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Ultimate Game Design : Building game worlds

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trying to answer, and I’m not just talking about offering Everquest action figures<br />

to set on top of your monitor while you play either. I’m talking about physical <strong>game</strong><br />

elements that are directly connected to a gaming experience, and that help to grow,<br />

augment, and expand that experience.<br />

Toys and Card <strong>Game</strong>s Go Online<br />

C H A P T E R 1 0<br />

Toys are using <strong>game</strong>s as online components, and so are card <strong>game</strong>s. Some of these<br />

<strong>game</strong>s grew in popularity as card <strong>game</strong>s among card <strong>game</strong> players, and others are<br />

card and web <strong>game</strong>s built on well-known properties like Harry Potter or Dungeons<br />

and Dragons. It’s important to understand that <strong>game</strong>s these days are often part of an<br />

entire licensing package. If you have a hit show like SpongeBob SquarePants, the<br />

majority of the revenues generated by the show will come from product licensing.<br />

You will license the manufacture of everything from night-lights and picture frames<br />

to video <strong>game</strong>s.<br />

For your most successful card <strong>game</strong>s, you will want to support and grow your<br />

player base by offering an online version. A good example would be Magic The<br />

Gathering. The online setting offers all kinds of new opportunities to build play for<br />

card <strong>game</strong> players. This tends to be a slightly smaller audience, so you don’t necessarily<br />

see tons of online card <strong>game</strong>s available.<br />

There are many novel and unique challenges to “porting” a physical <strong>game</strong> like<br />

Magic The Gathering online. It’s unclear whether <strong>game</strong>s that are perceived by players<br />

as being physical and portable will have much success in an online format. Efforts<br />

will continue to be made in these areas only if significant player numbers support this<br />

kind of development with their purchases. There is no guarantee that they will succeed,<br />

and maybe are best left alone.<br />

Keep in mind, too, that many successful <strong>game</strong> designers helping to build content in<br />

the digital age can trace their roots right back to paper and card gaming. Other modern<br />

<strong>game</strong> designers have little or no experience in paper or card gaming.<br />

Many popular toy franchises have had plans that incorporate <strong>game</strong>s and online<br />

elements at one point or another in the recent past. As of late, much of this work has<br />

been slowed down or entirely cancelled by our current economic conditions as<br />

companies set their focus on known and repeatable results with much less tolerance<br />

for experimentation.<br />

Toy franchises like Lego, which experienced success with its Mindstorms series<br />

(http://mindstorms.lego.com/) before the economic downturn, were able to create<br />

and support new fans with their online offerings.<br />

There will be new opportunities in the coming years for <strong>game</strong> developers to<br />

participate in the creation of <strong>game</strong> elements that support various toy and card<br />

<strong>game</strong>s. Undoubtedly, there will also be growth in the numbers and types of successful<br />

toy and card <strong>game</strong>s that will require support from <strong>game</strong> developers.<br />

249<br />

Getting Started in <strong>Game</strong> Development

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