Building Online Games for
the Console Generation
Below are excerpts from the Login
Conference session, “Building Online Games
for the Console Generation: Challenges and Opportunities” from
Turbine that
might be of interest.

MMOs are a PC gaming genre that are making the
transition to the console
platform.
The console market (an estimated $15 billion) is 3 to 5 times larger than the
PC segment. Demand for RPGs remains high based on the success of Mass Effect,
Fallout 3 and Fable 2 which sold 3 million units. In addition,
console online service Xbox Live serves more than 12 million members.
The console can deliver these advantages:
- Living room is king, as family members and friends congregate socially
- User friendly, intuitive design of consoles
- Large user base, with an estimated 102 million console units sold worldwide
There are numerous challenges to building a console MMO that developers
have been working to overcome including:
- Different demographic, not having a keyboard, and different consumer expectations
in terms of ease of use.
- Users are 15" inches away from 60" inch-screen
- Favorite show is a click away
- MMOGs have very text rich, and must be simplified for TV
- Grind is non-existent in
most console games, but is a large part of PC MMOGs
- Patches and new content updates are required for MMOGs, which are a foreign
concept on consoles. Providing stable service is a continuous operation for
console MMOGs operators.
Technical issues related to reduced hard drive space pose a challenge.
Many consoles have a limit of 160GB of hard drive space, which
can be
an inhibitor as MMOGs require significant
GBs of space.
From a management and business perspective, developers must take
the addition of a new partner into consideration (the console platform
holder) that will handle network operations, billing and customer
service.
In conclusion, there are distinct challenges to operating online
console MMOGs but with the right planning, publishers
can
capitalize
on these opportunities. |