Posts Tagged ‘P2W’

Expanding the IP

DUST 514 is going to hit the market (well the F2P market) very soon, and CCP is likely hoping its success could spell the end of its reputation as a one trick pony. With Dust now almost in the bag (at least in terms of release, success is never guaranteed) and World of Darkness deep into development (?); CCP should be looking at further ways to expand its IP and game portfolio.

I believe that with two very different markets covered CCP should be looking to reinforce their current holdings by brining in further games which strengthen their position in the market, while providing potential additional income streams. In layman’s terms: Create some easy to play games which hit the biggest potential markets, and encourage people to try out their core holdings.

IP expansion objectives (in rough order):

  1. Publicise existing products to the biggest market
  2. Encourage new players to try existing games
  3. Create new profit streams for CCP
Now for the purpose of this blog I am going to ignore Dust 514, for the simple fact that I really don’t know enough about it to make observations on game play expansions (or relocation) to other platforms. But for eve I have some thoughts:
Case 1: Browser Games
In this example lets look at a VERY wide market area CCP could expand into; the Browser game market. Other AAA titles such as Age of Empires and Command & Conquer have successfully explored this market and CCP has what I think is a great basis to create a Browser game on. Most browser games are based around construction, as the “build times” allow for a slower pace of game play bringing players back at regular intervals to refresh their build queues and units. Lets look at my idea of an eve IP browser game.
Players log in to create and manage a planetary extraction and production chain. Players are given an initial planet at random on which a command centre in placed. With this they can begin extracting materials from the planet. To begin with players are limited to extracting raw materials and placing them on a market (available to eve players & other PI players). However once the begin earning money, they can spend ISK on upgrading the science and capacity of their planet. This leads to further extraction plants and processing facilities being added to the planet over time. At the top level players will have manufacturing plants on several planets (advanced players may even have holdings in different regions, which require them to use eve courrier contracts to move goods around) and buy and sell goods on a regional sale to and from eve players.
Objective 1 is met: browser games can be played by anyone with a PC
Objective 2 is met: the browser game would introduce players who enjoy management games and industry to eve, and encourage them to jump into the deeper world of eve for further fun. We could get a whole new generation of industrialists
Objective 3 is met: Browser games can, and are monetised. Cash for extra build slots, is a normal occurrence.  CCP would need to ensure that P2W features don’t affect the eve markets but monetisation is a definite possibility.
Case 2: Mobile Gaming
The mobile gaming market is a very popular place at the moment. Lots of big game manufacturers are getting involved in “App” versions/spinoffs of their AAA titles, and the market is massive. This would most likely be the hardest type of game to tie into the eve universe as a direct affecter, as popular mobile games tend to follow the formula of easy access, simple games (not exactly what CCP is known for), but we could see games such as “Danny Dare the Planetary Archaeologist” a simple pause-able exploration game (procedural generated dungeons) where completing a level gives items which can be sold to eve/dust players for isk, which can then be spent on upgrading Dannys exploration suit.
Objective 1 met: Mobile games have a massive market
Objective 2 met(ish): causal mobile players are most likely not exactly grade 1 eve online players or even great dust bunnies. but if CCP could develop a popular high profile game it could bring in a few new players.
Objective 3 met: mobile games can be popular, assuming CCP can make it using very little resources and garner at least some popularity with mobile gamers. again microtransactions are very much the norm in mobile gaming.
Case 3: Browser game or Standalone
This one is really open to any platform as its pretty simple. We have all seen the NPC industrialist caravans leaving and entering stations. Why not turn these into a strategy trading game on another platform? I’d like to think that 90% of players find moving their things around the galaxy is one of the most boring activities in the game. So why not take the boring game play out of eve, and place it in a new context where people can enjoy the process. The game could work by allowing players to transport goods as a freelance logistics expert (or part of a logistics company). Players would start with a single automated hauler, and slowly upgrade their fleet and ships/ships AI to more efficient and faster models. The main aim of the game would be to complete eve player contracts for goods movements. But some money could also be made from transporting goods from region to region buying low and selling high.
Objective 1 met: A good platform would have a large market
Objective 2 met: Players who are interested in logistics and trade might be interested in exploring the wider game
Objective 3 met: Game purchases and or microtransactions are the norm in both these markets.
Final thoughts
I find the idea of eve expanding to further platforms, partly because it would give us eve players other ways to interact with the game outside of the Home PC environment, but also because it would help CCP develop itself as a major producer, and out of niche market they are currently in. Further more every new player in eve, is someone else to blow up.
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