Long-Term Development on PC games

A discussion

Over on the Sins of a Solar Empire forum, I wrote a post about how we, as develoeprs, publishers, and gamers, could get together to find a way to keep our favorite games going forward.

You can see the post here.

Today, most games are released, get a patch or two, then maybe an expansion pack and then that's it. 

Even Galactic Civilizations II is coming to the end of its active development.  Twilight of the Arnor is our last planned expansion pack and there won't be a sequel for many years.

But what if users wanted more updates? An enhanced economic engine, updated graphics, new diplomacy options, a more serious metaverse system. And so forth.  How would these be paid for?

Traditional expansion packs wouldn't work because they require far too much up front development and too much marketing support to make happen.

So what are some other ways? You could have a subscription system. You could have micro-expansions, you could have some other system.

What kind of system would you envision and would you even want to see your favorite games continue to evolve?

43,195 views 63 replies
Reply #1 Top
Sadly, there has to be a moment in game development where the stuff can only be tagged with the feared but necessary - it; DONE!

However, nothing stops anyone willing enough to answer people needs. This, depends more on demands than business decision. If the customers loophole is big, it means supplemental work **may** just be worth investing in.

Maybe the following analogy isn't accurate but it illustrates my reasoning nevertheless;

- Doom.
- Initial open-source, had great success.
- Improved beyond original in great lengths in any successive versions.
- Popular, still growing.
- Built-in potential... cuz, the 1st person-shootout fanbase is (and always will be) there.
- Expect Doom 4, 5, 6 up until nobody buys any. Otherwise, the project still is alive and kicking.

I would agree though on the distribution method(s) currently available. There is a natural limit to which corps must somehow adhere to; package, web-driven, CD-DVD, name it.

I guess the solution lies more in how exactly the web will eventually play out:

1- Electronic security has made huge steps in the latest years, thus providing a serious method for rapid and fair numbers of sales for a mere fraction of the conventional method costs (read cd protection, boxed products, etc).

2- There WILL be a global awareness factor, want it or not. As of now, maybe only 50% to 60% of world's population can truly gain access to electronic ways, including "modern societies" and their infra-structure(s). Take Europe as an example; the EEU opened up huge marketing gateways simple by liberating commerce between neighboring countries. Common currency. The conditions allowed for much more efficient flow of goods and services, serving the consumers quite well in fact. Apply such a formula, worldwide and you get the mechanics of a giga lightning fast competition between those connected and the smaller foreign entry applicants for the maximum pool of consumers possible.

I guess that the only (possibly) way to consider a gaming franchise 'obsolete' enough is to witness steadily declining selling figures.

Another analogy, please if you'd care listening once more -- X-Com (i know, it's an obsession of mine!!).
I'd buy a modernized version (which would stick to the tactical and immersive options, the original gave me) of that game, blind-folded, arms-tied, doped & drunked, tomorrow and ever after if i could. It's just that i certainly would for a reason; gameplay, value.
In fact, a belgium gang is working at it right now (Cydonia's Fall). I'm willing to bet, they will have some success cuz that franchise has huge underneath shockwaves below itself that dates in the early 90's. Still coming out strong on the radar. Ask any 'knowledgeable' experts in gaming and they will probably agree, the good'ol X-Com is still up above the champions list of all-time.
Step forward in a decade or so. Someone will always be there to try reproduce THAT much success. And with the binaries flowing even more rapidly (techno improvements helping) through the web-pipes, these "someones" will become numerous. Stack your flag on the battleground NOW, get lucky, and you'll survive the rush.

Cuz, Brazil and India (just to name TWO) will buy your products or not.
Reply #2 Top
Maybe I'm not thinking outside the box enough, but I don't see any clear alternatives to the traditional expansion pack.

A subscriber model would be the worst solution (IMO). It works best when a product is alone in its class, and you can't get it any other way. The classic example is World of Warcraft, and that model has to start with subscription at the start, you can't add it on later.

With subscription upgrades, the customer has to feel that, once they've paid enough monthly fees to equal what a full expansion pack would cost, they've received content equivalent to an expansion. Even without buying the WoW expansions, Blizzard constantly adds new content and upgrades to the online game. I never felt like I wasn't getting my money's worth out of those monthly fees. Are you prepared to deliver *that* much content via the subscriber model?

