5. Introduction
• What is “MMO”?
– Massively Multiplayer Online
• But not only MMORPG…
– MMOFPS, MMOACG, MMORTS…
• “MMO” = real-time interaction between
players.
• What about “SNS” games?
6. Introduction
• What is “SNS” game?
– Base on SNS platform, simple, easy to engage,
millions of players, viral factor.
• Differences between MMO and SNS
– Hard-core players vs. first time player.
– Higher interaction & community.
– ARPPU: MMO is 10x more than SNS.
– Paying rate: MMO is 3x more than SNS.
7. Introduction
• Why we need an “MMOSNS” game?
– High ARPU + huge user base = success!
– Rapid development.
– We cannot catch up other developers without
original games.
9. How it all started?
• Preliminary analysis at the end of 2010
pointed out:
– A new trend: web based games.
– Casual games took over all game rooms.
– Huge SNS userbase.
• What our next game going to be?
11. Customers
• So we will have a new casual game, but
who will be our customers?
– Teen & students: from 13 to 24.
– Playing time: 2-4 hours per day.
– Spend 150k-250k VND per month.
• And they‟re interesting on what?
– Appearance, outfit.
– Bike, vehicle, phones.
– Dating, making friends.
– Music, entertainment.
12. Market Research
• Online Survey:
– 3 phases: total ~70k samples.
– Multiple direction questions, different sets for MMO
and SNS users
Độ tuổi
3%
5%
12%
Dưới 13 tuổi
18%
13 tuổi – 15
tuổi
16 tuổi – 18
25% tuổi
19 tuổi – 22
tuổi
37%
13. And the game is …
• Code name: X11.
• Kick started on April 2011.
• New genre: mixed of
– Simulation: farm, city.
– Social: interaction, help friends.
– Casual: multi-player mini games.
• Goal:
– Alpha version by end of 2011.
– ARPPU: comparable to ACG games
(>100k VND).
14. Original game loop
design
Earn money
• Do job on
interior
• Collect money
Do job
Cash
Home Cow
Collect money
Mini games Shop
Entertain
• Clothing
• Mini-game
• Pet
• Music
• Vehicle
• Video
• Interior
Pet Player
Coffee
Shop Space Vehicle Shop
Cinema
Social
Decorate
• Chat
• Apparel
• Interact
• Home
• Show down
15. Key Selling Points
• Cute art style, 3D animation.
• „SNS look & feel‟: simple gameplay, virality design.
• Real-time interaction.
• Character and house decoration.
• Room based, contents oriented, easy to expand.
18. Prototype
• Technical prototype
released at the end
of April.
• Basic game design
for avatar decoration
and farming.
• 3D team slowly
move from TTK to
casual style.
• 2D team drawing
truly „2D‟ concept.
19. Timeline
Prototype
April June August April June
Oct 11 Dec 11 Feb 12
11 11 11 12 12
Pre-Production
21. Pre-Production
• Issues:
– Customizable room graphic quality is much
lower than the prototype.
– Farming with an avatar is not fun enough! 3D
is completely different!
Work-around solution: forget the farming
and economy, just focus on avatar and home
decoration first.
22. Timeline
1st build
with UI
Prototype
April June August April June
Oct 11 Dec 11 Feb 12
11 11 11 12 12
Pre-Production
The Sims Social went
beta!
23. Timeline
1st build
with UI Announce at
PigFarm Japan
press conference
Prototype
April June August April June
Oct 11 Dec 11 Feb 12
11 11 11 12 12
Pre-Production
Server
Integration
24. Sep-Oct 11
• Improved graphics by
adding sfx and lightmap for
objects.
• Simple design for game
economy.
• Globalization framework.
• Cartoon art style redefined.
• Game server intergrated.
25. Timeline
1st build Public
with UI Alpha!
Prototype
April June August April June
Oct 11 Dec 11 Feb 12
11 11 11 12 12
Pre-Production
Not really
Internal
Server Alpha
Integration
26. Internal Alpha
• Issues:
– Negative feedbacks on graphics quality.
– Server stress tests have not passed Unable
to release to public alpha.
Major changes in art
– Art style: more deformed, detail texture.
– Production pipeline: 3d artists now have more
room for creativity.
27. Timeline
1st build Internal
with UI Alpha
Prototype
April June August April June
Oct 11 Dec 11 Feb 12
11 11 11 12 12
Pre-Production
The New
Server X11
Integration
28. X11 Reboot
• Art:
– New character models.
– Re-work on 70% of home decoration and outfit, 90% public
scenes.
• Tech:
– Switched from framework to feature driven development.
– Minimal download is top priority.
• Design:
– Core game loop suiatble for SNS/SLG and PvP users.
– Clear monetization points and strategy.
• Process:
– Multiple Scrum teams for features.
– Kanban for production team.
30. New Design
Aggressive
Casual users Both
users
• Do jobs • Do public • Chat, interact
• Earn money jobs • Make friend
• Buy home • PvE, collect • Invite friends
décor, outfit. skills. • Complete
• Compete by • Fusion collections
house values skill, outfit. • Gain levels
• Compete by
PvP
32. Timeline
1st build Internal
Alpha Closed Beta
with UI
Prototype
April June August April June
Oct 11 Dec 11 Feb 12
11 11 11 12 12
Pre-Production
The New
Server X11
Integration
33. Crunch mode for CB
• 1 sprint per 2 weeks.
• Parallel features development by 4 scrum
teams.
• Code refactor by framework team.
• Daily scrum meeting, weekly overnight
camp.
• Finally, CB launched on June 20
37. Lesson learned
• Purely graphics prototype may cost you a
lot of re-work later.
• Agile process requires an Agile-supported
framework from the beginning.
• Dedicated asset management, game
balance driven really helps.
• Agile spirit (not process) worked well with
mixed engineering level team.