Yes, You Too Can Fail At Multiplayer Games

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    Yes, You Too Can Fail At Multiplayer Games - Presentation Transcript

    1. Yes, You Too Can Fail at Multiplayer! Games 20 Easy Lessons By David Fox , VP Technology , iWin (dfox@iwin.com)
    2. Multiplayer Games Are Like Restaurants
    3. Not Launching
      • Can’t Find Fun
      • Running out of Budget
      • Inability to Build Team
      • Creative Tension
    4. Flopping
      • Location
      • Pricing
      • Quality
      • Accessibility
      • Appeal
      • Timing
      • More Effort than Worth
    5. Most MP Games Don’t Launch
      • Anecdotally, For Every MP Game you Play… 9 Never Go Live .
    6. Most That Launch, Fail
      • Mplayer
      • Won.net
      • Big Network
      • Imagination Network
      • iGames
      • Heat.net
      • Etc.
    7. What is Failure?
      • Face it, everything fails
    8. Success Is
      • Reaching a Critical Mass
      • Return on Investment
      • Over Reasonable Life Span
    9. MMOG Hype
    10. $100,000,000 9You $50,000,000 Realtime Worlds $40,000,000 Turbine $15,000,000 Hidden City Games $12,000,000 Gaia Online $8,000,000 Grockit $7,800,000 Vivox $7,000,000 EveryScape $6,500,000 Gizmoz $6,000,000 iOpener $5,800,000 ROCKETON $4,500,000 IGG, Inc. $4,250,000 Sparkplay Media $4,000,000 C3L3B Digital $3,700,000 FlowPlay $3,200,000 Fluid Entertainment $3,000,000 Seasky $1,900,000 Akoha $1,500,000 GoFish $1,000,000 Rebel Monkey $1,000,000 PlayFish $1,000,000 Dizzywood $800,000 Handipoints $530,000 Chapatiz Funded Company
    11. MMOG Fate
      • Source: Mmogchart.com
    12. My Own Career
      • Lots of Failure
      • More Failure
      • Some Successes (Whew!)
      • Some Failures Actually Avoidable
    13. Family Feud Online Party
    14. Jewel Quest III Tournament
    15. Cram In More Features. Good. Now More! 01 Lesson
    16. Ah, PlayLink
    17. Pogo
    18. ClassicGames.com (Yahoo)
    19. Features Matrix   Enhanced Profiles   Expressive Chat  Custom Avatars   Automatic Tournaments    Invite to Table    PlayLink  Play As Guest Saving / Resuming   Observing PlaySite Pogo ClassicGames
    20. Pogo’s Fate
      • 17 million Registered Members
      • Acquired by Electronic Arts in 2001 for approximately $40 million
    21. ClassicGames’ Fate
      • Acquired by Yahoo
      • Became Yahoo Games
    22. PlaySite’s Fate
      • Acquired by Go2Net
      • Acquired by InfoSpace
      • Acquired by iWin
    23. PlayLink’s Fate
      • Acquired by a Shady Gold Mining Concern
      • Left to Rust
    24. Any Audience Worth Its Salt Will Build Organically 02 Lesson
    25. First One at the Party…
      • Nobody Wants to Be the
    26. Last One at the Party…
      • Nobody Wants to Be the
    27. Tips To Reel Them In
      • Bootstrap your community with Ringers
      • Avoid the “empty lobby” deathtrap
      • Don’t be ashamed to buy your traffic
        • Be sure you’re ready
      • Virality
      • Oh, and make a game worth playing
    28. Tips To Keep Them
      • Focus on happiness
      • Watch your churn
      • Oh, and make a game that scales
    29. Get Massively! 03 Lesson
    30. Uneven Distribution
    31. Shut Out
    32. Mass is Critical
      • Watch Out For:
