Lifestyle Games - The Play's the Thing - Extra Credits. Weak AAA launches are a precursor to industry transition. GDC Vault. How Platforms Will Disrupt the Future of Media and Entertainment. The Riot Games API: Deep Dive. Hello all, Leigh Estes, aka RiotSchmick, here.
I’m a software engineer at Riot Games working in the Service Availability initiative. Our first article on the API covered our goals, the responsibilities of the Developer Relations and Developer Platform teams in the API ecosystem, and some high-level details about the technology we used in building our API solution. The League of Legends community has created many useful tools and websites on the back of the Riot Games API, ranging from stats sites like LoLKing.com and OP.GG to sites that provide players with supplementary features like replay.gg. Beat it. A Retrospective of 'Need for Speed: Hot Pursuit' IO Interactive is chasing the most elusive target of all. EA plans for longer tails, marketing cycles. Deconstructor of Fun: How Destiny Is Revolutionizing Console Games With Freemium Mechanics.
Deconstructor of Fun: Managing and Avoiding Content Treadmills. Valve experiments with more paid user-generated content in Dota 2. After an aborted attempt to introduce paid mods last year with Bethesda's Skyrim, Valve is once again dipping its toe into the water of paid user-generated content with custom games in free-to-play behemoth Dota 2.
Valve revamped the way custom games work with Dota 2 when the game's Reborn client launched last summer, allowing creators to more easily share and surface their custom gametypes. Valve also added prominent promotion for popular variants, leading to something of a resurgence of interest. And today, the developer announced that specifically chosen makers of custom games will be allowed to sell premium Custom Game Passes, adding a monetization model for mod makers to Steam once again.
In an FAQ, Valve clarified some key points for the initiative. First, Custom Game Passes will be offered for games as curated by Valve, creating a key screening process for the program. The Riot Games API: Goals and Design. Hello all, Leigh Estes, aka RiotSchmick, here.
I’m a software engineer at Riot Games, working in the Service Availability initiative. Today I’d like to discuss the beginnings of one of the products our initiative owns, the public Riot Games API, including why we built it and how we think we’re doing in light of those goals. During the first several years after the launch of League of Legends, fan sites and stats services obtained data by scraping Riot websites or imitating client traffic to Riot servers.
Xbox Live's new tournament tool makes Xbox One more attractive for esports developers. Microsoft wants developers to use Xbox Live to facilitate the growing esports and pro-gamer scenes.
The company announced today that it is incorporating a new tournaments feature geared toward developers into Xbox Live. Xbox product manager Jason Ronald took the stage at the Game Developers Conference today in San Francisco to detail how Microsoft is working to improve its platforms for game makers, and one of the key points is that his team is launching a preview toolkit today that enables studios to implement the new Xbox Live Tournaments Platform directly into Xbox Live. This means a developer can set up a tournament inside their game that will have hooks into the Xbox Live multiplayer network. Newzoo forecasts the esports market to hit $463 million this year, but most of this comes from online PC games. Microsoft’s move here is clearly to expand Xbox beyond Halo and Call of Duty when it comes to esports.
Feature Toggles. Feature toggles are a powerful technique, allowing teams to modify system behavior without changing code.
World of Tanks: Disrupting the Console Space with F2P. GDC 2011: Riot Games' League of Legends Postmortem. "Our mission is to be the most customer-centric game company in the world," said Tom Cadwell, design director of League of Legends, opening up a postmortem of the game at Game Developers Conference's Social & Online Games Summit in San Francisco.
"We go direct-to-customer, we follow a free-to-play business model, and we focus on an adaptive ideal for development. Our overall goal is to build a globally relevant game that will be successful around the world," he continued. He and senior producer Steve Snow shared "key lessons" the team has taken away from launching and running the game. One major concern is beta. Designing for Different Online Personality Types. In my work as a web psychologist, I’m exposed to many different types of user behavior and online decision-making processes.
Although each person is different and has an individual style, I have identified six recurring patterns of behavior that I identify as specific “online personality types.” In this piece, I’ll discuss the six pattern types, explain the psychological drivers of their behavior, and provide site optimization tips that online businesses can use to leverage each type’s unique desires. 1. The Wish Lister. User-generated content is the future. Avengers reassembled: How Gazillion rescued the struggling Marvel Heroes MMO. CEO David Brevik tells Develop how working with the community and being prepared to scrap everything helped turn things around Marvel Heroes, a free-to-play MMO that launched two years ago today, did not live up to expectations.
That’s not just public or press consensus: those are the words of David Brevik, CEO of the game’s developer and publisher Gazillion Entertainment (pictured), who says that while the initial reaction to the game was one of excitement, Marvel Heroes quickly garnered some poor review scores, landing it with a Metacritic rating of 58. The game showed a lot of promise. The developer had the entire Marvel universe at its disposal and a close working relationship with the comics giant itself. Start Preventing Fires: How to Implement Proactive Customer Support. If we are to understand how we can provide better support for customers, we must first agree on a definition of customer support.
In my view, customer support is the customer experience during normal interactions with a business, not only when problems arise. It’s about viewing the experience through their eyes, serving up solutions and interactions that WOW customers. This approach is known as proactive support. Many businesses, unfortunately, define customer service as their response to problems as they arise, which is called reactive support. Media.steampowered.com/apps/steamdevdays/slides/economies.pdf. Media.steampowered.com/apps/steamdevdays/slides/ugc.pdf. Embracing User Generated Content. In-Game Economies in Team Fortress 2 and Dota 2.
Microtalks: Retention Tips for Free-to-Play Genres. Community and Communication in Games-As-Services. Is Early Access Right for You?