Category Archives: other games

talking about other games, either good shareware or commercial ones that I liked in particular

Online vs offline games

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 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.

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.

Cons

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’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.

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’t be a plot in a online game. You’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’ll end up paying even hundred of dollars for, let’s be honest, what you could get for 1/10 less. You’re also going to spend much more time to a single game and become an addict (that’s exactly what the companies want).

Offline

Pros:

As developer, offline games are much easier to program. Even if you’re not an expert programmer you can easily put a normal downloadable game together. You don’t need to have a dedicated server or be a network expert.

As player, you know what you get. You can have immersive games with wonderful plot and NPCs, like Dragon Age (or any of my games hehe), you can play RTS knowing your ping doesn’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’re going to pay a FIXED amount (that recently is getting lower and lower).

(Note – I am one of those players. I can’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!)

Cons:

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’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.

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’t really think about any cons, except if you like competition, ladders, etc. But then you wouldn’t be playing offline games at all 🙂

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’t time anymore to invest HOURS in a character, or pay for a monthly subscription when I wasn’t sure I would be able to play the game. About the new free to play games, I honestly think it’s plain stupid to pay $5 “for a sword” when you can get complete new games for the price of 2-3 swords 😀 Also I like games with plots and writing, so that’s not really what I want. But know many devs making a fortune with free to play / MMO games.

Will I be making a online game? No, not really soon. But who knows, maybe one day… 🙂

Visual Novels in AAA games market

No, outside Japan there aren’t any AAA-commercial quality visual novel games, of course. BUT – and it’s sa big but, the visual novel elements are starting to pour into the normal AAA genres. Some examples? Mass Effect, The Witcher, and probably more I haven’t played.

Ok, but why you say this? What exactly defines a visual novel, and differentiate it from a normal RPG game? Well in the cases above is really difficult, but I think I could say that while RPGs had NPC and quests already as a feature, the way those two games present the dialogues and the choices makes them much more close to visual novel than other games. Indeed, there aren’t simply quests: first, there is LOT of dialogue. Those games are fully voiced (well, like all my future ones) so that helps a lot. Many people don’t like when there’s much text to read, but if you present the same text under the form of a movie/cartoon, with moving actors, scenes and voices, it’s VERY different (in practice is the difference between reading a book or watching a tv movie). In those games, there are MANY choices. Both on Mass Effect and The Witcher you can influence lots of characters/factions, and in the end, really change your ending.

RPGs always had the possibility to make choices, but to influence the world/characters around you and “unlock” different endings? No, that’s more a visual novel thing, to me 😉

Both those games were huge successes, selling million of copies. Of course, it’s not JUST because of the visual novel component: but I like to think that it played a big role. Yes, you can have visual novels features in a AAA game and not bore the western gaming public: you just need to insert them into a context with many other gameplay types (shooters, strategy, simulations). That’s what I’m going to do with The Flower Shop and Planet Stronghold 🙂

Supernova 2:Spacewar awarded!

Yes, the indie game website Gametunnel, in its popular Indie Games Of The Year awards, included my Supernova 2: Spacewar into the top5 simulation games of the year. While I think my game is more a wargame or a strategy game than a simulation, I’m still proud of have it included among the bests indie games of this year, also looking at the tough competition.

On the development side, some good news: Spirited Heart is going very well, though I think I won’t include a combat sub-game in it (I’m still not sure about that). But the characte generation is done, and also the status screen with all the various game options: Work, Study/Train, Relax, Relationship and Check Status.

It will be a weird game I think. Similar to Cute Knight, but without the dungeon part, and with a slightly different gameplay mechanic. I am also thinking to ask Hanako’s programmer to license the use the dungeon-crawler engine he used in that game, so I finally could resume working on Tower Of Destiny, which is in hiatus-mode since 2005! :/

Anyway for now I’m concentrating on Spirited Heart and 3 more “mysterious games” that will be released during next year. I don’t want to disclose too much, but each game can be described with a word: Poker, Robot and Flower.

Spirited Heart chargen finished!

Today I finished the character generator for Spirited Heart, my upcoming hybrid adventure/RPG. To be more specific, I should say is a mix with make your own adventure gamebook and a RPG/Life simulation. There are stats, and there is a daily schedule. There will be various jobs, and you’ll be able to attend some specific school courses to improve some of your stats.

Then, from time to time, there will be random events. Lots of them, which changes based on your race/job, quite a big combination! Differently from the character generation, you’ll still have some options to choose, but some of them will be disabled if you don’t match some specific skill checks.

On the right you can see the actual status screen of the game. From there you’ll be able to select what to do, and you’ll also see the various statistics/skills.

As for game length, I was thinking something like 10 years, from 18 to 28, or maybe even less: since you play every week, each year there are 52 turns, so ten years would be 520 turns, maybe too long!

For those interested I uploaded a very rough alpha version here:

http://www.didone.com/demos/SpiritedHeartDemo.zip (Pc)
http://www.didone.com/demos/SpiritedHeartDemo-mac.zip (Mac)
http://www.didone.com/demos/SpiritedHeartDemo-linux-x86.tar.bz2 (Linux)

Determinance: 20 free keys

I’ve been asked by my dev friend Paul at mode7games to promote his game on my customers, and here I am. I don’t really know how many people actually read my blog… but if they do, there’s a good surprise for them!

I am offering anyone that buys one of my games a free serial code to play Determinance, the sword-fighting game by mode7games. So in practice, buy any of my games to get that one free. But there’s a catch – the offer is limited to the first 20 buyers only!

How it works:

1) buy any of my games from Winter Wolves or Tycoon Games websites: they are UBM, USM2, Goalkeeper, Magic Stones, Summer Session and Supernova 1-2. The other game present are affiliated so they don’t count 😉

2) send me an email with the name of the product you bought asking for the free key

3) the first 20 customers will receive the code, so hurry!

When all the 20 free serials are assigned I’ll post again in the blog, so no more will be available, sorry.