Another thing about subscriptions... I have a limit to the number of services I want to set up for auto-pay with a credit card. It has to be either a necessary utility (like my electric utility bill), or a discretionary entertainment product that's really worth it, like my satellite TV or WoW (when I played it). I'm not sure what you could offer that would entice me to set up yet another auto-pay account. And I for sure don't want to manually chuck in $5 a month (or whatever it would be) to Stardock Central for regular upgrades. Just collect it all in a full expansion pack, and then I'll spend the money as a one-shot deal.

Regarding "micro expansions"... I'm not crazy about that idea either, because it would probably split up the user base into separate factions, more than it already is with several expansions out for GalCiv2. Some will have all the "micros", others only a few, some might pass on them entirely. You'd have a user community trying to share tips with each other based on different games. That already happens with the usual expansion pack model, but at least the attractive features in a full expansion mean that a lot of people will get on board when a new expansion comes out. It doesn't split up the user base as much as a scattering of minor, micropayment-type upgrades would. Tech support might also be more of a nightmare with everyone using slightly different game versions.

So I guess that's pessimistic and maybe not helpful. But I think the only way to keep a game alive is with traditional, major expansion packs that give loyal customers a very strong incentive to upgrade. If you can't continue to do that for GalCiv2, then let's move on to the next Stardock game. That's just my opinion FWIW, and I know others might feel differently.

Reply #3 Top
I, for one, would not pay a subscription fee. Paying to play a game that I have already paid for is just too much. Being a former Diablo player, I was excited at the prospect of Hellgate:London, until I found out that it would be a subscription system. (At least to get the best equipment). They didn't get my money.

From Stardock's standpoint, I think that it would be a real millstone around the company's neck. People would demand value for their money. This would mean continuous attention to the product. Even if this system were found to be profitable, it would still require a constant stream of resourses from the talent there, and this would make them unavailable for any other current project in the works, and the new stuff is where the big money is.

I would gladly pay for new content in a 'micro-expansion'. This gives me, as the customer, the freedom to pick and choose what I buy; it gives the company the most freedom as well. Rather than a continuous grind of being required to 'feed the beast', the company could choose when and what to put out more of less at their leisure. They could use their resourses as they became available, and would have the time available for 'polish' and balancing issues.

Edit: Regarding "micro expansions"... I'm not crazy about that idea either, because it would probably split up the user base into separate factions, more than it already is with several expansions out for GalCiv2. Some will have all the "micros", others only a few, some might pass on them entirely. You'd have a user community trying to share tips with each other based on different games. That already happens with the usual expansion pack model, but at least the attractive features in a full expansion mean that a lot of people will get on board when a new expansion comes out. It doesn't split up the user base as much as a scattering of minor, micropayment-type upgrades would. Tech support might also be more of a nightmare with everyone using slightly different game versions.

So I guess that's pessimistic and maybe not helpful. But I think the only way to keep a game alive is with traditional, major expansion packs that give loyal customers a very strong incentive to upgrade. If you can't continue to do that for GalCiv2, then let's move on to the next Stardock game. That's just my opinion FWIW, and I know others might feel differently.

You bring up some valid points re the micro upgrades. I think that as long as they don't change the balance or gameplay in any fundamental way, that it wouldn't be much of a problem. Of course, for meta play, there could be an 'official meta' version of the game, so that it would be fair for everyone.
Reply #4 Top
What kind of system would you envision and would you even want to see your favorite games continue to evolve?
End of quote


It's like Pirates of the Caribbean(the movies). It shouldn't have ended. Period.
Reply #5 Top
Well, its difficult to judge the effects of a patch plan when nothing like it has been used before. If you are going to be asking for money to help develop a new patch for your games, I would suggest you seek ways to minimize the chances of alienating your customers.

Here are two suggestions I have.

----

1. Pay for votes, but leave patches free.

It costs money to make updates, and that money has to come from somewhere. Why not allow players to contribute $5 bucks towards a patch. Regardless of if they pay, or don't pay, everyone should have access to the updates. Some people either don't have the money to contribute, or have difficulty paying online. Even if they don't or unable to pay, they still can contribute ideas, and they can go around saying how nice of a company you guys are.

