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

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Presentation transcript:

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

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

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

Quest 2 – Stretch Goal

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 … Designing The Eco-system

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

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

Paul does not really exist ….

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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? Designing The Eco-system

Always remember… Simon Sinek

Always remember…

… what I want to do is … I want to find the next piece of lore… 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…

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 … … this is HOW the player can achieve through your systems … … I help my guild achieve things …

Always remember… …why am I doing this? I want to make my character better in order to… ….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… … these are motivations … the WHY the players do … … to make my guild the best for my friends …

Why?

Always remember… Abraham Maslow

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

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

Conditioning Ivan Pavlov

Conditioning B F Skinner

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

PvE Gameplay Trading & Markets Building Item Creation Gameplay PvP & Territory Control Exploration Politics Guild Systems

Relationships between systems is vital Designing The Eco-system

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

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

The colour of money

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

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 … Designing The Eco-system

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

Now on to the next one … First Quest complete!

Making MMOs is hard! Why is this important?

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

Diversifying the MMO Experience Why is this important?

Diversifying the MMO Experience Why is this important?

Any questions … ? Q&A