{"id":473,"date":"2009-03-25T23:18:32","date_gmt":"2009-03-25T22:18:32","guid":{"rendered":"http:\/\/t-machine.org\/?p=473"},"modified":"2009-03-29T07:39:13","modified_gmt":"2009-03-29T06:39:13","slug":"gdc09-building-and-sustaining-successful-free-to-play-mmos","status":"publish","type":"post","link":"http:\/\/new.t-machine.org\/index.php\/2009\/03\/25\/gdc09-building-and-sustaining-successful-free-to-play-mmos\/","title":{"rendered":"GDC09: Building and Sustaining Successful Free to Play MMOs"},"content":{"rendered":"<p>Don Choi, <a href=\"http:\/\/www.ogplanet.com\/main.og\">OGPlanet<\/a><\/p>\n<h4>Summary<\/h4>\n<p>Very little of interest in this talk. I think there is a *lot* more you could say, and it would be a lot valuable and interesting, on the topics covered. I have no idea why the talk was so content-light (mis-guessed the audience? speaker having to give someone else&#8217;s talk? lawyers insisted on removing info? nervous speaker?), the speaker seemed fine, it&#8217;s just that the content was &#8230; absent.<br \/>\n<!--more--><br \/>\nAll errors and mistakes my fault, [my comments in square brackets]<\/p>\n<h4>The start of F2P \/ Free to Play<\/h4>\n<p>F2P started 10 years ago in Asia, one of the most exciting and talked-about business models in that industry, but only just coming to the USA.<\/p>\n<p>Because it&#8217;s still quite new in USA, no-one is quite sure how to reach out to the users here. There&#8217;s still quite a few different approaches between us and Nexon and NHN etc while we still explore this particular market.<\/p>\n<p>[an overview of MMO industry from 1998 onwards and Korea thinking there would be a new era in 2001 with big budget new launches, but it failed, then 2fortress broke through as a complete surprise and heralded the switch to F2P. Then 2005 more big disappointments, but the FPS shooters went on the rise, and that&#8217;s where Korean market still is now]<\/p>\n<p>[ADAM: it was interesting to see how his re-telling of that period subtly differed from the ones I might have used. e.g. I don&#8217;t think of 2fortress as a pivotal moment &#8211; which is big blaring warning that I should go look into that more, because I probably totally missed something important there (I thought the changes around that time were catalysed by other events. Hmm). I&#8217;d love to hear from more thoughts from people who were in Korea at the time &#8211; any volunteers?]<\/p>\n<h4>Operational Differences between running games in Korea vs USA<\/h4>\n<table>\n<tr>\n<th><\/th>\n<th>Korea<\/th>\n<th>vs<\/th>\n<th>USA<\/th>\n<\/tr>\n<tr>\n<th>user verification?<\/th>\n<td>SSID <\/td>\n<td>vs <\/td>\n<td>none<\/td>\n<\/tr>\n<tr>\n<th>payment?<\/th>\n<td>CC + PP + mobile <\/td>\n<td>vs<\/td>\n<td> CC + PP + PayPal<\/td>\n<\/tr>\n<tr>\n<th>Fraud?<\/th>\n<td>slanted pro-business <\/td>\n<td>vs<\/td>\n<td> slanted pro-consumer<\/td>\n<\/tr>\n<tr>\n<th>Network infrastructure?<\/th>\n<td>fiber everythwere <\/td>\n<td>vs<\/td>\n<td> DSL everywhere<\/td>\n<\/tr>\n<\/table>\n<p>One of our biggest single problems coming to the USA is the difficulty of having ways for children (under 18) to pay for our games &#8211; specifically how this limits our available paying customer base. Also, we&#8217;re not used to the pro-consumer fraud and the ways we normally do business we&#8217;re now exposed to lots of fraud and loss we never had to deal with before in our home market.<\/p>\n<p>[ADAM: interesting &#8211; Korean games aren&#8217;t usually thought of as being a sub-18 market, like the USA\/EU games market of 15 years ago &#8211; more usually Korea is thought of as a 20-30 market. Is under 18 payment as &#8220;a big problem&#8221; still a relatively new phenomena?]<\/p>\n<h4>Choosing the right game<\/h4>\n<p>Only one cross-cultural success: WoW.<\/p>\n<p>Target audience: Korean games tend to target younger players [ADAM: c.f. previous comment]. Most of the time we target elementary school kids. e.g. KartRider has 40-50% penetration in elementary school in Korea.