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	<title>Computer Games &#187; antipiracy</title>
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	<link>http://www.winterwolves.net/blog</link>
	<description>Development diary of Celso Riva</description>
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	<language>en</language>
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		<title>Making story-based MMOs ?</title>
		<link>http://www.winterwolves.net/blog/2010/07/making-story-based-mmos/</link>
		<comments>http://www.winterwolves.net/blog/2010/07/making-story-based-mmos/#comments</comments>
		<pubDate>Mon, 12 Jul 2010 07:08:38 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[adventure games]]></category>
		<category><![CDATA[antipiracy]]></category>
		<category><![CDATA[bionic heart]]></category>
		<category><![CDATA[development tricks]]></category>
		<category><![CDATA[general]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[online games]]></category>
		<category><![CDATA[planet stronghold]]></category>
		<category><![CDATA[roleplay games]]></category>
		<category><![CDATA[winter wolves games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=712</guid>
		<description><![CDATA[It sounds impossible, doesn&#8217;t it? While talking with some other developers last day, it appears clear that to survive in the struggle that is happening right now in the shareware games (in which we are seeing the return of middlemen, cutting indie revenues even more) there&#8217;s only one effective way: do online / MMO games. [...]]]></description>
			<content:encoded><![CDATA[<p>It sounds impossible, doesn&#8217;t it?</p>
<p>While talking with some other developers last day, it appears clear that to survive in the struggle that is happening right now in the shareware games (in which we are seeing the return of middlemen, cutting indie revenues even more) there&#8217;s only one effective way: do online / MMO games.</p>
<p>As a player personally I hate them. I was a long-time player of Everquest, but when I started working I didn&#8217;t had hours to spend (waste) into that kind of game anymore. Anyway, as developer, I can clearly see how this is the only viable solution for long-term revenues nowadays.</p>
<p>Problem: how do I integrate online/multiplayer/MMO with a story-based game ? I&#8217;ve come up with some ideas, nothing really new of course:</p>
<ul>
<li>making simple flash / JS singleplayer online games &#8211; this would mainly have the purpose to eliminate completely piracy, but no particular advantages for the player</li>
<li>do some sort of series of games centered around a character &#8211; somewhat similar to what I&#8217;m doing with Vera Blanc, but not simple offline downloadable games, but a series of games connected each other, using achievements and maybe even some RPG elements. However this is a big risk since if the first episode for some reason doesn&#8217;t sell, it&#8217;s really not worthwhile to continue the others</li>
<li>a MMO based on missions, each mission with a story, still playable as single player, maybe with some limited player to player interactions (but not real-time) &#8211; I like this idea, like a collection of stories, each story representing a mission (like in a fantasy or sci-fi RPG) that the player must complete, playing as single player game</li>
</ul>
<p>I think it is possible to come up with something like that, keeping in mind to focus on the single player experience. I would love for example to do a sequel for Bionic Heart, but apart some art problems (I would still need to wait for the artist Rebecca to be free, which will be next year anyway!!) I would need more guarantees to make it. The first game was VERY popular amongst male, sci-fi userbase, as much that I got lots of emails asking me about a sequel. Unfortunately, as you can imagine, there&#8217;s also lots of piracy in that market segment: so much that clearly damaged the direct sales, demotivating me from even just considering the option to make a sequel!</p>
<p>This is one of the most common situations for a developer and I hate it: have a game that has a good following of &#8220;true-fans&#8221; (people who would instantly buy a sequel) but that unfortunately has also a lot of piracy, so that makes me think twice before starting a sequel <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' />  So it&#8217;s really not a surprise that many of my developer friends completely abandoned the road of single-player offline games, and I believe many will in the near future.</p>
<p>I would love to start something new like this. Imagine a normal game like my others, but that could connect and auto-update, downloading new chapters, books or missions. I could add the new content anytime, after 2 weeks, after 1 year, of the initial game release (of course with some sort of notification like email/newsletter). Each content could be only a small fee, so there would be less risk for me and less money to pay for the player.</p>
