tag:blogger.com,1999:blog-11758224.post2412771743284878249..comments2023-09-28T07:23:51.376-07:00Comments on ProjectPerko: PlayuraniumCraig Perkohttp://www.blogger.com/profile/13173752470581218239noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-11758224.post-53644654969330170902007-06-20T09:51:00.000-07:002007-06-20T09:51:00.000-07:00I find the best way to gather players, react them ...I find the best way to gather players, react them together, and harness their energy is with a well-balanced multiplayer game (but not too well-balanced). <BR/><BR/>For instance Loot, testing data from the board game shows its got some depth, and re-balancing in the computer game won't be an issue thanks in part to your daily labours. Players playing against each other, competing for (in the more promoted mode of play) actual monetary rewards for winning, provide the content that keeps the game going: other people to play against. They react together in that competetive frame, and are harnessed in the form of revenue everytime the game is played. <BR/><BR/>Thats actually a fairly simple reactor. We're also going to release the editor to players and let them create their own single-player vignettes, open for instance to anyone, and also allow them to submit multiplayer maps for review. Thats secondary though.<BR/><BR/>I think business model is secondary to design, but you need to know how the energy will be transferred into actual currency as a context to the design process.Patrickhttps://www.blogger.com/profile/13614962832390315553noreply@blogger.com