And I should be. As the speakers noted, iPhone and Android gamers don’t have to worry about barriers to cross-play. The fact is, even though synchronous, AAA multi-gaming on mobile devices is still trying to penetrate western markets, different phone operating systems play nice together. Heck, you can often throw them together with people playing on browsers and everything’s still cool. Mobile isn’t alone in this, either. In the VR realm, HTC flat out said that Oculus’ insistence on exclusive titles hurt the overall market. The fact that I can play with Vive users and still feel like certain VR titles are “dead” only reinforces the fact that sharing the market it better for everyone. … [Read more...] about GDC 2018: Bridging and embedding cross-platform online communities
Bonuses splatoon 2
Community engagement as cheap content OK, so let’s say Niantic’s over worked and understaffed. Maybe they devs are still playing catch up, and despite innovating their other games, Nintendo is telling them that they have to play by old Nintendo’s rules. If, for whatever reason, Niantic can’t add simple features to flesh out basic gameplay, including community quests, then why aren’t we seeing more community engagement? I don’t understand the lack of support for local scenes or fan sites ala Hearthstone’s Fireside Gatherings or even Nintendo’s involvement in Splatoon’s Battlefy tournaments. I’ve seen multiple tech sites get exclusive interviews, but mega-fansite, Serebii.net, gets nothing, nor do MMO sites. I would think, if Niantic is pressed for official representatives, it could create a system for fan participation, or get assistance from the Pokemon Company for this. There are already many Nintendo and … [Read more...] about The Soapbox: Why is Pokemon GO still a tech demo?
“When we talk about cosmetics, there’s a demand for every individual cosmetic. Like maybe I love cowboy hats, I just want to buy cowboy hats. But there’s also a demand, and a lot of players feel this way, for just cosmetic options. I like cowboy hats sure, but I also like bandanas, and I like clown hair, I like everything. I don’t really have a super strong preference. I just want more things to put in my dress-up box. That demand can be satisfied a lot better sometimes with just giving you a random thing because that can be done a lot cheaper. If you don’t care about which one you get and you just want one, you can get it for a lot cheaper. When you’re talking about games that have rarity, and rarity’s a big part of that game, then lootboxes can be done to distribute something on a small scale, so that not everybody has access to it but some do, as sort of a jackpot item. And then that gets into a little more complexity around the economy and … [Read more...] about Massively Overthinking: The case for rarity and randomness in MMO monetization
“When you think about it, many other things we buy have increased in price over the last decade but AAA games are still expected to be a maximum of $60, with many of us waiting for sales (or for free-to-play). Meanwhile, games everywhere are adding shops, post-release content, and DLC galore with increasingly aggressive pricing models. How much of this is to make-up margins they can’t capture up-front? How much should an AA game cost in 2017? $75? $90? Is there a price point where lockboxes, gambling, and in-game stores could focus on value-add instead of survival? And how did we get here? Whose fault is it? And how do we get out of this, or is ‘would you like a game with your store’ the future as we know it?” … [Read more...] about Massively Overthinking: Are modern games too cheap?