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Making Sense of Casual MMOs

Sonja.Kangas@souplala.net   Feb. 09
About me
 Sonja Kangas
 Game Director of GuppyLife
 Researcher (Youth Research Network & Souplala)
 Finland / Denmark




 http://souplala.net
 Sonja.Kangas@souplala.net
This presentation
 Focus on casual MMOs
 Discuss differences between Hard Core vs. Casual MMOs

 Foresee the rise of niché MMOs and hybridization of
 social virtual worlds and online multiplayer communities
Define: Casual
 Hard Core and Casual often used as common terms even
 though:
   Casual player (quests instead of raids, less time and money spent
   in games, no or short history in gaming)
   Casual gameplay (simple mechanics in easy to learn puzzle,
   word trivia and arcade games)
   Casual game (Any type of gameplay, any genre, simple rules, easy
   to play (genre), lower budget compared with HC games)
 Carrying different meanings and values
 E.g. casual gamer can play hard core games casually
 Casual is not equal to easy or simple
MMO - Persistent online worlds
 MMO – Massively Multiplayer Online
 POW – Persistent Online World
 SNS – Social Networking Service
 VW – Virtual World

 A synchronous, persistent network of people,
 represented by avatars, facilitated by computers [1].

 To play, socialize, network, hangout, create and share
 ideas, things, events or objects.

 [1] Robbins-Bell 2008
Online gaming categories
 MMORPGs                                     Virtual worlds

                                                    Alpha World
            World of Warcraft
                                                                    Second Life
     Everquest          Lineage
                                                  Habbo


                            Emerald Island                          Muxlim
                                                 Stardoll
                   Carzz

       Cartrider
                               GuppyLife                      Cyworld


 Casual MMOs                                 Playful SNS


 Partial source: Forrester Research (2007)
History put short
 MMO genre started from the evolution of text-based
 virtual worlds: MUDs and existing genres of digital games
 Virtual (graphical) worlds started from graphical chat
 rooms such as The Palace and Alpha World
 Multiplayer online games focused on role playing games at
 first which soon added RPG extension to MMO
 MMORPGs (and other MMOs) started within current
 game genres
 The starting points of casual MMOs were more social,
 introducing novel type of gameplay and new genres
Development trends

                  SNSs


            MMORPG
 MUD


                                   Casual
              Visual
 Online
            online chat
 gaming                            MMO
              Playful                       Niché
            edugames
  Chat
                                            MMO
              online
                         Virtual
                         worlds


          -1990              2000           2007-
Casual MMO
 Casual MMOs different development branch of
 multiplayer online games than MMORPGs
 MMOs, VWs and SNSs are merging into hybrid products
 Besides casual and social gaming, another trend is MMOs
 for niché user groups (e.g. Muxlim.com, GuppyLife.com,
 Gem island (casino), Emerald Island, Carzz.com)
 MMOs supporting existing brands (e.g. line of Disney
 MMOs, BarbieGirls etc.)

 In this presentation Hard Core MMOs are all multiplayer
 online games that do not fit into the definition of casual
 MMO
Typical misconception
 It is often claimed that players spend less time and money
 playing Casual MMOs than Hard Core MMOs
 Casual MMOs catch idle gamers where as HC MMOs
 attract and immerse players on a different level

 WRONG!

 Both Casual and HC MMOs have potentially high
 stickiness and efficient business models
 There are number of other issues differentiating Casual
 MMOs from Hard Core MMOs
Casual MMO vs. Hard core MMO

Social activity: chatting and hangout             Social activity: co-op playing, raids, chatting
Free-to-play up to certain point                  Monthly fees
Player retention shorter                          Player retention longer
Focus and key factor of immersion: players        Focus and key factors of immersion: quests, tasks
Motivational factors: social, liking, enjoyment   Motivational factors: competition, achievement,
                                                  social
Goal: social interaction and activities           Goal: gameplay and achievement
Interaction in game: discussion                   Interaction in game: functional
Main business model: Micropayment                 Main business model: Game box + subscription
Easy to start playing                             Suppose some game literacy
Invited by friends                                Joined in with friends
Typical game types: puzzle, card, action          Typical game types: RPG, FPS, action
Around 10% active players out of registered       Around 80% active players out of registered
users (after 6 months)                            users (after 6 months)
New game genres                                   Existing game genres
Casual and HC MMO lifecycles

  Hard core MMO

   Entry          Practise       Mastery         Burnout        Recovery    [2]




  Casual MMO


   Entry         Explore        Socialize       Burnout        Recovery




 [2] Wu-chang Feng et. al: MMORPG study 2007. Nick Yee: Daedalus project 2008.
Player retention (% / month)
120




100




 80




 60                                                                                      hc
                                                                                         casual


 40




 20



                                                                                   [3]
 0
         1          2          3          4          5          6          7



  [3] Data from public sources (e.g.Whirled, SL and WoW). Based on averages & estimations!
Motivational factors in MMOs
12




10




 8




 6
                                                                                                             Hard Core
                                                                                                             Casual

 4




 2



                                                                                                           [4]
 0
       Social   Enjoyment   Competence   Relaxation   Appearance   Recognition    Liking     Achievent
                                                                   (reputation)            (advancement)




     [4] Partially based on Frederick Herzberg’s model of Motivational Theory (1959). Estimation!
Click.

