Monday, 16 September 2013

Keeping Online Gamers Hooked Is Developing Into an Art Form

The goal of every games developer, from the small indie studios to the global multinational companies, is to create fun games that gamers just want to keep enjoying. At first this may seem relatively straightforward; coming up with a good idea for a game and then developing it carefully so that its full potential is realised may not be that simple, but it is what online games developers do day in day out. Indeed, although this process may not be particularly fast, good games development never is and should not be rushed; it is not especially taxing either. The real question is, having produced a successful game that draws players in for several hours of gameplay, how can they be tempted to stay and carry on playing the game when new ones are appearing all the time?

In the world of online gaming this is becoming as big an issue for developers as it is for successful games which are not based entirely online or are console-based, which have long been the domain of expansions packs and extra content. Even though developers can play to the strengths of their games, such as the intrinsic allure of MMORPG (massively multiplayer online role-playing games) to an audience which wants to game together and is used to doing so in a certain way on a given game, with so much competition emerging in online multiplayer formats and with a variety of gaming forums developing, players are becoming less loyal toward particular games and more likely to swap around and find something new and different.
In the classical realm of offline gaming, the technique first used to keep gamers engaged was the offering of expansion packs for a small fee. These would add new content, levels, characters, maps etc. into the existing game to give gamers new experiences and widen the scope of their gameplay within a successful framework. The modern equivalent is DLC (downloadable content) which is controversial amongst the gaming community as many players see it as developers charging them to buy, in effect, half a game which they then have to add to by downloading lots of little bits, all also charged for. However, for free online games this system is far more popular because no money is involved and the extra content is always 'extra', it was not something withheld from the original game the first place.
With hundreds of free online games being available, developers have had to get creative with their additional content. Although programming small Flash game elements into the existing game is not hard, coming up with the ideas is time consuming. Typically, MOBA games and other fighting action games often hold special tournaments every so often and new weapons or kit might be offered accordingly, usually available for game points.
Similarly, in the area of casual gaming, which now encompasses innumerable simulations of everything from farming to air traffic control, players may be offered additional content which focusses on special events tied into the real world, such as a 'harvest month' or 'tourist season' in which special features are available, new types of gameplay are possible and / or new characters may become involved. This creativity only really works when developers know their games, and their audiences, inside out. But this is the way it should be; not only will gamers enjoy them more, developers will have more fun tinkering with them too!
If you love online gaming then you need to check out http://www.bigpoint.com where the choice of online gaming options is staggering. Whatever genre of game you enjoy playing, Bigpoint has them all, offering a variety of gameplay challenges that will keep you hooked for hours on end. If you fancy more casual gaming, don't worry, there is plenty to go round with popular titles like Farmerama providing all the relaxing entertainment that you need

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