<\/p>\n<p>[ADAM: from the info presented here, that could just as easily be for other, very different reasons. I&#8217;d be interested to see a more detailed examination of this issue, with some more justification for the conclusion. Personally, I really don&#8217;t know &#8211; I&#8217;m not disagreeing, just saying it requires a bit more explanation than was given, I wouldn&#8217;t take that statement as truth otherwise]<\/p>\n<p>P2P technology we use in Korea doesn&#8217;t work in USA because the network isn&#8217;t high quality enough.<\/p>\n<p>[ADAM: I would have said: quite a few Korean companies made games with terrible technology\/programming, very lazy net code, relying on the quality of the infrastructure. This is wise in a business sense initally (throw hardware at the problem whenever you can), even though technically it sounds like a dumb and naive decision to make up front (even in Korea, I would never have bothered starting off P2P &#8211; it just has too many downsides)]<\/p>\n<h4>Localization<\/h4>\n<p>[ADAM: this was all just the same old things about localization != translation, things that can go wrong, etc &#8211; nothing new here. It&#8217;s fine, but it&#8217;s been covered lots of times, in much more detail, with more concrete examples, in conferences the past 5 years. Thomas&#8217;s talk later today was many many many times more interesting version of this part of this talk, despite being purely Europe\/USA focussed]<\/p>\n<h4>Betas<\/h4>\n<p>Korean developers use OBT (Open Beta Test) as a marketing method more than in USA. It&#8217;s a &#8220;building momentum&#8221; thing. But in USA perhaps you cant really do that because you can&#8217;t afford the big cost of doing that.<\/p>\n<p>[ADAM: well &#8230; actually &#8230; the USA\/EU did that a *lot*, but here it increasingly meant crap quality and people hated that, and it caused lots of high profile failures. I think that Korean games are often sufficiently simple that the lack of quality isn&#8217;t such a glaring problem]<\/p>\n<p>Longer betas make players start to think that the game is badly written. Shorter betas take away your chance to fix problems.<\/p>\n<p>[ADAM: in this day and age, IMHO if either of those is an issue for you, you&#8217;re doing your betas wrong. Really, don&#8217;t do that. Don&#8217;t get into those traps. Find yourself some experienced MMO people who can make sure you sidestep them. I&#8217;ve got some interesting blog posts on that topic I&#8217;m slowly working on]<\/p>\n<p>Growth trend differences: in Korea, there&#8217;s exponential user growth during beta, but in the USA we see slow but steady growth.<\/p>\n<p>[ADAM: this perhaps explains a lot about the trend for Korean publishers to aggressively cancel USA games *just* as people here would be saying &#8220;oh, it&#8217;s looking like it will become a success&#8221; &#8211; in their experience, that slow an uptick == guaranteed fail (because in the home market, in Korea, it *would* be the harbinger of an impending fail)]<\/p>\n<p>[ADAM: OTOH &#8230; maybe it just means &#8220;Korean companies haven&#8217;t been hiring the right people as USA \/ EU Marketing directors &#8211; people who know how to market in the particular local territory&#8221; &#8211; because a lot of these growth differences, a lot of these use-of-beta differences could be explained easily as &#8220;weak \/ poor \/ inexperienced \/ uninformed marketing departments&#8221;, and marketing is one of those things that often seems to be hugely dependent on cultural understanding]<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Don Choi, OGPlanet Summary Very little of interest in this talk. I think there is a *lot* more you could say, and it would be a lot valuable and interesting, on the topics covered. I have no idea why the talk was so content-light (mis-guessed the audience? speaker having to give someone else&#8217;s talk? lawyers [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[52],"tags":[],"_links":{"self":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts\/473"}],"collection":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/comments?post=473"}],"version-history":[{"count":0,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts\/473\/revisions"}],"wp:attachment":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/media?parent=473"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/categories?post=473"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/tags?post=473"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}