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This
Developer’s Life: Preparing for LOGIN
Dear Reader:
First off, I have to give
a shout out to Greg Guertin of Westwood College for searching high and low for a
homosexual protagonist in a major release video game whose sexuality actually
impacted the storyline or character development in that game. Much as expected, he was unable to find
anything but he gets a nod and an A for effort on this one. I wonder how long it will be before we see
sexual orientation explored in a major release.
Now for something completely different…
Some of you may know of
LOGIN. It is the Seattle based online game development conference. There is some confusion surrounding this
conference because it was sued out of its last two names: OGDC and Ion (if
someone sued them out of Ion I don’t know how they think they’re getting away
with LOGIN).
Anyway it’s a fantastic
conference if you are building massive games.
If you’re reading this from Seattle I urge you to come.
Anyway, now back to my
favorite topic, me.
I’ll be speaking at this
year’s LOGIN on the topic of monetization in MMOs. BOOOOORING.
I know. But I’m going to spice it
up a bit by talking about how design interacts with monetization. Anyway I thought I’d throw my thoughts at
you, my dear, attentive, and largely silent sounding board, before I go and do
the real thing.
Types of Monetization:
Everyone knows about
subscriptions based games and microtransaction based games but there are so
many more ways to charge out there! (See how exciting this is when I put
exclamation points after stuff…)
In my talk I plan to go
over “box product only” massive games such as Guild Wars or Diablo 2 (though we
can debate about the “massiveness” of Diablo all day long), subscription based
games such as WoW or Everquest, micro games such as Maple Story, “new-micro”
games such as Combat Arms (which uses a ‘rental’ model) and ZT Online (which
uses a “please spend your retirement money at the casino” model), RMT games
such as Entropia Universe (which uses the “The Swedish Finance Supervisory
recognizes us a f’kin’ bank motherf’kers” model…[which is substantially less
effective with less swearing]) as well as some of the emerging models such as
the rise of the online arcade
(I’d define this one, but that would just make it
harder to point to it at some juncture in the indefinite future when someone
does some brilliant and totally arbitrary thing, and say, “Called it!” while
gesticulating wildly).
Tips!!!
This section will be mind
numbingly boring if you don’t care about massive game development or money…
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Ok, looks like I’ve still
got all of you. One of the things that’s
a bit silly but that I’ve found I’ve had to drill into several developer’s
heads of late is that you can’t wait to decide on your monetization model until
beta… I wish I was being hyperbolic, but
I’ve talked to several groups that believe that they will develop their product
and then choose a monetization model based on whatever the consumer prefers at
the time.
NO! UNACCEPTABLE (unless you like hemorrhaging
money… I really hadn’t thought of that before, maybe it’s just a huge self
loathing and masochistic streak...)!
First off monetization models aren’t fads, people don’t like one better
than another, they like the one that best fits the service that they want to
purchase. Let me tell you why there are
no rental grocery stores…
Anyway, in order to make
sure that your monetization model and your product dovetail as completely as
possible you need to choose a monetization model as early as possible, and then
design your game with that model in mind.
So how do you pick a monetization model?
You guess. Seriously, you guess. You get the very high level picture of the
game you are building, and then you develop an understanding of the
monetization models available (and come up with clever new ones of your own)
then you pick the one you think would work best and say, “Boy Howdy, we’re
running with this one!” (to all college students: it is a hard and fast mandate
of game design that you must say “Boy Howdy” whenever you are doing something
that will radically alter the lives of everyone in your studio for the next 24+
months for no other reason than “you think it’s a good idea”).
After the Boy Howdy moment (which is sort of
the game designer’s Eureka), you must then figure out how all your mechanics effect
the way you monetize your customer base.
An easy example of this can be found in a subscription based model. In such a model you have to ask yourself,
“Will the decision I’ve just made extend the cumulative total player lifespan
or shorten it?”
The key is to maximize
use of your monetization model without being too evil. Many companies lose sight of the fact that a
player who quits isn’t paying. Think of
World of Warcraft: each time they introduce a new instance they up the average
player lifespan in a way that also makes the players happy. Finding ways to do this that are economical
are the true mark of a great MMO game designer.
On Singing
Well I was going to say a
bunch of more mindblowingly relevant stuff about MMOs, but I’m almost out of
words, so instead I’ll talk about singing.
As a game designer you’ve
got to be able to lay it down like Orin Hatch, yo… (what is the correct
grammatical mark to put before “yo” at the end of a sentence? Is it a comma, is it a semicolon???)
Honestly I was just
wondering if there’s a tendency at anybody else’s office for the designers to
burst out into song (or at least speak only in song lyrics). That’s happened with remarkable frequency
pretty much everywhere I’ve been…
Cool, wasted those last few words…
Well I’m out. See y’all next week for some exciting adventures
in stuff I probably can’t talk about. If
you want to hear about anything specific email away: Jportnow@gmail.com
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And, as always, go to GameCulture.com to hear about my latest adventures.
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If you aren't continuing the sentence, you don't need a comma or a semicolon.
- late George Carlin
Woot! Woot! A shout out!
Going back to the sexual preference idea for games. If the story actually changed because of the sexual preference that the player choose the character to be. I think that every group out their would get in an uproar over it, it also seems to only be getting worst. Every one's skin seems to be getting thinner, not thicker.
About the singing. I will sing the bad news I have to customers about their account balances or fees, or just walk around the branch singing (I currently work at a bank as a banker inside a Stop and Shop, Giant for those not near the east coast). HAHA