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Proposal PT
Proposal PT
Proposal PT
Executive Summary
The MMORPG (Massively Multiplayer Online Role-Playing Game) genre can be very
difficult to get into. Not only may there be some amount of difficulty present in learning how to
begin playing the game, as multiple systems interconnect to make this possible, but the game
itself may rely on information taken for granted, making it difficult for newcomers to the genre
or those unfamiliar with certain technologies. Yoinks attempts to solve these problems by
providing those interested in the genre an easily accessible game, with the access point being a
simple internet browser and the fat of more complex systems trimmed back. The final product
should result in a game both enjoyable and accessible, making it possible for more people to
Table of Contents
Executive Summary……...………………………………………………………………..2
Part
Introduction/Background………………………………………….4
Approach/Methodology…………………………………………...9
Ethical Considerations…………………………………………...11
Legal Considerations…………………………………………….12
Project Scope…………………………………………………….14
Final Deliverables………………………………………………..16
Usability Testing…………………………………………………17
Team Members…………………………………………………...18
References………………………………………………………………………………..20
Appendix A………………………………………………………………………………21
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Part I
Introduction/Background
cutting edge technology and a passion for games, the game should fill a gap in the video game
industry left by larger companies like Sega or Blizzard. Those looking for a game of the genre
and those looking for a game on the platform should both be interested in the project. While the
project is primarily to complete an assigned task, it is also important to make this kind of game
accessible.
Certain game genres have been made increasingly more difficult to get into as technology
has progressed. As game designers created increasingly advanced games, those who did not keep
up with the games would be forced to deal with more complex controls, mechanics, and ideas in
the new ones. The already complex genre of the MMORPG did not escape from this. With
discussion of launchers, clients, and servers, newcomers to the genre may feel pushed out.
The all-in-one solution presented by Yoinks makes the MMORPG genre significantly
more accessible. Rather than forcing people to dig through forums, guides, and tutorials to play a
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game, Yoinks provides a single URL. By stripping down the excess forced by other platforms,
Yoinks can reach a larger number of people. At the same time, keeping the concepts from
The MMORPG genre is no longer as popular as it once was. The list of popular
multiplayer games from the last few years has a notable lack of MMOs. In an admittedly not
all-encompassing list from Gamesradar, there is one game that is used in conjunction with the
term “MMO”, and it is used in the context of “not-quite-an-MMO” (Horti & Arguello, 2021).
Games like Among Us and Fortnite are currently at the forefront of the public consciousness, in
the same way that World of Warcraft, Ultima Online, and Runescape used to be. This could be
attributed to any number of reasons of course, but imagine the process for somebody not familiar
with the MMORPGs to play one. First, they would have to choose a game to play. Next, they
have to download the client. This is not the entire game of course, the client connects to a server.
They may then begin to look into different servers to join, but they will come across a problem.
When different servers are described, there are some terms they might not know. What does it
mean when a server advertises no PvP? No n00bs? Does it matter? The newcomer now has to
familiarize themselves with an argot dating back to the 70s mixing different languages, numbers
and letters, and multiple generations of people. After visiting Google, UrbanDictionary, and
multiple internet forums, the newcomer chooses a server, but shortly after joining they get
ganked, having barely touched the controls. The gradual complexity creep of the genre has
Goals Objectives
collection.
browsers.
Create a chat service for players to ● Implement design for the chat service
communicate. functionality.
for chatbox.
Allow for more complex in-game player ● Ensure that player hitboxes are not
position.
vs. environment).
Allow for server-side processing of data, ● Create a backend to handle user data
Create original assets (optional). ● Create art for the game, potentially
There are a few notable games that are similar to Yoinks in certain ways. RuneScape is an
MMORPG that could previously be played in a browser, but no longer (“Browser Support”,
n.d.). The 2013 drop of Chromium support for the Netscape Plug-in API (“Saying Goodbye”,
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2013) caused this. Similarly, Webkinz Classic is a multiplayer online game that, while not an
RPG, could previously be accessed through a browser. However, it now requires a client
(“Update on Flash”, n.d.). Of course, there are many MMORPGs that began by requiring a
desktop application, but these miss what makes Yoinks fundamentally different.
