casual vs hc mmos
DESCRIPTION
Presentation discuss about casual MMOs - aspects differentiating from "HC" MMOs (mainly MMORPGs).TRANSCRIPT
Making Sense of Casual MMOs
[email protected] Feb. 09
About me
� Sonja Kangas
� Game Director of GuppyLife
� Researcher (Youth Research Network & Souplala)
� Finland / Denmark
� http://souplala.net
This presentation
� Focus on casual MMOs
� Discuss differences between Hard Core vs. Casual MMOs
� Foresee the rise of niché MMOs and hybridization of social virtual worlds and online multiplayer communities
Define: Casual
� Hard Core and Casual often used as common terms even though:
� Casual player (quests instead of raids, less time and money spent in games, no or short history in gaming)
� Casual gameplay (simple mechanics in easy to learn puzzle, word trivia and arcade games)
� Casual game (Any type of gameplay, any genre, simple rules, easy to play (genre), lower budget compared with HC games)
� Carrying different meanings and values
� E.g. casual gamer can play hard core games casually
� Casual is not equal to easy or simple
MMO - Persistent online worlds
� MMO – Massively Multiplayer Online
� POW – Persistent Online World
� SNS – Social Networking Service
� VW –Virtual World
� A synchronous, persistent network of people, represented by avatars, facilitated by computers [1].
� To play, socialize, network, hangout, create and shareideas, things, events or objects.
[1] Robbins-Bell 2008
Online gaming categories
MMORPGs Virtual worlds
Casual MMOs Playful SNS
World of Warcraft
Everquest Lineage
Cartrider
Habbo
CyworldGuppyLife
Second Life
Carzz
MuxlimEmerald Island
Stardoll
Alpha World
Partial source: Forrester Research (2007)
History put short
� MMO genre started from the evolution of text-basedvirtual worlds: MUDs and existing genres of digital games
� Virtual (graphical) worlds started from graphical chat rooms such as The Palace and Alpha World
� Multiplayer online games focused on role playing games at first which soon added RPG extension to MMO
� MMORPGs (and other MMOs) started within currentgame genres
� The starting points of casual MMOs were more social, introducing novel type of gameplay and new genres
Development trends
-1990 2000 2007-
MMORPG
Visual online chat
CasualMMO
Playfuledugames
online
NichéMMO
Virtual worlds
MUD
SNSs
Online gaming
Chat
Casual MMO
� Casual MMOs different development branch of multiplayer online games than MMORPGs
� MMOs, VWs and SNSs are merging into hybrid products
� Besides casual and social gaming, another trend is MMOsfor niché user groups (e.g. Muxlim.com, GuppyLife.com, Gem island (casino), Emerald Island, Carzz.com)
� MMOs supporting existing brands (e.g. line of Disney MMOs, BarbieGirls etc.)
� In this presentation Hard Core MMOs are all multiplayeronline games that do not fit into the definition of casualMMO
Typical misconception
� It is often claimed that players spend less time and moneyplaying Casual MMOs than Hard Core MMOs
� Casual MMOs catch idle gamers where as HC MMOsattract and immerse players on a different level
� WRONG!
� Both Casual and HC MMOs have potentially highstickiness and efficient business models
� There are number of other issues differentiating CasualMMOs from Hard Core MMOs
Casual MMO vs. Hard core MMO
Social activity: chatting and hangout Social activity: co-op playing, raids, chatting
Free-to-play up to certain point Monthly fees
Player retention shorter Player retention longer
Focus and key factor of immersion: players Focus and key factors of immersion: quests, tasks
Motivational factors: social, liking, enjoyment Motivational factors: competition, achievement, social
Goal: social interaction and activities Goal: gameplay and achievement
Interaction in game: discussion Interaction in game: functional
Main business model: Micropayment Main business model: Game box + subscription
Easy to start playing Suppose some game literacy
Invited by friends Joined in with friends
Typical game types: puzzle, card, action Typical game types: RPG, FPS, action
Around 10% active players out of registeredusers (after 6 months)
Around 80% active players out of registeredusers (after 6 months)
New game genres Existing game genres
Casual and HC MMO lifecycles
Entry Practise Mastery Burnout Recovery
Entry Explore Socialize Burnout Recovery
Hard core MMO
Casual MMO
[2] Wu-chang Feng et. al: MMORPG study 2007. Nick Yee: Daedalus project 2008.
[2]
Player retention (% / month)
0
20
40
60
80
100
120
1 2 3 4 5 6 7
hc
casual
[3] Data from public sources (e.g. Whirled, SL and WoW). Based on averages & estimations!
[3]
Motivational factors in MMOs
0
2
4
6
8
10
12
Social Enjoyment Competence Relaxation Appearance Recognition (reputation)
Liking Achievent (advancement)
Hard Core
Casual
[4]
[4] Partially based on Frederick Herzberg’s model of Motivational Theory (1959). Estimation!
Click.
� Front page image from: http://www.youtube.com/watch?v=x7PhJp3ciRQ
� Sarah Robbins-Bell: http://connect.educause.edu/Library/EDUCAUSE+Review/HigherEducationasVirtualC/47220?time=1233873024
� Nick Yee: http://www.nickyee.com/daedalus/
� Wu-chang Feng et. al.: http://www.thefengs.com/wuchang/work/cstrike/netgames07_long.pdf
� Forrester Research: http://www.businessweek.com/magazine/content/07_24/b4038403.htm
� Frederick Herzberg: The Motivation to Work (1959)
� Virtual goods summit presentations: http://vgsummit2008.com/program/