True simultaneous multiplayer
action would be extremely risky. These risks are technical,
financial, creative and event oriented.
- The technology is far from
stable and it is not cheap. The multiplayer socket server
alone (eg: Xadras Fortress) has a five-figure license fee. It
will also consume programming resources on both the client and
server side.
- In a tight schedule like
this, multiplayer functionality will demand much of the
creative attention. This will be robbed from actual gameplay
tuning.
- A multiplayer game also runs the
risk of emptiness. Unless a critical mass is met, players find
themselves in a ghost town. This has a self-fulfilling result,
and is a grave risk -even during the peak hours- for any game
that does not have a large off-site (and off-web) promotional
budget.
Our design offers multiplayer
experience while avoiding all these risks.
- It is day-by-day: We deliver to
a player his daily results compared to all other players. .
This can happen both at the end of play and by follow-up
"results" email. Both require only simple, reliable
web technology,.
- It is asynchronous: We compare
your Day One results against all players who finished
Day One - even if it was four days ago. This assures a full
game.
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