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	<title>Comments on: MMO long tails</title>
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	<link>http://www.raphkoster.com/2007/05/29/mmo-long-tails/</link>
	<description>Raph Koster&apos;s personal website: MMOs, gaming, writing, art, music, books</description>
	<pubDate>Sun, 20 Jul 2008 22:44:43 +0000</pubDate>
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		<title>By: DTF.RU - ííï ËÁË ÉÎÔÅÒÎÅÔ</title>
		<link>http://www.raphkoster.com/2007/05/29/mmo-long-tails/#comment-128735</link>
		<dc:creator>DTF.RU - ííï ËÁË ÉÎÔÅÒÎÅÔ</dc:creator>
		<pubDate>Mon, 15 Oct 2007 08:43:01 +0000</pubDate>
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		<title>By: How much longer does EQ2 as a game have?</title>
		<link>http://www.raphkoster.com/2007/05/29/mmo-long-tails/#comment-123625</link>
		<dc:creator>How much longer does EQ2 as a game have?</dc:creator>
		<pubDate>Tue, 12 Jun 2007 13:14:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.raphkoster.com/2007/05/29/mmo-long-tails/#comment-123625</guid>
		<description>&lt;!--%kramer-ref-pre%--&gt;[...] on the topic with a lot of very current&#160;data and additional sources and links listed.6. http://www.raphkoster.com/2007/05/29/mmo-long-tails/&#160;- Another interesting blog which covers statistical data up to 2007 for a variety of [...]&lt;!--%kramer-ref-post%--&gt;</description>
		<content:encoded><![CDATA[<p><a href="http://dev.wp-plugins.org/wiki/Kramer"><img src="http://www.raphkoster.com/wp-content/plugins/kramer.php?kramer=gif-icon" class="technorati-balloon" alt="Kramer auto Pingback" style="border:0;" /></a>[...] on the topic with a lot of very current&nbsp;data and additional sources and links listed.6. <a href="http://www.raphkoster.com/2007/05/29/mmo-long-tails/&nbsp;-" rel="nofollow">http://www.raphkoster.com/2007/05/29/mmo-long-tails/&nbsp;-</a> Another interesting blog which covers statistical data up to 2007 for a variety of [...]</p>
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		<title>By: Douglas Galbi</title>
		<link>http://www.raphkoster.com/2007/05/29/mmo-long-tails/#comment-123301</link>
		<dc:creator>Douglas Galbi</dc:creator>
		<pubDate>Tue, 05 Jun 2007 02:59:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.raphkoster.com/2007/05/29/mmo-long-tails/#comment-123301</guid>
		<description>The slope of the power law describing MMO industry structure can &lt;a href="http://purplemotes.net/2006/08/20/lack-of-power-laws-and-other-popularity-problems/" rel="nofollow"&gt;change over time&lt;/a&gt;. The slope of the power law describing given names has flattened a lot over the past two hundred years.  There's some evidence that website traffic has flattened over the past decade.  If you're trying to predict the market share of the top x games five or ten years from now, that may be a significant factor to consider.</description>
		<content:encoded><![CDATA[<p>The slope of the power law describing MMO industry structure can <a href="http://purplemotes.net/2006/08/20/lack-of-power-laws-and-other-popularity-problems/" rel="nofollow">change over time</a>. The slope of the power law describing given names has flattened a lot over the past two hundred years.  There&#8217;s some evidence that website traffic has flattened over the past decade.  If you&#8217;re trying to predict the market share of the top x games five or ten years from now, that may be a significant factor to consider.</p>
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		<title>By: TalkersPT :: View topic - A Cauda Longa dos Talkers Portugueses</title>
		<link>http://www.raphkoster.com/2007/05/29/mmo-long-tails/#comment-123241</link>
		<dc:creator>TalkersPT :: View topic - A Cauda Longa dos Talkers Portugueses</dc:creator>
		<pubDate>Sun, 03 Jun 2007 17:48:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.raphkoster.com/2007/05/29/mmo-long-tails/#comment-123241</guid>
		<description>&lt;!--%kramer-ref-pre%--&gt;[...] este artigo:  http://www.raphkoster.com/2007/05/29/mmo-long-tails/   e pelo menos este comentário:  [...]&lt;!--%kramer-ref-post%--&gt;</description>
		<content:encoded><![CDATA[<p><a href="http://dev.wp-plugins.org/wiki/Kramer"><img src="http://www.raphkoster.com/wp-content/plugins/kramer.php?kramer=gif-icon" class="technorati-balloon" alt="Kramer auto Pingback" style="border:0;" /></a>[...] este artigo:  <a href="http://www.raphkoster.com/2007/05/29/mmo-long-tails/" rel="nofollow">http://www.raphkoster.com/2007/05/29/mmo-long-tails/</a>   e pelo menos este comentário:  [...]</p>
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		<title>By: Tess</title>
		<link>http://www.raphkoster.com/2007/05/29/mmo-long-tails/#comment-123093</link>
		<dc:creator>Tess</dc:creator>
		<pubDate>Thu, 31 May 2007 18:47:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.raphkoster.com/2007/05/29/mmo-long-tails/#comment-123093</guid>
		<description>I think that the curve is pretty natural, since MMOs are strong word-of-mouth products.  Moreover, established players will go where their friends are.  Thus, winning one player often means winning multiple.  It's a system prone to landslides.

