are game design and business design similar?

i play a lot of games, or i did i have slowed down some anyways i came across this post on massivly.com. in the post it talked about how you should develop your game engine and the whole process with a bigger scope than just what happens next month.

here is the post

i will break it down as i go and explain why im doing this now and why you should be thinking about  it as well.

Building a Strong Foundation for MMORPGs

When building a new MMORPG,‭ ‬it is essential to focus on a strong foundation for future growth.‭ ‬Verbatim duplication of successful MMORPGs does not guarantee the success of your own game,‭ ‬nor is it in most cases feasible without massive capital expenditure and time investment.‭ ‬Building a flexible core game engine with potential for expansion and cultivating a strong contributing fan community should be the ultimate goal for any MMORPG company.

see most business players lose because they dont understand the game it like wondering into a new area in a video gameing going what, where, why, when, etc. i will focus my time on one thing today that is your business engine. just like a game engine if you dont take the time to build it right you will fail.

Building Smarter,‭ ‬Not Harder

While initial investment in technology can be expensive,‭ ‬building a strong yet flexible core game engine is an invaluable first step.‭ ‬At Cryptic Studios,‭ ‬a lot of time was spent re-building the Cryptic Engine to make it more robust and easily extensible.‭ ‬While the earlier version of the engine served us well when creating‭ ‬City of Heroes,‭ ‬it had a number of inherent limitations which prevented us from taking the game to the next level.‭ ‬Our new game engine used for‭ ‬Champions Online,‭ ‬Star Trek Online,‭ ‬and all our other upcoming titles gives us incredible versatility,‭ ‬allowing us to build new functionality and share core game programming between projects with relative ease.‭ ‬This allows the Cryptic development team to quickly iterate on new ideas with relatively low cost and incorporate them into our games as needed.

as you can see from the bold parts that is how you should build your system as you can see your business system should be versatiliy from the start although you may get it wrong but that should be one of your goal’s of your business. second you should be able to take a part of that system out and apply it to another part of your business.

goals for your business system so far are

1. what do you want the system to do in the big picture (trust me while saying i want money may sound like a good idea it is not)

2. how can you make your business system flexiable

Listening to Your Players

The fan community is the lifeblood of any MMORPG.‭ ‬While developers can come up with any number of cool game design concepts,‭ ‬it really comes down whether it is engaging to your expected player base.‭ ‬Even with trends towards casual play MMORPGs tend to be a large personal investment for players,‭ ‬so why not listen to what they have to say‭? ‬Cryptic Studios prides itself on having a good rapport with its fan base and guiding game development based on player feedback.‭ ‬The core game development is still firmly in the hands of the dev team but we always seriously consider the community’s concerns as we continue to develop our games and adjust course when necessary.‭ ‬While you’re never going to please everyone,‭ ‬a smart developer knows how invaluable it is to listen to what the fan community is saying,‭ ‬to figure out if and how it fits in the overall game plan,‭ ‬and to see what they can do to incorporate it within available time and budget.‭

this next step is listen to your customers you should also build that into your system although i will not talk about it outside of the system. when you are building your system put into that system a way to make it very eazy for your costomer base to give you feedback.

Planning for the Future

It’s hard for new MMORPGs to compete with well-established ones on all levels from the start.‭ ‬For example,‭ ‬attempting to launch a game with as much content as an MMORPG that has been pushing out content for five years before you is unrealistic at best.‭ ‬It’s far better to establish a strong core base of content that illustrates well the potential of what is to come and working with the community to bring that potential to life.

As a case in point,‭ ‬one of the goals of Cryptic Studios is to build towards solid player-created contented.‭ ‬In‭ ‬Champions Online,‭ ‬we’re doing this by allowing players to craft their own Nemesis,‭ ‬a recurring enemy character with a distinct name,‭ ‬costume,‭ ‬personality,‭ ‬motivation,‭ ‬and minions.‭ ‬You can see the potential in this:‭ ‬if you can create your own Nemesis,‭ ‬what’s next‭? “‬Supporting cast‭” ‬non-player characters‭? ‬Personal background storylines‭? ‬The technology is there‭ ‬-‭ ‬it’s just a matter of the Cryptic developers and players working together to come up with the best way to make this into something fun we can build into the evolution of our game‭!

basically we are not back to where we started is game design and business design similar yes because if you want a strong business you have to have a flexible system. you should take your time no matter what you are doing to build that system and time might not be as long as you think your thinking a year it might take only 5 months.

that about warps up this post you might be asking yourself well i though i might see a system in action yet there is none. true but there is time for that later i just wanted you to be thinking about your business system remember time should be your ally not your enemy.

comments and questions are always welcomed

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