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Making new MMO history

David Brevik, President and COO,
    Gazillion Entertainment
Who am I?
• President of Blizzard North for 10 years
• Creator of Diablo and Diablo II
• Worked on StarCraft and World of
  WarCraft
• Creator of Hellgate: London
MMOGs are stuck in the past.
MMOGs are stuck in the past.
• Made with bespoke engines
  – Often unproven and unknown
  – May not scale as required


• Contain huge game worlds…
  – … which are enormously expensive to create
  – … and can become ‘boring’ before too long
MMOGs are stuck in the past.
• Subscription based payment models
  – Ensuring some level of ‘grind’ to generate
    maximum playtime and maximum revenue
  – Also ensuring a quick conversion, it seems


• Same old fantasy, sci-fi settings

• Aimed at the same niche audience
Being stuck in the past helps no-one.
• The MMO industry since WoW is littered
  with failures
• Almost every MMO launched since WoW
  transitioned to free-to-play
  – Age of Conan, LOTRO, DDO, DCUO
  – Even EA’s SWTOR – biggest launch in a decade
• This free thing might not be a fad…
Meanwhile, social games…
• … are not niche; an order of magnitude
  more popular than the biggest MMOs
• Require time – but as an alternative to cost
• However, they do make money
• Don’t require gigantic teams and long
  development cycles…
• … but are inevitably not deep, not that
  exciting and definitely not ‘hardcore’
It’s time to do something different.
• Gazillion already started:
  – Aimed our first game at kids, not hardcore
    gamers
  – Based it on an established and well-known IP
  – Created a small but re-playable game world
  – Blended the subscription and MTX models
    together
  – Built in Unity to run in a browser
And next…
An industry standard engine
• Using Unreal Engine 3
• Gives us standard tools and pipelines
• Also the kind of graphic fidelity most
  gamers expect
• … but we’re still allowing our client to be
  streamed for fast delivery and download
• Transition to other platforms is relatively
  easy
Large worlds? No problem
• Our ‘zones’ are randomly generated when
  the first player enters them
• They persist as others play in them
• This allows players to co-ordinate in the
  short term and team up for Open Missions
• Eventually zones re-generate – again,
  randomly
• Reduces (but doesn’t remove) necessity of
  hand-crafting each zone
Grind? Why?
• We’re making an action RPG so the
  emphasis is on moment-to-moment action
• Just like Diablo, the goal here is to make
  every click and every attack fun
• Game sessions can be completed quickly
• The game rewards both short and longer
  term play with loot and objectives
A new but familiar setting
• We licensed the Marvel IP to gain access to
  Marvel’s incredible characters and history
• While players have seen Marvel games
  before, they haven’t seen a Marvel MMO
  before (unless they played Super Hero
  Squad Online!)
• Doesn’t ‘feel’ like anything that’s been done
  previously, except Diablo…
• … and we see that as a good thing!
And all free
•   Completely free to play, end to end
•   Subscriptions are a huge barrier to entry
•   So is a box price
•   So take both away…
•   … while giving people options to pay you as
    much as they like.
Anything else is stuck in the past.

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David Brevik - LOGIN Conference 2012

  • 1. Making new MMO history David Brevik, President and COO, Gazillion Entertainment
  • 2. Who am I? • President of Blizzard North for 10 years • Creator of Diablo and Diablo II • Worked on StarCraft and World of WarCraft • Creator of Hellgate: London
  • 3. MMOGs are stuck in the past.
  • 4. MMOGs are stuck in the past. • Made with bespoke engines – Often unproven and unknown – May not scale as required • Contain huge game worlds… – … which are enormously expensive to create – … and can become ‘boring’ before too long
  • 5. MMOGs are stuck in the past. • Subscription based payment models – Ensuring some level of ‘grind’ to generate maximum playtime and maximum revenue – Also ensuring a quick conversion, it seems • Same old fantasy, sci-fi settings • Aimed at the same niche audience
  • 6. Being stuck in the past helps no-one. • The MMO industry since WoW is littered with failures • Almost every MMO launched since WoW transitioned to free-to-play – Age of Conan, LOTRO, DDO, DCUO – Even EA’s SWTOR – biggest launch in a decade • This free thing might not be a fad…
  • 7. Meanwhile, social games… • … are not niche; an order of magnitude more popular than the biggest MMOs • Require time – but as an alternative to cost • However, they do make money • Don’t require gigantic teams and long development cycles… • … but are inevitably not deep, not that exciting and definitely not ‘hardcore’
  • 8. It’s time to do something different. • Gazillion already started: – Aimed our first game at kids, not hardcore gamers – Based it on an established and well-known IP – Created a small but re-playable game world – Blended the subscription and MTX models together – Built in Unity to run in a browser
  • 10.
  • 11. An industry standard engine • Using Unreal Engine 3 • Gives us standard tools and pipelines • Also the kind of graphic fidelity most gamers expect • … but we’re still allowing our client to be streamed for fast delivery and download • Transition to other platforms is relatively easy
  • 12. Large worlds? No problem • Our ‘zones’ are randomly generated when the first player enters them • They persist as others play in them • This allows players to co-ordinate in the short term and team up for Open Missions • Eventually zones re-generate – again, randomly • Reduces (but doesn’t remove) necessity of hand-crafting each zone
  • 13. Grind? Why? • We’re making an action RPG so the emphasis is on moment-to-moment action • Just like Diablo, the goal here is to make every click and every attack fun • Game sessions can be completed quickly • The game rewards both short and longer term play with loot and objectives
  • 14. A new but familiar setting • We licensed the Marvel IP to gain access to Marvel’s incredible characters and history • While players have seen Marvel games before, they haven’t seen a Marvel MMO before (unless they played Super Hero Squad Online!) • Doesn’t ‘feel’ like anything that’s been done previously, except Diablo… • … and we see that as a good thing!
  • 15. And all free • Completely free to play, end to end • Subscriptions are a huge barrier to entry • So is a box price • So take both away… • … while giving people options to pay you as much as they like.
  • 16. Anything else is stuck in the past.

Notas del editor

  1. Made with bespoke engines, may not scaleCreating huge, expensive worlds that become boring quickly‘Grind’ is built-in to ensure maximum playtime and $$$ - timesinks that aren’t funSame old fantasy and sci-fi settingsSubscription based or ‘buy to play’ payment models
  2. Made with bespoke engines, may not scaleCreating huge, expensive worlds that become boring quickly‘Grind’ is built-in to ensure maximum playtime and $$$ - timesinks that aren’t funSame old fantasy and sci-fi settingsSubscription based or ‘buy to play’ payment models