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XBox (Games)

How Can Game Developers Improve Gamer Involvement? 29

TimCrider asks: "TeamXBOX is running an editorial about how console game developers can get the gaming communities more involved in the games themselves. Does anyone have any suggestions on how console developers can help build a gaming community?"
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How Can Game Developers Improve Gamer Involvement?

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  • SDK's (Score:4, Interesting)

    by bastardknight ( 918695 ) on Wednesday September 28, 2005 @06:24PM (#13671094)
    How bout letting us mod the games? Modding games can allow games to have huge communities and much longer shelf lifes. I remember downloading, playing and creating maps for Duke Nukem, becasue of this I played that game long after it had past it's prime. Sony's attitude towards homebrew on the PSP has actually prevented me from buying one at this point.

    Oh and FIRST POST

  • by PhotoBoy ( 684898 ) on Wednesday September 28, 2005 @06:40PM (#13671236)
    While the question is about encouraging a gamer community I think it's worth looking at the way Tecmo discouraged it. All the people at NinjaHacker.net (now offline) were fans of various Tecmo franchises, particularly the DOA games. They had worked out ways of changing the costumes of the characters in these games, which spurred a huge number of alternate costumes for the various characters in the games. One costume made a character look like the Terminator, one make Ryu in DOA look like he did in Ninja Gaiden and there were dozens of others. These were the dedicated fans a games company would love to have, yet Tecmo decided to sue the site's owners under the DMCA and threatened to go after the people who contributed the alternate costumes! While that is a valid response, surely the first step should have been to just ask NinjaHacker.net to cease whatever it was that they objected too? Surely threatening to sue all your fans isn't the best way to endear them to you?

    Conversely Bungee love their community, would we have Red vs Blue if Tecmo had made it I wonder? Bungee is an example of how to do communities right, as they support and encourage what people do. Heck they even offer advice to game modders on how to do things. I just boycott Tecmo games now on the principle that they do not allow modding, I should have the right to do whatever I want with software I've bought.

    I tried making that point here [1up.com] but the asshole guy who wrote the article edited and deleted my posts because he only likes feedback that agrees with him... Perhaps I take a leaf from Tecmo's book and sue him for modding my posts?
  • by torpor ( 458 ) <ibisum.gmail@com> on Wednesday September 28, 2005 @06:43PM (#13671272) Homepage Journal
    .. in the game. And don't think all society is about statistics and numbers; there is more to a good act, good theatre, excellent literature, wonderful drama, than just keeping score of who has what token 'upgrade'.

    Quit thinking of games as if they're anything less than modern literature. Books have their lessons; if you want to develop a game people talk about and form communities around, read a few more books ..
  • by joystickgenie ( 913297 ) <joleske@joystickgenie.com> on Wednesday September 28, 2005 @07:32PM (#13671717) Homepage
    There are a ton of things game companies can do that can encourage gaming communities, none of which are easy and most of which people try to do already.

    The first of all and this one is absolutely necessary is, making a good game. No matter how hard you try you can not build a community around a bad game. I'm sure developers never try and make a game that they think will be bad just for the sake of getting that quick buck before the gamers realize that the game sucks. But if you have a bad game you will not be able to make a good community around it.

    To have a strong community you would have to give users the ability to feel unique. If everyone comes away from a game with the exact same experience there isn't much to talk about. This is difficult because it means you need to implement custom items in the game or multiple plot lines or things of that sort. In general those are all items that will increate the development time of a game significantly.

    For online game you could add an in game feature that can give recognition to players for something. This has to be more then a simple top 10 list of who killed the most what. If someone accomplishes something have it mean more then a name on a chart or a badge you can wear in the game. Like implementing an in game newspaper written from the stand point of a character talking about other players. City of heroes is doing something a little like this. They send out a comic to the city of heroes members and in the comic are characters that players have made and fan art people have drawn. Giving someone something to shoot for and talk about other then mindless level grinding can go a long way.