The most likely places to find similar projects would be hubs for independent browser
games. Newgrounds (https://www.newgrounds.com/) is potentially the most likely, but the reach
of any individual game is going to be more limited due to the enormous amount of competition
from other content on Newgrounds itself. Newgrounds content can be tagged, making the games
easily searchable for any potential competitors or predecessors to Yoinks. MMORPG.com also
has a list of MMORPGs to be played in a browser, but this does not mean that there is no room
end of life (“Adobe Flash Player”, n.d.) has all but eliminated any possibility of projects using
Adobe Flash filling the same niche as Yoinks. Ruffle is a work-in-progress emulator for the
Adobe Flash Player (“Ruffle”, n.d.), but this raises the level of complexity to an unreasonable
A large portion of interested people will be gamers interested in the genre, as well as any
gamers particularly interested in browser games. For these stakeholders, Yoinks simply seeks to
provide an enjoyable experience. However, given the problem of accessibility Yoinks is seeking
to help assuage, the main stakeholders Yoinks is catering to are those who feel pushed out of the
experience. With careful consideration given to gameplay features and overall game design,
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Yoinks can deliver on its promise of an enjoyable experience. As for accessibility, Yoinks
increases the number of people who can utilize it due to the platform. Most, if not all, modern
computers have some kind of internet browser installed. Even smartphones, small enough to fit
in a pocket, can browse through the internet. Provided testing is carried out across multiple
browsers, the number of devices that can access Yoinks from the beginning is high. By removing
some of the complexities associated with other MMORPGs while retaining key aspects, Yoinks
personal information may be at risk, such as an email address used to create an account or any
personal information shared in a chat, but this is to be expected. Many concerns can be
mitigated, if not eliminated outright, however. By not retaining user-entered information for any
period longer than is strictly necessary and informing the user base of the decision to do so,
stakeholders are given reason to believe that their information is not at risk. The risk on the part
of the stakeholders cannot be dropped to zero, since an outright demonstration of removal of user
data would require betraying user trust, but it can be reduced to a very small amount.
Approach/Methodology
conjunction with each other to deliver the final product. Socket.io and Phaser.io make up the
backbone of the project in addition to JavaScript. With pre-made artistic assets easy to find, these
will be used for the majority of development, since it is fairly easy to switch to original assets if
time allows. The team is weighing the benefits of the structure provided with Angular.js in
comparison with the freedom provided by shedding a specific framework and focussing efforts
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elsewhere. The project will use a microservice architecture, with a split front and back end, and it
Team members have already started work, with multiple small-scale prototypes of several
features having been completed. Rapid Application Development is a fitting methodology for the
project, although the team has also taken some concepts from Agile. Due to the iterative nature
of Rapid Application Development, frequent testing with focus groups is an option, but it is not a
requirement. With some proof of concepts having already been completed, a short integration
However, with certain decisions not yet made (in particular whether to use Angular),
there is still some amount of preparative work to be done. A lack of team experience with
Angular may also result in a short delay in development as team members gain familiarity with
the framework. With the large amount of work to be done to create any game, Yoinks is a
daunting project to complete. However, team members foresaw the potential difficulties, and
have been working small-scale for several months now. While the aforementioned problems
certainly still exist, many other similar problems have previously been dealt with, and no longer
present any difficulties. As such, development is proceeding roughly as planned with minimal
hiccups.
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Part 2
Ethical Considerations
While the ethical concerns presented by Yoinks are not major, they do need to be
considered. The main concerns are the same as those faced by other video game developers,
especially those who develop MMORPGs. In particular, the concerns of enabling addiction and
use of potentially exploitative monetization strategies. There are some potential secondary
concerns about the content of the game, some may consider certain types of content (such as
gore) to be too objectionable to put in any game. However, Yoinks is unlikely to be any cause for
concerns of this nature, regardless of whether those concerns are valid in other contexts. As such,
these can safely be ignored. The main concerns therefore, are related to the aforementioned
There are groups of people more vulnerable to both internet/gaming addiction and the use
of certain types of monetization strategies. Youths are perhaps the most likely to be at risk if
easy to continue paying for without knowing regardless of age or other defining characteristics.
