Learning Online Lessons
from Asia
Understanding the online requirements is the first step. Implementing
them is the second. Implementing in each market is the third. If we were to add
a fourth key learning point, it would be to keep up with the speed of change
and delivery within the online mechanism.
Do not underestimate the online expertise that is currently established
and evolving across all of Asia.
Examples of the key features are:
-
Online
distribution. The console retail facings across the western markets
continue to squeeze PC out. The ability to have large and focused PC launches
is getting more difficult. The Asian model of free client and beta trials must
be understood as being critical to success and future distribution of PC
gaming.
-
Gaming social
networks. We all know about social networks like Facebook. However, the
Asian majors have been dealing with very large numbers of gamers coming in to
play specific games for many years. It is critical to manage them not only as
gamers, but also as a group of people with community needs before and after they
enter the game. As an online operator you want to hold that community within
your game environment, not let them float to other companies' games. The
community socialization, particularly in some casual games, can be more
important than the game itself.
-
Monetization.
You have large numbers of people entering trying the game for free, but how do
you make money from them? Western single player download games typically have a
conversion (purchase) rate of 2-3%. Think about how many people you have
brought into the game only to leave without recognizing revenue. The Asian
model of item selling is very exciting for many reasons; it puts more control
into the hands of the gamer, and lessens the barriers to entry.
The need for leveling can be done
through items - buying your way in the game. However, allowing consumers to buy
their way into a game can be potentially damaging to the gameplay. The
operators dynamically watch the game and will manipulate areas like:
- Functional items (power enhancing items that may
be purchased)
- Resource items, creating more or less to
stimulate activity
- Creation of bonus items to encourage development
in certain areas
- Purchase items, unique cosmetic items focused on
increasing operator revenue
The item system is not set in form,
and needs to be flexible. Advertising in-game is emerging rapidly as another
revenue model for online game communities.
-
Server
Design. Large numbers of people means large numbers of servers. They need
to be considered in game design not only to optimize numbers but also to
address hacking, macros, gold mining, item trading, auctions, and more. The
technology quickly becomes a critical factor in bringing a game into service. Payment
systems, database management, and chat are all part of the equation. How will
the local partner integrate their systems into your game? They will add these
costs onto the license fees and marketing costs -- making the whole launch process
more expensive than it first looks.
-
Game
Controls. Using the WASD keys as an example of typical Asian game controls.
In Asia the gamers want to have their right hand free to
answer the mobile phone, smoke or drink while playing. Forcing the use of
function keys and complex UI creates a new learning process for players.
What is more important is that it
is familiar, particularly if the
content is unusual (western). You need the Asian player to enter the game with ease;
if you make the controls complex and unfamiliar then acceptance will be that
much harder.
-
Character
Design: Generally speaking western characters are very real to the game
setting. They can be hard and harsh. Asian players prefer fantasy-based
characters, which are both different to the real world and part of the fun of
the game. The point being that you need to be prepared to change to the market
style. It is unlikely you can design a suitable character for Asia;
the in-market partner will always be the best guide.
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People in the West do have a little bit more money to spend and so the simple flat fee for everything is nice. Though some who are in a squeeze would be more properly suited to pay for what they can.
I don't mind taking a hit in game sophistication or technology for the sake of broadening the player count in these games. I knew it worked like that in the East and I think that's kind of cool. (That they play games for cheap at the cost of presentation)
By fantasy (sci-fi,futuristic, etc.) though I don't mean orcs, demons, trolls, spaceships, storm troopers, or any of that. I'd like to see a new depiction of fantasy. From what I'm understanding Asians would be more inclined to accept it than the Western people would. Blurring the lines between the two styles could be cool too.