Developing Online Games: An Insiders Guide (Nrg-Programming)
Chapter 11. Managing a Game Post-Launch
"Probably the most frequent mistake I've seen live teams make is that they don't listen to their player base when deciding what new features they want to add. Live teams are under the delusion that the game is theirs, as opposed to that of the player base, and often they will try to muck with systems that are just fine, thank you very much." ” Damion Schubert KEY TOPICS
Now the real work begins. Okay, you've launched; now what? It may surprise you to learn that, if you're to be a success, 90% of the work to be done on this game is still ahead of you. Anyone can build a persistent world (PW); maintaining technical stability and managing it effectively are the hard tasks . Just ask any developer who has launched a game since 1996 which was harder ”development or post-launch management. If you ask most developers with experience on an online game about launch and game management scenarios, you're likely to hear about a scenario similar to the following:
Refer to the section in Chapter 10, "Launch Day," titled "The Importance of a Technically Stable Launch" for an overview of what makes a good launch. Sadly, the industry hasn't seen very many of them in the past five years. Once the launch period has come and gone, it is time to settle in for the long haul of managing the game. That starts with understanding the players. |