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Surviving the Jungle of MMO Eco-Systems Craig Morrison Creative Director - Funcom

Surviving the Jungle of MMO Eco-Systems Craig Morrison Creative Director - Funcom. Craig @Silirrion. Let’s get started …. What would an MMO session be without a quest or two?. Quest 1 – Investigation Mission. Why do players enjoy MMO games, and what do they enjoy doing?.

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Surviving the Jungle of MMO Eco-Systems Craig Morrison Creative Director - Funcom

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  1. Surviving the Jungle of MMO Eco-SystemsCraig MorrisonCreative Director - Funcom

  2. Craig @Silirrion

  3. Let’s get started … What would an MMO session be without a quest or two?

  4. Quest 1 – Investigation Mission Why do players enjoy MMO games, and what do they enjoy doing?

  5. Quest 2 – Stretch Goal

  6. Quest 2 – Stretch Goal

  7. Designing The Eco-system Know who your game will you cater to Define the relationships between player preferences and game-play Design those relationships All activities, and the systems that power them, should interconnect. First we have to understand what players do …

  8. The MMO Jungle – Motivations Meet Paul – Paul is our perfect player….

  9. The MMO Jungle – Motivations I want to fight other players I want to fight aliens and monsters I like building things I like massive PVP I like managing a guild I like exploring

  10. The MMO Jungle – Motivations Paul does not really exist ….

  11. We need to provide: • Early Objectives • Starting direction • Early solo goals • Expose the complexity slowly …but everything is very expensive …I want to progress … I want to start out well in this game… …how do I do that? This is Average Joe….he just got here…

  12. We need to provide: • Accessible PVP • Means of earning currency • Clear item and systems path • Good market tools …but I won’t make stuff myself…BORING! …so I need to buy my gear… I want to play PVP mini-games …which means I need to find a way to make $$$ PVP Paula just wants to beat on folk…

  13. We need to provide: • Guild Tools • Working territory control • Recruitment tools • Make the conflict fun … but I won’t organise it myself … … but I will gladly take part … I love the idea of massive conflict … … so I need to find a guild with goals there Meet Greg the Grunt….frontline fighter…

  14. We need to provide: • PVP Ranking systems • Rules and systems • E-sports style systems • Team and matchmaking systems I don’t have time for politics! … I want to be ranked and compared … I want to prove I am the best … there needs to be set rules for competition Competitive Carly wants to win!

  15. We need to provide: • Guild Tools • Working territory control • Recruitment tools • Activities to do as a group …but I don’t have the patience to harvest… …but I am willing to contribute to a guild… I need to gear up to be good at PVP… …so then we can make stuff together PVP Preston is willing to contribute…

  16. We need to provide: • Accessible PVE game-play • Means of earning currency • Clear item and systems path • Good market tools …but I need somewhere to sell my results …and I need to buy new gear… I want to hunt things on my own …which means I need to find a way to make $$$ Monster hunter Mary …

  17. We need to provide: • Accessible PVE game-play • Good rewards • Fast access to action • Transport options …but the world is dangerous… …I prefer isolated, quick to access activity… I like fighting… Immediacy Ian just wants fun…

  18. We need to provide: • Good market facilities • Resource gathering • Good trade-skill system • Accessible trade systems …but where do I get the parts?… …I am NOT gathering… I love building things… …so I also need direction… ..and someone to buy my stuff Builder Brian just wants to make and build …

  19. We need to provide: • Great world design • Rewards for exploring • Skill inter-dependence • Some solo content in the wild …but the world is dangerous …so I need to find some friends… I love to explore… …or have activities which I can still manage alone Explorer Eric …

  20. We need to provide: • Guild Management tools • Territory control • Access controls • Ability to control members …and impose rules on people… …our guild needs discipline… I want to run a guild… …but I am not a great PVP player… ..so I will need to have protection Tyrant Tanya wants to rule over all…

  21. We need to provide: • Social Features • Chat features • Social locations • Mentor systems …I like to chat with my friends… … I don’t really care about the gameplay … I want social clothing … …but I don’t want to get left behind … Social Simon just wants to hang out …

  22. We need to provide: • … a working eco-system! …and I love building things… …and I like having a good combat character… I like exploring… … but I need a sense of purpose … .. and it needs to be fun! Jack is a man of all trades … if its fun

  23. I want to run a guild… I hate tradeskills I want to be an evil PVP killer… I want to build an empire… I just want to be a part of the world I hate PVP Lots of voices to consider…

  24. I love the item creation… The skill system keeps me playing I hate carebears I love the guild politics The lore system really helps improve trade-skills I hate resource gathering!

  25. Designing The Eco-system

  26. Designing The Eco-system Now we have an idea what players do … The next stage is to understand why they do what they do What motivates players?

  27. Always remember… Simon Sinek

  28. Always remember…

  29. Always remember… I want to find the next piece of lore… … what I want to do is … I want to earn the next skill on my character… I want to find the next recipe… I want to get / make that next gun… I want to earn more currency… I want to upgrade my armor … I want to gain my next AP point… ‘I want’ … these are goals…the WHAT players do…

  30. Always remember… …How do I do this? …. I play some PVE quests or missions … … I play PVP mini-games … … I play open world PVP … … I play the markets … … I save my credits and buy what I need … … I make what I need … … I help my guild achieve things … … this is HOW the player can achieve through your systems …

  31. Always remember… I want to make my character better in order to… …why am I doing this? ….survive in the next playfield… …be able to win at that PVP mini-game… …be able to conquer that opposing guild… …be able to be the richest player I know… …be able to make the best flamethrower in the game… …be the first to uncover all the lore entries… … to make my guild the best for my friends … … these are motivations … the WHY the players do …

  32. Why?

  33. Always remember… Abraham Maslow

  34. Designing The Eco-system Every time a player logs in they need a ‘WHY’ … Otherwise the motivation to play can become hollow Variety can also aid longevity

  35. Designing The Eco-system What has gone before also presents challenges …

  36. Conditioning Ivan Pavlov

  37. Conditioning B F Skinner

  38. Designing The Eco-system Now we have an idea what players do … … and we understand a little more about their motivations … … how do we weave it all together?

  39. Designing The Eco-system Relationships between systems is vital

  40. 14% 1% 5% 60% PVP Preston Tyrant Tanya PVP Paula Average Joe 5% 2% 3% 5% Trader Tim Specialist Builder Brian Explorer Eric Builder Bob

  41. Designing The Eco-system Tying all the systems together Importance of interdependency The power of currency

  42. The colour of money

  43. The colour of money Currency is your glue Beware of Tokens All reward systems must be relevant to the eco-system

  44. Designing The Eco-system Now we have an idea what players do … … and we understand a little more about their motivations … … and our system designs all compliment each other …

  45. Designing The Eco-system Now we have an eco-system!

  46. First Quest complete! Now on to the next one …

  47. Why is this important? Making MMOs is hard!

  48. Why is this important? You will have to make cuts Think of the future Your eco-system is your road-map

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