$5 is probally large enough to make a meaniful contribution, but not too large to leave an elite few to dictate the development process (if allowed to pay an arbitrary amount). Also, you might want to allow players to pay by tokens instead.

----

2. Allow the community to make meaniful updates.

Allowing players to make updates to the games themselves would help keep a game alive longer. Making the "players updates" avialable as though it were a normal update (after you review it first) would help to keep players involved in a game.

Naturally, you ought to decide how much of the game the players should be able to mess with. After that, you should provide examples to how the players can make their updates, maybe even talking to players about what tools they would like to have. Once more editors are released for TA, the player community can design custom races. You could, for instance, make the best picks avialable through players updates.
Reply #6 Top
Personally I do not agree with a subscription model for game updates. I would not feel comfortable paying money into a subscription for the hope of further updates. What happens when not enough people pay into the subscription, do you still get the updates. If not, do you get your money back or did you just pay into some type of black hole money pit.

After a good amount of time it makes sense to end the development cycle for a game. Perhaps you can continue to make updates to fix bugs, but eventually the game developers need to move on to bigger, better, and newer things. If there is a large enough community out there that wants new features to an old product, perhaps making a game open source after a certain amount of time would be the way to go. I don't think this will affect piracy, since there already is no copy protection on the game. It would allow enhancements to be made to the game and at the same time allow the developers to pursue new games to market. You could make the source availble to people who registered the game through SDC and then after people start making enhancment modules you could set up a system which allows people to install enhancements right through SDC.

On the note of letting people install enhancement modules like that through SDC and a little off topic. I think one idea that the Stardock Central application(or whaterver follows it) could use would be the ability to install mod packs through it. There are many great mods out there for GC2 and it would be nice to be able to go into my games list on SDC and say I want this mod pack. Make some modpacks have a stamp of approval from stardock before they are put onto SDC, and then make them updateable through there. Someone has V1 of a modpack and V2 comes out, let it be updateable right through there. Doing this would help extend the life of a product similarly to the open source model. It would let people that don't know alot about setting up mods be able to set them up automatically adding extra replayability, and if you made the source open people could make better mods, or enhancements to the game that they felt would be useful. You could even take some of the enhancements made from an open source community and make them official, thereby letting the updates happen without the developers taking time to do it. It would become a self sustaining community that had a minimal cost to maintain from stardock.
Reply #7 Top
Divine,
Very well put on point 2. Kind of says what I wanted to. Sorry for repeating you, I started typing before your post went up.
Reply #8 Top
Also, you might want to allow players to pay by tokens instead.
End of quote

What happens when not enough people pay into the subscription, do you still get the updates. If not, do you get your money back or did you just pay into some type of black hole money pit.
End of quote


Tokens definately. It would be less trouble to refund a token than money...

Divine,
Very well put on point 2. Kind of says what I wanted to. Sorry for repeating you, I started typing before your post went up.
End of quote


No problem. Its not like you get see the new posts until you click reply or refresh.

________________

By the way, to clarify:

What I mean by voting is, you, the devs, make a post about an update, players provide ideas and comments, and then you devs make a poll to the side using those ideas. Either leave it locked out to those who didn't contribute, or better yet, allow all to vote, but make note of those who payed. Maybe have the payers show up in green, and the non-payers as red.
Reply #9 Top
I'd be happy if you turned over some of the development to the guys at I-Mod when Stardock's stopped developing! :CONGRAT:

-Dave
Reply #10 Top
A micro patch system would be really handy.

If an expansion were to break it's features down into several groups, and allow them to be sold individually as well as a whole package, the game could then operate on a modular basis where upon game launching you could choose which expansion features to implement. Using TA as an example, if one wants terror stars and the tech tree, but not necessarily the campaign, then they could buy those pieces individually and save money. If one game you want terror stars but no unique tech tree, you could have that. If the next game you want tech trees but no planets that require techs to colonize then you could do that as well, so long as you bought those expanded features.