 Front page image from: http://www.youtube.com/watch?v=x7PhJp3ciRQ

 Sarah Robbins-Bell:
 http://connect.educause.edu/Library/EDUCAUSE+Review/HigherEducationasVirtualC/47220?time=12
 33873024

 Nick Yee: http://www.nickyee.com/daedalus/

 Wu-chang Feng et. al.: http://www.thefengs.com/wuchang/work/cstrike/netgames07_long.pdf

 Forrester Research: http://www.businessweek.com/magazine/content/07_24/b4038403.htm

 Frederick Herzberg: The Motivation to Work (1959)

 Virtual goods summit presentations: http://vgsummit2008.com/program/

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Casual vs HC MMOs

  • 1. Making Sense of Casual MMOs Sonja.Kangas@souplala.net Feb. 09
  • 2. About me Sonja Kangas Game Director of GuppyLife Researcher (Youth Research Network & Souplala) Finland / Denmark http://souplala.net Sonja.Kangas@souplala.net
  • 3. This presentation Focus on casual MMOs Discuss differences between Hard Core vs. Casual MMOs Foresee the rise of niché MMOs and hybridization of social virtual worlds and online multiplayer communities
  • 4. Define: Casual Hard Core and Casual often used as common terms even though: Casual player (quests instead of raids, less time and money spent in games, no or short history in gaming) Casual gameplay (simple mechanics in easy to learn puzzle, word trivia and arcade games) Casual game (Any type of gameplay, any genre, simple rules, easy to play (genre), lower budget compared with HC games) Carrying different meanings and values E.g. casual gamer can play hard core games casually Casual is not equal to easy or simple
  • 5. MMO - Persistent online worlds MMO – Massively Multiplayer Online POW – Persistent Online World SNS – Social Networking Service VW – Virtual World A synchronous, persistent network of people, represented by avatars, facilitated by computers [1]. To play, socialize, network, hangout, create and share ideas, things, events or objects. [1] Robbins-Bell 2008
  • 6. Online gaming categories MMORPGs Virtual worlds Alpha World World of Warcraft Second Life Everquest Lineage Habbo Emerald Island Muxlim Stardoll Carzz Cartrider GuppyLife Cyworld Casual MMOs Playful SNS Partial source: Forrester Research (2007)
  • 7. History put short MMO genre started from the evolution of text-based virtual worlds: MUDs and existing genres of digital games Virtual (graphical) worlds started from graphical chat rooms such as The Palace and Alpha World Multiplayer online games focused on role playing games at first which soon added RPG extension to MMO MMORPGs (and other MMOs) started within current game genres The starting points of casual MMOs were more social, introducing novel type of gameplay and new genres
  • 8. Development trends SNSs MMORPG MUD Casual Visual Online online chat gaming MMO Playful Niché edugames Chat MMO online Virtual worlds -1990 2000 2007-
  • 9. Casual MMO Casual MMOs different development branch of multiplayer online games than MMORPGs MMOs, VWs and SNSs are merging into hybrid products Besides casual and social gaming, another trend is MMOs for niché user groups (e.g. Muxlim.com, GuppyLife.com, Gem island (casino), Emerald Island, Carzz.com) MMOs supporting existing brands (e.g. line of Disney MMOs, BarbieGirls etc.) In this presentation Hard Core MMOs are all multiplayer online games that do not fit into the definition of casual MMO
  • 10. Typical misconception It is often claimed that players spend less time and money playing Casual MMOs than Hard Core MMOs Casual MMOs catch idle gamers where as HC MMOs attract and immerse players on a different level WRONG! Both Casual and HC MMOs have potentially high stickiness and efficient business models There are number of other issues differentiating Casual MMOs from Hard Core MMOs
  • 11. Casual MMO vs. Hard core MMO Social activity: chatting and hangout Social activity: co-op playing, raids, chatting Free-to-play up to certain point Monthly fees Player retention shorter Player retention longer Focus and key factor of immersion: players Focus and key factors of immersion: quests, tasks Motivational factors: social, liking, enjoyment Motivational factors: competition, achievement, social Goal: social interaction and activities Goal: gameplay and achievement Interaction in game: discussion Interaction in game: functional Main business model: Micropayment Main business model: Game box + subscription Easy to start playing Suppose some game literacy Invited by friends Joined in with friends Typical game types: puzzle, card, action Typical game types: RPG, FPS, action Around 10% active players out of registered Around 80% active players out of registered users (after 6 months) users (after 6 months) New game genres Existing game genres
  • 12. Casual and HC MMO lifecycles Hard core MMO Entry Practise Mastery Burnout Recovery [2] Casual MMO Entry Explore Socialize Burnout Recovery [2] Wu-chang Feng et. al: MMORPG study 2007. Nick Yee: Daedalus project 2008.
  • 13. Player retention (% / month) 120 100 80 60 hc casual 40 20 [3] 0 1 2 3 4 5 6 7 [3] Data from public sources (e.g.Whirled, SL and WoW). Based on averages & estimations!
  • 14. Motivational factors in MMOs 12 10 8 6 Hard Core Casual 4 2 [4] 0 Social Enjoyment Competence Relaxation Appearance Recognition Liking Achievent (reputation) (advancement) [4] Partially based on Frederick Herzberg’s model of Motivational Theory (1959). Estimation!
  • 15. Click. Front page image from: http://www.youtube.com/watch?v=x7PhJp3ciRQ Sarah Robbins-Bell: http://connect.educause.edu/Library/EDUCAUSE+Review/HigherEducationasVirtualC/47220?time=12 33873024 Nick Yee: http://www.nickyee.com/daedalus/ Wu-chang Feng et. al.: http://www.thefengs.com/wuchang/work/cstrike/netgames07_long.pdf Forrester Research: http://www.businessweek.com/magazine/content/07_24/b4038403.htm Frederick Herzberg: The Motivation to Work (1959) Virtual goods summit presentations: http://vgsummit2008.com/program/