This can kind of be a free-ranging discussion on not the past of PBEM style games, but how they can go into the coming years.
Second, what kind of game would you like to see other than where we have taken Alamaze? First, some may know I have a decade long aversion to "PBM" and "PBEM" as descriptive of what Alamaze is, as to call something "play by mail" doesn't send thrills through the spine of someone under 50, and obviously we aren't doing anything by mail. We still use email for correspondence, but turn results and all game functions except receiving invoices (I know, you would be fine without that part) isn't by mail, although we stil let players access turns that way. I prefer Episodic Games, as in each turn is an episode in an unfolding story of adventure and conquest.
Anyway, I have thought about what next game design to do and the feasability of a new undertaking at all similar in scope to Alamaze, in a design, development, and player intensity sense (the learning curve, etc.).
To be direct:
The other is more of a RPG kind of inspired by the Starz series Black Sails, being a smaller world pirate adventure competing against other pirate captains where your core group of about 30 characters all have maybe 20 skills and traits and each is important in sailing, fighting, trading, negotiating, and the ships are specialized.
Anyway, just to start a new discussion. What would be the most interesting that is not too complicated to attract new players and that with that important consideration that its not just a personal dream but something potentially 1000's would want to play? What is absolutely required and what absolutely has to be avoided, and all the above.
Looking forward to your thoughts, there are no wrong answers other than an idea that only you and 10 other people would want to play for years.
Second, what kind of game would you like to see other than where we have taken Alamaze? First, some may know I have a decade long aversion to "PBM" and "PBEM" as descriptive of what Alamaze is, as to call something "play by mail" doesn't send thrills through the spine of someone under 50, and obviously we aren't doing anything by mail. We still use email for correspondence, but turn results and all game functions except receiving invoices (I know, you would be fine without that part) isn't by mail, although we stil let players access turns that way. I prefer Episodic Games, as in each turn is an episode in an unfolding story of adventure and conquest.
Anyway, I have thought about what next game design to do and the feasability of a new undertaking at all similar in scope to Alamaze, in a design, development, and player intensity sense (the learning curve, etc.).
To be direct:
- Is Alamaze in its current form the best PBEM style game? If not, what is and why?
- What is the best way to find new players and what are the obstacles faced by new players that Alamaze hasn't addressed?
- Is Alamaze too complicated for a new player?
- What is missing in PBEM style games that is needed for a bigger audience?
- Is the price fair? I would bring up history, competition, etc, but am always told that is irrelevant. Meanwhile the gamble on the last 50% price decrease did not generate a lot of new players, but made it so there isn't really an income from running Alamaze. In fact, when it was $7.50 a turn instead of near that now for a month or ten turns, there were more players in a then inferior game, both design and obviously in interface. This is the heart of the dilemma of possibly a year of effort in a new design and development.
- Do players beyond PBEM players just need animation to even consider a game?
- Then, the other main question, if there was to be a new design by yours truly, what should it be about, like, involve? What is the concept that players wonder, "wouldn't it be great, or why isn't there a game that is about/does X?"
The other is more of a RPG kind of inspired by the Starz series Black Sails, being a smaller world pirate adventure competing against other pirate captains where your core group of about 30 characters all have maybe 20 skills and traits and each is important in sailing, fighting, trading, negotiating, and the ships are specialized.
Anyway, just to start a new discussion. What would be the most interesting that is not too complicated to attract new players and that with that important consideration that its not just a personal dream but something potentially 1000's would want to play? What is absolutely required and what absolutely has to be avoided, and all the above.
Looking forward to your thoughts, there are no wrong answers other than an idea that only you and 10 other people would want to play for years.