<p>Yes I like this solution, maybe I could try it already with my next game Planet Stronghold&#8230; by the way an alpha is coming out very soon!</p>
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		<slash:comments>4</slash:comments>
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		<item>
		<title>Is worth having a Flash version of your downloadable?</title>
		<link>http://www.winterwolves.net/blog/2010/07/is-worth-having-a-flash-version-of-your-downloadable/</link>
		<comments>http://www.winterwolves.net/blog/2010/07/is-worth-having-a-flash-version-of-your-downloadable/#comments</comments>
		<pubDate>Tue, 06 Jul 2010 15:29:53 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[antipiracy]]></category>
		<category><![CDATA[development tricks]]></category>
		<category><![CDATA[general]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[marketing tips]]></category>
		<category><![CDATA[online games]]></category>
		<category><![CDATA[postmortem]]></category>
		<category><![CDATA[simulation games]]></category>
		<category><![CDATA[winter wolves games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=710</guid>
		<description><![CDATA[That&#8217;s one of the most frequent questions I see asked around in game development forums. I released in May a flash version of my downloadable game Spirited Heart, so thought to share some info about it. The stats are quite clear (timeframe, 2 months): gameplays: 60-70k estimate (mochi-ads is 55k, plus a few more thousands [...]]]></description>
			<content:encoded><![CDATA[<p>That&#8217;s one of the most frequent questions I see asked around in game development forums. I released in May a flash version of my downloadable game Spirited Heart, so thought to share some info about it.</p>
<p>The stats are quite clear (timeframe, 2 months):</p>
<p>gameplays: <strong>60-70k</strong> estimate (mochi-ads is <strong>55k</strong>, plus a few more thousands in Kongregate, Newgrounds and other portals I submitted my game to)<br />
unique visitors to my site:  <strong>12,886</strong><br />
tracked sales: <strong>7</strong> !!</p>
<p>As you can see, the visitors to sales ratio (called also CR, conversion rate) is 0,05%! Well below the standard CR of downloadable demos that is around 1% (actually, for my game it&#8217;s 2,6% well above average). If we calculated the people per sale ratio from everyone that played the game, we would get 1 sale every 10.000 players <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>And I even put lots of &#8220;nag stuff&#8221; in the game, in several parts there was a hint that certain game functions would be available only in the &#8220;Deluxe Version&#8221; and not in the free flash demo.</p>
<p>That said, I probably made some mistakes in it: putting too many &#8220;hints&#8221; that the game was only a &#8220;flash demo&#8221;, pissed some people off and especially on Kongregate I got very low rating only because of that. Also, the flash market is known to like more male-oriented games (zombies, blood, violence!) so my game was badly targeted also for that.</p>
<p>Still, even if my game was played by 7 milion people (that would be a TOP record!) according to those visits/buy ratio I would have got &#8220;only&#8221; 700 sales, or translated in money, about $15000. But just so you know, Desktop Tower Defense, one of the most popular flash games of all times, made 15million plays. So getting 7 million would be almost an impossible task unless you have something really UNIQUE.</p>
<p>Based on this, the conclusion would be quite easy: is NOT worth it. However, I know some other devs doing online only games or browser MMO got much better results than me. So is correct to say that making a flash version of your DOWNLOADABLE game is a bad move. But for a online/browser game that could be very different.</p>
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		<title>Making of Card Sweethearts</title>
		<link>http://www.winterwolves.net/blog/2010/06/making-of-card-sweethearts/</link>
		<comments>http://www.winterwolves.net/blog/2010/06/making-of-card-sweethearts/#comments</comments>
		<pubDate>Wed, 09 Jun 2010 12:08:20 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[antipiracy]]></category>
		<category><![CDATA[card games]]></category>
		<category><![CDATA[card sweethearts]]></category>
		<category><![CDATA[development tricks]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[postmortem]]></category>
		<category><![CDATA[tycoongames]]></category>
		<category><![CDATA[DRM]]></category>
		<category><![CDATA[online activation]]></category>
		<category><![CDATA[piracy]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=694</guid>