In some ways, the results could be even more dramatic with MMOs than with some other sorts of choices, because we're not dealing with a closed system.  Players are not only brought from other games -- but also from outside of the current MMO population.</description>
		<content:encoded><![CDATA[<p>I think that the curve is pretty natural, since MMOs are strong word-of-mouth products.  Moreover, established players will go where their friends are.  Thus, winning one player often means winning multiple.  It&#8217;s a system prone to landslides.</p>
<p>In some ways, the results could be even more dramatic with MMOs than with some other sorts of choices, because we&#8217;re not dealing with a closed system.  Players are not only brought from other games &#8212; but also from outside of the current MMO population.</p>
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		<title>By: Raph</title>
		<link>http://www.raphkoster.com/2007/05/29/mmo-long-tails/#comment-123068</link>
		<dc:creator>Raph</dc:creator>
		<pubDate>Thu, 31 May 2007 03:19:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.raphkoster.com/2007/05/29/mmo-long-tails/#comment-123068</guid>
		<description>Well, Prokofy, something getting "bumpier" really means that the curve isn't as smooth. And you can see in the graphs I gave that in practice, the curves never are perfect. They are always a bit irregular. But the overall distribution is still highly approximate to a Pareto or Zipf distribution.

There is no "impersonal force" -- rather, it's highly &lt;em&gt;personal&lt;/em&gt; forces. "Preferential network attachment" can be translated as things like "going where my friends are" and "going where jobs are" and so on. People themselves, left to their own devices, sort into this sort of distribution curve. The slope of the curve will differ, but you can find it in the sizes of clumps of people at a party, the sizes of cities, the sales of books, the number of readers on a blog, the popularity of a given comment thread, and so on -- just like bell curves, Fibonacci sequences, and so on tend to show up in nature all over the place too.

Basically, though, I am arguing that it's the small stuff in the niches that is most likely to pop up the unforeseen thing you are wondering about. The stuff at the head of the curve is very unlikely to be a risk-taking project.</description>
		<content:encoded><![CDATA[<p>Well, Prokofy, something getting &#8220;bumpier&#8221; really means that the curve isn&#8217;t as smooth. And you can see in the graphs I gave that in practice, the curves never are perfect. They are always a bit irregular. But the overall distribution is still highly approximate to a Pareto or Zipf distribution.</p>
<p>There is no &#8220;impersonal force&#8221; &#8212; rather, it&#8217;s highly <em>personal</em> forces. &#8220;Preferential network attachment&#8221; can be translated as things like &#8220;going where my friends are&#8221; and &#8220;going where jobs are&#8221; and so on. People themselves, left to their own devices, sort into this sort of distribution curve. The slope of the curve will differ, but you can find it in the sizes of clumps of people at a party, the sizes of cities, the sales of books, the number of readers on a blog, the popularity of a given comment thread, and so on &#8212; just like bell curves, Fibonacci sequences, and so on tend to show up in nature all over the place too.</p>
<p>Basically, though, I am arguing that it&#8217;s the small stuff in the niches that is most likely to pop up the unforeseen thing you are wondering about. The stuff at the head of the curve is very unlikely to be a risk-taking project.</p>
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		<title>By: Prokofy Neva</title>
		<link>http://www.raphkoster.com/2007/05/29/mmo-long-tails/#comment-123065</link>
		<dc:creator>Prokofy Neva</dc:creator>
		<pubDate>Thu, 31 May 2007 02:22:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.raphkoster.com/2007/05/29/mmo-long-tails/#comment-123065</guid>
		<description>This is very interesting. But I question the idea of some impersonal "force" at work that is always going to do this "levelling" that you posit, i.e. every time a game gets popular, it automatically rises to a threshold and then by lock-step, as you say, "There is constant pressure to â€œsmooth out the bumps.â€ And "The number two element in a graph â€œwantsâ€ to be at a specific ratio to the number one element," etc. It sounds like science -- but I wonder if it really *is* science that always works this way.

