source: http://iml.jou.ufl.edu/projects/spring05/hill/mmorpg.html

46
The MMORPG : http://iml.jou.ufl.edu/projects/Spring05/Hill/mmorpg.html

Upload: albrackin

Post on 16-Nov-2014

104 views

Category:

Documents


1 download

DESCRIPTION

MMORPG, VIDEO GAMES, ROLE PLAYING GAME, MMOG, MMO

TRANSCRIPT

Page 1: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

The MMORPG

Source: http://iml.jou.ufl.edu/projects/Spring05/Hill/mmorpg.html

Page 2: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

What is it?

• MASSIVE• MULTIPLAYER• ONLINE• ROLE• PLAYING• GAME

Page 3: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

MMOG

Typically these involve the players having a client that allows them to log into the world, which continues to exist and change even when no one is on. Usually MMORPG’s charge a subscription service but occasionally they do not, typically the better games do though.

Page 4: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

The Big Idea:An interesting aspect of MMORPG’s is that they are constantly in flux. To keep the players happy the companies are typically continually working to improve and enhance the game. Players often log in to find that new zones and quests have been added. If the game does well enough players can usually expect expansion sets to come in the future. These expansions are giant additions to the game that players are required to buy.

Page 5: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

In the beginning…

The first MMORPG is believed to have shown up in 1996, Meridian 59. It was originally released in 1996 by the 3DO company and was one of the first commercial online games available for sale in retail stores in the US. The game was purchased by Near Death Studios, Inc. in 2001 and relaunched commercially.

Page 6: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

1997

It wasn’t until 1997, with Ultima Online, that the genre started to become popular.

Page 8: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

“Evercrack”

In 1999 Everquest was released by Sony Online Entertainment and was the most popular and commercially successful MMORPG until 2004. The game was so popular and captivating that it received the nick name Evercrack. It marked the beginning of the modern MMORPG push.

Page 9: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

It is impossible to talk about MMORPG’s without discussing World of Warcraft (WoW), not just because it’s so many people’s game of choice -- but because it made history.

Page 10: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Wow!

Everquest dominated the MMORPG world for five years. In late 2004 WoW hit the shelves. In Wow’s first 24 hours it sold over 240,000 copies, more than any game in history. As of March, the game has sold over 1,500,000 copies worldwide and has at any given time an average of 500,000 users are online.

Page 11: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Woah!

WoW’s popularity has also been in some ways its bane. According to a Penny Arcade interview with Blizzard, the company saw that other popular MMORPG’s typically sold about 300,000 copies in it’s first year. Blizzard planned sell 600,000 copies during its first year.

Page 12: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

They hit that number in six weeks.

Page 13: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

This amount of players caused incredible problems because the system couldn’t

handle it, Blizzard has since fixed many of the issues but occasionally finds this over-

population to cause trouble.

Page 14: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

…and then

Two expansions and billions later:

Page 15: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

But wait…Recently, it seems that every game company has been trying to get it’s own MMORPG on the market. Already gaming companies like blizzard, maker of World of Warcraft, Lucas Arts, Star Wars, and Sqaure Enix, maker of Final Fantasy XI have released their own world’s MMORPG based on the game series they put out.

A number of MMORPG’s are based on existing worlds from movies, books and games. Future MMORPGs have included games from The Matrix, Star Trek, Dungeons and Dragons and Star Wars.

Page 16: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

HW

• Play around with a free MMO: • http://us.runesofmagic.com/us/index.html• http://www.onrpg.com/MMO/Free-MMORPG

Page 17: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

A Long-term Study of a Popular MMORPG

Wu-chang Feng Debanjan Saha David Brandt

Source: W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007.