		<description><![CDATA[My latest game, Card Sweethearts, is out. So I thought to make a post about the making of it, including some interesting informations for developers about a hard DRM decision I had to take. As you might imagine taking a look at the screenshot on the right, the game is about poker. In some parts, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.winterwolves.net/blog/wp-content/uploads/2010/06/carlastrip.jpg"><img class="alignnone size-medium wp-image-695" style="border: 1px solid black; margin-left: 5px; margin-right: 5px;" title="carlastrip" src="http://www.winterwolves.net/blog/wp-content/uploads/2010/06/carlastrip-300x225.jpg" alt="" width="300" height="225" align="right" /></a>My latest game, <a href="http://www.cardsweethearts.com/">Card Sweethearts</a>, is out. So I thought to make a post about the making of it, including some interesting informations for developers about a hard DRM decision I had to take.</p>
<p>As you might imagine taking a look at the screenshot on the right, the game is about poker. In some parts, you can even play strip poker with one of the four women you&#8217;ll encounter during the game. The game features beautiful manga art from Rebecca Gunter (don&#8217;t bother contacting her, she is full of work until next year!) and uses a custom version of the Ren&#8217;Py card-game engine that the programmer Tom made specifically for this game.</p>
<p><strong>The Game</strong></p>
<p>The project started a long time ago, so long that I had to look in my emails archive to find out when first I asked Tom if he would like to collaborate with me for this game. It was september 2008! The poker engine took quite some time to make (it&#8217;s more complex than you might think, especially the Poker AI of the CPU players) so around the summer of 2009 I had a finished alpha version of the poker engine, all the art for the game and a general plot idea in my mind.</p>
<p>At those times I had released already some other visual novels/dating sims like Bionic Heart. The problem for me in making those games was (actually it still is) the language: since I wanted this game to be humorous, I had lots of difficulties in writing it in english because isn&#8217;t my native language. So I hired a person I found on Deviantart to write the game texts.</p>
<p><strong>Unexpected Problems<br />
</strong></p>
<p>Sadly, that person quit in middle of the story in autumn 2009: so I was in a very bad situation, with almost everything ready except the story. Once again, I asked my precious collaborator Ayu Sakata (which at those times was proofreading Heileen 2, and started writing The Flower Shop) if she could finish the story. I really can&#8217;t blame her for not being too enthusiast about this (even if she never said that, I&#8217;m sure she was!), being a poker game with a male protagonist trying to date the girls, and end up playing strip poker with them <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>But anyway, she did a great job as always and in April/May we had the final beta version. Now comes the interesting part for developers: the DRM!</p>
<p><strong>Why we decided to drop the DRM<br />
</strong></p>
<p>As you can imagine, such a game would be very popular among the warez sites (manga, strip poker, etc) much more than my other regular games. Tom even came up with a neat online activation system, that was using a private/public key (similar to what OpenPGP does for emails) so that the product, once activated on a computer, was tied to its hardware. The user would have been able to &#8220;deactivate&#8221; the game from a computer to reinstall it to another, but still, was unable to play for example at same time on his home pc and on his notebook.</p>
<p>After some weeks of testing and feedback from friends, developers friends and normal testers, we decided to take the risk and drop it. Why? Well, for several reasons:</p>
<ul>
<li>I&#8217;ve always promoted the idea that people would buy the game license as &#8220;personal&#8221;. So restricting the use to only 1 computer per person was against what I always did</li>
<li>There&#8217;s always the risk of server going down, preventing people from registering (even if was just one-time activation). A fun coincidence was that exactly in those weeks I was unable to play even for just a few hours Dragon Age expansion (requiring online log-in) and I remember I was extremely disappointed as player</li>
<li>The game would have been cracked anyway: so all that DRM would have accomplished is prevent a &#8220;0-day crack&#8221; but possibly piss off some people</li>
<li>The Ubisoft DRM epic fail was not too distant: I had fear of bringing my company under a bad name&#8230; once you lose the buyers confidence, is hard to get it back!</li>
<li>Ultimately, we wanted to provide a good experience to paying users, and focus only on them, not the pirates</li>
</ul>
<p>So, we released the game <strong>using absolutlely No-DRM system</strong>. Just a download link to get the fullversion, like we always did.</p>