For one, as long tail consumers become more aware, they might create more bumps that don't rise really hugely and don't smooth out. More social media might make more bumps in the long tail and those games with the 5 plays could each double to 5 or triple to 15 but never turn into WoWs -- then what, they are then bumpier.

Templates might also suddenly become more diverse if some new technology or capacity suddenly appears to make it all easier, the way the Sims Online suddenly made it easier to make your own comic book with the family albums. 

I guess I feel that while these theories are interesting, I can't feel bound by them and I keep wondering what unforeseen thing might occur to interrupt the theory.</description>
		<content:encoded><![CDATA[<p>This is very interesting. But I question the idea of some impersonal &#8220;force&#8221; at work that is always going to do this &#8220;levelling&#8221; that you posit, i.e. every time a game gets popular, it automatically rises to a threshold and then by lock-step, as you say, &#8220;There is constant pressure to â€œsmooth out the bumps.â€ And &#8220;The number two element in a graph â€œwantsâ€ to be at a specific ratio to the number one element,&#8221; etc. It sounds like science &#8212; but I wonder if it really *is* science that always works this way.</p>
<p>For one, as long tail consumers become more aware, they might create more bumps that don&#8217;t rise really hugely and don&#8217;t smooth out. More social media might make more bumps in the long tail and those games with the 5 plays could each double to 5 or triple to 15 but never turn into WoWs &#8212; then what, they are then bumpier.</p>
<p>Templates might also suddenly become more diverse if some new technology or capacity suddenly appears to make it all easier, the way the Sims Online suddenly made it easier to make your own comic book with the family albums. </p>
<p>I guess I feel that while these theories are interesting, I can&#8217;t feel bound by them and I keep wondering what unforeseen thing might occur to interrupt the theory.</p>
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		<title>By: AndrÃ©s Chilkowski</title>
		<link>http://www.raphkoster.com/2007/05/29/mmo-long-tails/#comment-123044</link>
		<dc:creator>AndrÃ©s Chilkowski</dc:creator>
		<pubDate>Wed, 30 May 2007 19:40:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.raphkoster.com/2007/05/29/mmo-long-tails/#comment-123044</guid>
		<description>Just a quick report of Latin American MMO developments as Raph Requested!
&lt;strong&gt;Regnum Online&lt;/strong&gt; (&lt;a href="http://ww.regnumonline.com.ar" rel="nofollow"&gt;www.regnumonline.com.ar&lt;/a&gt;) - Argentina
3D Fantasy multiplatform MMORPG RVR-PVP + Quest Driven PVE. 
As one of the developers of the game, I'm pretty proud on this one ;) , so please Raph, check it out and share your comments with us. It will be a great honor to have you log into our game. 
&lt;strong&gt;Argentum Online&lt;/strong&gt; (&lt;a href="http://ao.alkon.com.ar" rel="nofollow"&gt;ao.alkon.com.ar&lt;/a&gt;) - Argentina
2D Fantasy MMORPG Skill based very much like early UO with PVP.
As one of the first of its class in Spanish and having low hardware requirements, it grew into a sensational phenomenon reaching thousands of players. Both its server and client code are open source opening doors to MODs, TCs and Enhancements, and also helping to get many young people involved in game development.
Argentum Online 2 is its 3D incarnation and itâ€™s still in very early in development.
&lt;strong&gt;Taikodom&lt;/strong&gt; (&lt;a href="http://www.taikodom.com.br" rel="nofollow"&gt;www.taikodom.com.br&lt;/a&gt;) - Brazil
3D Action Based MMOG in Space.
An impressive looking Space Simulator in a virtual world. Still early in development, the game is undergoing a second tech test. They got some interesting investment from IBM (both financial and technical resources)
&lt;strong&gt;Erinia:&lt;/strong&gt; (&lt;a href="http://www.erinia.com.br" rel="nofollow"&gt;www.erinia.com.br&lt;/a&gt;) - Brazil
3D Fantasy MMORPG â€“- PVE Oriented.
After a rushed release as a P2P game and trying to switch into a F2P game, the project seems to be having commercial difficulties due to high competition with other international mainstream MMOs in Brazil.
&lt;strong&gt;Now, my two cents on the subject at hand&lt;/strong&gt;: Even if I do believe that it will be easier in the future to create this kind of worlds, I would like to point out that this has not been the case so far with Latin American developments. The industry here is in its early infancy so, lacking in experience and the resources, working on any project of this magnitude was very much like re-inventing the wheel. 
Budgets of less than a 100 thousand Dollars and teams as small as 8 people were the norm, and that meant missed opportunities to innovate, specially taking into account that we had to meet certain player expectations as pirated versions of L2, WOW and Ragnarok are quite popular in the region
Although games like Regnum may be lacking in amount of features, and might not represent the next true original thing in the field, I do feel however that there is something fresh about it and I think its because itâ€™s less overdeveloped in terms of content and feels more real and more alive.  
Iâ€™m tired of MMOGs that end up looking like another VDATP â€“Virtual Disneyâ€™s Animatronics Theme Park- where to grind. Itâ€™s time to put the focus back into player interaction and gameplay systems and thatâ€™s what we are trying to accomplish within the limited scope of our resources. 

