Title: Daniel Pargman
12D1651 - Datorspelsdesign - 21 nov 2005
Daniel Pargman Massiva multispelarespel
massively multiplayer online games - MMOG
2051121 - 2D1651
- Me
- SvenskMUD (moderately multiplayer
online games) - MMOG (massively multiplayer
online games) - Money economy
- Roundup
3?
4Daniel 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
- CRT
- 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
5My interests
Social sciences
Computer sciences
Human-Computer Interaction Design Systems
development ...
Sociology Anthropology Psychology ...
CMC CSCW Communities Onlinespel
Society
Technology
6Aarseth, 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)
7SvenskMud
8Perspectives on SvenskMud
- SvenskMud (SwedishMud) is
- A game (adventure mud)
- A computer program (systems development project)
- A hobby
9SvenskMud 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
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11SvenskMud
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13TDZK
- 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
14Vad är detta?
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16SvenskMud
17A window into a virtual world...
18MMOG
19From 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
20Massively 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)
21Star 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 - gt 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)
22Exempel
23Money and economy
24Masters thesis on MMOG money
- Nine Masters 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... - Masters 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
25Perspectives on MMOG money
- Money and economy in online games
- The real-world/game industry economy
- The in-game economy
- The interface (E-bay) between in-game and
real-world economies
26MMOG 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 gt 2.000.000 USD
27MMOG 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 lt 1 year
28Game 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
29In-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
30In-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 lt 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)
31In-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
32Dark Age of Camelot commerce on E-bay
- Data from mid-Nov to mid-Dec 2004 (4 weeks)
- Info through Hammertaps 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?
33Example of an E-bay ad
- Blade Of The Righteous - 210. Well its really
the best weapon... Makes HUGE DAMAGE... So its a
Super Slayer
34In-game vs real-world economy III
- In-game market place
- E-bay
- Trader
- Employer (small scale) Black Snow
- Company ltwww.ige.comgt IGE is the world's leading
provider of value-added services to the players
and publishers of multiplayer online games
35Exempel
36Roundup
37A short reading list about MMOGs and money
- Thomson (2005), Game theories
- http//www.walrusmagazine.com/article.pl?sid04/05
/06/1929205tid1 - 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
20Breastplate.pdf - Castronova (2001), Virtual worlds A first-hand
account of market and society on the cybrarian
frontier - http//ssrn.com/abstract294828
38Next 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
39Onlinespel, spelcommunities och reklamspel, 5p
40www.dsv.su.se/utbildning/su/sp5.html 23 jan - 24
feb 2006
41Contact
Daniel Pargman pargman_at_kth.se 46 8 790 82
80 KTH/Media Technology 100 44
Stockholm www.nada.kth.se/pargman/thesis