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Multigames; Some thoughts on how to combine a casual linear game with a non linear hardcore game, and would there be any benefits in doing so.

With multigames I mean games that are more than one game in some sense. Most games are this by offering an experience in a set number of parts like rpgs with exploring\combat\cutscene and so fourth. This makes the gameplay more variable.

But some games goes longer than this with making games that appeals to more different types of people while also making them varied. Team Fortress 2 is a game like this; it got different classes that each can give drastically different experiences.

In Team Fortress 2 the spy class with its empathy on infiltrating\blending\stealth kills will give a totally different experience and challenge, than the much straight forward casual pyro class. With these two classes and the 5 others you get a game that can appeal to more than one type of customer.

But how would one make something that would appeal to vastly different groups of people, like casual and hardcore.

Learning from the world.

The world shows us that pleasing massively different types of people is possible, but that it is done at a vastly different scale than the scale games is at today. You need critical mass to get certain type of tings to take place. Like there has to be a set number of people together for there to be specialised jobs and so on. Or in other words a city needs to be of a certain size, before certain products that got a small number of buyers can be sold and be lucrative in that city.

In games once you get past a certain number of people playing at the same server you get big alliances and complex politics, you get a different game. The players become the game and the game becomes merely a service for the players to interact with one another. This has happened in MMOs like Eve Online. A game were the players creates the content and the developers merely creates the tools for them to interact with one another. This is a massive benefit to a game, to be able to generate content by itself.

Growing the next gen MMO

But the biggest problem in Eve Online is the fact that it is like the medieval ages. Were the ones who survive is the most brutal and treacherous people. This does make Eve Online an interesting place but not a place for the casual who wants to have some easy fun. But one has to remember Eve Online is a game that started out as a linear game full of strangers and general anarchy. It has come a long way, Eve had to basically build a world, a society with complete strangers, and they have organised themselves very quickly into big alliances making things more stable. Eve Online is fascinating in that it recreates the evolution of humans in virtual space, and it has just started.

As numbers of players in Eve Online grows and time goes on I am certain Eve Online will just like nations in the real life, which has gone from the terrible medieval ages to our days of modern stable democracies, will change into something different as critical mass gets high enough in Eve Online and time goes on. For the next gen MMO or the game that combines multiple genres in one dynamic world cannot be created, it can only be grown with a lot of time. What I am saying is that a big MMO is not a game in a common sense it is a society made up by humans. And such a society when started off with only people not knowing one another than that society will start off as an anarchy, in other words not very casual friendly. But as time progresses these people will go together in groups and you will end up with a few major factions if critical mass is high enough. This will make the place more casual friendly, and if the developers does the right things, these groups can develop into some sort of democracies furthering the stability in the game.

Combining games or creating what I would call multigames.

The developer of Eve Online will soon release an fps in which the battles fought in it, will affect the outcome in attempts of players in eve to control planets. Only Eve Online got the critical mass and developed community today to do such a brilliant move successfully. It will combine the non linear and community strengths of Eve Online with the strength of an fps like easy accessibility and instant easy fun if done correctly and with a dose of luck this will mark the creation of the first truly multigame, a meld of the strengths of completely different genres that gives an appeal to casual and hardcore players alike.

Only the beginning.

There is still a colossal untapped market out there. What if one made games like My Farm on face book have an effect on Eve Online and visa versa? Let Facebook players create farms in colonies on new planets for eve players and let SimCity players create cities around them, let Mafia players do crime stuff in those cities and let the SimCity owners and Eve players create police forces to battle them. The first to create such a game would be in an even more dominant position than World of Warcraft is today. It would be the windows of games.

That was my thoughts on the subject and I hope it was worth your time spent reading it!







HogMaster
4:41 PM on 01.16.2010

Multigames; Some thoughts on how to combine a casual linear game with a non linear hardcore game, and would there be any benefits in doing so.

With multigames I mean games that are more than one game in some sense. Most games are this by offering an experience in a set number of parts like rpgs with exploring\combat\cutscene and so fourth. This makes the gameplay more variable.

