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Adam Martin of NCsoft gave an in depth look at the development of MMOs at NCSoft.
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Skills Week / Adam Martin / How Is Designing An MMO Different?
1.
How is designing
an MMO different? Adam Martin NCsoft Europe
2.
What’s an MMO?
3.
Massively
4.
Multiplayer
5.
Online
6.
Massively Multiplayer Online
(game)
7.
mouthful
8.
“ MMO”
9.
acronyms suck
10.
WHY?
11.
12.
(“online”)
13.
play alone
14.
(“multiplayer”)
15.
16.
17.
(“massively”)
18.
What does a
typical MMO look like?
19.
...like this?
20.
( )
21.
what else?
22.
top-10 MMOs?
23.
24.
25.
26.
27.
28.
only 5
29.
others?
30.
31.
32.
What’s an MMO?
33.
MMO != MMORPG
34.
MMO != 3D
landscape
35.
MMO == Virtual
World + Game
36.
37.
#1: social interaction
38.
audience
39.
what you do
matters
40.
BONUS:
41.
do things ...
to other people
42.
# 2: stage
43.
existence (avatar)
44.
geography (local +
not-local)
45.
good for community
46.
sub-communities
47.
48.
MMO #1
49.
RPG
50.
RPG + chat
51.
=
52.
53.
MMO #2
54.
traditional game
55.
traditional game
+ community
56.
(400k simultaneous players)
=
57.
?
58.
another kind of
MMO
59.
60.
MMO #3
61.
social network
62.
social network
+ game
63.
64.
65.
66.
67.
68.
69.
70.
71.
72.
“ Calan’s levelling
up ... don’t fall behind”
73.
74.
poking
75.
"Enough with the
Poking, Lets Just Have Sex" A Facebook group which, as of September 2007 , has more than 250,000 members.
76.
another kind of
MMO
77.
78.
MMO #4
79.
novel game
80.
novel game
+ novel community
81.
82.
83.
84.
$200,000 prize
85.
$200,000 prize (yes,
really)
86.
Timeline... June 2005
February 2007
87.
Timeline... June 2005
February 2007
88.
89.
...black helicopters...
90.
...emergency extractions...
91.
who’s that?
92.
who’s that?
93.
3P == The
Third Power “ an ancient society of very secret intentions”
94.
What the ****
was that all about?
95.
(a new identity)
(“O1”)
96.
97.
“ an interactive
narrative that uses the real world as a platform” (an Alternate Reality Game)
98.
another kind of
MMO
99.
100.
101.
Design techniques?
102.
massively multiplayer online
game
103.
massively multiplayer online
GAME
104.
MMO design ==
normal design ?
105.
MMO design ==
normal design ?
106.
107.
(come back to
later)
108.
109.
subscription
110.
micro-payments
111.
advertising
112.
TIME == MONEY
113.
TIME ==
MONEY
114.
TIME ==
MONEY
115.
play the game,
116.
keep playing,
117.
never stop
118.
stop playing ==
MONEY
119.
problem?
120.
20-40 hours total
(traditional retail game)
121.
20-40 hours per
month (typical MMO game)
122.
“ Over 200
hours of gameplay”
123.
= less
than a year (typical MMO game)
124.
not so bad?
125.
power-levelling
126.
twinking
127.
128.
129.
approx 1 month
130.
Launched: 1997
131.
Launched: 1997 ...
10 YEARS (and counting)
132.
ARRGH!
133.
134.
keep coming back
135.
136.
If you keep
coming back...
137.
138.
139.
MMO Designers...
140.
Content designer (including:
writers)
141.
Environment designer (a.k.a.
World Builder)
142.
Systems designer
143.
Balance designer
144.
Quest designer
145.
146.
How do we
design for this?
147.
History Lesson
148.
1978
149.
1978
150.
a small software
company
151.
a small software
company
152.
153.
Richard Bartle
154.
Dr. Bartle
155.
156.
“ one of
the pioneers of the massively multiplayer online game industry”
157.
“ one of
the pioneers of the massively multiplayer online game industry” (Wikipedia, so it must be true)
158.
...time passed...
159.
160.
"What do people
want out of a MUD?"
161.
162.
163.
Killers
164.
Achievers
165.
Socializers
166.
Explorers
167.
ACTING INTERACTING PLAYERS
WORLD
168.
stereotypes, not people
169.
http://www.mud.co.uk/richard/hcds.htm
170.
(will repeat address
at end)
171.
How do we
design for this?
172.
173.
174.
175.
176.
177.
Extras...
178.
Extras...