Showing posts with label mmo. Show all posts
Showing posts with label mmo. Show all posts

Friday, August 22, 2008

Disney Believes in Mobile: Two Bits of Info

From Ypulse! Mashup (still processing my notes):

mDisney, Disney's mobile portal gets a 10% clickthrough rate on the mobile banner ads with $20 CPM.

Disney is planning to link its Pirates MMO to a mobile experience that allows the players to earn unique items for use in the online game. These items can only be earned in the mobile experience.

Smart move, especially considering the insight from yesterday's post that the hardcore gamers (most players of MMOs) are also likely to own iPhones.

Tuesday, May 1, 2007

Nexon's Kart Rider Finally Comes to America - Domination Expected.

That's right kids, the most popular MMO of all time just hit our cybershores. Kart Rider is in closed beta for now. Sign up and you might get a taste of the game that 120 million people around the world think is pretty rad. Warning: you have to use Internet Explorer to access their site, and you'll have to download a 182MB setup file, and have Direct X 9.0 installed before you can play. The game is going to have to be pretty amazing if Nexon expects the famously impatient American user to jump those hurdles.

I'll let you know what I think, if the file ever finishes downloading.

Wednesday, March 21, 2007

How to Pitch an MMO?

Even though it's a parody, they have better slides than most people.

http://kotaku.com/gaming/clips/clip-excel-the-mmo-245615.php


(via raphkoster.com)

Saturday, March 3, 2007

Game Geek: I Like It Hard and Long, so Kill Me.

Hard, as in difficult. Long, as in...well...long.

Nowadays, a lot of games, especially console games, can be beaten in ten to twelve hours. They're designed that way. The games industry believes that people don't want to play long games. I think that's true...if the game sucks.

MMOs, like World of Warcraft prove that people want to play a game for months. Once a player is engaged in a satisfying gaming experience, they want it to go on forever. Or at least, as long as it's still fun. The fun part is tricky. It's so tricky, Raph Koster wrote a whole book to explain to people what makes games fun.

Last night, I had fun. I spent about six hours playing Wizardry: Proving Grounds of the Mad Overlord. I'd been craving it since I read the article in Gamasutra about the golden age of computer role-playing games that I mentioned in a previous post. I never beat Wizardry when I was a kid, so I figured now with all my extensive gaming experience, and the help of the internet, it should be pretty easy. Um, well..no. It's still really hard.

For those of you who aren't familiar with it, Wizardry is the standard "party of six heroes descend (slowly) through a dungeon of monsters to defeat an evil wizard" game. Except, I'm pretty sure, Wizardry is the game that created the standard.

By the time I went to sleep at 3AM, all my characters were level 8. Only level 8. After six hours of play. For comparison, if you play World of Warcraft for six hours you will probably have reached level 30. I shouldn't say probably. That's a solid number based on research from Xerox Parc. In fact, in WOW, you can reach level 60, the highest level, in twenty hours.

I'll be honest, if it wasn't for the save state function on my emulator, I wouldn't even be that far. In Wizardry, when one of your characters is killed, they are dead. That's it. Roll a new character. I, of course, cheated, just like I did back in the eighties by making copies of the save file so that if one of my characters died I could just restore the game.

But I kinda wish I wouldn't have. Accepting that your character can die forever, is a completely different way of thinking about role-playing. You can't get emotionally attached to your characters. They die. You punch your computer. You create a new character and add them to the party. You become more cautious about encountering powerful monsters. You run away more often. You don't bully through the game, you assess risks, you think strategically. You learn to accept losses.

Modern gamers never have to accept losses, they just hit restore.

Character death is a game dynamic that I'd like to see return to games. Right now, RPGs are focused on process, i.e. building up character's experience, rather then the ultimate goal, defeating the game. That makes perfect sense for neverending MMOs. But in a standalone title, refocusing the player on achieving the goal and having then make the necessary sacrifices, such as the death of your super-awesome archmage, to achieve that goal would be refreshing, and IMHO, truer to life.

Ooh! I just came up with a name for a game of this type: Dungeon Fodder. I claim it, it's mine, so all you greasy handed, grabby game developers better back off, or I'll have to kill your Night Elf.

Friday, January 26, 2007

Market Opportunity: Ebay Stops Trading of Virtual Items

Ebay has decided to stop the sales of virtual items and currency on its site. Why? I assume that it’s a reputational risk issue. From what I’ve gathered following the virtual item trading world, sellers are not a particularly reputable bunch, leaving buyers without the goods they purchased.

Clearly, the traffic to other virtual trading platforms, most owned by one company, IGE, is going to increase dramatically. People want to trade items. Let them.

Why don’t MMOs encourage in-world trading? Raph Koster has an interesting post about the game dynamics of MMOs that push developers to dampen item trade. His point is basically that limiting trade of virtual items extends the life of the standard MMO.

I have no idea how many millions that Ebay is sacrificing by stopping virtual item trading, but for a company its size, it’s probably insignificant. Yet, it’s short-term thinking. The virtual item economy is huge and continues to grow. Ebay’s core business is no longer experiencing high-growth levels, you’d think that they would want to grab the opportunity to dominate one of the few auction categories experiencing double-digit growth.

But again, it’s an opportunity for a savvy entepreneur to push out a specialized auction site, figure out the pain points specific to virtual item trading (delivery, trust, questionable legality) and address them.

Article about IGE:

http://www.gamasutra.com/features/20060825/carless_01.shtml

UPDATE: You can still buy and sell Second Life related items. Probably because the founder of Ebay is an investor in Linden Labs, the company behind Second Life.

(via slashdot)