This would also make modding easier as you could implement the mods as a selectable option at the launch screen. That way there would be no files to edit, no code to over write, you just drop the mod into a folder and the game handles the rest when launching.
Reply #11 Top
The one thing I would want left in GalCiv II is a reworked event/political system, along the lines of Europa Universalis Three. That should be how you do it in GCIII- a combination of Imperial Ideas, Events based on party/events, ethical sliders- you could do a lot of neat stuff. The more I think about it, this stuff should be put into GCIII- and would be my biggest request for that game (Even if its five years early)

Other then that, honestly- you should move towards new efforts. I think fantasy games sell better then space games anyways.

Micro-expansions would not work with any other TBS game you make due to MP.
Reply #12 Top
1. Pay for votes, but leave patches free.It costs money to make updates, and that money has to come from somewhere. Why not allow players to contribute $5 bucks towards a patch. Regardless of if they pay, or don't pay, everyone should have access to the updates. Some people either don't have the money to contribute, or have difficulty paying online. Even if they don't or unable to pay, they still can contribute ideas, and they can go around saying how nice of a company you guys are.$5 is probally large enough to make a meaniful contribution, but not too large to leave an elite few to dictate the development process (if allowed to pay an arbitrary amount).
End of quote


A fee paid for the right to vote on expansion features is an interesting idea, but I'm not sure it's practical. What happens when someone pays $5 for a chance to vote from a mutually-exclusive feature list for the next micro-expansion, and their favorite feature doesn't actually make it into the game? Do they get their $5 back, or are they supposed to wait for the next expansion? It seems kinda messy, and could lead to disappointment and hard feelings against Stardock. There is also the question of how you'd get enough participation for a reasonable income stream. This forum is just a small part of the total user base. I don't think Stardock would have made much money from that vote here about whether to delay TA's release, or not.

I think most people want a clear roadmap of what they'll get for their money, and what the delivery schedule will be. I pre-paid for the TA expansion because I knew what I'd be getting, and when. That's why I think major expansions, or at least micro-expansions (if they're desirable enough to the majority of the user base), are the way to go.

P.S. Arstal just made a great point about how micro-expansions break multiplayer (moving forward in terms of future Stardock games). You have to get everyone on board with major expansion releases, or there's no end of whining.
Reply #13 Top
Ok. I will pay for the subsription, as long as I am promised new content every other month or so.
However, I'll be more happier with the micro-expansion's (paying as we go) :D also at the absolute end of GalCiv2's life you can sell all of them together >>
I really do hope this idea goes though for both GalCiv2 and Sins, because one thing I do love about Stardock is those juicy updates :D
If need be, I'll gladly give you my whole bank account ><

Dan :P
Reply #14 Top

Well right now we're just looking at the future.

Let me share with you guys what Stardock's TENTATIVE schedule is:

2008:
Sins of a Solar Empire
GalCiv II: Twilight of the Arnor

2009:
Game X (unannounced)
Sins of a Solar Empire: Expansion

2010:
Unannounced fantasy Strategy game

2011:
Society

2012:
Potential GalCiv III date

So in the case of Galactic Civilizations, the soonest a sequel would come out is 4 years from now and Twilight is the last large-scale expansion we plan to do.

Large-scale expansions require a lot of up front development and marketing which just can't be done.  But we could do mini-expansions or a subscription system for people.  Mini-expansions probably wouldn't be as attractive to us as it involves a lot more risk on our part.

Basically what I am thinking of is where we'd dedicate a developer or two to ongoing development of a given game even after it's final major expansion pack has been released.

But if not enough players are interested, then obviously the games can go into the sunset too which is the traditional model.

Reply #15 Top
Can't wait for the Fantasy Strategy game. I know Stardock will do a job on it.

I do not like the idea of a subscription system, as then I will always be 'looking for value to be delivered' as I have already paid. I much prefer the mini-expansion pack route, and I will generally buy any expansion pack if it is cheap ($10-$15).

For example, lets assume that not-MOM is a sweet system and has 4 races (Humans, Orcs, Dwarves, Elves). Just for example. I would pay $5-10 to get the 'Giants' race expansion pack, basically new artwork and numbers (units, buildings) with probably a minimum of coding. New tech trees, spells, etc. I can then play with and against that race.

I am thinking of this as a single player game, where me buying extra things doesn't mean anyone else has to. In multiplayer games, it is tougher, because you are trying to make sure everyone has the same system.

At the same time, minor tweaks and updates should continue to come out free, so that everyone has the same version of bug-free software as a base.