<p>I don&#8217;t know if the game has been already cracked or not (it&#8217;s out since just yesterday) but I have the feeling (and the hope!) I made the right choice. The choice of rewarding people who buy games, not punish them with absurd DRM requirements.</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>Will social / online games completely replace traditional offline gaming?</title>
		<link>http://www.winterwolves.net/blog/2010/05/will-social-online-games-completely-replace-traditional-offline-gaming/</link>
		<comments>http://www.winterwolves.net/blog/2010/05/will-social-online-games-completely-replace-traditional-offline-gaming/#comments</comments>
		<pubDate>Fri, 28 May 2010 08:05:10 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[antipiracy]]></category>
		<category><![CDATA[development screenshot]]></category>
		<category><![CDATA[general]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[roleplay games]]></category>
		<category><![CDATA[winter wolves games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=684</guid>
		<description><![CDATA[Short answer: No. Long reply: If you&#8217;re a developer or just a player, you&#8217;ll have noticed reading all around the net that social /online games &#8220;ARE THE FUTURE&#8221;. Literally everyone is doing it. Even Google, with his NaCl and the upcoming Chrome Appstore (at least with it people will be able to use their existing [...]]]></description>
			<content:encoded><![CDATA[<p>Short answer: <strong>No</strong>.</p>
<p>Long reply:</p>
<p>If you&#8217;re a developer or just a player, you&#8217;ll have noticed reading all around the net that social /online games &#8220;ARE THE FUTURE&#8221;. Literally everyone is doing it. Even Google, with his NaCl and the upcoming Chrome Appstore (at least with it people will be able to use their existing code and not use Flash or Javascript!).</p>
<p>But what exactly does this means for players, for indies and for the big AAA studios. I honestly belive that this is just a hype, a bubble that is going to explode. Still, we&#8217;re at the very beginning so many YEARS will pass before it&#8217;s gone. Let me explain better what I mean in some points:</p>
<p>1. I think players just look at the GAME, at the experience, they don&#8217;t care much if is online/offline or in which language is written to.<br />
2. Social games right now are doing most damage to casual games. Also while I don&#8217;t have any real figures I really believe that this enormous amount of free content is going to damage everyone in the casual games industry, so that at one point it will have to end or shrink. People that once used to buy casual games from portals, now spend MONTHS playing the social games spending a ridiculous amount of money vs the time spent on them. Maybe also the crisis is helping this?<br />
3. &#8220;Downloadables are dead&#8221;. This is far from being true. Steam basically is a giant, huge, downloadable webstore. There are many indies doing GREAT with downloadables. I&#8217;ve recently been selling Eschalon Book 2 as affiliate and honestly the download market doesn&#8217;t seem dead at all&#8230; <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /><br />
4. There isn&#8217;t just one type of gamer, but several types. There are also taste changes based on the age and time constraint. I myself was playing Everquest almost 10h a day when I was at the university (doing nothing), then when I started to work seriously I completely quit that game and now I don&#8217;t play any MMORPG at all. I&#8217;ve noticed this same pattern amongst many other friend I know. So, a people&#8217;s tastes can vary/change greatly over the years<br />
5. I know many younger people that don&#8217;t care about Facebook or social games in general. It&#8217;s a bit like saying that nowadays nobody reads books anymore because everyone watches TV or play games <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  That is not true. You can still make quite good money with books, as well as other creative mediums.</p>
<p>So, while it&#8217;s <strong>clearly true </strong>that right now your best bet to make money is a social, online or MMO game (I&#8217;m doing some online game experiments too), this doesn&#8217;t mean that everything else is going to be dead soon. It all depends on your target market: if your target are teenagers or casual people, your best bet is to make a FB game now, rather than a downloadable (and still, a decent game on top10 of a major portal like BFG can bring in still LOT of money).</p>
<p>If you&#8217;re into niches like I am, you definitely don&#8217;t need to worry about which system you&#8217;re using. If your game can benefit from being online (for example to reduce the impact of piracy), then do it, otherwise you can just keep doing downloadables like Spiderweb is doing: he just announced his new game series called Avadon (I find hilarious the name because is very similar to Avalon). It will be a downloadable as always, he&#8217;s doing it since 1999 (or sooner, I forgot) and it&#8217;s surely easier than changing completely the kind of language/platform/system.</p>
