Yes, You Too Can Fail At Multiplayer Games

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Yes, You Too Can Fail at Multiplaye r! Games 20 Easy Lessons By David Fox, VP Technology, iWin ([email protected])

description

These days literally hundreds of companies are promising to deliver the next big Massively Multiplayer Online tour de force. But it may serve us well to remember that even the simplest of multiplayer games usually ends in more whimper than bang. In fact, the commercial success rate for multiplayer games and game communities is downright dismal. As a person deeply involved with several epic failures (as well as a hit or two), I will present design, technical, and business techniques you can emulate to ensure that your multiplayer game becomes a party nobody shows up for.

Transcript of Yes, You Too Can Fail At Multiplayer Games

Page 1: Yes, You Too Can Fail At Multiplayer Games

Yes, You Too

Can Fail at

Multiplayer!Games

20 Easy LessonsBy David Fox, VP Technology, iWin([email protected])

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Multiplayer Games Are Like Restaurants

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Not Launching

• Can’t Find Fun

• Running out of Budget

• Inability to Build Team

• Creative Tension

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Flopping

• Location• Pricing• Quality• Accessibility• Appeal• Timing• More Effort than Worth

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Most MP Games Don’t Launch

• Anecdotally, For Every MP Game you Play… 9 Never Go Live.

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Most That Launch, Fail

• Mplayer• Won.net• Big Network• Imagination

Network• iGames• Heat.net• Etc.

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What is Failure?

• Face it, everything fails

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Success Is

• Reaching a Critical Mass

• Return on Investment

• Over Reasonable Life Span

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MMOG Hype

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Company Funded

Chapatiz $530,000

Handipoints $800,000

Dizzywood $1,000,000

PlayFish $1,000,000

Rebel Monkey $1,000,000

GoFish $1,500,000

Akoha $1,900,000

Seasky $3,000,000

Fluid Entertainment $3,200,000

FlowPlay $3,700,000

C3L3B Digital $4,000,000

Sparkplay Media $4,250,000

IGG, Inc. $4,500,000

ROCKETON $5,800,000

iOpener $6,000,000

Gizmoz $6,500,000

EveryScape $7,000,000

Vivox $7,800,000

Grockit $8,000,000

Gaia Online $12,000,000

Hidden City Games $15,000,000

Turbine $40,000,000

Realtime Worlds $50,000,000

9You $100,000,000

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MMOG Fate

Source: Mmogchart.com

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My Own Career

• Lots of Failure

• More Failure

• Some Successes (Whew!)

• Some Failures Actually Avoidable

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Family Feud Online Party

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Jewel Quest III Tournament

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Cram In More Features. Good. Now More! 01

Lesson

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Ah, PlayLink

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Pogo

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ClassicGames.com (Yahoo)

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Features MatrixPlayLink ClassicGames Pogo PlaySite

Observing

Saving / Resuming

Automatic Tournaments

Enhanced Profiles

Expressive Chat

Custom

Avatars

Invite to Table

Play As Guest

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Pogo’s Fate

• 17 million Registered Members

• Acquired by Electronic Arts in 2001 for approximately $40 million

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ClassicGames’ Fate

• Acquired by Yahoo

• Became Yahoo Games

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PlaySite’s Fate

• Acquired by Go2Net

• Acquired by InfoSpace

• Acquired by iWin

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PlayLink’s Fate

• Acquired by a Shady Gold Mining Concern

• Left to Rust

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Any Audience Worth Its Salt Will Build Organically 02

Lesson

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First One at the Party…Nobody Wants to Be the

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Last One at the Party…Nobody Wants to Be the

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Tips To Reel Them In

• Bootstrap your community with Ringers

• Avoid the “empty lobby” deathtrap

• Don’t be ashamed to buy your traffic– Be sure you’re ready

• Virality

• Oh, and make a game worth playing

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Tips To Keep Them

• Focus on happiness

• Watch your churn

• Oh, and make a game that scales

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Get Massively! 03Lesson

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Uneven Distribution

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Shut Out

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Mass is Critical

Watch Out For:

• Lost in The Crowd

• Alone on Empty Planet

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Glitz Is All They Really Care About 04

Lesson

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“Classic” Games

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NEW IMPROVED Games!

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The Result?

• Old Checkers: 200-300 PSUs

• New Checkers “Beta”: 5 PSUs

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Why Don’t They Like Me?!

• You hired a UI Expert…

• Paid a fortune to a top Usability house…

• Read every book on Internet marketing…

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Now, Now. Polite People Take Turns 05

Lesson

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Wordscape Conversion

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Wordscape Online Party

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Turn-Based Blues

• Wait for others to start

• Wait for others to move

• Dropouts ruin the experience

• One winner, many losers

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Pogo’s Top Games

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Panacea?

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Take Yer Winning Single-Player Mechanic Then “Drop In” More People! 06

Lesson

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Take a Moment…

“Multi-player games are like ocean liners, but games developers are used to creating speedboats. Consequently, they tend to make their games multi-player by adding more seats. Not only does the resulting vessel fail to capture the magic of a cruise, it also loses a lot what's fun about speedboats.”

- Richard Bartle

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Leaderboards Are Not Multiplayer

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Is Bingo Really Multiplayer?

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Panacea?!?

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Can’t Go Wrong With a Big Brand! 07

Lesson

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Trivial Pursuit Online Party

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Innovate in Design at All Costs! 08

Lesson

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Who Here Has Innovated?

• Raise Those Hands High!

