MMO Development Experiences

What’s it all about?

Ballerium

This article is based on a post was that was originally made on www.isotx.com, at the blog forums. It triggered quite a debate there, and so I decided to improve it a bit, taking on some of the conclusions and clarifications made there. While the title is “MMO Development” it’s only because it originated from discussing the development of an MMO game, Ballerium, however most of the issues can be adapted to any large-scale game development. [...]

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The Early Years: My First English

There’s always a starting point, and it’s not always shiny, but if you learn something from it then it was not all in vain.

Back in the previous Millennium, when I decided I want to make games, I applied to Edusoft, one of the very few companies in Israel that were doing something remotely close to the games I wanted to make.

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Don’t Be Like Me

For those of you who have been on my short lecture today on the Beit Berl Game development colloquium and want to remember the highlights raised in the discussion, here’s the (somewhat untidy, yet…) presentation. Keep making fun games! P.S. I intend to start publishing some more detailed accounts of my development experiences, soon on this blog. […]

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Trusting the game: Balancing Innovation

The thing about games is, that we like games that innovate. If the game does not present us with anything we didn’t see before, we’re likely to get bored from the gameplay rather quickly. We might hang on a little longer because of the graphics, or community, or maybe for some other very unique value that the game presents such as an educational value, but the game itself will be less enjoyable to us.

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Regs & Subs: MMOG Business Balance

A comment on the last GameIS conference about the conversion ratio of users from Registering to Subscribing and paying, sent me thinking:

Naturally most subscription-based game services would like to maximize their revenues, traditionally originated from subscription or from virtual items sold to players.
But there is another type of revenue that multi-player games look at, that is obtained from the non-subscribed users, which are often the majority of the players, especially in browser-based games.�
The users registered for the free portion of the service also provide a great value to the player community, that eventually translates to more subscriptions. In some cases, they also provide indirect income through ads.
This, however does not come in free. There are costs associated with such users that must be weighed against their value to the game revenues.

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