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2D1651 - Datorspelsdesign - 21 nov 2005
Daniel Pargman
Massiva
multispelarespel
massively multiplayer online games MMOG
051121 - 2D1651
• Me
• SvenskMUD
(moderately multiplayer online games)
• MMOG
(massively multiplayer online games)
• Money & economy
• Roundup
Daniel Pargman
University of Skövde, School of Humanities and
Informatics, Media/Computer game development
• Senior Lecturer 2005-
Royal Institute of Technology (KTH), School of Computer
Science and Communication, Media Technology
• Senior Lecturer 2002-
HCI consultant
• CR&T
Department of Communication studies, Linköping
university
• Ph.D. thesis: ”Code begets community: On social and technical
aspects of managing a virtual community (2000)”
Computer and systems sciences, Uppsala university
My interests
Computer sciences
Human-Computer
CMC
Interaction
Design
Social sciences
CSCW
Communities
Systems
Onlinespel
Sociology
Anthropology
Psychology
...
development
...
Technology
Society
Aarseth, “Playing research”
http://hypertext.rmit.edu.au/dac/papers/Aarseth.pdf
Three dimensions characterize every
computer game:
• Gameplay (players, playing, motives)
• Game structure (game rules)
• Game world (content, design, artwork)
Leads to three research perspectives:
• Gameplay (psychology, ethnology, sociology...)
• Game rules (computer game design - CS/AI...)
• Game world (art, aesthetics, history, cultural
studies, media studies)
SvenskMud
Perspectives on SvenskMud
SvenskMud (SwedishMud) is:
• A game (adventure mud)
• A computer program (systems
development project)
• A hobby
SvenskMud as a game/computer program
• Takes place in a Tolkien-inspired fantasy world
and in a Sweden of the 19th century
• Contains 6000 distinct spaces (“rooms”) full of
monsters, treasures etc.
• Access limited to 100 simultaneous users at
peak hours
• Is officially a project at Lysator - the academic
computer club at Linköping University
• Developed for 13 years by 100+ persons
• Consists of ~ 3 million lines of “code”
• Developed as an open source project
SvenskMud
TDZK
•
•
•
•
•
•
•
•
Browser-based MMORPG
Persistent online world
4000-5000 registered players
Space adventure game
– Gather resources, trading goods, upgrading
your ship, fighting your enemies
Semi-synchronous
“Symbolic” interface
Very complicated, knowledge intensive game
Played in 4-month rounds
Vad är detta?
SvenskMud
A window into a virtual world...
MMOG
From MUDs to MMOG
• Graphical interface = more accessible
• Three of four magnitudes larger = larger
breadth of player base
– Lineage, World of Warcraft
• Commercial enterprises = big business
(≠ hobby any more)
But - same social interaction and
same social phenomena
Massively Multiplayer Online Games
(MMOG)
• Persistent worlds (PW)
• Thousands of simultaneos players
– Lineage 4.000.000 players in Asia (Korea, Taiwan)
– Everquest 500.000 players in USA and Europe
• Complex social interaction/sociala phenomena
• Can be very captivating
• Subscription model (10-15$ / month for unlimited
online access)
Star Wars Galaxies
• Sony Online Entertainment
• Released in the US in June 2003 and in Europa
in November
• 125.000 subscribers the first week, 300.000
after the summer
• > 3.000.000 posted messages on the official
discussion forum on the web (spring 2004)!
• Costs 15$ / month
• Suffer from the same problems as other games
(released too early = many bugs = bad press)
Exempel
Money and
economy
Master’s thesis on MMOG & money
• Nine Master’s students at KTH, Stockholm
• All looking at “money and economy in and
around online games”
– In Star Wars Galaxies, Eve Online, Dark Age of
Camelot, Ultima Online, Ragnarök Online...
• Master’s thesis = 20 weeks of full-time work
– 10 weeks reading, preparation, analysis, writing
– 10 weeks full-time study
• Results will be published (on the web) during
2005
– Five finished this far
Perspectives on MMOG & money
Money and economy in online games
1. The real-world/game industry
economy
2. The in-game economy
3. The interface (E-bay) between ingame and real-world economies
MMOG economy (perspective 1)
(Mulligan & Patrovsky 2003)
• Costs (USD) for running a popular MMOG for three
months. (100-150.000 subscribers, 30.000 simultaneous
players.)
Server clusters
80.000 * 10
Player relations
4.000 * 12
Community relations
4.000 * 3
Live development team
6.000 * 12
Management
8.000 * 4
Account mgm + billing
4.000 * 5
Office space, furniture, PCs etc.