      • Lost in The Crowd
      • Alone on Empty Planet
    33. Glitz Is All They Really Care About 04 Lesson
    34. “ Classic” Games
    35. NEW IMPROVED Games!
    36. The Result?
      • Old Checkers: 200-300 PSUs
      • New Checkers “Beta”: 5 PSUs
    37. Why Don’t They Like Me?!
      • You hired a UI Expert…
      • Paid a fortune to a top Usability house…
      • Read every book on Internet marketing…
    38. Now, Now. Polite People Take Turns 05 Lesson
    39. Wordscape Conversion
    40. Wordscape Online Party
    41. Turn-Based Blues
      • Wait for others to start
      • Wait for others to move
      • Dropouts ruin the experience
      • One winner, many losers
    42. Pogo’s Top Games
    43. Panacea?
    44. Take Yer Winning Single-Player Mechanic Then “Drop In” More People! 06 Lesson
    45. Take a Moment…
      • “ Multi-player games are like ocean liners , but games developers are used to creating speedboats . Consequently, they tend to make their games multi-player by adding more seats. Not only does the resulting vessel fail to capture the magic of a cruise, it also loses a lot what's fun about speedboats.”
      • - Richard Bartle
    46. Leaderboards Are Not Multiplayer
    47. Is Bingo Really Multiplayer?
    48. Panacea?!?
    49. Can’t Go Wrong With a Big Brand! 07 Lesson
    50. Trivial Pursuit Online Party
    51. Innovate in Design at All Costs! 08 Lesson
    52. Who Here Has Innovated?
      • Raise Those Hands High!
      • No, I Mean Really Innovated
    53. List of Innovations
      • Citizen 01
      • Balls
      • Poker Blackjack
      • Wordscape Java
      • Jewel Quest Java
      • Wordscape Online Party
      • Jewel Quest Tournament Mode
      • Mah Jong Quest Tournament
      • Boggle Tournament
    54. Jewel Quest Java
    55. Emulate First
      • Then Improve
    56. What’re Ya a Wuss?! Build It Yourself! 09 Lesson
    57. So Many Servers / Systems
      • Web
      • Game
      • E-Commerce
      • Subscription Processing and Renewals
      • Customer Service
      • Community (Chat, Forums)
      • Profiles
      • Avatars
      • Admin Tools
      • Reporting
      • Logging
    58. Er, Right. I Meant… Buy All Your Tech! 10 Lesson
    59. Out of the Box
      • Nice:
        • Start focusing on the game
        • Release something superfast
      • Not So Nice:
        • No control over bugs
        • Scaling limited
        • Integration
        • Pain to add features
    60. Build on the Best
      • For Goodness Sakes, use Standards!
      • Use Best of Breed
      • Just ‘cause Club Penguin used it doesn’t mean it’s right for you.
    61. My Kung Fu Has No Weakness! 11 Lesson
    62. PlayLink’s Downtime Problem
      • One crash a day isn’t that bad, is it?
    63. We’ll Worry About Scaling Later
      • That’s a “success problem”, right?
    64. Disasters Happen
    65. Reality-Based Game Design
      • Network latency isn’t an urban legend
    66. Tips
      • Load test with bots acting like real players
      • Real beta test
      • More hardware than you think you need
      • Population monitors and alerts
      • Quick response times
      • Reliable Auto-updater
    67. I’m Money with My AAA+++ Team 12 Lesson
    68. Risk Online Party
    69. Planned Network Design
    70. Actual Network Design
    71. Fire and Forget, Launch and Laugh, Gold Master and Go! 13 Lesson
    72. Family Feud Flatness
    73. Get Episodic!
    74. Business Models Change
      • Subscription plan
        • Terms
        • Payment Processors
      • Trial length
      • Distributed it on other sites
      • Advertisements
    75. Audiences Have Minds
      • Reskinned
      • Added new awards
      • Round status in lobby
      • Removed bad questions
      • Fixed tons of “why-the-f-not?” answers
    76. Data Data Data
      • Design metrics up front
      • More is better
      • Uh… but what to do with data once you get it?
