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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

248<br />

U L T I M A T E G A M E D E S I G N<br />

advantages to participating in this kind of alliance and even exposing yourself to potential<br />

acquisition by a publisher. This can be of great benefit for <strong>game</strong> studio owners<br />

or <strong>game</strong> studio partners, but isn’t always a great situation for developers at large in<br />

terms of creating opportunity. But creating opportunity is not the ultimate goal of the<br />

independent <strong>game</strong> developer: having a big payday on acquisition is. In today’s market,<br />

if you’re not working on a <strong>game</strong> connected back to a “big five” publisher, uh oh.<br />

The ability to take chances with <strong>game</strong> content may continue to decrease, while the<br />

search for risk-sharing capital from the companies looking to bring their brands to<br />

gaming will no doubt accelerate.<br />

If the industry is going to continue its growth and expand its opportunities, gaming<br />

will need to make even more inroads with travel providers, hotel chains, promotional<br />

settings, education, even government and will need to continue growing its relationships<br />

with other kinds of more traditional entertainment media providers.<br />

WEB GAME ENTERTAINMENT<br />

WITH PHYSICAL COUNTERPARTS<br />

Before the bust of everything remotely related to web entertainment, several entertainment<br />

companies with a gaming focus were pursuing ideas related to gaming on<br />

the Web with “physical counterparts.” These physical counterparts might include,<br />

but are not limited to, customized <strong>game</strong>-feature-dependent action figures, toys, <strong>game</strong><br />

pieces, tokens, gems, cards, and so forth.<br />

Web-oriented <strong>game</strong> entertainment also experimented with ideas like providing<br />

payoff for players that could be redeemed physically. As an example, suppose you are<br />

encouraged to play some multiplayer web <strong>game</strong>s of a certain kind (many kinds of<br />

<strong>game</strong>s fit the bill). A tournament environment is created around a player community.<br />

Players can earn points for play, as well as prizes and give-aways based on points<br />

accumulated and their own tournament standings. This creates several security problems,<br />

but that’s another issue.<br />

These earned player points might be redeemed as prizes or might convert into a<br />

limited kind of purchasing power in participating retail stores. The idea is to try to<br />

create extra value for the player engaged in the experience. Who doesn’t enjoy winning<br />

cool stuff for having fun? It’s almost too good to be true and that might be the<br />

problem.<br />

This kind of experiment is still in progress with sites like pogo (www.pogo.com),<br />

which cater to the so-called casual <strong>game</strong>r. I’m always fascinated to see 32,655 players<br />

hard at work playing solitaire. You really need to understand your audience. How<br />

would Extreme Solitaire perform on the PlayStation 2?<br />

No matter which gaming audience you build content for, the idea is always to<br />

grow your player base. Can physical counterparts grow the gaming universe? They<br />

are probably only attractive to certain segments. This is the question many are still

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