<p>What about me? I am making some experiments right now with a Renpy downloadable client+php/mySQL server, and I must admit is VERY HARD. I am making it though <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  But I have intention of keeping this project running as a &#8220;side-project&#8221; because I want still to make normal downloadable games as well.</p>
<p>Time for a screenshot I think:<br />
<a href="http://www.winterwolves.net/blog/wp-content/uploads/2010/05/cardrpggame.jpg"><img class="alignnone size-medium wp-image-685" title="cardrpggame" src="http://www.winterwolves.net/blog/wp-content/uploads/2010/05/cardrpggame-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>Not hard to guess what kind of game it is&#8230; <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>A new Spirited Heart</title>
		<link>http://www.winterwolves.net/blog/2010/04/a-new-spirited-heart/</link>
		<comments>http://www.winterwolves.net/blog/2010/04/a-new-spirited-heart/#comments</comments>
		<pubDate>Tue, 06 Apr 2010 17:53:43 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[antipiracy]]></category>
		<category><![CDATA[development screenshot]]></category>
		<category><![CDATA[roleplay games]]></category>
		<category><![CDATA[spirited heart]]></category>
		<category><![CDATA[winter wolves games]]></category>
		<category><![CDATA[autopatcher]]></category>
		<category><![CDATA[downloadable content]]></category>
		<category><![CDATA[online games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=640</guid>
		<description><![CDATA[I got many requests for a sequel since I released my game Spirited Heart last year. I did a Deluxe version this december, but now is time to start something new. I am still in the early stages of planning/development, and as you can see from the WIP screenshot on this page, there is still [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.winterwolves.net/blog/wp-content/uploads/2010/04/spiritedheartsgenerations.jpg"><img class="alignright size-medium wp-image-641" style="border: 1px solid black; margin: 5px;" title="spiritedheartsgenerations" src="http://www.winterwolves.net/blog/wp-content/uploads/2010/04/spiritedheartsgenerations-300x225.jpg" alt="" width="300" height="225" /></a>I got many requests for a sequel since I released my game Spirited Heart last year. I did a Deluxe version this december, but now is time to start something new. I am still in the early stages of planning/development, and as you can see from the WIP screenshot on this page, there is still lot decisions to be made.</p>
<p>However, I can anticipate a few things:</p>
<p>1) the version 1.0 will focus on the character development, the various jobs/skills, and various job endings. So <strong>there won&#8217;t be any romance</strong> in the first version! Also, the version 1.0 won&#8217;t have the demon character <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>2) But fear not, because I have in mind to release several downloadable content for it, using my new system of autoupdater/patcher right from the game. This means you&#8217;ll be notified when a new update is available right when you start the game (and also by email to be sure you won&#8217;t miss it). Each update will be a very small fee, between $5-10, and will add new features to the game. The first planned is indeed the romance one and then the demon one.</p>
<p>3) Thanks to this &#8220;open ended&#8221; structure, it means that I can release an update with 6 characters, but nothing forbids me to do another update with 6 more characters to have romance! Or add a new type of job, a new pet (yes, there will be pets in the game), or even a new race. This means that I can develop a much more detailed game, since each update will be carefully planned. For example when I add the demon race, there will be a backstory behind it (a reason why it&#8217;s there), there will be new towns and maybe even new jobs related to it.</p>
<p>As you can see is an approach somewhat similar to those online games, with the difference that you&#8217;ll clearly know what you&#8217;re paying/getting, and that the game won&#8217;t require you to stay online, only to check the version and update it. It will also means that now you will be sure to play the latest version immediately, with all the bugfixes and new features.</p>
<p>I don&#8217;t have any estimate release yet, my HOPE is for next Christmas, however I really am not sure since have several other projects going on at the same time <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<item>
		<title>Online vs offline games</title>