For a game to continue to be played after years, it needs to be kept fresh, and the fundamental nature of the game must be such as to deliver variety and new challenges. While GC is along those lines, there really isn't the depth to the system that is needed. In particular, resource types, terrain complexity, economic model.

Hopefully these will be possible in not MOM.

Cheers,

Hunter
Reply #16 Top
Actually, when I think about it...

I want to develop the 'Giants' pack for not-MOM, as an independent modder / developer given a set of guidelines (SDK, Art DK, whatever) and sell it via your online shop for $5-$10 minus a cut to Stardock.

I would do this on a for-profit basis, but with a low capital base required, unlike the complex problems and risks of being a proper development house.

People could also develop mods and set a fee of $0. But allowing them to make a small fee would really expand the mod community into new territory. This is similar to what Apple offers to developers on their iPhone / iPod touch system. Easy access to all owners (game owners in our case) for the cost of a cut on each sale.

Cheers,

Hunter
Reply #17 Top
Brad, especially concerning GC, you make it, i'll buy it. Simple as that. About the only thing i would not be interested in in GC2 would be multiplayer...everything else i would buy.

C'mon guys, instead of throwing what you would do or how "it" should be done or saying what your looking forward to...let's just show Brad and SD that wesupport the idea and let them work out the details later.

Yes!!! I for one want more updates to GC2, SOASE..etc..etc

Surely none of you could say you would not be interested in further updates to GalCiv2.

Reply #18 Top

The fantasy strategy game is coming along pretty well.  The engine for it is pretty fantastic.  I wish we could talk more about it but it's still a bit early. 

We ARE hiring for it though:

  • 3D modelers
  • Animators
  • Artists of all kinds

We also need more web designers, particularly ones who know Javascript.

The fantasy game is going to have features unlike anything that's been done before. It's a creature of the Internet community (i.e. mods aren't just "supported", they're part of the game, players can create stuff in built in editors and submit them to moderators - it's how we add content to the game).

Reply #19 Top
My first thought is: more powerful mod authoring tools. While the stuff that GC2 has is fine for tweaking some of the balance, adding new factions, etc... it's very limited. You can only do what Stardock has already enabled, as there's no script backend, no SDK, nothing of the sort that would let you, say, create a total conversion mod or significantly alter core gameplay mechanics.

What I'm saying is, give the community the tools to keep games evolving, and they'll do it indefinitly. There's a reason the half life games are going strong... they've got a huge modding scene. The source engine SDK gives enourmous freedom to users, to the point where some teams have made RTS games from it!
Reply #20 Top
you most certainly can make a TC! what do you think "The Bringers of Light" is?

-Dave
Reply #21 Top
... The fantasy game is going to have features unlike anything that's
been done before. It's a creature of the Internet community (i.e. mods
aren't just "supported", they're part of the game, players can create
stuff in built in editors and submit them to moderators - it's how we
add content to the game).
End of quote


No 'underlined' thought hidden behind this observation but;

Isn't it a bit like how the soon_TBR Spore processing would integrate its faithful community into the grand scheme of things; development wise that is?

I can foresee a common direction for game producers; let their customers stay actively involved into a product evolution through "external" assets. Which is, by no means, a negative way to expand a franchise beyond its first state (as released by producers).

Speaking for myself, i think the development of a pretty decent set of files & graphics for GC2_DA/TA combo with X-Worlds qualifies into the above --adding stuff-- type of progress any particular game can benefit from. I do it for free, spare time... cuz, i like it. It simply feels great to play WITH my elements in someone else's framework. As such, the modding aspect provides YOUR product with non-negligeable additional value - at zero cost for SD! :)

Expand the reasoning at a dedicated engine to encourage people's participation into games either via packed MODS or online uploads and you actually raised your active payroll (free of charge), gained a huge marketing ploy, opened up tremendous opportunities beyond in-house staff & finally, gave a title a slick future filled with mystery & most probably, ingenious discoveries.

No longer do we have a sealed container where THE truth is written up through local guidelines since a business takes virtual content to its advantage while supplying the sooooooo precious consumers/buyers pool by the hand to the golden road of positive feebacks & solid results (good or bad, coming from wide & far).
Thus, the Modding ways came into existence.