• No, I Mean Really Innovated

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List of Innovations• Citizen 01

• Balls

• Poker Blackjack

• Wordscape Java

• Jewel Quest Java

• Wordscape Online Party

• Jewel Quest Tournament Mode

• Mah Jong Quest Tournament

• Boggle Tournament

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Jewel Quest Java

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Emulate First

• Then Improve

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What’re Ya a Wuss?!Build It Yourself! 09

Lesson

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So Many Servers / Systems

• Web• Game• E-Commerce• Subscription Processing and

Renewals• Customer Service• Community (Chat, Forums)• Profiles• Avatars• Admin Tools• Reporting• Logging

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Er, Right. I Meant…Buy All Your Tech! 10

Lesson

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Out of the Box

• Nice:– Start focusing on the

game– Release something

superfast

• Not So Nice:– No control over bugs– Scaling limited– Integration– Pain to add features

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Build on the Best

• For Goodness Sakes, use Standards!

• Use Best of Breed

• Just ‘cause Club Penguin used it doesn’t mean it’s right for you.

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My Kung Fu Has No Weakness! 11

Lesson

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PlayLink’s Downtime Problem

• One crash a day isn’t that bad, is it?

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We’ll Worry About Scaling Later

• That’s a “success problem”, right?

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Disasters Happen

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Reality-Based Game Design

• Network latency isn’t an urban legend

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Tips

• Load test with bots acting like real players

• Real beta test

• More hardware than you think you need

• Population monitors and alerts

• Quick response times

• Reliable Auto-updater

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I’m Money with My AAA+++ Team 12

Lesson

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Risk Online Party

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Planned Network Design

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Actual Network Design

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Fire and Forget, Launch and Laugh,Gold Master and Go! 13

Lesson

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Family Feud Flatness

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Get Episodic!

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Business Models Change

• Subscription plan– Terms– Payment Processors

• Trial length

• Distributed it on other sites

• Advertisements

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Audiences Have Minds

• Reskinned• Added new awards• Round status in lobby• Removed bad

questions• Fixed tons of “why-

the-f-not?” answers

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Data Data Data

• Design metrics up front

• More is better

• Uh… but what to do with data once you get it?

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Gotsta Get Creative with Your Business Plan 14

Lesson

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iWin’s Skill-Based Games

• Difficult to gain audience trust

• Heavy cheating

• Scales slowly

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The Truth about Micro-Trans

• Design game around MT from ground-up

• Not a panacea

• Requires huge scale

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The Truth about Advertising

• Requires education

• Requires finesse

• Requires mondo impressions

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Go With What You Know

• Yahoo Advertises– Now in download games too!

• Club Membership Subs at Pogo

• Discounted Club Subs at Real/BigFish

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Designers Design,Marketers Sell 15

Lesson

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Game Is Marketing

• And Marketing is Game

• Audience is Lifeblood of MP Games

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Business Models Matter

• Pass the basket around after the fiery sermon

• Pay inextricably linked with play

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Free To Play is The Only Way 16

Lesson

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People Want to Be Free

• But they will eventually pay, right?

• How?

• Remember, ads ain’t easy.

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The Balance of Free

• Fun Enough To…– Build up core audience– “Earn the right” to charge

• But Painful Enough…– Feeling that something’s

missing– Need more and more

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I’m on , I Can’t Lose! 17

Lesson

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Facebook

• Doesn’t equal viral• Harder than ever for

apps to get noticed• Can’t spam

anymore• Too asynchronous

is just a single-player experience

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Oh, And…

• No viable business model yet

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Free Community Volunteers Can Do All the Dirty Work 18

Lesson

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Watch Out

• Your biggest fan…

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Volunteers Aren’t Employees

• Bad Bad Bad…

• Potential for Lawsuits

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Tips

• Arm Community leaders– With admin tools

• Be active in your own forums and lists

• Read your customer service e-mails

• Pick the right leaders

• Keep your community leaders very happy

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Cheaters Never Win in the End 19

Lesson

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Cheating Takes Many Forms

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Tips

• Server-Based Logic • Simple Cheat Prevention

– Staff must analyze

• Admin Tools– Staff (can be volunteer) to police

• Reasonable Response• Plan on it!

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Give Up! 20Lesson

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Money Money Money

• Hits are HITS

• Long, long income stream

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Social Potential

• Change Society • Connect People In New Ways

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Do It!

• Deep pockets

• Realistic expectations

• Intestinal fortitude

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Hungry for More?

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This Isn’t New Stuff…

• 1997: Dani Bunten Berry, Imaginary Playmates in Real-time or Why Online Games Suck http://www.anticlockwise.com/dani/personal/biz/online2.htm

• 1970s: Richard Bartle, Assorted Writings http://www.mud.co.uk/richard/

http://www.youhaventlived.com/qblog/

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Also…

Check out Kenny Rosenblatt’s Talk:

All Games Want To Be Great - Great Games Want To Be Multiplayer!

Tomorrow, 3pm

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Let’s Discuss!1. Cram In More Features. Good. Now More!

11. My Kung Fu Has No Weakness!

2. Any Audience Worth Its Salt Will Build Organically

12. I’m Money with My AAA+++ Team

3. Get Massively 13. Fire and Forget, Launch and Laugh,Gold Master and Go!

4. Glitz Is All They Really Care About 14. Gotsta Get Creative with Your Business Plan

5. Now, Now. Polite People Take Turns 15. Designers Design, Marketers Sell

6. Take Yer Winning Single-Player Mechanic Then “Drop In” More People!

16. Free to Play Is the Only Way

7. Can’t Go Wrong With a Big Brand! 17. I’m on Facebook, I Can’t Lose!

8. Innovate in Design at All Costs! 18. Free Community Volunteers Can Do All the Dirty Work

9. What’re Ya, a Wuss? Build It Yourself! 19. Cheaters Never Win in the End

10. Er, Right. I Meant… Buy All Your Tech! 20. Give Up!