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A Long-term Study of a Popular MMORPG Wu-chang Feng Debanjan - PDF document

A Long-term Study of a Popular MMORPG Wu-chang Feng Debanjan Saha David Brandt W. Feng, A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007. Imagine yourself In charge of running a successful MMORPG


  1. A Long-term Study of a Popular MMORPG Wu-chang Feng Debanjan Saha David Brandt W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007. Imagine yourself Ø In charge of running a successful MMORPG Ø Your goal Ø Make money Ø 100k+ people paying you $20 a month to play W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007.

  2. Questions Ø How many players will there be next week? Ø Provision servers to support them Ø What can I do to increase this number? Ø Impact of game updates and promotions Ø What can I do to make sure players don’t quit? Ø Detecting disinterested players W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007. Difficult questions to answer Ø Requires player data from a successful MMORPGs over a long time period (fat chance!) Ø Never hurts to ask… Ø Remember NetGames 2004? Ø David Brandt, CCP Games W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007.

  3. EVE Online Ø Single world sci-fi MMORPG W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007. EVE Online statistics Ø Launched in UK and USA on May 6, 2003 Ø Europe on May 23, 2003 Ø China on June 12, 2006 Ø As of August 3, 2007 Ø 190,000 active subscriptions Ø 35,000+ peak concurrent on-line players Ø How does it stack up against other MMOs? W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007.

  4. Not too shabby Ø Source: http://mmogchart.com (6/2006) W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007. EVE Online trace Ø Anonymized authentication log of EVE Online throughout its existence Ø All session-related events for each player Duration May 6, 2003 – March 12, 2006 Total sessions 67,060,901 Total unique players 925,928 Total player time 17,204 years W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007.

  5. Questions Ø How many players will there be next week? Ø Provision servers to support them Ø What can I do to increase this number? Ø Impact of game updates and promotions Ø What can I do to make sure players don’t quit? Ø Detecting disinterested players W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007. Previous study Ø Gamespy Ø 550 games (mostly FPS) Ø Nov 2002-Jan 2005 Ø 337.8k player years C. Chambers, W. Feng, D. Saha, S. Sahu, “Traffic Characterization of a Collection of On-line Games”, IMC 2005 (Best student paper) W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007.

  6. Game workloads Ø Periodic Ø Strong daily peaks with weaker weekend peaks Gamespy EVE Online W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007. Game workloads Ø Predictable over short-term Ø Workload fluctuations small from week-to-week Gamespy EVE Online W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007.

  7. Questions Ø How many players will there be next week? Ø Provision servers to support them Ø What can I do to increase this number? Ø Impact of game updates and promotions Ø What can I do to make sure players don’t quit? Ø Detecting disinterested players W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007. EVE Online growth Ø Active player population throughout trace EVE Online W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007.

  8. Mechanisms for increasing population Ø New game content and updates Ø Promotions and marketing Ø Price reduction W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007. Impact of game updates Ø Gain in players after each game update in trace Ø Large gains after initial release Ø Modest gains after subsequent game updates Ø Castor spikes Ø Competing sci-fi MMORPG shuttered Ø Marketing blitz during game conference (free accounts) W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007.

  9. Questions Ø How many players will there be next week? Ø Provision servers to support them Ø What can I do to increase this number? Ø Impact of game updates and promotions Ø What can I do to make sure players don’t quit? Ø Detecting disinterested players W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007. Player churn Ø A fact of MMORPG life Ø MMORPGs notorious for low acquisition rates Ø EVE Online player acquisition rate drops over time Ø Potential reasons Ø New players at a disadvantage Ø Hard-core player population “tapped” out W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007.

  10. Acquiring new players is hard Let’s keep the ones we have instead! W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007. Can we measure disinterest? Ø Examining play history to detect waning interest Ø Minutes played per week Ø Session length statistics Ø Inter-session time statistics W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007.

  11. Metric #1: Minutes played per week Ø Minutes played per week throughout play history Ø Players play less over time W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007. Metric #2: Session times Ø Session time distribution Ø Session length of “final” session shorter than normal W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007.

  12. Metric #3: Intersession times Ø Intersession time distribution Ø “Final” intersession time significantly longer than normal W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007. Catching a disinterested player Ø Aggregate not individual statistics Ø Addicts thrown in with casual gamers Ø Normalize per-player Ø What percentile does final session and final inter-session times fall into versus player’s prior times? Ø “Final” intersession time a very good predictor! W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007.

  13. Conclusion Ø A close look at a popular MMORPG over a long period of time Ø Key observations Ø Workload stability Ø Player acquisition and churn Ø Measuring disinterest W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007. Questions? W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007.

  14. Extra slides W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007. Game workloads Ø Unpredictable over long-term Gamespy W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007.

  15. Impact of game updates Ø Player minutes per week as a function of last game update W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007. Player sessions Ø Many play for a short time W. Feng, “A Long-term Study of a Popular MMORPG", NetGames 2007, Sept. 19-20, 2007.

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