		<link>http://www.winterwolves.net/blog/2010/03/online-vs-offline-games/</link>
		<comments>http://www.winterwolves.net/blog/2010/03/online-vs-offline-games/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 13:38:23 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[antipiracy]]></category>
		<category><![CDATA[development tricks]]></category>
		<category><![CDATA[general]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[other games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=626</guid>
		<description><![CDATA[More and more developers I know are going to move online-only (some have already). But what are the key differences of online vs offline games, both from the developer and the user point of view? This is what I gathered so far. If anyone has any comments/suggestion, is welcome. Online Pros: As developer, you basically [...]]]></description>
			<content:encoded><![CDATA[<p>More and more developers I know are going to move online-only (some have already). But what are the key differences of online vs offline games, both from the developer and the user point of view? This is what I gathered so far. If anyone has any comments/suggestion, is welcome.</p>
<p><strong>Online</strong></p>
<p><strong>Pros</strong>:</p>
<p>As developer, you basically eliminate piracy. People making online games in general make MUCH more money than people making offline games. Also, online enable you to use subscriptions, microtransactions, pay per item, and so on.</p>
<p>As player, you can now compete/collaborate with friends. You can have new experiences otherwise unattainable by offline gaming, like new content/leves, updates, bugfixes.</p>
<p><strong>Cons</strong></p>
<p>As developer, you enter a whole new realm. You need to guarantee people are able to play. If your server is offline, your game is useless and this will make people angry, very angry. Also it means you need to learn network programming, which is a pain. There are also increased costs (but as we saw you should also expect increased profits). Usually once you go online, you&#8217;ll need to focus on one game. Most online games takes YEARS to make, so be sure to have a backup plan. Also, you enter a VERY CROWDED market: everyone is making MMOs now, so while the potential revenues are much higher, the competition is also more fierce. Online games are mutually exclusive too: people playing WoW are likely to play that for 4-5h a day, leaving no room for other games. This means that if a big player has established a foothold in a certain niche/segment of the market, will be very hard for you to get new players.</p>
<p>As player, you can say goodbye to immersion. Most people playing MMO knows how annoying some people can be. You can meet anyone, from a 60 years old polite university professor to a 16-years old boy always yelling at you. There can&#8217;t be a plot in a online game. You&#8217;re also going to pay MUCH more, and some games feels more like a scam. With normal offline games you pay a price and know what you get. Online games are designed like mousetrap: they lure you in with the FREE word, and then you get addicted and you&#8217;ll end up paying even hundred of dollars for, let&#8217;s be honest, what you could get for 1/10 less. You&#8217;re also going to spend much more time to a single game and become an addict (that&#8217;s exactly what the companies want).</p>
<p><strong>Offline</strong></p>
<p><strong>Pro</strong>s:</p>
<p>As developer, offline games are much easier to program. Even if you&#8217;re not an expert programmer you can easily put a normal downloadable game together. You don&#8217;t need to have a dedicated server or be a network expert.</p>
<p>As player, you know what you get. You can have immersive games with wonderful plot and NPCs, like Dragon Age (or any of <a href="http://www.winterwolves.com">my games</a> hehe), you can play RTS knowing your ping doesn&#8217;t matter, you can play while flying on a plane with a laptop, you can pause anytime, you can play games at your pace (and not be tied to a raid or a online event) and the list goes on. All of this knowing you&#8217;re going to pay a FIXED amount (that recently is getting lower and lower).</p>
<p><em>(Note &#8211; I am one of those players. I can&#8217;t honestly believe that people pay 15-20 eur a month to play WoW when they can get wonderful games from Bioware for a fixed price!)</em></p>
<p><strong>Cons:</strong></p>
<p>As developer, expect to make much less money: except very rare cases, a offline game is always going to earn  less than a online one, since you can&#8217;t bill multiple time the same person  (selling him subscriptions or items for example).  Also you have to deal  with piracy which is a real pain and will seriously hurt your business.</p>
