| 
        
          
            
              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. |