Showing posts with label MMO Games. Show all posts
Showing posts with label MMO Games. Show all posts

Saturday, March 26, 2016

Gems of Opportunity: Matchmaking & Games Industry Concept: "A Social and Romantic Matchmaking Genre Role Playing Game"


Hello All,

There are a myriad of video games out in the world that have a subliminal Death Wish for our civilization. In the other spectrum there are lesser known often lewd and pornographic dating video games online. Nothing except perhaps the series of "The Sims" published by "Electronic Arts" of "Mr. Will Wright" game designer fame. Has there stood a near family friendly sort of popular video game for audiences of all ages. 

My conceptual design today is just an early notion into marrying both a social matchmaking features found online. Be it: eHarmony, Match.com, Friend Finder, and so forth that are non-pornographic and free of lewd tendencies mostly. With that of a multiplayer or MMO (massively multiplayer online) game world found today that is F2P (Free to Play). Although free to play for adults with a valid credit card much like a dating website. If players were to seek each other out in real life there can be safety features included like in any regular matchmaking dating website service. Such as passing a Real ID background check to see someone doesn't have a criminal history and so forth. 

Instead of interfacing with a matchmaking website in plain 2D (dimensions). One can have a dating or matchmaking video game world in first person, third person, and/or isometric overhead viewpoint. This would be a niche audience and not tailored towards minors such as teenagers. More so for adults seeking a family friendly clean outlook free of the sleazy filth found elsewhere online. 

Like with any dating or matchmaking website its free to enroll as a member. However to get better features one has the option to become a paying member at various membership tiers. In many ways several game publishers with MMO game titles have done similar over the years. With F2P game titles with optional subscriber plans for paying members. Being offered more convenience, greater status, and other pertinent rewards in games. 



I would hope such a MMO or multiplayer game title would be more than just finding romantic partners. To venture into social friendships which can include even finding like minded people of a similar spiritual or religious faith in such a setting. A social hub matrix can be part and parcel of the game design elements of the feature rich game world. Bringing people as players together in virtual fictional settings be it with celebrations or other forms of common game play. Not to make such a game world like a "Candy Land" of wishy washy game setting. There can be real world dilemma overtones to entertain as much as to build shared engagement in such an online community setting. I won't go too much into game design particular features just state the general theory behind such a project if one were to be created overall. 

There can be an added social cause layer added to such a game world and to reveal some real world personal character traits of a person. Many know of the Griefer term as a player that causes turmoil to others as a sadist for instance. What if quite the opposite behavior is encouraged in such a game world by revealing in game play the best cooperative traits of a real person. This will take some sort of social engineering and psychology involved to design game play elements that approach such a would be process. 

The reason why to shine a light on a person's truer disposition instead of the traditional alter ego. Is much like crowdfunding for social causes online. What if in such a virtual fictional game world setting for a MMO or multiplayer game title. There are zone wide events that mimic the plights of International, National, or Regional real world charities. This will be part education to the community of players of the struggles facing such social causes in the real world. To portray them in a game world not just to spice up game play for example. But to actually generate a Crowd Sourced Fundraising Drive In-Game. Like in many other MMO's have accomplished from player contributions collectively. 

These real world charities will be vetted by the game developer / publisher and perhaps selected by the community of players themselves. Of course game storyline plots and any unique content must be planned for ahead of time like a pipeline delivery system. Although an auto-generated game content engine would go a long way to remove some of the burden from the developer. For on the fly generated game play events that occur randomly or are tied to choke point quest (mission) based instanced game play.

Allow me to list some examples a Tsunami event in the real world can have the game world and community of players up to 90 days later. Have game world content that mimics the environmental catastrophe as it's happening and the after effects in rebuilding. This would make the game a quasi simulator as it draws real world parallels of the dilemma's faced elsewhere for humanitarian issues. Another example can be the war torn plight occurring for the last couple of years in Syria. Having large swaths of humanity displaced because of war and famine has been our ancestors history for tens of thousands of years. To create such a zone or zones in a game world for the "United Nation" charities for war torn refugees be they women and children. Or to help fund the existing burgeoning camps in: Jordan, Lebanon, Turkey, and now Europe. 

This may be too much reality but heck present day game worlds are excellent at showcasing destroyed civilizations and Diaspora's. Like I mentioned at the top of this concept game publishers have a subliminal death wish for our civilization. Although in their defense they are giving gamers what they want. What if giving us what we need instead feeds our minds and hearts in a greater capacity, wouldn't that be a truly novel idea in a matchmaking game world. By attempting to reveal real world personal character traits of real people in game play. Yes, it might sound naive and can easily be faked, but given the opportunity it can still be harnessed by connecting people together virtually and perhaps in the real world too. 

