W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007. A Long-term Study of a Popular MMORPG Wu-chang Feng Debanjan Saha David.

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W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept , A Long-term Study of a Popular MMORPG Wu-chang Feng Debanjan Saha David Brandt

W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept , Imagine yourself  In charge of running a successful MMORPG  Your goal  Make money  100k+ people paying you $20 a month to play

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

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

W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept , EVE Online  Single world sci-fi MMORPG

W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept , 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?

W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept , Not too shabby  Source: (6/2006)

W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept , EVE Online trace  Anonymized authentication log of EVE Online throughout its existence  All session-related events for each player DurationMay 6, 2003 – March 12, 2006 Total sessions67,060,901 Total unique players925,928 Total player time17,204 years

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

W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept , 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)

W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept , Game workloads  Periodic  Strong daily peaks with weaker weekend peaks GamespyEVE Online

W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept , GamespyEVE Online Game workloads  Predictable over short-term  Workload fluctuations small from week-to-week

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

W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept , EVE Online growth  Active player population throughout trace EVE Online

W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept , Mechanisms for increasing population  New game content and updates  Promotions and marketing  Price reduction

W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept , 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)

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

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

W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept , Acquiring new players is hard Let’s keep the ones we have instead!

W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept , Can we measure disinterest?  Examining play history to detect waning interest  Minutes played per week  Session length statistics  Inter-session time statistics

W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept , Metric #1: Minutes played per week  Minutes played per week throughout play history  Players play less over time

W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept , Metric #2: Session times  Session time distribution  Session length of “final” session shorter than normal

W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept , Metric #3: Intersession times  Intersession time distribution  “Final” intersession time significantly longer than normal

W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept , 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!

W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept , Conclusion  A close look at a popular MMORPG over a long period of time  Key observations  Workload stability  Player acquisition and churn  Measuring disinterest

W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept , Questions?

W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept , Extra slides

W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept , Gamespy Game workloads  Unpredictable over long-term

W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept , Impact of game updates  Player minutes per week as a function of last game update

W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept , Player sessions  Many play for a short time