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The more hours you play, the stronger you become as players engage in
activities like mining, smithing, trading in precious metals, antiques and in-
game currency in order to get richer and stronger.
Most games have unique currencies, something that enables an avatar to buy
virtual items inside the game
These virtual currencies are often exchangeable with real currency — rupees and
dollars
Level Up Network India business head Ashish Khoria explains how it works. “Every
time a player kills a demon or another game character, it drops an item. These items are
traded in the virtual market with virtual currency
A demand exists for high level characters ( level 100+). In India, many characters
have been known to be sold for Rs. 15000-20000 a piece.
Players usually join ‘clans’ or ‘guilds’ or groups of characters who are incented to
work together to strategize and attack an enemy through “raids”
As more and more people interact, the level of social interaction become enormously
huge
They cater to players who enjoy accumulating wealth, rare items and
tangible power
The other main appeal derives from the ability to chat, make friends and
affiliate with larger social groups such as guilds
Many players also find appeal in becoming immersed in a fantasy world and
becoming part of a story that is being told
Certain players enjoy competing with other players or even annoying and
manipulating them through devious means
Some players are fascinated with the mechanics and geography of the
world. For them, the satisfaction comes from unravelling the game
Gamer speak –
I call myself an addict, because I share the same symptoms as someone who's
addicted to smoking, or alcohol, or some other substance. I think about EQ
[EverQuest] while I'm not playing, I get stressed when I have to go 24 hrs
without logging on for a fix, and I wasn't able to quit when I tried. If that's not
an addiction, I don't know what is. [m, 22]
Time
– Games require too much investment in order to have fun
Difficulty
– Game is just too hard to play
Subject Matter
– Game subject matters do not represent a cross-section of human
interests
Social Factors
– Video games have a social stigma that other entertainment media does
not
It is easy to dismiss video games as pointless activities that only teenagers
indulge in.
The truth is that the average age of MMORPG players is around 26. In fact,
only 25% of MMORPG players are teenagers.
About 50% of MMORPG players work full-time.
About 36% of players are married, and 22% have children.
Servers
Network security
Graphics
Database
Standalone servers Distributed systems
A close look at a popular MMORPG over a long period of time
Key observations
Measuring disinterest
Periodic – Strong daily peaks with weaker weekend peaks
Predictable over short-term – Workloads fluctuations small from week to week
Mechanics for increasing population
Price reduction
Acquiring new players is hard
10,000 items.
10 people, 2080 hours/year.
About 1 item every 2 hours.
If you ramp up too early, your monthly burn will really hurt.
If you guess the number of day one players incorrectly, you will
bleed money fast.
#1 ranked World of Warcraft released at a cost of $90 million
The power of the game lies not in the boxed retail sales…but in the
recurring revenue stream from the monthly subscription fees players pay
ongoing
In 2007 it generated revenues of $1.1 billion with operating margins of more
than 40%, creating some $520 million of operating profit
The average revenue per unit (ARPU) is estimated to be in the low teens.
The fee in North America is $14.99 per month to play the MMO, but lower
Asian and Chinese fees and variations elsewhere in the world obviously
affect totals. China gamers have to pay $.04/hour
Members can access more worlds, unlock greater quests and gain access to
items which are of more value in-game
Over 850,000 of RuneScape's users pay $5 a month for access to extra playing
levels and better customer support
That suggests more than $50 million in annual subscription revenue for Jagex
How many players will there be next week?
Provision servers to support them
There has to much more content and heavy investments in hardware like
the servers on which the game is running
Sooner or later it will be realized that heavy investments are needed and
we will see big budget MMORPGs
The future is of big budget MMORPG’s which will expand the existing
market.
All will play in the same virtual world.
•As community gaming becomes the nation's pastime, convenience will demand that
some day each person's online identity be able to move from one realm to the next
There would gradually be a convergence of virtual worlds
The player earns gold in World of Warcraft, gold with which he can buy these in-
game objects . In the future, it can be imagined somebody working full time to gather
in-game gold and then exchanging it for real dollars.
In the future , stealing objects in the virtual world could be punishable in the
real world