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How is designing an MMO different? Adam Martin NCsoft Europe
What’s an MMO?
Massively
Multiplayer
Online
Massively Multiplayer Online (game)
mouthful
“ MMO”
acronyms suck
WHY?
 
(“online”)
play alone
(“multiplayer”)
 
 
(“massively”)
What does a typical MMO look like?
...like this?
( )
what else?
top-10 MMOs?
 
 
 
 
 
only 5
others?
 
 
What’s an MMO?
MMO != MMORPG
MMO != 3D landscape
MMO == Virtual World   +   Game
def: Virtual World ,[object Object],[object Object],[object Object]
#1: social interaction
audience
what you do matters
BONUS:
do things ... to other people
# 2: stage
existence (avatar)
geography (local + not-local)
good for community
sub-communities
Summary 1/5 ,[object Object]
MMO #1
RPG
RPG + chat
=
 
MMO #2
traditional game
traditional game  + community
(400k simultaneous players) =
?
another kind of MMO
 
MMO #3
social network
social network  + game
 
 
 
 
 
 
 
 
 
“ Calan’s levelling up ... don’t fall behind”
 
poking
"Enough with the Poking, Lets Just Have Sex" A Facebook group which,  as of September 2007 , has more than 250,000 members.
another kind of MMO
 
MMO #4
novel game
novel game  + novel community
 
 
 
$200,000 prize
$200,000 prize (yes, really)
Timeline... June 2005 February 2007
Timeline... June 2005 February 2007
[object Object],[object Object],[object Object],[object Object],[object Object]
...black helicopters...
...emergency extractions...
who’s that?
who’s that?
3P == The Third Power “ an ancient society of very secret intentions”
What the **** was that all about?
(a new identity) (“O1”)
 
“ an interactive narrative that uses the real world as a platform”  (an Alternate Reality Game)
another kind of MMO
 
Summary 2/5 ,[object Object],[object Object]
Design techniques?
massively multiplayer online game
massively multiplayer online  GAME
MMO design == normal design ?
MMO design == normal design ?
Reason 1 ,[object Object]
(come back to later)
Reason 2 ,[object Object]
subscription
micro-payments
advertising
TIME == MONEY
TIME  == MONEY
TIME  ==  MONEY
play the game,
keep playing,
never stop
stop playing == MONEY
problem?
20-40 hours total (traditional retail game)
20-40 hours per month (typical MMO game)
“ Over 200 hours of gameplay”
=  less than a year (typical MMO game)
not so bad?
power-levelling
twinking
 
 
approx 1 month
Launched: 1997
Launched: 1997 ... 10 YEARS (and counting)
ARRGH!
 
keep coming back
 
If you keep coming back...
 
Summary 3/5 ,[object Object],[object Object],[object Object]
MMO Designers...
Content designer (including: writers)
Environment designer (a.k.a. World Builder)
Systems designer
Balance designer
Quest designer
Summary 4/5 ,[object Object],[object Object],[object Object],[object Object]
How do we design for this?
History Lesson
1978
1978
a small software company
a small software company
 
Richard Bartle
Dr. Bartle
 
“ one of the pioneers of the massively multiplayer online game industry”
“ one of the pioneers of the massively multiplayer online game industry” (Wikipedia, so it must be true)
...time passed...
 
"What do people want out of a MUD?"
The Debate ,[object Object],[object Object],[object Object],[object Object]
The Results ,[object Object]
Killers
Achievers
Socializers
Explorers
ACTING INTERACTING PLAYERS WORLD
stereotypes, not people
http://www.mud.co.uk/richard/hcds.htm
(will repeat address at end)
How do we design for this?
How do we design for this? ,[object Object],[object Object],[object Object],[object Object],[object Object]
How do we design for this? ,[object Object]
Summary 5/5 ,[object Object],[object Object],[object Object],[object Object],[object Object]
The End ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Extras... ,[object Object],[object Object]
Extras...
Extras...

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