Please, DO thank us, modders, for the kick up the rolling empty aluminium can.
Funny though, how such a fantastic game (GCxx) can drag that much of a following.
Stay tuned (sic!), we've got even more up our sleeves. ;)
Reply #22 Top
Direct digital download "mini expansions" would be the least offensive system. A subscription system involves a level of long term commitment on the part of the customer. I've gone as much as a year without playing GC2 even though I love the game. I always come back, but I wouldn't want to maintain a subscription if I wasn't actively playing the game. That sense of commitment to something that's supposed to be entertainment is what's kept me away from subscription based MMO games, as well. Paying directly for new content just makes sense. Just make sure this is not paying for patches, a model some developers (*cough* Paradox *cough*) have taken to lately and that is the fastest way to irrevocably lose my business.
Reply #23 Top
What kind of system would you envision and would you even want to see your favorite games continue to evolve?
End of quote


Basically, what you're asking for is a way to improve your return on investment (making add-ons/expansions/etc is more economical than making a new game) while providing some benefit to the consumer. Let us call this "revenue enhancement".

Personally, I'm not a big fan of this kind of thing. There are many different kinds of games, and precious few are capable of functioning under the GC2-model of game development.

The GC2-model is functional for the kind of rule-based games that GC2 is. But it isn't even good for all rule-based games. A StarCraft-like RTS game shouldn't be having a lot of updates; if it does, then that suggests that it was horribly balanced to begin with. That kind of game you release, tweak it a bit as adjustments for subtle balance errors, release an expansion to correct gross balance errors, and it either succeeds at being digital Chess or fails. For that kind of game, there simply is no mechanism for revenue enhancement.

The GC2-model eventually has its breaking point for games that are of the proper type. At some point, the ship is as good as the developers can make it. Beyond there, adding more features is just, well, more, not better. After a while, the core-root gameplay (the stuff that would only change with a proper sequel) cries out in pain at the weight of all the features built on top of it, and the game is weakened as a result.

For more content-centric games (FPSs, RPGs, action, etc), the only fair kinds of revenue enhancing models you have are episodes.

For content-heavy games, much of the primary cost of development is in assets. Levels, character models, AI, etc. Episodic games work best as revenue enhancement by reusing these assets whenever possible.

The "grossest" version of this is the NWN model. Terrain is built out of mesh-tiles. So if each new episode adds a few new mesh-tiles and bits of window-dressing that can be scattered about a level, it can turn old terrain into something that feels new. However, this requires good level designers and well-built terrain tiles. And if you fail at it, then your new episodes look like rehashed versions of old episodes. This one has the advantage of being pretty fast to produce new levels, so your episodes can be released fairly frequently.

The next version is where you use certain pieces of terrain. Imagine an RPG where you have a large city as your base of operations (with many adventures and possible adventures everywhere), but about half of each episode is spent exploring the countryside and far distant places. In that way, you start with a city-based game and then you expand to unknown territory. It focuses each episode's asset development time on the new territory, which provides the sense of newness to each episode. At the same time, it allows the episodes to be longer and more user-pleasing by reusing terrain (the city). Basically, it's like how most TV programs work; you build a few sets and reuse them forever, while sporadically throwing in a few new sets here or there for newness sake.

This method is advantageous in that the world isn't as tile-based as the NWN model, but it suffers from possible user burnout on the large city. However, the tile-based model would probably wear thin in an action setting, while this model would be much better suited to such things (imagine GTA with mission packs that expand the city, etc). It's how MMO's work to varying degrees.

The last version we'll call the Half-Life 2 "Episodic" model, which isn't. Valve is basically making a new game with the same characters each time. They share characters and weapons, maybe some terrain textures, but lots of asset work needs to be done with each episode. And of course, there's storyline work, dialog recording, etc. It's greatness from a user-value perspective depends entirely on its cost vs gameplay value. The key here is whether the episode's gameplay is worth the money. HL2's episodes don't even bother to try to be economical in their asset use, but a more reasonable developer (one who isn't getting fat off of Steam and thus can't afford to throw money at anything) would be able to reuse more assets.

Ultimately, most game types can provide some mechanism for revenue enhancement. The key being to provide sufficient value to the consumer to make them want to pay for "less" content. Or to put it a less self-serving way, to use less money to provide the user with more enjoyment.

