casual vs hc mmos

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Making Sense of Casual MMOs [email protected] Feb. 09

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Presentation discuss about casual MMOs - aspects differentiating from "HC" MMOs (mainly MMORPGs).

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Page 1: Casual vs HC MMOs

Making Sense of Casual MMOs

[email protected] Feb. 09

Page 2: Casual vs HC MMOs

About me

� Sonja Kangas

� Game Director of GuppyLife

� Researcher (Youth Research Network & Souplala)

� Finland / Denmark

� http://souplala.net

[email protected]

Page 3: Casual vs HC MMOs

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

Page 4: Casual vs HC MMOs

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

Page 5: Casual vs HC MMOs

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

Page 6: Casual vs HC MMOs

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)

Page 7: Casual vs HC MMOs

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

Page 8: Casual vs HC MMOs

Development trends

-1990 2000 2007-

MMORPG

Visual online chat

CasualMMO

Playfuledugames

online

NichéMMO

Virtual worlds

MUD

SNSs

Online gaming

Chat

Page 9: Casual vs HC MMOs

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

Page 10: Casual vs HC MMOs

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

Page 11: Casual vs HC 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

Page 12: Casual vs HC MMOs

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]

Page 13: Casual vs HC MMOs

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]

Page 14: Casual vs HC MMOs

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!

Page 15: Casual vs HC MMOs

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/