factor. • Differences between MMO and SNS – Hard-core players vs. first-time players. – Higher interaction & community. – ARPPU: MMO is 10x more than SNS. – Paying rate: MMO is 3x more than SNS.
  11. 11. Introduction • Why we need an “MMOSNS” game? – High ARPU + huge user base = success! – Rapid development. – We cannot catch up other developers without original games.
  12. 12. Game Concept
  13. 13. 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 user base. • What is our next game going to be?
  14. 14. Zing Me: The Rising Star
  15. 15. Gunny DAU on Zing Me (Apr 2011)
  16. 16. The Ideal Game
  17. 17. Customers • So we will have a new casual game, but who will be our customers? – Teen & students: from age 13 to 24. – Playing time: 2-4 hours per day. – Spend 150k-250k VND per month. • And they‟re interesting in what? – Appearance, outfit. – Bikes, vehicles, phones. – Dating, making friends. – Music, entertainment.
  18. 18. Market Research • Online Survey: – 3 phases: total ~70k samples. – Multiple direction questions, different sets for MMO and SNS users 3% 12% 25% 37% 18% 5% Độ tuổi Dưới 13 tuổi 13 tuổi – 15 tuổi 16 tuổi – 18 tuổi 19 tuổi – 22 tuổi
  19. 19. And the game is … • Code name: X11. • Kick started on April 2011. • New genre: mix 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).
  20. 20. Cash Cow Work Collect money Mini games Home PlayerPet Space Coffee Vehicle Shop Cinema Shop Earn money •Do job on interior •Collect money Shop •Clothing •Pet •Vehicle •Interior Decorate •Apparel •Home Social •Chat •Interact •Show down Entertain •Mini-game •Music •Video Original game loop design
  21. 21. Key Selling Points • Cute art style, 3D animation. • „SNS look & feel‟: simple gameplay, virality design. • Real-time interaction. • Character and house decorations. • Room-based, contents-oriented, easy to expand.
  22. 22. Development
  23. 23. Timeline April 11 June 11 August 11 Oct 11 Dec 11 Feb 12 April 12 June 12 Prototype
  24. 24. 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.
  25. 25. Timeline April 11 June 11 August 11 Oct 11 Dec 11 Feb 12 April 12 June 12 Prototype Pre-Production
  26. 26. Pre-Production • Prototype looks good, but what about the real one? • This is what we got after 2 months.
  27. 27. 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.
  28. 28. Timeline April 11 June 11 August 11 Oct 11 Dec 11 Feb 12 April 12 June 12 Prototype Pre-Production 1st build with UI The Sims Social went beta!
  29. 29. Timeline April 11 June 11 August 11 Oct 11 Dec 11 Feb 12 April 12 June 12 Prototype Pre-Production 1st built with UI Server Integration Announced PigFarm launch at Japan press conference
  30. 30. 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.
  31. 31. Timeline April 11 June 11 August 11 Oct 11 Dec 11 Feb 12 April 12 June 12 Prototype Pre-Production 1st built with UI Server Integration Public Alpha! Not really  Internal Alpha
  32. 32. Internal Alpha • Issues: – Negative feedback on graphics quality. – Servers did not pass stress tests  Unable to release to public alpha. Major changes in art – Art style: more deformed, detailed texture. – Production pipeline: 3d artists now have more room for creativity.
  33. 33. Internal Alpha
  34. 34. Timeline April 11 June 11 August 11 Oct 11 Dec 11 Feb 12 April 12 June 12 Prototype Pre-Production 1st built with UI Server Integration Internal Alpha The New X11
  35. 35. 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.
  36. 36. New Art Style
  37. 37. New Design Casual users • Do jobs • Earn money • Buy home décor, outfit. • Compete by house values Aggressive users • Do public jobs • PvE, collect skills. • Fusion skill, outfit. • Compete by PvP Both • Chat, interact • Make friend • Invite friends • Complete collections • Gain levels
  38. 38. The new name
  39. 39. Timeline April 11 June 11 August 11 Oct 11 Dec 11 Feb 12 April 12 June 12 Prototype Pre-Production 1st built with UI Server Integration Internal Alpha The New X11 Closed Beta
  40. 40. 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
  41. 41. The barrier ~60% drop in users due to slow Flash loading and Unity web plugin installation
  42. 42. The challenge of plugin installation
  43. 43. Open Beta – July 14
  44. 44. Lesson learned
  45. 45. 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 and game balance really helps. • Agile spirit (not process) worked well with mixed-level engineering team.
  46. 46. A passion for creation

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