One of the things I’m working on over here is this very simple, Adventure Capitalist sort of thing. I talked about it a little in my first post. And of course, it started out being about drugs, because it’s based off my first-ever game Dope Wars.
Now, I did sort of move away from that a little, because I’m building a reusable asset that doesn’t have to be about drugs. But the core idea was still based around the idea that this little thing here is about producing drugs, and the upkeep is what it costs to produce them, and with experience your product gets to be higher quality.
One of these days I will learn not to go on YouTube benders watching GDC talks, because everybody has a game to talk about and the Steam store is right in my system tray soooooo yeah.
Actually, about half of these are games I already bought on sale but an interesting mechanic was mentioned and I want to take another look at it. But returning to our tutorial project, let’s start adding some visual effects in response to player activity.
Let’s get back to the whole question of F2P games, continuing from last time. What F2P games really promise, from my perspective, is little packets of fun. When you pay for some premium currency to spend in-game on a little fake store that really sells nothing, what you are buying is a couple hours of fun.
If you don’t like the game, you can walk away from it, and you’ve spent nothing. But if you do, you’ll come back. And after you’ve come back a few times, you’ll get impatient – you’ll want more of the game at a time. And at that point, you’ll have to spend money.
After that big debugging exercise, let’s get back to making the audio dialog. Now, we have a system where you can start the game and mute the main audio, but it doesn’t let you alter the volume other than that – the volume is what it is, and you can either turn it on or off. And maybe that’s enough.
But what I’d really like is a volume slider under the “Master Volume” label that changes the volume – and that stays active when the volume is muted, so if the volume is too loud, you can mute it and still turn it down while it’s on mute.
So last time I kind of gestured toward “the value of game activities being equally accessible,” and the time before I waved in the direction of “creators deserve compensation,” and now I’m going to mash those together and say something you might actually find interesting.
The compensation a creator receives is directly proportional to the value the audience perceives.
In the previous post, I didn’t get too far into what I really wanted to talk about, which was the core psychology behind making F2P games that don’t, you know… piss people off.
I mean, the short answer is that you can’t, because some people are pissed off all the time and if they ever play your game they’ll think it’s pissing them off when they’re just inherently pissed off people who happened to be looking at your game when they remembered how pissed off they are.
But those people suck, and I don’t give a shit. You probably shouldn’t, either. Instead, let’s talk about normal, reasonable people.