I do believe we have tons of passion for games and potential in terms of development down here. Feel free to check us out.</description>
		<content:encoded><![CDATA[<p>Just a quick report of Latin American MMO developments as Raph Requested!<br />
<strong>Regnum Online</strong> (<a href="http://ww.regnumonline.com.ar" rel="nofollow">http://www.regnumonline.com.ar</a>) - Argentina<br />
3D Fantasy multiplatform MMORPG RVR-PVP + Quest Driven PVE.<br />
As one of the developers of the game, I&#8217;m pretty proud on this one <img src='http://www.raphkoster.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> , so please Raph, check it out and share your comments with us. It will be a great honor to have you log into our game.<br />
<strong>Argentum Online</strong> (<a href="http://ao.alkon.com.ar" rel="nofollow">ao.alkon.com.ar</a>) - Argentina<br />
2D Fantasy MMORPG Skill based very much like early UO with PVP.<br />
As one of the first of its class in Spanish and having low hardware requirements, it grew into a sensational phenomenon reaching thousands of players. Both its server and client code are open source opening doors to MODs, TCs and Enhancements, and also helping to get many young people involved in game development.<br />
Argentum Online 2 is its 3D incarnation and itâ€™s still in very early in development.<br />
<strong>Taikodom</strong> (<a href="http://www.taikodom.com.br" rel="nofollow">http://www.taikodom.com.br</a>) - Brazil<br />
3D Action Based MMOG in Space.<br />
An impressive looking Space Simulator in a virtual world. Still early in development, the game is undergoing a second tech test. They got some interesting investment from IBM (both financial and technical resources)<br />
<strong>Erinia:</strong> (<a href="http://www.erinia.com.br" rel="nofollow">http://www.erinia.com.br</a>) - Brazil<br />
3D Fantasy MMORPG â€“- PVE Oriented.<br />
After a rushed release as a P2P game and trying to switch into a F2P game, the project seems to be having commercial difficulties due to high competition with other international mainstream MMOs in Brazil.<br />
<strong>Now, my two cents on the subject at hand</strong>: Even if I do believe that it will be easier in the future to create this kind of worlds, I would like to point out that this has not been the case so far with Latin American developments. The industry here is in its early infancy so, lacking in experience and the resources, working on any project of this magnitude was very much like re-inventing the wheel.<br />
Budgets of less than a 100 thousand Dollars and teams as small as 8 people were the norm, and that meant missed opportunities to innovate, specially taking into account that we had to meet certain player expectations as pirated versions of L2, WOW and Ragnarok are quite popular in the region<br />
Although games like Regnum may be lacking in amount of features, and might not represent the next true original thing in the field, I do feel however that there is something fresh about it and I think its because itâ€™s less overdeveloped in terms of content and feels more real and more alive.<br />
Iâ€™m tired of MMOGs that end up looking like another VDATP â€“Virtual Disneyâ€™s Animatronics Theme Park- where to grind. Itâ€™s time to put the focus back into player interaction and gameplay systems and thatâ€™s what we are trying to accomplish within the limited scope of our resources. </p>
<p>I do believe we have tons of passion for games and potential in terms of development down here. Feel free to check us out.</p>
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		<title>By: Raph</title>
		<link>http://www.raphkoster.com/2007/05/29/mmo-long-tails/#comment-123042</link>
		<dc:creator>Raph</dc:creator>
		<pubDate>Wed, 30 May 2007 17:52:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.raphkoster.com/2007/05/29/mmo-long-tails/#comment-123042</guid>
		<description>So several folks are making the comparison to the music biz' long tail. But the example in the article is actually that of cities, not music. Cities are "services" in the same sense that a game is here. Yes, there's a minimum population threshold required for viability, but there's a ton of room for "small towns." In the mud world, we saw plenty of worlds being viable at peak concurrent populations under 100 -- and I bet we see the same thing today in the UO gray shard community. The big scalar factors are actually size of population relative to size of map, and what chat facilities are available.</description>
		<content:encoded><![CDATA[<p>So several folks are making the comparison to the music biz&#8217; long tail. But the example in the article is actually that of cities, not music. Cities are &#8220;services&#8221; in the same sense that a game is here. Yes, there&#8217;s a minimum population threshold required for viability, but there&#8217;s a ton of room for &#8220;small towns.&#8221; In the mud world, we saw plenty of worlds being viable at peak concurrent populations under 100 &#8212; and I bet we see the same thing today in the UO gray shard community. The big scalar factors are actually size of population relative to size of map, and what chat facilities are available.</p>
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		<title>By: IQpierce</title>
		<link>http://www.raphkoster.com/2007/05/29/mmo-long-tails/#comment-123038</link>
		<dc:creator>IQpierce</dc:creator>
		<pubDate>Wed, 30 May 2007 17:40:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.raphkoster.com/2007/05/29/mmo-long-tails/#comment-123038</guid>
		<description>Very good article.

