Sunday, January 6, 2013

Free-To-Play buisness model

Free-To-Play business model

 

When to use it?

  1. If the platform you are using requires high number of downloads for easy discovery, like Android/iOS app-stores , chrome-store , browser plugins/extensions.
  2. If your audience is a "first-time" gamer, which never payed for a game - as this is a great barrier for download.
  3.  


What part of the game will cost?

  1. For single-player games:
    1. [strong]  some levels are free. You need to buy the game to unlock a bulk of additional levels.
    2. [medium] some levels are free. You need to buy levels , one by one. It`s a bit weak as if the user need to buy 0.5$ level two times in an hour, s/he will think again whether to buy the next one.
    3. [weak]  customization

  2. For multi-player games:
    1. [strong]  unlock hero-type
    2. [medium] customizations which are apparent to other users.
    3. [weak ]  experience-boost / weapon-boost.


Unity Networking is easy? part -2-





For a FPS-like game, a good networking implementation need to have few points:
[It`s a summary of  a article on HalfLife networking]

Client-side
  • Client-predication - user input cause immediate change in the game , but can be fixed later in the server overrides it.
  • Interpolation - always add a delay of ~100ms to all other-users. Even if their ping is really small. Thus when you draw their location you will interpolate real, past positions with the exact positions.
  • Extrapolation - on in the case of severe latency problems, the interpolation delay may not be enough and you simply don`t know where the user is right now.  Here you extrapolate future location from the last known ones, but as with any extrapolation, it`s not accurate.

 Server-side:
  • State calculations and communications.
  • lag compensation - if you trust client shooting-report, no need for this.
    If you don`t and you want to prevent this type of cheating, you will need to get the shooting direction and calculate hits yourself.  As the client is running in old-time, you will need to "re-wind" the players positions and calculate the hit in the old times.