Linking
game consoles to the web
If you ever get a chance to meet anyone who
works in the Xbox Live team, PlayStation Network team, or the Nintendo Wii
network team, give them a pat on the back and thank them for all that they have
done and all they do each day. Console networks are very large, complex and
challenging to work with.
Gamers take for granted that games are networked
together completely seamlessly today. They are unaware of all the work that
goes on behind the scenes maintaining the fragile network of servers that
supports all the online gameplay that has become a standard feature of a huge
number of games sold today.
Linking any game to the web is difficult. In
addition to the difficulty of developing web services and libraries that will
support the communication between the closed console platforms, developers of
online communities need to worry about the complexities of large scale web
development and maintenance.
Blockbuster games like Halo 3 are a web community developer's dream and nightmare. It's a
dream because you know that you are building a community site for the most
devoted and rabid fan base around. It is a nightmare because you are developing
for the most devoted and rabid fan base around.
Halo 3 players bought the game, played for 12 straight hours and then,
after a brief coma, did it all over again. Assuming each player created 100 matches
worth of game data, and one million players played, you are dealing with 100
million data sets, all of which need to be parsed, stored, and cached for web
delivery.
Assuming you have the appropriate database
structures and network infrastructure in place, you must still contend with the
costly nature of getting your game data on web close to real-time. This is
especially true of any blockbuster game.
Big games require substantial
investment in the planning and implementation of web integration. You cannot
bolt web services onto a potential blockbuster and achieve the same quality of
execution achieved with a pre-alpha planned web service implementation.
Authentication and account considerations
In addition to the design and planning
required to export the data from the game to your web service, you must concern
yourself with the method of user authentication very early in the process. Each
platform has unique authentication methods requiring careful integration to
your web site.
Additionally you must concern yourself with
your own community log-in and authentication process. How can you assure your
users that their game account won't be hijacked by someone else?
The
authentication method will be driven by the format of platform authentication,
format of data output from the game to web services, and the method you employ
to arrive at some state of data parity.
Handheld platform integration
The
process for building a web community with support for handheld platforms is in
some ways similar to that of a console or PC community. Both the DS and the PSP
connect to the internet very well through the use of their pre-existing network
infrastructures. These allow you to network the handhelds and create server-based
persistence for your handheld games.
In
the context of this article the assumption is that you are interested in
integrating your handheld SKUs to your console community, however, don't
overlook the power and value of web-based community for your strictly handheld
users.
There is a lot of camaraderie and dedication among the handheld user
base, and they deserve a place to call their own. Plan to provide an experience
that is unique to the handheld users, and you will be rewarded with tremendous
gratitude, loyalty and game replay longevity.
Cross-platform integration
In
addition to creating stand-alone communities for your handheld SKUs, you can
integrate them with your console and PC SKU's to create a hybrid community. The
degree of integration depends on your creativity and imagination. It can be
assumed that since game designers have no lack of imagination, the only
limiting factor will be your resource and organizational constraints to
implement networking needs early in the development cycle.
The
beauty of centralizing your game community on the web is the mitigation of the
barriers imposed by the consoles. If you are able to get substantial data out
of all three major consoles the lines of separation between them blur, leaving
you with a community of game players focused on the content, not the method of
delivery.
Since
most major third party titles are multi-platform releases, and since the 360
and PS3 versions are almost always nearly identical (thanks to porting the
initial game development from one platform or another during development) and
the Wii implementations vary only slightly, you can develop a community which
allows for bi-directional data flow to and from the game, from your web
community.
The
game data moves to the community, where users interact with the data through
your meta features and meta-services, and then through the data created through
the in-community manipulation and experience, new data is shipped back up to
the game.
This iterative loop is very scalable and limited by the capacity of
your back-end infrastructure to deliver content. As a wise politician recently
stated, "The internet is a series of tubes, and when you send too much
information you can clog them up." So opt for the copper plumbing when
building your community.
|
Since the only work of Agora's I'm familiar with is the Guitar Hero community site, I'll skew my comments towards that.
Do you feel that the community you and your team built for Activision was successful? Not just in a bottom-line manner either, do you think that a solid community of GH players has embraced the site and tools you've given them?
I haven't visited the site in quite awhile even though I still constantly play the game, partly because of the design of the site and tools and partly because of the community of players. I can certainly elaborate more on my reasons later on should you choose to indulge my questions, I'm mainly curious if you feel that the GH community site followed the guidelines you laid down in this article or if the guidelines we're derived based on your experience in setting up that community.
Thanks!
One thing I noted was the significant attention paid to framing games as rules-based, numbers-driven competitive activities, and the relative lack of interest in gameplay that's focused on character development and immersion in the gameworld. While that focus makes sense for arcade-like games such as Forza and Halo 3 multiplayer, it doesn't offer much useful guidance when considering how to "communitize" games that place more emphasis on storytelling.
With Turbine announcing plans to enhance the links between its online game services and its Web-based community services, it would have been helpful to see more attention paid in this piece to the particular needs of community service design for MMORPGs and character-driven, story-based single-player games (such as, for a couple of random examples, The Witcher and Half-Life). For example, what does allowing game data to flow into the game from outside do to the "magic circle" of experiencing a story-driven gameworld as a secondary reality? How can a Web-based community service that's external to a gameworld support and enhance the internal narrative of that world?
I'd enjoy reading a follow-up article to this one that addressed the challenges and opportunities of more effectively integrating Web communities with MMORPGs and story-driven games.
Careful with the contests... When they disappear so do alot of the players. Try to keep something going most of the time if you start doing that.