Ivan "Atrayo" Pozo-Illas, has devoted 21 years of his life to the pursuit of clairvoyant automatic writing channeling the Angelic host. Ivan, is the author to the spiritual wisdom series of "Jewels of Truth" consisting of 3 volumes published to date. He also channels conceptual designs that are multi-faceted for the next society to come that are solutions based as a form of dharmic service. Numerous examples of his work is available at "Atrayo's Oracle" blog site of 10 years plus online. Your welcome to visit his website "Jewelsoftruth.us" for further information or to contact "Atrayo" directly. 

Sunday, August 21, 2011

Games Industry Concept: Mega Multiplayer Games

Hello All,

What I'm proposing with "Mega Multiplayer Games" or MMG as an acronym is a scaled down version of a full blown "Massively Multiplayer Online Game" or a MMOG. Where MMO's or MMOG's consist of thousands of players per server shard if not tens of thousands together in one super shared game world. An MMG takes a single player game and regular multiplayer game mode and makes a glorified game mode together. Not to the scale of a MMO, but extending the shelf life of many single player RPG or FPS games to come.

Current multiplayer games be they FPS mostly have been stuck at either 32 to 64 players per game server as an artificial limit. Not due to technological hurdles, but economic ones of not willing to invest resources to push the regular multiplayer ceiling. The "Mega Multiplayer Game" pushes that ceiling where a standard single player game gets a backdrop conversion.

Take for instance the Bioware games franchise of "Mass Effect" as an example. Mass Effect games 1 and 2 play differently from each other as will "Mass Effect 3". Its logical since its an evolution in game play mechanics and game design to see what works and what doesn't. What if under a MMG game treatment a gamer can play "Mass Effect 1-3" with the current flavor of how "Mass Effect 3" will be presented. For example as each single player game iteration is introduced previous single player game titles under the same IP (Intellectual property) entertainment brand. Will be stitched together like a daisy chain keeping all the game encounters in "Mass Effect 1 & 2" intact. But be presented with the User Interface and game mechanics of "Mass Effect 3". Akin to when the game developer "Blizzard" redid "World of Warcraft" through the MMO game expansion of "Cataclysm". The entire MMO landscape of that one game was given a facelift.

A "Mega Multiplayer Game" offers continuity of past single player games to be assembled by a skeletal framework. Where the most recent game version gives all past game title versions a facelift in game play. So where a MMO allows thousands of players together in a game world. An MMG allows hundreds of players together to experience their favorite single player games together. Picture playing an MMG version of "Mass Effect 1-3" just with your clan or guild mates all being able to explore the galaxy on the Normandy. Where each player has their own version and custom look of "John Shepard". If not allowed to play other prominent roles of "Garrus" the Tunarian and so forth. Or allowing players to jump randomly into Npc's (Non Player Characters) of whatever race and play them out according to the game's story arc for that npc.

There can be other versions of "Mega Multiplayer Games" than just the one example I provided above. Where the latest single player game dictates the game mechanics in user interface that all games in their line up are played. There can be via the MMG skeletal frame work conversion allowing each game to be played as it was designed. So continuing with the "Mass Effect" example "Mass Effect 1-3" are played as each one is presented in game design. However they are all still glued together to form a continuous game world. Still that would mean a dizzying manner in how the game is played by user interface differences between each game title version.

Game rental service vendors can offer gamer consumers servers that are tailored towards a "Mega Multiplayer Game" environment. Just like how they are tailored towards the FPS game match server business model today. Game Publishers can offer present and future game entertainment IP's with a MMG game mode. Right alongside the vanilla single player or traditional multiplayer game modes. So instead of a game publisher investing into a full blown "Massively Multiplayer Online" game project. They can go the "Mega Multiplayer Game" route instead where gamers not needing to subscribe in a "pay to play" monthly MMO business model. Do something closer to a "Guild Wars" business model where the consumer just buys the game itself and no monthly subscription fees on the back end. The game publisher can offer a selection of its own servers so MMG games can be played. Just like they currently do with FPS game titles. It'll be the game server rental vendors by interested consumers to allot additional server rack space on how popular a game entertainment IP may be.

This is but a choice to another way how we all enjoy our games. No way I'm I spelling out all the intricate obstacles that may be encountered like any game title project in development. It is still a novel and different game mode model for our games to be played and enjoyed together.