    Really in the end there are many things that can be done to increase community, most of it just comes down to the game. The game must be fun unique and competitive to have a good community. Just using X.M.L. like the editorial said will not make a big difference
  • No, thanks (Score:3, Interesting)

    by Mirkon ( 618432 ) <mirkon@gma[ ]com ['il.' in gap]> on Wednesday September 28, 2005 @08:33PM (#13672136) Homepage
    I'm getting tired of player-driven content. Lazy developers make an open engine, and instead of writing content, "allow" players to make it up themselves. An interesting social simulation, but I for one am becoming bored of paying someone to make up my own fun.
  • Re:In a word: Don't. (Score:2, Interesting)

    by Magnakai ( 772137 ) on Wednesday September 28, 2005 @10:20PM (#13672690)
    There's a difference between attempting to build a mod community around a POS and making it easy for a possible user community to spring up. Opening user forums and actively supporting any development around a game = good attitude. Imagine if Valve hadn't bundled Worldcraft with Half Life and had tried (for whatever reason) to quash Counterstrike. Yes, you can't spring up a community out of nothing, but you can attempt to make a comfortable climate for it to foster.
  • Well.... (Score:3, Interesting)

    by ledow ( 319597 ) on Thursday September 29, 2005 @05:27AM (#13674308) Homepage
    1) Cut the hype. It might have 32-bit, 100FPS graphics but if we are lead to expect the entire game to be like that and it isn't, we won't like you. Tell us what you WANT the game to have, tell us what it's ACTUALLY got and ask us what we think. This also means get rid of cutscenes and DO NOT SHOW CUTSCENES in advertisements.

    2) Testing. Demo disks of new games. Must be fully playable, must be a complete level. If we like it we will tell you. If we don't, we won't tell you unless you ask us. Put a BIG banner in the demo at the end that lets people win a prize if they come up with the best suggestion or whatever.

    3) Feedback. After you release a game, go looking for those sites that list "I wish game X had Y" and IMPLEMENT IT in the sequel/next patch. READ THE OFFICIAL FORUMS FOR THE GAME and take people seriously rather than having your own agenda for what goes into the sequel/next game.

    4) Movement. Keep changing the game, the stuff that's in it, don't take stuff out that works, ask for opinions, release smaller updates (with things like XBoxLive now, there's no excuse not to have regular, massive patches... think Steam... I buy Half Life 2 on console and when I've just completed it, bang! I get a free upgrade mod like CS:Source or something). Keep showing me what the game can do in new and interesting ways.

    5) Modifications. Let me download mods - again with XBox live and similar systems there's nothing to stop "those in the know" from being able to download an SDK that you put out for the game, develop some sort of mod with it and then UPLOAD IT where anyone with the console and a suitable net connection can then DOWNLOAD IT and play it. Yes, you'll be cut completely out of the customer experience by this but they will love your game and you can buy up the best mods later (think Counterstrike). This extends to things like nude patches, new skins, new sounds etc. (don't worry... if you're not creating them yourself, you won't get sued like Rockstar did over the GTA mod)

    6) Online play - players will create their own communities without you, but at least it's better than people just never talking about the game because they can't play it with their mates.

    Those are just suggestions. Everything else is just minor details, like the technicalities of having a forum where people can rave about your game.
  • by torpor ( 458 ) <ibisum.gmail@com> on Thursday September 29, 2005 @06:57AM (#13674522) Homepage Journal
    either that, or you don't play very intelligent games..

    games are a form of literature.
  • Build a better GAME (Score:2, Interesting)

    by banzaimonkey ( 917475 ) on Thursday September 29, 2005 @02:25PM (#13678247)

    Console developers only know how to do two things in games: Objectify women, and ... no wait, that's all.

    If you want to get people interested in some sort of community, you need to stop selling soft porn and start selling a game that you play, not one that you watch.

    Aside from that, console games are almost always linear, there's no replay value, no depth, it's just another "Super Mario" with T&A. Start making games like Morrowind on consoles and you'll get a community. Add flexibility, require the gamer to think, and stop insulting my intelligence.

If all else fails, lower your standards.

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