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Skills Week / Paul Mayze and Alan O'Dea / MMOs are a Service not a Game
 

Skills Week / Paul Mayze and Alan O'Dea / MMOs are a Service not a Game

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Alan O'Dea and Paul Mayze, from Monumental Games, talked extensively on the nature of MMOs.

Alan O'Dea and Paul Mayze, from Monumental Games, talked extensively on the nature of MMOs.

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    Skills Week / Paul Mayze and Alan O'Dea / MMOs are a Service not a Game Skills Week / Paul Mayze and Alan O'Dea / MMOs are a Service not a Game Presentation Transcript

    • A TALK AND Q&A SESSION FROM ALAN O’DEA AND PAUL MAYZE © MONUMENTAL GAMES 2007 An MMO is a service, not a game.
    • A Bit About Monumental
      • Formed in 2005
      • Monumental Technology Suite in development since 2000.
      • Current Projects:
        • Football Superstars (Sports MMO) in conjunction with CyberSports. Enters Beta next month.
        • Production has started on a 2 nd (undisclosed) game.
      • Presently hiring!
    • The State of Development
      • Number of Independent Developers:
      • 160 45% fall since 2000
      • Only 11 have over 100 staff
      • 46 universities now offer a total of 81 games-specific courses…
      • … only 4 of which have been accredited by SkillSet.
      Source: UKTI Games Report 2007
    • The State of Development
      • There will be 1400 game course graduates in 2007 alone.
      • Only 25-30% of these will find work in games companies.
      • There are only 8000 games industry jobs in the country.
    • So… … why is an MMO a service, and not a game?
    • A Quick Comparison
      • A ‘Typical’ Game
      • Developed behind closed doors
      • Big marketing launch
      • Basic support/servers
      • Typically serves a single client/publisher
      • END OF STORY
      • An MMOG
      • Developed in constant communication with the community
      • Continuous marketing
      • Constant in-depth support, incl. billing, in-game, technical, account, network, etc., etc…
      • Serves many masters
      • JUST THE START
    • A Comparison over Time
    • What gets added for an MMO?
      • Customer Support
      • Technical Support
      • Billing
      • Games Mastering/In-Game Support
      • Community/Events/Web /Dev Diaries
      • Real World Events/Expos
      • Advertising
      • Content Development
    • A Comparison over Time
    • Typical Game – TCQ Trade-off =
    • MMO – TCQ Trade-off =
    • MMOs - Virtual Worlds, Real Careers
      • Employee numbers grow over time
      • MMOs, if they last, last a loooong time
        • Ultima Online – 10 years old, and with 25% of their original audience
      • Investment continually accumulates
      • Going beyond just ‘games’
        • 80% of Fortune 500 companies will have a virtual world presence by 2011 (Source: Gartner Group)
      • Even Google…
        • Will people in this room be setting up the next Facebook?
    • Where are you coming from?
      • You don’t have to have a background in games…
      • Transferable Skills
        • Marketing
        • Customer Service
        • Project Management
        • General Management
        • Web Development
        • Etc.
      • Virtual Skills (!)
        • Guild leadership (IBM – Virtual Worlds, Real Leaders)
        • Blogs, Forums, Communities – get your name out there
    • Where are you coming from?
      • So is my Games Degree worthless?
      • Clearly not, but…
      • Consider your strengths in the market
      • Supplementing your degree could be a good move
        • MBA
        • Project Management Certification
        • CIM (Marketing)
        • Etc.
      • Sharpen the Axe!
    • What are ‘we’ looking for?
      • Specialists – require outstanding skills in a specific area
        • ‘ Artist’ is not enough – be a character artist, environmental artist, etc.
        • ‘ Programmer’ is not enough – be a tools programmer, GUI specialist, AI expert, network programmer
      • Generalists –
        • Community Managers – lots of social networking experience, commentary and group-forming
        • Web Managers – need a range of web development skills and strong awareness of what’s coming up
    • What are ‘we’ looking for?
      • Cross-Over Potential – you define the offering, and sell it to the company
        • Mobile technology, Musicians, Film/T.V., whatever!
      • With virtual worlds (of which MMOs are just a part), we still don’t know what skills are needed
        • Consider Football Superstars vs. World of Warcraft
    • A TALK AND Q&A SESSION FROM ALAN O’DEA AND PAUL MAYZE © MONUMENTAL GAMES 2007 An MMO is a service, not a game.