Sunday, December 26, 2010

MMO Games Concept: Universal Avatar Service

Hello All,

For those of you that are PC gamers that have played multiple MMO (Massively Multiplayer Online) game worlds in the course of your life so far. Will know that in each game world you play on your basically creating your avatar from scratch. What if you don't have to go that route any longer? What if you had the choice to play a "Master Avatar" that is created in your main MMO and can be transferred to other MMOG within reason. How many of you would enjoy such an option offered by a game publisher that hosts multiple MMO game titles? Let's say what if: SOE (Sony Online Entertainment), NC Soft, iJJi, Nexon, Aeria, and a lesser extent EA Games or Turbine Entertainment.

All of those game publishers if not others that offer 3 or more MMO game titles in their catalog. Could offer a value added option of the "Universal Avatar Service" or (UAS) for a shorthand acronym from now on in this description. I'll use references of SOE in my examples since I'm most familiar with their selection of MMO game titles.

Consider SOE that offers a premium subscriber plan called "Station Access" at $30 US each month. That a premium subscriber plan could offer already to its members at no additional charge minus some "up sell" Ala carte charges explained later on. For those game publishers listed above that are F2P business model mostly. Than a "Universal Avatar Service or (UAS)" can be utilized as an account upgrade option. If not for those F2P game publishers can offer a (UAS) feature at $10 to $20 US at a one time fee. Also the game publisher like SOE, NC Soft, EA Games (That owns Mythic Entertainment & Origin Systems makers of "Ultima Online") can choose to offer a (UAS) service plan as an account upgrade option. Can charge the aforementioned $10 to $20 one time fee plus an additional $3 to $5 US dollars each month. (if it wasn't offered via a premium subscriber plan like SOE's "Station Access")

Now that the general pricing scheme has been explained minus the would be "up sell" charges in getting the attention of the game publishers. This is what a "Universal Avatar Service" plan is all about.

First, continuing with SOE MMO game titles as per the examples in which they offer. That a (UAS) player account that creates a player character in their main MMO game world of choice. Can transfer or export that player race to all other MMO game worlds, no matter if the game theme or lore is utterly different. For example, picture "Star Wars Galaxies" where a player creates a "Wookie" as a player race. With a "Universal Avatar Service" plan that player can export their "Wookie" avatar into all other SOE MMO games as an exclusive option. Be it: Everquest, Everquest 2, Planetside, Vanguard, Free Realms, the upcoming MMO's of "The Agency or DC Online Universe". The only difference is how that "Wookie" player avatar will appear due to the different graphic engine's in each MMO game world. But, all the racial traits of that "Wookie" will be maintained in all game worlds that the player wishes to explore within the SOE MMO games catalog they host.

Second, a player with a (UAS) account will create a "Universal Surname" for their master avatar. Where the first name can be altered from MMO game world to game world. But the family name per say would be the universal identifier of such a master avatar played in numerous game worlds.

Third, the (UAS) account will maintain the same gender of their master avatar in all game worlds. If they wish to alter the gender of the avatar in another game world this is where one of the two aforementioned "Up sell" charges is utilized. For a fee of anywhere $3 to $5 US dollars the player can alter the gender of their master avatar for that one particular MMO game world they have just entered.

Fourth, this feature is one of the most important ones that the base player class or skill set can be maintained as a form of continuity across all game worlds. The (UAS) account will have the option to exercise by their choice to keep the base player class or skill set. Which they had in their main MMO game world, when the (UAS) first began.

So if that aforementioned player "Wookie" was a "Doctor" in "Star Wars Galaxies" they'll have the option of being a "Templar" in "Everquest 2". One base class or profession in-game if not a skill set for a MMO game world that uses a skill tree system instead. Can be transferred from game world to game world at the players discretion. Of course the player can opt to go with another class or skill set instead. Without feeling the need to being pigeon holed in game play, but at least it is an option for them to explore.

If the (UAS) player chooses to keep their main class or skill set into another MMO game world. They'll have the second opportunity of the next "Up sell" by the game publisher. That for an additional fee say $10 to $15 US a player can opt to be given a player character at a mid level range in game play. For example in a game world with a level cap at 50 can opt for a level 25 avatar in the base player class or skill set that was transferred to this new game world. What this offers is a need to avoid the newbie content at the outset of the game. But not cheating the player out of the high end game content. Which they'll still have to earn via game play achievements just like the general population in that particular game world. This also offers the player the chance to avoid at least up to a mid range player character. From replaying the same base player class or skill set in effort that was already invested in their main MMO game title.

