Daniel Pargman - PowerPoint PPT Presentation

1 / 41
About This Presentation
Title:

Daniel Pargman

Description:

Persistent online world. 4000-5000 registered players. Space adventure game ... All looking at 'money and economy in and around online games' ... Nothing is free ... – PowerPoint PPT presentation

Number of Views:68
Avg rating:3.0/5.0
Slides: 42
Provided by: kersti7
Category:

less

Transcript and Presenter's Notes

Title: Daniel Pargman


1
2D1651 - Datorspelsdesign - 21 nov 2005
Daniel Pargman Massiva multispelarespel
massively multiplayer online games - MMOG
2
051121 - 2D1651
  • Me
  • SvenskMUD (moderately multiplayer
    online games)
  • MMOG (massively multiplayer
    online games)
  • Money economy
  • Roundup

3
?
4
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
  • 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

5
My interests
Social sciences
Computer sciences
Human-Computer Interaction Design Systems
development ...
Sociology Anthropology Psychology ...
CMC CSCW Communities Onlinespel
Society
Technology
6
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)

7
SvenskMud
8
Perspectives on SvenskMud
  • SvenskMud (SwedishMud) is
  • A game (adventure mud)
  • A computer program (systems development project)
  • A hobby

9
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

10
(No Transcript)
11
SvenskMud
12
(No Transcript)
13
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

14
Vad är detta?
15
(No Transcript)
16
SvenskMud
17
A window into a virtual world...
18
MMOG
19
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

20
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)

21
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
  • 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)

22
Exempel
23
Money and economy
24
Masters 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

25
Perspectives 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

26
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 gt 2.000.000 USD

27
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 lt 1 year

28
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

29
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

30
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 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)

31
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

32
Dark 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?

33
Example of an E-bay ad
  • Blade Of The Righteous - 210. Well its really
    the best weapon... Makes HUGE DAMAGE... So its a
    Super Slayer

34
In-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

35
Exempel
36
Roundup
37
A 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

38
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

39
Onlinespel, spelcommunities och reklamspel, 5p
40
www.dsv.su.se/utbildning/su/sp5.html 23 jan - 24
feb 2006
41
Contact
Daniel Pargman pargman_at_kth.se 46 8 790 82
80 KTH/Media Technology 100 44
Stockholm www.nada.kth.se/pargman/thesis
Write a Comment
User Comments (0)
About PowerShow.com