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Gaming’s Future via Online Worlds. Jeffrey Steefel Executive Producer, Turbine Inc. The Lord of the Rings Online ™ THERE.COM VP, Programming & Member.

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Presentation on theme: "Gaming’s Future via Online Worlds. Jeffrey Steefel Executive Producer, Turbine Inc. The Lord of the Rings Online ™ THERE.COM VP, Programming & Member."— Presentation transcript:

1 Gaming’s Future via Online Worlds

2 Jeffrey Steefel Executive Producer, Turbine Inc. The Lord of the Rings Online ™ THERE.COM VP, Programming & Member Services SONY ONLINE ENTERTAINMENT VP, Programming & Production (LA Studio) 7 th LEVEL VP, Production

3 Why “Worlds” Need “Games”

4 Sense of Place: Focuses Creativity

5 Sense of Purpose: Motivation

6 Community: Expression/Identity

7 Where Worlds Collide

8 Online Games = Immersive, mostly directed experiences with limited opportunity for user to build and create. [Theme Park] Virtual Worlds = More open environments with heavy focus on builders, that lack unified thematic structure. [Sandbox] Social Networks = Easy use, lightweight online “destinations” for users to create/share virtual identities and communities. [Affinity-based Club] Connected Social Entertainment

9 Social Network Accessible Ease of Use Runs Anywhere Platform Agnostic Social Persistence Social Persistence Creative Expression Creative Expression Identity Diverse Roads to Community Virtual World Freedom Creative UGC Persistent Online Game Structure (gameplay) Structure (gameplay) Sense of Place Sense of Purpose Common to All

10 Any location Any platform Simple UI Easy use Place Persistence Purpose Expression Identity

11 Delicate Balance access – inspiration - experience activity F FREEDOMSTRUCTURE

12 Opening Persistent Experiences 1.Online interactive world experiences rely on robust and active communities 2.Critical mass of users drives the greatest success – “threshold of viability” 3.Current MMO games target narrowly defined market segments in terms of mainstream media adoption 4.Mainly centered @ one set of core activities Need to create environment to contain diverse needs, styles and interest levels

13 Moving Forward Build on MMO strengths ▫Immersive sense of place ▫Unifying world themes ▫Compelling advancement spirals Extend reach to broader audience ▫Multi-platform access ▫More mainstream client requirements ▫Immediate interactivity and feedback ▫Significantly improved user tools ▫More accessible pricing models

14 Important Considerations Native web features–web aware worlds Remove hardware/connectivity barriers Mobile lifestyle integration Seamless in/out world interactivity Value proposition is a spectrum

15 Looking Forward Turn game inside out ▫Expose in-game social networks ▫Share rich data and realtime tools ▫Integrate character/player personas online ▫Social Network tools in/out of world ▫Mobile access tools Expand in-game social interactivity ▫Music System ▫Housing ▫User Configurable Experiences

16 Display Only

17 Official Content w/User Editing

18 Social Network

19 Interactive Tools

20 In-World Social Experiences Music System Outfit System

21 Compelling virtual worlds that inspire creativity, exploration and community Flexible thematic content (environment, story) that creates focus for user’s creativity Opportunities to share goals and motivation with like-minded users Easy-to-use tools & inspiration for users to have relevant impact on their world and communities Opportunities for users to sustain social persistence across all connected media The Future

22 Questions? ? jsteefel@turbine.com


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