Fifth, SOE had offered for a time a player character service called "Station Players". For their games of Everquest, Everquest 2, and Vanguard which included player stat tracking, leader board's and rankings, personal photo galleries, item database, rag doll profile picture with stats of personal equipment being shown. All of these offerings comes with a "Universal Avatar Service" plan at the outset. It will be offered on a personal web page with tabbed tracking results just like SOE "Station Players" was designed to offer. But, also other players can right click the player avatar's in that particular game world and inspect them. Seeing similar information from that one or more game worlds the (UAS) exists within. It is up to the (UAS) player to offer publicly or restrict the information or pictures that are shown in privacy permissions.

Another secondary offering of this feature is for those online game communities that have game divisions in multiple MMO games. Where 3 to 5 (UAS) players or more are listed in any one particular guild in-game. The guild stats, rankings, photo's, wealth holdings, etc... will be tracked as a courtesy. So the "Universal Avatar Service" players that belong to a mutual guild that plays at multiple MMO game worlds from that one particular game publisher. Will have this added incentive to their game play sessions in many MMO game worlds.

So to recap the "Universal Avatar Service" plan will have a player account the option to export from their main MMO game title. Their player race, class / skill set (if so desired and pay extra for a mid range character), universal surname, gender (a fee to alter a player gender per game title), and a player character tracking stats and progress service across multiple MMO's (including their guild if it qualifies). All of these features can be transferred to any number of MMO game titles that such a particular game publisher offers. Within their present to future inventory of MMO game titles.

This is a shot in the arm of premium subscriber plans for those game publishers that base their business on game subscribers. If not F2P (Free to Play) game publishers offering such an upgrade account option at an added fee via a micro-transaction store front. The days of redundancy in game play can be changed from its current model for gamers into the creation of a "Master Avatar" across numerous game world titles. It is up to the game publisher if they so wish to pursue it as an offering for their installed customer base.

Monday, May 17, 2010

Games Industry Prediction: China Overtakes West In AAA MMO Games In 5-10 Yrs.

Hello All,

For some my prediction may not be one at all due to the plethora of MMO (Massively Multiplayer Online) game titles the Chinese are churning out each year. However in my opinion that's just an attempt to throw wet paper at the wall to see what sticks. From such a business strategy the Chinese will surely profit in 5 to 10 years time learning from the growing pains to follow. On how to: design, build, maintain, and hopefully prosper the MMO genre game market.

The past five to ten years the other Asian countries of Japan & South Korea will inadvertently open the door for the Chinese and Indian game developers. Allowing them to penetrate into the Western consumer pocketbooks. Notable success stories of Sony on the Japanese side if not other game companies such as Sega. Be it the video game console business or the MMO market with "Sony Online Entertainment". With South Korea's "NC Soft" in their line-up of MMO quality game titles.

Within the last five years or so Western game publishers have opened game studios be it in China or India respectively. Where the talent (labor) and costs of running a studio is cheap compared to the West. The quality of the staff is just as good if not superior in some respects. Consider the Chinese and Indian game studios are in the "training wheels period" learning what they can from their Western counter-parts. Expect all this to change within the next five years however as fledgling game developers start to launch in China & India.

One of the undercurrents I make such a prediction is the Chinese in particular will revolutionize group / population game dynamics and structures. The West has approached the player mentality of game design in a mindset of the rugged individualistic personal hero / heroine. The Chinese due to real factors of population densities in their country with a billion plus citizens. Will usher forth key group / niche game play for the masses in MMO game genre. The dynamics of such game design will be from the back end infrastructure down to how game play will effect groups of players in a structural form.

Already the Chinese game market has influenced the Western MMO market with the introduction of the F2P (Free to Play) business model. F2P in China was developed due to income restrictions and easy access to population density in the cities. The West's adoption hasn't been on the same grounds however as in the East. Here in North America it may have been because of the economic turmoil due to the "Great Recession". Although the transition has not been fully adopted offering a hold over voluntary game subscription business model. In order to garner access to better quality items and/or loot in game play. This is aside from the mirco-transaction item malls introduced as an e-commerce presence to the game in the F2P business model.

These 5 to 10 year range expect Chinese and Indian game developers to offer AAA MMO game titles to the West. The Indians will take they're cue from the Chinese in game design styles and methods in launching such enterprises. Such as the typical Chinese or Indian MMO game titles will be steeped in their own cultural mythology for themed game worlds. So expect High Fantasy themes as the easy bet until they mature in styles. Where they will offer other themes be it science-fiction or historical periods when they have planted their roots firmly into the Western game markets.