ogdc2012 building an mmog for sns audiences_mr. quang, dang hong

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Building an MMOG for SNS audiences Quang Dang – GSS July 2012

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Presentation in OGDC 2012 organized by VNG Corp.

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Page 1: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Building an MMOG for SNS audiencesQuang Dang – GSSJuly 2012

Page 2: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Who am I?

I’m from GSS, the studio behind:

Page 3: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

What is this all about?

• Why and how we create an entirely new game.

• How we went through the development progress.

• Lessons learned.

Page 4: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Introduction

Page 5: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Introduction

• What is “MMO”?

Page 6: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

MMO Games

Page 7: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Introduction

• What is “MMO”?– Massively Multiplayer Online

• But not only MMORPG…– MMOFPS, MMOACG, MMORTS…

• “MMO” = real-time interaction between players.

• What about “SNS” games?

Page 8: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

SNS Games

Page 9: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

SNS Games

Page 10: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Introduction

• What is “SNS” game?– Based on SNS platform, simple, easy to

engage, millions of players, viral factor.

• Differences between MMO and SNS– Hard-core players vs. first-time players.– Higher interaction & community.– ARPPU: MMO is 10x more than SNS.– Paying rate: MMO is 3x more than SNS.

Page 11: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Introduction

• Why we need an “MMOSNS” game?– High ARPU + huge user base = success!– Rapid development.– We cannot catch up other developers

without original games.

Page 12: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Game Concept

Page 13: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

How it all started?

• Preliminary analysis at the end of 2010 pointed out:– A new trend: web-based games.– Casual games took over all game rooms.– Huge SNS user base.

• What is our next game going to be?

Page 14: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Zing Me: The Rising Star

Page 15: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Gunny DAU on Zing Me (Apr 2011)

Page 16: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

The Ideal Game

Rapid Development

Web-based

SNS Users

Gameplay

SNS Casual

Monetization

$MMO$

Page 17: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Customers

• So we will have a new casual game, but who will be our customers?– Teen & students: from age 13 to 24.– Playing time: 2-4 hours per day.– Spend 150k-250k VND per month.

• And they’re interesting in what?– Appearance, outfit.– Bikes, vehicles, phones.– Dating, making friends.– Music, entertainment.

Page 18: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Market Research

• Online Survey:– 3 phases: total ~70k samples.– Multiple direction questions, different sets for

MMO and SNS users

3%

12%

24%

37%

18%

4%

Độ tuổi

Dưới 13 tuổi13 tuổi – 15 tuổi16 tuổi – 18 tuổi19 tuổi – 22 tuổi

Page 19: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

And the game is …

• Code name: X11.• Kick started on April 2011.• New genre: mix of

– Simulation: farm, city.– Social: interaction, help friends.– Casual: multi-player mini games.

• Goal:– Alpha version by end of 2011.– ARPPU: comparable to ACG

games (>100k VND).

Page 20: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Cash Cow

WorkCollect moneyMini games

Home

Player

Pet

Space

CoffeeVehicle ShopCinema

Shop

Earn money• Do job on interior

• Collect money

Shop• Clothing• Pet• Vehicle• Interior

Decorate• Apparel• Home

Social• Chat• Interact• Show down

Entertain• Mini-game• Music• Video

Original game loop design

Page 21: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Key Selling Points

• Cute art style, 3D animation.• ‘SNS look & feel’: simple gameplay, virality

design.• Real-time interaction.• Character and house decorations.• Room-based, contents-oriented, easy to expand.

Page 22: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Development

Page 23: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Timeline

April 11

June 11

August 11

Oct 11

Dec 11

Feb 12

April 12

June 12

Prototype

Page 24: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Prototype

• Technical prototype released at the end of April.

• Basic game design for avatar decoration and farming.

• 3D team slowly move from TTK to casual style.

• 2D team drawing truly ‘2D’ concept.

Page 25: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Timeline

April 11

June 11

August 11

Oct 11

Dec 11

Feb 12

April 12

June 12

Prototype

Pre-Production

Page 26: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Pre-Production

• Prototype looks good, but what about the real one?

• This is what we got after 2 months.

Page 27: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Pre-Production• Issues:

– Customizable room graphic quality is much lower than the prototype.

– Farming with an avatar is not fun enough! 3D is completely different!

Work-around solution: forget the farming and economy, just focus on avatar and home decoration first.

Page 28: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Timeline

April 11

June 11

August 11

Oct 11

Dec 11

Feb 12

April 12

June 12

Prototype

Pre-Production

1st build with UI

The Sims Social went beta!

Page 29: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Timeline

April 11

June 11

August 11

Oct 11

Dec 11

Feb 12

April 12

June 12

Prototype

Pre-Production

1st built with UI

Server Integration

Announced PigFarm launch at Japan press

conference

Page 30: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Sep-Oct 11

• Improved graphics by adding sfx and lightmap for objects.

• Simple design for game economy.

• Globalization framework. • Cartoon art style

redefined.• Game server intergrated.

Page 31: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Timeline

April 11

June 11

August 11

Oct 11

Dec 11

Feb 12

April 12

June 12

Prototype

Pre-Production

1st built with UI

Server Integration

Public Alpha!

Not really

Internal Alpha

Page 32: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Internal Alpha

• Issues:– Negative feedback on graphics quality.– Servers did not pass stress tests

Unable to release to public alpha.

Major changes in art – Art style: more deformed, detailed

texture.– Production pipeline: 3d artists now have

more room for creativity.

Page 33: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Internal Alpha

Page 34: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Timeline

April 11

June 11

August 11

Oct 11

Dec 11

Feb 12

April 12

June 12

Prototype

Pre-Production

1st built with UI

Server Integration

Internal Alpha

The New X11

Page 35: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

X11 Reboot• Art:

– New character models.– Re-work on 70% of home decoration and outfit, 90% public scenes.

• Tech:– Switched from framework to feature driven development.– Minimal download is top priority.

• Design:– Core game loop suiatble for SNS/SLG and PvP users.– Clear monetization points and strategy.

• Process:– Multiple Scrum teams for features.– Kanban for production team.

Page 36: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

New Art Style

Page 37: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

New Design

Casual users

• Do jobs• Earn

money• Buy home

décor, outfit.

• Compete by house values

Aggressive users

• Do public jobs

• PvE, collect skills.

• Fusion skill, outfit.

• Compete by PvP

Both

• Chat, interact

• Make friend• Invite

friends• Complete

collections• Gain levels

Page 38: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

The new name

X11

Page 39: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Timeline

April 11

June 11

August 11

Oct 11

Dec 11

Feb 12

April 12

June 12

Prototype

Pre-Production

1st built with UI

Server Integration

Internal Alpha

The New X11

Closed Beta

Page 40: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Crunch mode for CB

• 1 sprint per 2 weeks.• Parallel features development by 4

scrum teams.• Code refactor by framework team.• Daily scrum meeting, weekly

overnight camp.• Finally, CB launched on June 20

Page 41: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

The barrier

~60% drop in users due to slow Flash loading and Unity web plugin installation

Page 42: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

The challenge of plugin installation

Page 43: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Open Beta – July 14

Page 44: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Lesson learned

Page 45: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

Lesson learned

• Purely graphics prototype may cost you a lot of re-work later.

• Agile process requires an Agile-supported framework from the beginning.

• Dedicated asset management and game balance really helps.

• Agile spirit (not process) worked well with mixed-level engineering team.

Page 46: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong

A passion for creation

Page 47: OGDC2012 Building An MMOG For SNS Audiences_Mr. Quang, Dang Hong