Multiplayer Games and Mobile Communities GDCmobile: March 5, 2003 Dan Scherlis Dan@Scherlis.com © 2003 Dan Scherlis Agenda Why massively multiplayer? Publishers & carriers 3 myths about MMOGs Challenges to MMOGs Business. Technical. Creative Learning from PC MMOGs
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GDCmobile: March 5, 2003Dan Scherlis
© 2003 Dan Scherlis
Massively multiplayer online games (MMOGs)
On the Internet:
These “premium games” are MMOGs
Myth 1. “MMOGs require broadband”
Myth 2. “MMOGs are a niche medium”
Myth 3. “Server costs are prohibitive”
Unlike game publishers, Mobile Network Operators (MNOs) …
What problems must we address to deploy mobile MMOGs?
First, a review:The base elements of game creation (Wireless changes every element)
When one of these elements is changed, you must adapt the others to fit:
(Consumer-revenue model & B2B deals)
(Device, network, or infrastructure)
(Game design & concept)
(Was lack of rev-sharing sufficient?)
(Online from hourly-pay, to monthly)
(Bus-model alone can define a medium)
Bus-model drives design: Reward MO-SMS? Sub’n? Connect time? Downloads? Views?
Essential aspects of MMOGs:
Perhaps the greatest challenge to MMOGs
Beyond core gamers… to normal folk
Columns from Mobile Entertainment Analyst:
See http://www.MobEntA.com for sample issue.