If you never heard of GaaS maybe you should invest some time to learn. Game as a Service, or GaaS, is the latest craze on mobile and they are all hurrying to learn what it takes.
Some games implemented GaaS and made a mediocre launch a huge success. Like Rainbow Six Siege, which meanwhile is called the best tactical team shooter of the planet having over 30m players. OR GTA V, which, despite its age, is closing on selling 100m.
Maybe you don't know the fun part of GaaS. The lessons you need were defined over 20 years ago, by a game called Ultima Online. And the developers spread the knowledge of their experience on GDC. Just check Raph Kosters talks and articles here.
So sometimes I feel walking in the past when advising clients on what GaaS means to their development and company.
Blog about Free to Play (F2P), Mobile Games, Online Games or the Game Industry in general by Teut Weidemann.
Showing posts with label Ultima Online. Show all posts
Showing posts with label Ultima Online. Show all posts
2018/05/17
2016/12/21
"In the next few years all games will be online" (Teut 2006)
When I said in 2006 "In the future all games will be online" I got criticized by a lot of senior devs still working on pure retail games. Today of course it seems obvious this is the case. Even triple AAA games designed to be "single player" have online modes, online accounts, post launch add ons via online, online trophies and more to ensure a higher engagement and online copy protection.
The primary reason why online works so well is you can update the game frequently and further retain your players and fans. This can be done in a way that your game virtually never dies. Many MMO's from the 90's are still alive and despite their ancient technology they are still being played.
So this isn't bad news here:
https://www.asheronscall.com/en/forums/showthread.php?73423-Asheron-s-Call
This is good news as it proves how long these games can live. Nearly two decades. Think about it. For a developer having such a title in your portfolio means you have a revenue stream which can take you through years which shake us up badly - like 2016 where many devs were being closed.
Games like Destiny will live until the console cycle ends. And that is a fps. RPG's of course were the first movers but most genres will or have already moved into the persistent universe.
The problem? If too many players are bound to their online games they won't buy as many games as before. So the industry need to rely on growth instead of reselling titles to existing player bases. But this only lasts so long - until they are overfed like it happens this year.
The lesson? You need to design your game to last. The rules you need to apply are hard to learn and to grasp but have been laid out decades ago by people like Raph Koster or Rich Vogel. Google them, read all their talks. They are well worth it.
And if you need help - ask me. I am consulting in this space since 10 years.
The primary reason why online works so well is you can update the game frequently and further retain your players and fans. This can be done in a way that your game virtually never dies. Many MMO's from the 90's are still alive and despite their ancient technology they are still being played.
So this isn't bad news here:
https://www.asheronscall.com/en/forums/showthread.php?73423-Asheron-s-Call
This is good news as it proves how long these games can live. Nearly two decades. Think about it. For a developer having such a title in your portfolio means you have a revenue stream which can take you through years which shake us up badly - like 2016 where many devs were being closed.
Games like Destiny will live until the console cycle ends. And that is a fps. RPG's of course were the first movers but most genres will or have already moved into the persistent universe.
The problem? If too many players are bound to their online games they won't buy as many games as before. So the industry need to rely on growth instead of reselling titles to existing player bases. But this only lasts so long - until they are overfed like it happens this year.
The lesson? You need to design your game to last. The rules you need to apply are hard to learn and to grasp but have been laid out decades ago by people like Raph Koster or Rich Vogel. Google them, read all their talks. They are well worth it.
And if you need help - ask me. I am consulting in this space since 10 years.
Labels:
free to play,
game design,
Game Industry,
games industry,
guildwars,
gw2,
MMO,
talk,
teut,
Ultima Online
2013/05/19
What bothers me in most computer games
Yesterday I answered an interview of the magazine Spiegel about Eve Online and one of the questions was "What do find so fascinating about Eve?"
When I answered I realized what the single thing is what bothers me on most games to date: they tell me what to do and how to do it. The freedom is so limited that you feel like a game on rails. Worst invention of the industry in this regard: QTE. Yes I mean you Call of Duty.
The one single player game I played recently for longer was Dishonored. I could pick up my mission when I wanted, still could roam around my base afterwards and went to the boat which dropped me in the mission area. Even there I could approach my goal as I wanted, there was no timer, path or QTE telling me how to do it. I love that game.
In MMO's its similar: World of Warcraft has a path of success. You level up, then you do your attunement quests (old times), then you did 5 man heroics until you get bored and finally you raid and progress until you beat the end boss of the current expansion and have the ultimate gear ... until the next expansion made it worthless. What a waste of time? What a way to be masochistic?
In Eve Online you are a pilot of a space ship. So there. Thats it. What do you do? Well what do you WANT to do? Simply do it. Pirate? Diplomat? Spy? Trader? Logistics? Flying missions? Troll? Scammer? Being part of large scale war? Explore the universe for alien artifacts?
And here is the problem why those "sandbox" games aren't as big as World of Warcraft: in order to enjoy the scope for the game you have to know what you want, you need to motivate yourself. And exactly here most players fail: they want to be entertained but not work for it. They are lazy.
And game developers are lazy too. Because producing a game on rails is easier than creating a sandbox. Otherwise we would see more of them as they are very successful even as single player games.
When I answered I realized what the single thing is what bothers me on most games to date: they tell me what to do and how to do it. The freedom is so limited that you feel like a game on rails. Worst invention of the industry in this regard: QTE. Yes I mean you Call of Duty.
The one single player game I played recently for longer was Dishonored. I could pick up my mission when I wanted, still could roam around my base afterwards and went to the boat which dropped me in the mission area. Even there I could approach my goal as I wanted, there was no timer, path or QTE telling me how to do it. I love that game.
In MMO's its similar: World of Warcraft has a path of success. You level up, then you do your attunement quests (old times), then you did 5 man heroics until you get bored and finally you raid and progress until you beat the end boss of the current expansion and have the ultimate gear ... until the next expansion made it worthless. What a waste of time? What a way to be masochistic?
In Eve Online you are a pilot of a space ship. So there. Thats it. What do you do? Well what do you WANT to do? Simply do it. Pirate? Diplomat? Spy? Trader? Logistics? Flying missions? Troll? Scammer? Being part of large scale war? Explore the universe for alien artifacts?
And here is the problem why those "sandbox" games aren't as big as World of Warcraft: in order to enjoy the scope for the game you have to know what you want, you need to motivate yourself. And exactly here most players fail: they want to be entertained but not work for it. They are lazy.
And game developers are lazy too. Because producing a game on rails is easier than creating a sandbox. Otherwise we would see more of them as they are very successful even as single player games.
Labels:
eve,
eve online,
f2p,
free to play,
Game Industry,
games industry,
metrics,
MMO,
sandbox,
Ultima Online,
World of Warcraft,
WOW
2013/05/09
WoW dies (NOT!)
Here, 8.3 million subscribers only. Wtf, its dead Jim!
http://www.pcmag.com/article2/0,2817,2418730,00.asp
No its not. Even with 5m, heck even with 2m subscribers its an awesome business case. And even in 5 years, no 10 years we still can play WoW. Wanna bet?
Simply because until today no successful MMO has been shut down. You still can play Ultima Online or even Tibia if you want, both like 15 years old?
http://www.pcmag.com/article2/0,2817,2418730,00.asp
No its not. Even with 5m, heck even with 2m subscribers its an awesome business case. And even in 5 years, no 10 years we still can play WoW. Wanna bet?
Simply because until today no successful MMO has been shut down. You still can play Ultima Online or even Tibia if you want, both like 15 years old?
Labels:
f2p,
games industry,
Ultima Online,
World of Warcraft,
WOW
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