building mmog for sns audiences

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Building an MMOG for SNS audiences Quang Dang – GSS July 2012

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Page 1: Building MMOG for SNS audiences

Building an MMOG for SNS audiencesQuang Dang – GSSJuly 2012

Page 2: Building MMOG for SNS audiences

Who am I?

I’m from GSS, the studio behind TTK and Pig Farm

Page 3: Building MMOG for SNS audiences

What is this all about?

• Why and how we create an entirely new game.

• How we went through the development progress.

• Lessons learned.

Page 4: Building MMOG for SNS audiences

Introduction

Page 5: Building MMOG for SNS audiences

Introduction

• What is “MMO”?– Massively Multiplayer Online

• But not only MMORPG…– MMOFPS, MMOACG, MMORTS…

• “MMO” = real-time interaction between players.

• What about “SNS” games?

Page 6: Building MMOG for SNS audiences

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.

Page 7: Building MMOG for SNS audiences

Introduction

• Why we need an “MMOSNS” game?– High ARPU + huge user base = success!– Rapid development.– We cannot catch up other developers

without original games.

Page 8: Building MMOG for SNS audiences

Game Concept

Page 9: Building MMOG for SNS audiences

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?

Page 10: Building MMOG for SNS audiences

The Ideal Game

Rapid Development

Web based

SNS Users

Gameplay

SNS Casual

Monetization

$MMO$

Page 11: Building MMOG for SNS audiences

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.

Page 12: Building MMOG for SNS audiences

Market Research

• Online Survey:– 3 phases: total ~70k samples.– Multiple direction questions, different sets for

MMO and SNS users

3%

12%

24%

37%

18%

4%

Độ tuổi

Dưới 13 tuổi13 tuổi – 15 tuổi16 tuổi – 18 tuổi19 tuổi – 22 tuổi

Page 13: Building MMOG for SNS audiences

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).

Page 14: Building MMOG for SNS audiences

Cash Cow

Do jobCollect moneyMini games

Home

Player

Pet

Space

CoffeeVehicle ShopCinema

Shop

Earn money• Do job on interior

• Collect money

Shop• Clothing• Pet• Vehicle• Interior

Decorate• Apparel• Home

Social• Chat• Interact• Show down

Entertain• Mini-game• Music• Video

Original game loop design

Page 15: Building MMOG for SNS audiences

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.

Page 16: Building MMOG for SNS audiences

Development

Page 17: Building MMOG for SNS audiences

Timeline

April 11

June 11

August 11

Oct 11

Dec 11

Feb 12

April 12

June 12

Prototype

Page 18: Building MMOG for SNS audiences

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.

Page 19: Building MMOG for SNS audiences

Timeline

April 11

June 11

August 11

Oct 11

Dec 11

Feb 12

April 12

June 12

Prototype

Pre-Production

Page 20: Building MMOG for SNS audiences

Pre-Production

• Prototype looks good, but what about the real one?

• This is what we got after 2 months.

Page 21: Building MMOG for SNS audiences

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.

Page 22: Building MMOG for SNS audiences

Timeline

April 11

June 11

August 11

Oct 11

Dec 11

Feb 12

April 12

June 12

Prototype

Pre-Production

1st build with UI

The Sims Social went beta!

Page 23: Building MMOG for SNS audiences

Timeline

April 11

June 11

August 11

Oct 11

Dec 11

Feb 12

April 12

June 12

Prototype

Pre-Production

1st build with UI

Server Integration

Announce at PigFarm Japan

press conference

Page 24: Building MMOG for SNS audiences

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.

Page 25: Building MMOG for SNS audiences

Timeline

April 11

June 11

August 11

Oct 11

Dec 11

Feb 12

April 12

June 12

Prototype

Pre-Production

1st build with UI

Server Integration

Public Alpha!

Not really

Internal Alpha

Page 26: Building MMOG for SNS audiences

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.

Page 27: Building MMOG for SNS audiences

Timeline

April 11

June 11

August 11

Oct 11

Dec 11

Feb 12

April 12

June 12

Prototype

Pre-Production

1st build with UI

Server Integration

Internal Alpha

The New X11

Page 28: Building MMOG for SNS audiences

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.

Page 29: Building MMOG for SNS audiences

New Art Style

Page 30: Building MMOG for SNS audiences

New Design

Casual users

•Do jobs•Earn money•Buy home décor, outfit.•Compete by house values

Aggressive users

•Do public jobs•PvE, collect skills.•Fusion skill, outfit.•Compete by PvP

Both•Chat, interact•Make friend•Invite friends•Complete collections•Gain levels

Page 31: Building MMOG for SNS audiences

The new name

X11

Page 32: Building MMOG for SNS audiences

Timeline

April 11

June 11

August 11

Oct 11

Dec 11

Feb 12

April 12

June 12

Prototype

Pre-Production

1st build with UI

Server Integration

Internal Alpha

The New X11

Closed Beta

Page 33: Building MMOG for SNS audiences

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

Page 34: Building MMOG for SNS audiences

The challenge of plugin installation

Page 35: Building MMOG for SNS audiences

Open Beta – July 14

Page 36: Building MMOG for SNS audiences

Lesson learned

Page 37: Building MMOG for SNS audiences

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.

Page 38: Building MMOG for SNS audiences

A passion for creation

Page 39: Building MMOG for SNS audiences