As for user-directed value added stuff, I can't really bring myself to care. I stopped playing with mods after ThreeWave CTF and TF in Quake 1, and I haven't missed anything of value. Most people are not good game designers and do not know how to properly provide a balanced, well-paced experience.

Personally, I don't think games should be extended in this way. Not in the general sense. I prefer that if a game is going to last 10 years, that it be because it is near-perfect like Starcraft, not because there are people poking at the corpse of a good idea ad infinitum. Good books end. Good movies end. Good games end too.
Reply #24 Top
Hold a Tournament.

There seems to be a catch-22 in the scenario of long term development. When a customer spends money, they need something of value. However, the developer needs money upfront in order to sustain a longer development cycle. Most customers will not give away their money without getting something and a developer cannot indefinitely support a product that has several months of revenue free development time this late in it’s lifespan. There has to be a bit of a comprise between both parties. This is where the tournament idea comes into play.

To do this, a small add-on is created for the game, introducing a few new features. It’s something that can be implemented by the development staff in a short period of time. It’s not a full blown mini-expansion. The only way to play this small add-on is to enter a special tournament. Over a specified period of time, let’s say one month, players can pay to play in this tournament. A small fee is requied, let’s say $5 per player. The player gets to download the add-on, and plays in a tournament. The score for the first play through of this add-on is considered the official score for tournament entry. I say the first play through, because it helps keep everyone on more even footing. And the new features in the add-on may even be a surprise to everyone involved, so it would be fun to see how people react to these changes in the rules. At the end of the month, a prize is given to the winner. It could be anything from special bragging rights to a monetary prize to a trip to Stardock’s offices for a tour.

After a player has played in the tournament, then can keep playing the special add-on for a limited time, let’s say 3 months. After that, it expires, sort of like shareware. In the mean time, Stardock has evaluated the way the add-on was played in the tournament. Which new features were utililzed most? Which didn’t work out as planned? What needs more work? What other ideas could be added? This is similar to beta testing I suppose, but at least the customers had some fun with it and were part of a special process to create more content.

After a mini-expansion has had some time to be developed, it is released for sale. Let’s say $10 or $15, depending on scope. Players who paid to enter the tournament either get the mini-expansion for free, or at a discount. New comers pay the full price.

The point of all this is to get some money in the developers hands a bit sooner, let the dedicated community have some fun during the process (the dedicated ones will pay for every expansion regardless at some point, right?) and keep the product alive a bit longer.

I think the only other alternative is to release extra content that doesn’t fragment the gaming population, such as extra ship models or campaign scenarios for a small fee, which go towards the development of other official mini-expansions.

I do hope all of this made sense. It’s my first post here at these forums and admittedly, I’ve yet to play the game!! I don’t get the time to play games like I’d like to anymore (I’m sure I’m not the only one in this situation), but I plan to start up my first games this weekend. I’m greatly looking forward to it. I’m a big fan of Stardock’s way of doing business and their relationship with customers. I’m glad I can share some ideas, thank you.
Reply #25 Top
Some ramblings.

I too feel that once a game has reached it's zenith, it is probably best to let it go...mostly. At least as a commercial product.

I really like the idea of hosting 'officially' approved Mods mentioned in an above post. Perhaps they could be purchased at a small one time fee - enough to pay for the bandwidth the hosting site uses. In conjunction, the Developer would still provide the occasional bug fix - nothing major or earth shattering - just fix things that are really broke. Finally, the game, if not multi-player, must be readily adaptable for online tournaments. The Dev site again could be the host for monthly tournaments for a small fee.

My example would be Civ 3 - I really loved that game. Tournaments were easy to do - as .sav games were interchangeble. It had a very very strong and loyal modding community - but for me the eventual killer was the damn sub bug. I eventually lost enjoyment of the game due to that one bug - it got under my skin so much. If the Devs had fixed that one thing, I'd still be playing the many Mods today. Otherwise, Civ 3 had two legs of the - 'moddable-bug fix-tournament triangle' model.

So my suggestion would be along the lines of a readily moddable platform (XML makes this very feasable now) - and after the half life runs out - just do major bug fixes.