Archive for December, 2012

Adventure Mode Time

Hi all,

Now that Minecraft has an Adventure Mode that lets you design your own games within Minecraft, I’ve been itching to make an Adventure Time map with quests for public release.

Here’s what I would change in Minecraft to make the Land of Ooo.

What would you add?

Continue reading

Alternative Funding Models for Video Games: CH.1

Hi all.

Today I found an article called “1,000 True Fans” by way of Tim Ferriss’ newest book The 4-hour Chef.

I was reading through the second half of the article, after Kevin Kelly had gotten through the explanation of his idea and was listing examples of his research, a True Fan model for book publishing online.

This model almost directly matches an idea I had for an indie game studio funding model about a year ago, and have mentioned to a few people in conversation since then.

The gist of it is, you get a studio together, raise some money, and release a stellar first game that is free. Not freemium, not free-to-play(pay-to-win), just free. And soon after the release of that game, once it has garnered some love and initial wows from the internet, release plans for your next game with a slowly filling meter on your front page that represents how much you’ve got to raise to keep the studio open and work on this next game. Your fans don’t pay you for the game they play and love- they pay you in order to birth another fantastic experience into the world for them to experience.

Apparently this is called micro-patronage, and is done by a few creative groups.

Take a look at the article here, on Kevin Kelly’s blog.

Biological vs. Cultural Children: Genetics and Cultural Evolution

Biological vs. Cultural Children: Genetics and Cultural Evolution

Notice: This article is a teaser. Please contribute any thoughts you have on this subject in a comment or a message to me. I will publish my thoughts in the coming weeks.

Barriers to Extended Play in Monster-Catching Games

Disclaimer: This article is a Work in Progress.

Games studied are based on the Pokemon formula and include Pokemon games both handheld and console of all generations, and online asynchronous MMORPG Outernauts, by Insomniac games.

The article aims to identify Points of Failure, or factors that cause a player to stop playing and leave the game. I will do so by discussing game mechanics, and illustrate how the intersection of these mechanics results in Points of Failure. Finally, I will list alternative mechanics that could eliminate these points and result in increased player engagement and monetary contribution.

The mechanics discussed include Beast Disparity, Onboarding Failure, Finite Progressive Elements, and Unbalanced Rate of Return.

Continue reading