<p>As player, I am not really sure what are the cons of offline games. I guess stupid/paranoid DRMs are the worst thing you can experience. Apart for that, I can&#8217;t really think about any cons, except if you like competition, ladders, etc. But then you wouldn&#8217;t be playing offline games at all <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>That is. As you can see there are several things to consider, both for the developer and the player. I also think that the age influences what people play: I used to play EQ1-2 when I was younger, and had more free time than now. As I grow older, I found I hadn&#8217;t time anymore to invest HOURS in a character, or pay for a monthly subscription when I wasn&#8217;t sure I would be able to play the game. About the new free to play games, I honestly think it&#8217;s plain stupid to pay $5 &#8220;for a sword&#8221; when you can get complete new games for the price of 2-3 swords <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />  Also I like games with plots and writing, so that&#8217;s not really what I want. But know many devs making a fortune with free to play / MMO games.</p>
<p>Will I be making a online game? No, not really soon. But who knows, maybe one day&#8230; <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Truth about piracy: some facts</title>
		<link>http://www.winterwolves.net/blog/2007/03/truth-about-piracy-some-facts/</link>
		<comments>http://www.winterwolves.net/blog/2007/03/truth-about-piracy-some-facts/#comments</comments>
		<pubDate>Mon, 19 Mar 2007 09:22:12 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[antipiracy]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[winter wolves games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/2007/03/19/truth-about-piracy-some-facts/</guid>
		<description><![CDATA[I&#8217;ve decided to write this small post after so many discussions on indiegamer forums. Of course this is just my personal experience, but I think that you shouldn&#8217;t underestimate it&#8230; Case Study: my game &#8220;The Goalkeeper&#8221; The game was released in September 2004, and was doing good. Nothing exceptional, but a solid seller. Then, in [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve decided to write this small post after so many discussions on indiegamer forums. Of course this is just my personal experience, but I think that you shouldn&#8217;t underestimate it&#8230;</p>
<p>Case Study: my game &#8220;<a href="http://www.winterwolves.com/thegoalkeeper.htm">The Goalkeeper</a>&#8221;</p>
<p>The game was released in September 2004, and was doing good. Nothing exceptional, but a solid seller. Then, in summer 2005 I found all those articles about piracy, and at same time I discovered the Armadillo protection system.</p>
<p>I decided to implement it in the game. That way, the only way would be either to post the serial (but at same time the real name of the buyer, which is something nobody should do) or make a crack/keygen. Keygen for Armadillo are almost impossible to make (don&#8217;t ask me why, but I never saw one), while cracks surely are possible.</p>
<p>So you might say, the piracy problem wasn&#8217;t solved. No, you&#8217;re wrong, very wrong.</p>
<p>You can&#8217;t defeat people that prefer to download a &#8220;RazorNFOCrackedGoalkeeperTrial.exe&#8221; and install it in their pc at own risk. No, you can&#8217;t. But you think that such people would buy your game? NO.</p>
<p>Instead you can &#8220;convert&#8221; people that may buy it, but first just to be sure they google for &#8220;gamename serial&#8221; to see if they can get it free. Doing a copy/paste is quite different from downloading an exe from an unknown site, at risk of destroying your whole HD and sending your financial/CC info to some nice guy that will happily steal all your money&#8230; <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':-D' class='wp-smiley' /> </p>
<p><strong>Result: after august 2005, when I applied Armadillo protection, my sales for that game went up by 35% PERMANENTLY. </strong>Not just 1-2 month. AT time of writing, after almost 2 years, the increase in sales is still here.</p>
<p>What is the lesson of this story? Fighting hardcore piracy is futile &#8211; fighting &#8220;casual&#8221; piracy can <strong>help your business a lot</strong>!<br />
Note: I had tried all the various protection schemes before, like fullversion download. I tried that with UBM. Unfortunately, there were a LOT of people complaining that they couldn&#8217;t download the complete version from Plimus, and every time I had to put the game online for them to download. This method clearly doesn&#8217;t work well if you sell at least 15 copies a month&#8230;Â  <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  Beside that, was trivial for me to find the fullversion on the various bittorrent or rapidshare sites. So fullversion was causing troubles to legit user, and at same time was offering trivial piracy protection.</p>
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