But some games goes longer than this with making games that appeals to more different types of people while also making them varied. Team Fortress 2 is a game like this; it got different classes that each can give drastically different experiences.

In Team Fortress 2 the spy class with its empathy on infiltrating\blending\stealth kills will give a totally different experience and challenge, than the much straight forward casual pyro class. With these two classes and the 5 others you get a game that can appeal to more than one type of customer.

But how would one make something that would appeal to vastly different groups of people, like casual and hardcore.

Learning from the world.

The world shows us that pleasing massively different types of people is possible, but that it is done at a vastly different scale than the scale games is at today. You need critical mass to get certain type of tings to take place. Like there has to be a set number of people together for there to be specialised jobs and so on. Or in other words a city needs to be of a certain size, before certain products that got a small number of buyers can be sold and be lucrative in that city.

In games once you get past a certain number of people playing at the same server you get big alliances and complex politics, you get a different game. The players become the game and the game becomes merely a service for the players to interact with one another. This has happened in MMOs like Eve Online. A game were the players creates the content and the developers merely creates the tools for them to interact with one another. This is a massive benefit to a game, to be able to generate content by itself.

Growing the next gen MMO

But the biggest problem in Eve Online is the fact that it is like the medieval ages. Were the ones who survive is the most brutal and treacherous people. This does make Eve Online an interesting place but not a place for the casual who wants to have some easy fun. But one has to remember Eve Online is a game that started out as a linear game full of strangers and general anarchy. It has come a long way, Eve had to basically build a world, a society with complete strangers, and they have organised themselves very quickly into big alliances making things more stable. Eve Online is fascinating in that it recreates the evolution of humans in virtual space, and it has just started.

As numbers of players in Eve Online grows and time goes on I am certain Eve Online will just like nations in the real life, which has gone from the terrible medieval ages to our days of modern stable democracies, will change into something different as critical mass gets high enough in Eve Online and time goes on. For the next gen MMO or the game that combines multiple genres in one dynamic world cannot be created, it can only be grown with a lot of time. What I am saying is that a big MMO is not a game in a common sense it is a society made up by humans. And such a society when started off with only people not knowing one another than that society will start off as an anarchy, in other words not very casual friendly. But as time progresses these people will go together in groups and you will end up with a few major factions if critical mass is high enough. This will make the place more casual friendly, and if the developers does the right things, these groups can develop into some sort of democracies furthering the stability in the game.

Combining games or creating what I would call multigames.

The developer of Eve Online will soon release an fps in which the battles fought in it, will affect the outcome in attempts of players in eve to control planets. Only Eve Online got the critical mass and developed community today to do such a brilliant move successfully. It will combine the non linear and community strengths of Eve Online with the strength of an fps like easy accessibility and instant easy fun if done correctly and with a dose of luck this will mark the creation of the first truly multigame, a meld of the strengths of completely different genres that gives an appeal to casual and hardcore players alike.

Only the beginning.

There is still a colossal untapped market out there. What if one made games like My Farm on face book have an effect on Eve Online and visa versa? Let Facebook players create farms in colonies on new planets for eve players and let SimCity players create cities around them, let Mafia players do crime stuff in those cities and let the SimCity owners and Eve players create police forces to battle them. The first to create such a game would be in an even more dominant position than World of Warcraft is today. It would be the windows of games.

That was my thoughts on the subject and I hope it was worth your time spent reading it!








The strength of starting Dynamic and the real challenge of making the next gen MMO, (itís not the digital part.)

A MMO is an online society, a society of human in cyberspace, and therefore it has to be treated as a society. The MMO of the future is not something that a MMO no matter how good can be at launch day. It is something that is grown, and evolves into the finished product.

One has to start with a mainly static world and than gradually make it more dynamic, and this has to be done because you are not creating a game, but a complete society, a digital world inhabited by humans. A society needs a set amount of time to be created, for leaders to emerge and be created, and for groups and hierarchies to be created.