Similarly, the risk of addiction is not tied to a particular group of people defined by anything
besides their propensity to fall victim to addiction. As such, the best solution for these concerns
is to deal with the problem at its root rather than attempt to adjust for a particular group.
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Positive feedback loops encouraging more playtime encourage addiction, or at the very
least do nothing to discourage it. If increased playtime results in being rewarded for further
increases, or large-scale playtime from the player population would result in patches being
applied to allow for it to continue, the risk of addiction is increased to a high degree. Developers
in general must be careful not to exploit the nature of the game in this manner, and thus their
players. Careful playtesting and market research can help ensure that the game systems do not
perpetuate these concerns. As for the concerns on monetization, since Yoinks is only a school
project at this stage, a monetization strategy does not have to be decided on at this stage. If
Yoinks moves forwards to a commercial release this will be more of a concern, but it is not a
Legal Considerations
There are two main legal considerations for Yoinks. Use of preexisting assets could result
in some legal concerns, regardless of whether Yoinks is monetized or not. It may also present
some legal concerns to make the project available in certain regions, although those concerns
would likely only be localized to those regions. While it is unlikely that these concerns will come
to fruition, it does no harm to consider how these might be dealt with and what the consequences
of the relevant laws might be. Given the wide nature of the law however, any look into potential
One of the goals for the project is to use original assets. However, time constraints may
make this difficult or impossible. However, the development team has already secured some
preexisting assets along with the rights to use them, making the concern over misuse of
preexisting assets significantly less of a danger. If necessary, there are marketplaces for assets
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that can be used in the event that original assets are unachievable. Unless the team deliberately
takes risks with use of preexisting assets, the chance of legal issues affecting the project can be
reduced to zero. The United States also has some fair use laws that are fairly ambiguous in their
interpretation, but some people may consider non-monetized use of preexisting assets for a
school capstone project to fall within the borders of fair use. As such, regardless of which assets
are used, these potential legal concerns are fairly minimal, and the potential consequences of
The second main legal concern has to do with different countries’ practices and laws on
video games. If Yoinks was to take a monetization model using loot boxes (similar to a lottery
mechanic for in-game rewards), for example, Belgium has certain laws that may make this
difficult (“Gaming loot boxes”). However, since the development team is based in the United
States and China, the laws of those countries are of immediate and primary concern. The United
States does not have any prominent laws that would prevent Yoinks from moving forward.
However, there are some potential concerns presented by Chinese laws. In particular, China’s
State Administration of Press and Publication (SAPP) has certain regulations (“China to
Introduce”). However, since Yoinks is to be a browser game released with hypothetical global
access, these regulations are unlikely to apply to Yoinks. In any case, since Yoinks is
fundamentally a school project, and not a commercial release, these concerns should not apply.
As such, the development of Yoinks should be able to continue as planned with no changes for
Part 3
Project Scope
Project Scope
This project roughly follows a Waterfall template. While this does present some potential
difficulties in the event of urgent changes becoming necessary with only a limited amount of
time left available, the nature of the project makes it difficult to not complete development in
requirements.
players.
information passthrough.
very quickly).
group feedback.
There is currently no planned budget for the project, since any external services used
have free tiers that should be enough for the project. Similarly, the necessary resources are fairly
minimal, with hosting and the like being provided by external services. A certain amount of art
may be used in the event that original art cannot be created, but this has already been acquired. In
general each week corresponds to one milestone, and each week solves some dependency, which
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is why a Waterfall-like approach was chosen. The largest risk the project faces is feature creep.