250.000
Bandwidth
20% of previous costs
Network operations personnel
5.000 * 5
Overhead costs
80.000
Total
> 2.000.000 USD
MMOG balance sheet (2002)
• Development costs: 7 (average) and 10-12 (typical)
million USD for AAA title
• Launch costs - 3-5 million USD (and rising)
+ Can bring in millions of dollars for 5-10 years
- 40-60% of revenue spent on running the game
+ A major hit (200.000+ subscribers in 6 months) can
pay for development/launch costs in < 1 year
Game market players
• Hard-core market (10%)
Will do anything to play games. 15 million
worldwide (2002)
• Moderate market (20%)
Money (equipment, fees) & time concerns
• Mass market (70%)
Play short, easy-to-learn games. 140-200 million
worldwide (2002)
Xbox 360
In-game economy (perspective 2)
• Economic systems emerge spontaneously
– Resources are limited
– Nothing is free
∑ People need to barter/trade with each other in the
game (e.g.the emergence of markets)
• Faucet - drain
– Tax vs service
Virtual inflation, cartels, rares, crafting/trade vs
battle
In-game vs real-world economy (perspective 3)
Norrath (in Everquest) is the 77th richest
country in the world! (Castronova 2001)
GNP per capita = 2226 USD, hourly wage = 3,42 USD
(319 PP).
Hourly wage < 3,42 USD in China, India (Mexico?)
Black Snow Interactive set up a sweatshop in Tijuana
to capitalize on trade between Mexico, USA and
Norrath.
How can this be? ...because of E-bay
Norrath has production, labor supply, income,
inflation, foreign trade and currency exchange
(1 platinium piece ≈ 1 cent)
In-game vs real-world economy II
To whom does the fruits of the labor belong
when someone develops virtual resources
(“works”?) within a game?
The company that produce the game/owns the server?
The player (who produces the economy)?
Mythic entertainment vs Black Snow Interactive
Infringement on intellectual property rights
Unfair business practices
The online game “There” hired an economist to
work full-time on in-game fiscal policy
Dark Age of Camelot commerce on E-bay
Data from mid-Nov to mid-Dec 2004 (4 weeks)
Info through Hammertap’s Deep analysis
2350 sales - US$ 210.000 changed hands
Virtual currency (67%)
Accounts (31%)
Virtual objects (2%)
DAoC costs US$ 15/month - 30 servers (* 3 “realms”)
Trade in virtual currencey - three actors account for
85% of all commerce
Large scale advantages accept all major credit cards,
trust, customer service, E-bay “powersellers”
Homework: Volume of E-bay trade in relation to
the total subscription fee?
Example of an E-bay ad
“Blade Of The Righteous - $210.
Well it’s really the best weapon...
Makes HUGE DAMAGE... So it’s a
Super Slayer”
In-game vs real-world economy III
1.
2.
3.
4.
5.
In-game market place
E-bay
Trader
Employer (small scale) Black Snow
Company <www.ige.com> ”IGE is the world's
leading provider of value-added services to the
players and publishers of multiplayer online games”
Exempel
Roundup
A short reading list about MMOGs and money
•
Thomson (2005), ”Game theories”
http://www.walrusmagazine.com/article.pl?sid=04/05/06/19292
05&tid=1
•
Hunter & Lastowka (2003), ”Virtual property”
http://www.nyls.edu/pdfs/hunter_lastowka.pdf
•
Burke (2001), ”Rubicite breastplate priced to move, cheap”
http://www.swarthmore.edu/SocSci/tburke1/Rubicite%20Breastp
late.pdf
•
Castronova (2001), ”Virtual worlds: A first-hand account of market
and society on the cybrarian frontier”
http://ssrn.com/abstract=294828
Next thesis subject Groups and guilds in online games
Gemeinschaft/Gesellschaft - Tönnies 1887
• Small (The village), rural,
slowness, tradition
• Friends and enemies
• Group (projects), belonging,
commitment
• Natural, unplanned organism
• Relationships as mutual,
significant, long-term,
informal, personal
• Big (The city), urban, speed,
variation, fashion, fance
• Strangers and competitors
• Individual (projects),
alienation, convenience
• Constructed, artficial
mechanism
• Relationships as instrumental,
convenient, transient,
anonymous
Onlinespel, spelcommunities och reklamspel, 5p
QuickTime™ and a
TIFF (LZW) decompressor
are needed to see this picture.
www.dsv.su.se/utbildning/su/sp5.html
23 jan - 24 feb 2006
QuickTime™ and a
TIFF (LZW) decompressor
are needed to see this picture.
Contact:
Daniel Pargman
[email protected]
+46 8 790 82 80
KTH/Media Technology
100 44 Stockholm
www.nada.kth.se/~pargman/thesis