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

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

    1. How is designing an MMO different? Adam Martin NCsoft Europe
    2. What’s an MMO?
    3. Massively
    4. Multiplayer
    5. Online
    6. Massively Multiplayer Online (game)
    7. mouthful
    8. “ MMO”
    9. acronyms suck
    10. WHY?
    11.  
    12. (“online”)
    13. play alone
    14. (“multiplayer”)
    15.  
    16.  
    17. (“massively”)
    18. What does a typical MMO look like?
    19. ...like this?
    20. ( )
    21. what else?
    22. top-10 MMOs?
    23.  
    24.  
    25.  
    26.  
    27.  
    28. only 5
    29. others?
    30.  
    31.  
    32. What’s an MMO?
    33. MMO != MMORPG
    34. MMO != 3D landscape
    35. MMO == Virtual World + Game
    36. def: Virtual World
      • Provides extra contexts for your activities
        • social (relationships; audiences)
        • environmental (persistence; progression)
    37. #1: social interaction
    38. audience
    39. what you do matters
    40. BONUS:
    41. do things ... to other people
    42. # 2: stage
    43. existence (avatar)
    44. geography (local + not-local)
    45. good for community
    46. sub-communities
    47. Summary 1/5
      • MMO == Community + Game
    48. MMO #1
    49. RPG
    50. RPG + chat
    51. =
    52.  
    53. MMO #2
    54. traditional game
    55. traditional game + community
    56. (400k simultaneous players) =
    57. ?
    58. another kind of MMO
    59.  
    60. MMO #3
    61. social network
    62. social network + game
    63.  
    64.  
    65.  
    66.  
    67.  
    68.  
    69.  
    70.  
    71.  
    72. “ Calan’s levelling up ... don’t fall behind”
    73.  
    74. poking
    75. "Enough with the Poking, Lets Just Have Sex" A Facebook group which, as of September 2007 , has more than 250,000 members.
    76. another kind of MMO
    77.  
    78. MMO #4
    79. novel game
    80. novel game + novel community
    81.  
    82.  
    83.  
    84. $200,000 prize
    85. $200,000 prize (yes, really)
    86. Timeline... June 2005 February 2007
    87. 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, ...
    88. ...black helicopters...
    89. ...emergency extractions...
    90. who’s that?
    91. who’s that?
    92. 3P == The Third Power “ an ancient society of very secret intentions”
    93. What the **** was that all about?
    94. (a new identity) (“O1”)
    95.  
    96. “ an interactive narrative that uses the real world as a platform” (an Alternate Reality Game)
    97. another kind of MMO
    98.  
    99. Summary 2/5
      • MMO == Community + Game
      • MMO != MMORPG
    100. Design techniques?
    101. massively multiplayer online game
    102. massively multiplayer online GAME
    103. MMO design == normal design ?
    104. MMO design == normal design ?
    105. Reason 1
      • MMO == Community + Game
    106. (come back to later)
    107. Reason 2
      • Revenue model
    108. subscription
    109. micro-payments
    110. advertising
    111. TIME == MONEY
    112. TIME == MONEY
    113. TIME == MONEY
    114. play the game,
    115. keep playing,
    116. never stop
    117. stop playing == MONEY
    118. problem?
    119. 20-40 hours total (traditional retail game)
    120. 20-40 hours per month (typical MMO game)
    121. “ Over 200 hours of gameplay”
    122. = less than a year (typical MMO game)
    123. not so bad?
    124. power-levelling
    125. twinking
    126.  
    127.  
    128. approx 1 month
    129. Launched: 1997
    130. Launched: 1997 ... 10 YEARS (and counting)
    131. ARRGH!
    132.  
    133. keep coming back
    134.  
    135. If you keep coming back...
    136.  
    137. Summary 3/5
      • MMO == Community + Game
      • MMO != MMORPG
      • MMO Designers do more than just extra balancing
    138. MMO Designers...
    139. Content designer (including: writers)
    140. Environment designer (a.k.a. World Builder)
    141. Systems designer
    142. Balance designer
    143. Quest designer
    144. 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
    145. How do we design for this?
    146. History Lesson
    147. 1978
    148. 1978
    149. a small software company
    150. a small software company
    151.  
    152. Richard Bartle
    153. Dr. Bartle
    154.  
    155. “ one of the pioneers of the massively multiplayer online game industry”
    156. “ one of the pioneers of the massively multiplayer online game industry” (Wikipedia, so it must be true)
    157. ...time passed...
    158.  
    159. "What do people want out of a MUD?"
    160. 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 ...
    161. 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”
    162. Killers
    163. Achievers
    164. Socializers
    165. Explorers
    166. ACTING INTERACTING PLAYERS WORLD
    167. stereotypes, not people
    168. http://www.mud.co.uk/richard/hcds.htm
    169. (will repeat address at end)
    170. How do we design for this?
    171. How do we design for this?
      • Use Bartle’s types as a yardstick
        • What does your game offer Killers?
        • ...Achievers?
        • ...Socializers?
        • ...Explorers?
    172. How do we design for this?
      • (+ standard game design)
    173. 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
    174. 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
    175. Extras...
      • Community
        • MMO as “Location in which to Socialize” (pub)
    176. Extras...
    177. Extras...

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