Page 18: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Imagine yourself

• In charge of running a successful MMORPG• Your goal

– Make money– 100k+ people paying you $20 a month to play

Page 19: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Questions

• How many players will there be next week?– Provision servers to support them

• What can I do to increase this number?– Impact of game updates and promotions

• What can I do to make sure players don’t quit?– Detecting disinterested players

Page 20: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Difficult questions to answer• Requires player data from a successful MMORPGs over a long time

period (fat chance!)• Never hurts to ask…

– Remember NetGames 2004?– David Brandt, CCP Games

Page 21: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

EVE Online

• Single world sci-fi MMORPG

Page 22: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

EVE Online statistics

• Launched in UK and USA on May 6, 2003– Europe on May 23, 2003– China on June 12, 2006

• As of August 3, 2007– 190,000 active subscriptions– 35,000+ peak concurrent on-line players

• How does it stack up against other MMOs?

Page 23: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Not too shabby

• Source: http://mmogchart.com (6/2006)

Page 24: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

EVE Online trace

• Anonymized authentication log of EVE Online throughout its existence– All session-related events for each playerDuration May 6, 2003 – March 12,

2006Total sessions 67,060,901Total unique players 925,928

Total player time 17,204 years

Page 25: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Questions

• How many players will there be next week?– Provision servers to support them

• What can I do to increase this number?– Impact of game updates and promotions

• What can I do to make sure players don’t quit?– Detecting disinterested players

Page 26: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Previous study• Gamespy– 550 games (mostly FPS)– Nov 2002-Jan 2005– 337.8k player years

C. Chambers, W. Feng, D. Saha, S. Sahu, “Traffic Characterization of a Collection of On-line Games”, IMC 2005 (Best student paper)

Page 27: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Game workloads• Periodic– Strong daily peaks with weaker weekend peaks

Gamespy EVE Online

Page 28: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Gamespy EVE Online

Game workloads

• Predictable over short-term– Workload fluctuations small from week-to-week

Page 29: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Questions

• How many players will there be next week?– Provision servers to support them

• What can I do to increase this number?– Impact of game updates and promotions

• What can I do to make sure players don’t quit?– Detecting disinterested players

Page 30: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

EVE Online growth

• Active player population throughout trace

EVE Online

Page 31: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Mechanisms for increasing population

• New game content and updates• Promotions and marketing• Price reduction

Page 32: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Impact of game updates• Gain in players after each game update in trace

– Large gains after initial release– Modest gains after subsequent game updates

• Castor spikes– Competing sci-fi MMORPG shuttered– Marketing blitz during game conference (free accounts)

Page 33: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Questions

• How many players will there be next week?– Provision servers to support them

• What can I do to increase this number?– Impact of game updates and promotions

• What can I do to make sure players don’t quit?– Detecting disinterested players

Page 34: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Player churn• A fact of MMORPG life

– MMORPGs notorious for low acquisition rates– EVE Online player acquisition rate drops over time

• Potential reasons– New players at a disadvantage– Hard-core player population “tapped” out

Page 35: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Acquiring new players is hard

Let’s keep the ones we have instead!

Page 36: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Can we measure disinterest?

• Examining play history to detect waning interest– Minutes played per week– Session length statistics– Inter-session time statistics

Page 37: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Metric #1: Minutes played per week

• Minutes played per week throughout play history– Players play less over time

Page 38: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Metric #2: Session times

• Session time distribution– Session length of “final” session shorter than

normal

Page 39: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Metric #3: Intersession times

• Intersession time distribution– “Final” intersession time significantly longer than

normal

Page 40: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Catching a disinterested player• Aggregate not individual statistics

– Addicts thrown in with casual gamers– Normalize per-player

• What percentile does final session and final inter-session times fall into versus player’s prior times?– “Final” intersession time a very good predictor!

Page 41: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Conclusion

• A close look at a popular MMORPG over a long period of time

• Key observations– Workload stability– Player acquisition and churn– Measuring disinterest

Page 42: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Questions?

Page 43: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Extra slides

Page 44: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Gamespy

Game workloads

• Unpredictable over long-term

Page 45: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Impact of game updates

• Player minutes per week as a function of last game update

Page 46: Source: Http://Iml.jou.Ufl.edu/Projects/Spring05/Hill/Mmorpg.html

Player sessions

• Many play for a short time