    77. Gotsta Get Creative with Your Business Plan 14 Lesson
    78. iWin’s Skill-Based Games
      • Difficult to gain audience trust
      • Heavy cheating
      • Scales slowly
    79. The Truth about Micro-Trans
      • Design game around MT from ground-up
      • Not a panacea
      • Requires huge scale
    80. The Truth about Advertising
      • Requires education
      • Requires finesse
      • Requires mondo impressions
    81. Go With What You Know
      • Yahoo Advertises
        • Now in download games too!
      • Club Membership Subs at Pogo
      • Discounted Club Subs at Real/BigFish
    82. Designers Design, Marketers Sell 15 Lesson
    83. Game Is Marketing
      • And Marketing is Game
      • Audience is Lifeblood of MP Games
    84. Business Models Matter
      • Pass the basket around after the fiery sermon
      • Pay inextricably linked with play
    85. Free To Play is The Only Way 16 Lesson
    86. People Want to Be Free
      • But they will eventually pay, right?
      • How?
      • Remember, ads ain’t easy.
    87. The Balance of Free
      • Fun Enough To…
        • Build up core audience
        • “ Earn the right” to charge
      • But Painful Enough…
        • Feeling that something’s missing
        • Need more and more
    88. I’m on , I Can’t Lose! 17 Lesson
    89. Facebook
      • Doesn’t equal viral
      • Harder than ever for apps to get noticed
      • Can’t spam anymore
      • Too asynchronous is just a single-player experience
    90. Oh, And…
      • No viable business model yet
    91. Free Community Volunteers Can Do All the Dirty Work 18 Lesson
    92. Watch Out
      • Your biggest fan…
    93. Volunteers Aren’t Employees
      • Bad Bad Bad…
      • Potential for Lawsuits
    94. Tips
      • Arm Community leaders
        • With admin tools
      • Be active in your own forums and lists
      • Read your customer service e-mails
      • Pick the right leaders
      • Keep your community leaders very happy
    95. Cheaters Never Win in the End 19 Lesson
    96. Cheating Takes Many Forms
    97. Tips
      • Server-Based Logic
      • Simple Cheat Prevention
        • Staff must analyze
      • Admin Tools
        • Staff (can be volunteer) to police
      • Reasonable Response
      • Plan on it!
    98. Give Up! 20 Lesson
    99. Money Money Money
      • Hits are HITS
      • Long, long income stream
    100. Social Potential
      • Change Society
      • Connect People In New Ways
    101. Do It!
      • Deep pockets
      • Realistic expectations
      • Intestinal fortitude
    102. Hungry for More?
    103. This Isn’t New Stuff…
      • 1997: Dani Bunten Berry , Imaginary Playmates in Real-time or Why Online Games Suck http://www.anticlockwise.com/dani/personal/biz/online2.htm
      • 1970s: Richard Bartle, Assorted Writings http://www.mud.co.uk/richard/
      • http://www.youhaventlived.com/qblog/
    104. Also…
      • Check out Kenny Rosenblatt’s Talk:
      • All Games Want To Be Great - Great Games Want To Be Multiplayer!
      • Tomorrow, 3pm
    105. Let’s Discuss! 20. Give Up! 10. Er, Right. I Meant… Buy All Your Tech! 19. Cheaters Never Win in the End 9. What’re Ya, a Wuss? Build It Yourself! 18. Free Community Volunteers Can Do All the Dirty Work 8. Innovate in Design at All Costs! 17. I’m on Facebook, I Can’t Lose! 7. Can’t Go Wrong With a Big Brand! 16. Free to Play Is the Only Way 6. Take Yer Winning Single-Player Mechanic Then “Drop In” More People! 15. Designers Design, Marketers Sell 5. Now, Now. Polite People Take Turns 14. Gotsta Get Creative with Your Business Plan 4. Glitz Is All They Really Care About 13. Fire and Forget, Launch and Laugh, Gold Master and Go! 3. Get Massively 12. I’m Money with My AAA+++ Team 2. Any Audience Worth Its Salt Will Build Organically 11. My Kung Fu Has No Weakness! 1. Cram In More Features. Good. Now More!

    + David FoxDavid Fox, 2 years ago

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