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The Future Is MMORPG The Future Is MMORPG Glenn Iain-Steinback Glenn Iain-Steinback Management 306 Management 306 08-25-12 08-25-12

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Page 1: Glenn iain steinback_power_point

The Future Is MMORPGThe Future Is MMORPG

Glenn Iain-SteinbackGlenn Iain-Steinback

Management 306Management 306

08-25-1208-25-12

Page 2: Glenn iain steinback_power_point

Industry trending suggests that Industry trending suggests that fantasy role-playing games fantasy role-playing games accumulate larger player accumulate larger player communities, experience communities, experience higher sales volume and have higher sales volume and have longer active lives than longer active lives than strategic simulations. strategic simulations.

Page 3: Glenn iain steinback_power_point

Successful MMORPGsSuccessful MMORPGs

http://www.tentonhammer.com/image/view/69325/preview http://images.wikia.com/eocb/images/9/9a/EVE_Trinity_logo_flat.png

http://images.wikia.com/logopedia/images/3/3e/Rift-Logo.png

http://www.mmogamer.com/wp-content/uploads/lord-of-the-ring-online-logo.jpg

http://www.mmoshift.com/blog/wp-content/uploads/2010/08/Aion_logo.png

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Why Develop an Why Develop an MMORPG?MMORPG?Strategy is often turn based while Strategy is often turn based while

MMOs are action based and real MMOs are action based and real time.time.

MMOs are easily expanded with MMOs are easily expanded with new content while strategy can be new content while strategy can be harder to expand.harder to expand.

MMOs easily harness group MMOs easily harness group dynamics encouraging player dynamics encouraging player retention and growth.retention and growth.

Page 5: Glenn iain steinback_power_point

What Does That Get Us?What Does That Get Us?

A product that appeals to a broader A product that appeals to a broader market.market.

A potentially large active player A potentially large active player group and ready market for future group and ready market for future products. products.

Potential for micro-transaction Potential for micro-transaction integration.integration.

Market Share.Market Share.

Page 6: Glenn iain steinback_power_point

Draw BacksDraw Backs

Longer active product life times Longer active product life times means more ongoing development means more ongoing development requirements.requirements.

Longer development time per Longer development time per game and need for content rich game and need for content rich and story line based development.and story line based development.

Greater server space and hosting Greater server space and hosting overhead dependent on user overhead dependent on user numbers.numbers.

Page 7: Glenn iain steinback_power_point

Project GoalsProject Goals

Identify features of other Identify features of other successful MMORPGs.successful MMORPGs.

Identify what content and features Identify what content and features are desired and disliked by player are desired and disliked by player communities.communities.

Develop a design which integrates Develop a design which integrates these findings into a unique these findings into a unique product. product.

Page 8: Glenn iain steinback_power_point

Getting There - AnalysisGetting There - Analysis

1.1. Conduct research into successful and Conduct research into successful and unsuccessful products, what happened unsuccessful products, what happened and why.and why.

2.2. Conduct community research, what do Conduct community research, what do players like and dislike about existing players like and dislike about existing games.games.

3.3. Determine what players need or what Determine what players need or what features they would like to see that features they would like to see that are unmet by current products. are unmet by current products.

Page 9: Glenn iain steinback_power_point

Getting There – Design Getting There – Design

1.1. Based on market research Based on market research determine what subgenera of determine what subgenera of MMORPG to develop.MMORPG to develop.

2.2. What features do players want What features do players want and what can we implement?and what can we implement?

3.3. Begin synthesizing this Begin synthesizing this information into a design based information into a design based on proven techniques with unique on proven techniques with unique new features. new features.

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Suggested Time LineSuggested Time Line

1.1. Surveys and market research.Surveys and market research.

2.2. Analysis of data – look for potential Analysis of data – look for potential trends.trends.

3.3. Design conceptual product based on Design conceptual product based on market research.market research.

Month 1 Month2 Month3 Month4 Month5 Month6

Phase 1Phase 1Phase 2Phase 2

Phase 3Phase 3

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Estimated CostsEstimated Costs

Phase 1 – $8000Phase 1 – $8000Phase 2 – $5000Phase 2 – $5000Phase 3 – $25000-Phase 3 – $25000-$30000$30000

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ConclusionConclusion

An MMORPG would bring greater long An MMORPG would bring greater long term profit and market share to our term profit and market share to our company.company.

Increased development time and ongoing Increased development time and ongoing development requirements can be development requirements can be mitigated. mitigated.

If successful the benefits of having several If successful the benefits of having several thousand recurrent customers provides a thousand recurrent customers provides a stable market for later products.stable market for later products.