Eve online is a great example of this and I am going to use it a lot now a a example, they started of rather static and has been making the game more and more dynamic, and I would bet on that Eve online dominating the MMO genre in the future. I think this because one cannot create a human society in minutes, there needs to be a significant amount of time for people to organise themselves in the game. And no matter how many millions blizzard have to use, Eve Online got something they donít have and that is a complex human society. You canít buy that.

Eve online has been growing its huge back stabbing, treacherous, power-hungry community for ages now, and they have create something very valuable indeed. They are at a special moment now and have a world of possibilities in front of them.

The standard static MMOs can be made rather quickly more dynamic, but their users will not adapt that quickly, as I have said it takes a lot of time to create a society from nothing.

The developer of Eve online has said that they are implementing the ability for players to do things in eve in a browser, or on their mobile phone. This might not sound as so much, but the road then to make people have the ability play Eve online singlehandedly on their mobile phone, or in their browser is short. Why is that big? Well eve got 300000 people playing eve and if you make these people playing the game through their mobile phone and browser, affect the Eve online universe you will have 300 000 people marketing the Eve online mobile version for free.

Not only that, if someone creates a casual mini game like Facebooks mafia wars or my farm and makes the game affect the Eve universe somewhat. What the Eve dev now got is possible chance to tap into the casual market while having a good foundation in the hardcore. The first MMO dev to get soccer moms to play their MMO through the Wii or mobile phone is the ones who will succeed the most.

The hardcore players and the casual players each bring something to what they interact with, just like our society is interesting because it got all sorts of people. A game with all sorts of people will be more ďinterestingĒ because all these people spices up the experience in all sorts of ways.

I know of the developers of Eve online plans of the game Dust and I think it is a brilliant choice if not a bit too early.

Ps: Dear eventual reader hope you donít think reading this was a waste of your time. And if you actually did like it I would greatly appreciate any feedback








What is the MMO 2.0? And what are the benefits with one.

(I must say this is my first blog ,so please be forgiving to my bad writing skills.)

A mmo 2.0 or in other words a truly dynamic mmo is in short a lot of people playing different games over different genres, were all of those games are interacting with one another. And were almost every facet of the game can be affected by the players.

Like if someone is playing the game as a trading simulator then their doings will have an effect on the other players in terms of trading. Or a leader of a big group will play the game in more of a grand strategy mode and will have the ability affect a great deal of things.

Itís hard to explain what the next big step in mmoís will be, and creating it will be hard to do because in order to achieve it one needs to combine a great deal of different games into one thing. In order for a dynamic mmo to work, a great deal if not almost all of the games aspect needs to be controlled by the players. Because a dynamic mmo will only be truly dynamic and get the benefits of being dynamic, if enough of its aspects is player controlled.

But what are bonuses from being dynamic and what makes it dynamic?

Well the bonuses from being dynamic are that you get a player driven game world\society, and with that you get a games that is both dynamic and static after who the player\person are. Pretty much like real life. How do this happen? Well when you get a big enough group and the members of this group can affect the world around them enough you get a society, with police, military, trading, etc. And a society can offer stability and make the game more static and stable for the players that like that, while being dynamic for players who like that instead.

What makes it dynamic? Well that is that the players get to shape the world around them enough. Iím not talking about the limited things that can be done in mmoís like Eve online, I am talking about almost everything being changeable, from groups having the ability to build cities were they want to, and have a implication on almost every facet of the world around them. Like player controlled economy, player controlled factions (grand strategy style), etc.

I am talking about a game were the skeleton and the frame of the game is made up of a sim city like game, were the players together can change terrain and build cities. And were players mould the history of the game through which technologies the big groups choose to research, and their choices in terms of trade, war and politics. A game all players start off the same in traditional way only that they got the chance to head off to try to achieve whatever position they have in mind, like a leader of a group, mayor, trader, city builder or mercenary for hire.

I wonít go any more indebt on this now. But I must say that all the technology, ideas and talent is available to do this! And by any eventual gods, the first to do this right will throw blizzard off the mmo throne!

Ps: I wrote this stuff several months ago (posted it on gamasutra as a blog), If you liked my text then do please tell so. I mean a lot to me.