Attempting to add too many features could result in none of them being complete. The
aforementioned original art is perhaps the best example of this, since it is both a desirable but
ultimately unnecessary feature and particularly time consuming. Each member of the team is
interested in making an enjoyable video game, and so there will need to be a significant amount
Final Deliverables
While the exact final product is subject to change depending on time constraints and the
number of extra features that are able to be added, there is a certain baseline expectation that
should be met. The end product should include a functional game, along with an accompanying
barebones website to contain it. Other than these requirements, there are no other deliverables.
There is no client to seek approval from, although it may be worth considering the focus group’s
feedback as something close to this. That is, if the focus group is extremely dissatisfied with
what has been created by the time they are consulted, some heavy reworks should be considered.
The game in particular is difficult to establish final deliverables for beyond the minimum
viable product. The minimum requirements for the game include a world for players to explore,
even a simple one and the ability for multiple players to exist and interact with each other in this
world. Some amount of role-playing elements should be included as well, as the name of the
genre would suggest, but this could be limited to what is made available by player interactions as
a design choice. The nature of the project makes a minimum viable product still rather
Along with the area containing the game, the project website should have some amount
of information on the game as an introduction for those unfamiliar with the project. While the
style of the website has yet to be decided, its construction should be significantly less complex
than the game itself. A high amount of styling could result in a more immersive experience, but
experience, especially for the focus group testing the project. A delicate middleground is the
current plan, stylized enough to allow for the content to be presented in a way that allows the
intent to shine through, but without sacrificing other aspects of the project.
Usability Testing
A video game that is unplayable for one reason or another seems to have failed in its
purpose to a certain extent. As such, rigorous tests for usability are necessary. While the project
spot problems with an objective eye. As such, the focus group will be extremely useful to test
It may seem intuitive to simply request the members of the focus group to play the game
as they normally would, this leaves some potential scenarios untested. While it is rather
undesirable, there is a non-negligible amount of players in larger games who attempt to do things
out of the ordinary. Whether they are attempting to ruin other players’ fun (sometimes referred to
as BM or BMing, from Bad Manners), attempting to exploit potential bugs in the system, or any
amount of unforseen behavior, players do not always play the game as it was perhaps intended.
This is perhaps the most important thing to test beyond the tests necessary to eliminate game
breaking bugs, since an unpleasant community can kill a game just as surely as anything else. By
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selecting a random, but small, number of people within the focus group and specifically
requesting that they attempt things out of the ordinary, some amount of these concerns can be
dealt with.
Feedback from the focus group can be collected via a survey. While the exact content of
the survey cannot be established until more of the project is completed, there are a few questions
that can be expected. For example, asking whether there were any issues with the game that
resulted in a more negative experience, whether the experience overall was enjoyable, and what
the best part of the experience was. Since the focus group is largely made up of acquaintances of
the development team, personal interviews are also a possible option for collecting feedback on
Team Members
The team is made up of James DeSelms, David Sullivan, and Brandon Lee. Each member
of the team is prepared to help the others if it becomes necessary, but there are clearly defined
basic roles for each team member. James will be responsible for the majority of the frontend,
while David takes responsibility for much of the backend. They will be working together on the
game system design. Brandon Lee will be assisting in the backend and the gateways necessary
for the frontend and backend to connect. If at any point a member of the team requires additional
assistance, the other members of the team are qualified to provide this assistance, but these are
the basic paths each team member expects to be working in for the majority of the project.
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References:
https://www.adobe.com/products/flashplayer/end-of-life.html
China to Introduce New Game Approval Process This Month. (2019). Variety.
https://variety.com/2019/gaming/news/china-game-approvals-1203194653/
Gaming loot boxes: What happened when Belgium banned them? (2019). BBC.
https://www.bbc.com/news/newsbeat-49674333
Horti, S. & Arguello D. (2021). The 30 best online games to play right now with your friends (or
https://blog.chromium.org/2013/09/saying-goodbye-to-our-old-friend-npapi.html
https://webkinznewz.ganzworld.com/announcements/update-on-flash-end-of-life/
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Appendix A
https://forms.gle/YrDUT3in9vEPtKYA8