But I think that comparing the MMO long-tail phenomenon to the music long-tail phenomeon (for instance) is a bit of a farce.

This is partly because, as you yourself would admit, MMOs are more of a "service" than a "product."

But there's more to it than that. MMOs are a very unique form of entertainment because &lt;b&gt;the value of the entertainment is (or should be) dependent on how many people are enjoying it&lt;/b&gt;.

If someone releases an album, it doesn't matter if 5 people or 5 million people listen to it, it will always be the same album and always be just as good. But the quality of the same MMO is &lt;i&gt;very&lt;/i&gt; different when it's played by 5 people vs. 5 mil. (As someone who was only able to play WoW at 5am in the morning, believe me, that world is much less interesting when you're the only conscious being in it.)

(Also note that the hypothetical album might have 5 fans who love it just fine; but if the MMO has only 5 players, it's very unlikely that you'll keep even those 5 players for long. Much as they love the world, it's pointless without people in it.)

What does this mean? If you're expecting your game(s) to end up on the long tail, make sure their game design is such that they're fun even with a small number of people playing... every MMO needs a certain critical mass of players to become fun, but you want to tweak your design to make that number as low as possible. If your game will only have 5 players, make sure they can all find each other, and aren't playing their own separate games on opposite sides of the world.</description>
		<content:encoded><![CDATA[<p>Very good article.</p>
<p>But I think that comparing the MMO long-tail phenomenon to the music long-tail phenomeon (for instance) is a bit of a farce.</p>
<p>This is partly because, as you yourself would admit, MMOs are more of a &#8220;service&#8221; than a &#8220;product.&#8221;</p>
<p>But there&#8217;s more to it than that. MMOs are a very unique form of entertainment because <b>the value of the entertainment is (or should be) dependent on how many people are enjoying it</b>.</p>
<p>If someone releases an album, it doesn&#8217;t matter if 5 people or 5 million people listen to it, it will always be the same album and always be just as good. But the quality of the same MMO is <i>very</i> different when it&#8217;s played by 5 people vs. 5 mil. (As someone who was only able to play WoW at 5am in the morning, believe me, that world is much less interesting when you&#8217;re the only conscious being in it.)</p>
<p>(Also note that the hypothetical album might have 5 fans who love it just fine; but if the MMO has only 5 players, it&#8217;s very unlikely that you&#8217;ll keep even those 5 players for long. Much as they love the world, it&#8217;s pointless without people in it.)</p>
<p>What does this mean? If you&#8217;re expecting your game(s) to end up on the long tail, make sure their game design is such that they&#8217;re fun even with a small number of people playing&#8230; every MMO needs a certain critical mass of players to become fun, but you want to tweak your design to make that number as low as possible. If your game will only have 5 players, make sure they can all find each other, and aren&#8217;t playing their own separate games on opposite sides of the world.</p>
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