Client-server Interaction" Here's a basic look at what happens when a group of characters attacks a monster in a typical MMORPG: Click to advance. The group approaches the mob. The groups' clients inform the server of where they are, and the server tells the clients which monster is nearby. The client accesses files relating to the monster's appearance and movement, which are stored on the computer's hard drive.A tank, or a character designed to be able to absorb a lot of damage, attacks the mob. These same steps can apply to just about any encounter in the world, whether it's with a player and an NPC, or a player and another player in a player-versus-player (PVP) environment. More important than the speed of the player's Internet connection is how long it takes for information from your computer to travel all the way to the game server, and vice versa. Developing an MMORPG requires more than just figuring out how to send these packets of data from one place to another.
marketing de videojuegos Game monetization Un titulo largo, para un conjunto de información también consistente que he estado leyendo sobre la retención de usuarios free2play y que me conduzieron a un blog de un especialista en marketing de juegos free2play, Eric Seufert responsable de marketing y de adquisición de usuarios ademas de blogger en ufert.se, donde tienen un gran conjunto de artículos muy interesantes sobre la economía del free 2 play y la gestión de usuarios, bastante en linea con algunas de las observaciones que he estado realizando en las ultimas semanas. Pero paso a paso. Sabemos que los jugadores de Free2play son de una casta especial, que en el equilibrio entre tenerlos interesados por un juego, o verlos darla espalda al juego y no volver. En un articulo de Venturebeat precisamente sobre la retención de usuarios, hacen algunos apuntes muy interesantes sobre algunos aspectos de los jugadores free2play que es necesario tener en cuenta: Pilares de la economía de Free to Play Like this: Like Loading...
Production « MMO Tidbits Outline This is a long article on a complex topic. An outline may help you skip to the “good parts.” Big Launch Fever – Why boxed game marketing is inappropriate for download MMOs.Product & Pricing Strategy – The F2P model and its essential components.Customer Management – The centerpiece of MMO marketing, and how it starts with CRM.Customer Acquisition – Customer segments and targeting, promotional approaches, social network strategies and continual acquisition.Customer Development – Understanding customer types, meeting their needs, promoting community, eliminating community-breakers and professionalism.Churn Analysis – The importance of analyzing customer departures.Retrospective – Additional thoughts and references. Big Launch Fever I recently spent a few days with a startup online studio working toward their first product. What is wrong with using a big launch? What better ways exist to sell MMOs? Product & Pricing Strategy Customer Management Customer Acquisition Customer Development
Video game sales plunge in September Make that 10 consecutive months of decline for the video game industry. New phyiscal retail sales of video games were down 24% in September to $848 million, according to data from NPD Group. However, the media research firm points out figures only represent about half of the total dollars spent on video games in the U.S. When including used game sales, game rentals and "digital format sales," consumers spent just under $1.6 billion, says NPD analyst Liam Callahan. Hardware sales posted the biggest drop compared to this time last year, falling 39%. Microsoft's Xbox 360 marked its 19th straight month as the top-selling home console, selling 270,000 in September. As for software, Electronic Arts' pro football sim Madden NFL 13 was the best-selling game in September, boasting the "best month one performance at retail for a Madden title ever," notes Callahan. In August, EA revealed Madden NFL 13 sold 900,000 copies on opening day, up 7% compared to last year's game. 1. 2. 3. 4. 5. 7. 8. 9. 10.
Game Development Essentials: Online Game Development (9781418052676): Rick Hall, Jeannie Novak GameStop: 70% of Used Game Revenue Goes Back Into Purchasing New Games GameStop, being one of the world’s leading retail distributors of video games, has revealed in an interview with Gamasutra that about 70% of the money shelled out for consumer-traded video games is promptly spent back into the market on new games. Company boss Paul Raines also revealed that this equates to about $1.8 billion in trade-in revenue that’s being spent specifically on new games, meaning that used game sales might not be as harmful as many have predicted over the years. “…We’re really not cannibalizing new game sales,” mentioned Raines. “That’s a common misconception. Raines went on to say that used game sales not only assist the industry, but also aid the consumer specifically: “A lot of our consumers tell us that the pre-owned business has allowed them to learn more about video gaming. Later in the conversation, Raines adds that the market for used games isn’t going to go away quickly, and it might in fact, never quite disappear: [via Gamasutra]
The Game Production Handbook, Second Edition (9781934015407): Heather Maxwell Chandler Gamers Retail Stores, el mejor lugar para comprar tus juegos! Gamestop's Multi-Channel Learnings, from President, Tony Bartel Mary Vincent, who writes a blog called Gaming Trends, and is founder and director of Green Star Solution, a business technology strategy and media firm, sat in on Tony Bartel’s Gamestop presentation at eTail. Here’s what she had to say about it, courtesy of her blog – thanks Mary! – Kelly Hushin, Editor, the eTail Blog by Mary Vincent (post appears originally on the blog Gaming Trends) Tony Bartel, Gamestop President, started his eTail West presentation with a great gaming time line video, and the tag line: “We Sell Fun.” Reasons for Success: 1. Gamestop breaks-down gaming into two areas: 1.
Market Research for the Games Industry