Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Geek Culture / | Episodic Gaming |

Author
Message
hexGEAR
22
Years of Service
User Offline
Joined: 3rd Nov 2002
Location: Naytonia
Posted: 17th Dec 2005 03:21
Just wondering if anybody has considered this kind of model for game developement. Basically you create the core of your game, say a world (city, village, island, space station), props (weapons, items, vehicles), characters (antagonist(s), protagonist(s), supporting cast(s)) etc and then periodically release stories encapsulated in episodes based on your core game world. A good analogy for this is a TV series as opposed to a feature length movie possibly with sequels. The way i see it Indie game developers cannot afford to make that "blockbuster movie" like Lord of the Rings but at least they can make that "innovative series" like LOST or Deadwood (or Desperate Housewives if your thinking a SIMS-like series ).

Take the TV series "Smallville" for example, you could build your game core; create the town of Smallville, write the engine code as an FPS, 3PS whatever, make your computer AI, characters (Clark, parents, friends etc), weapons, items etc. See once you do this you dont really have to do it again. Your opening episode (free teaser) could be based on Krypton and here you control Clark's father trying to evacuate his family from the doomed planet. Obviously this would be heavily story oriented and should end in a cliffhanger, persuading players to buy the next episode. The next episode could be navigating Clark's pod avoiding meteors through space until it finally crashes in Smallville. Subsequent episodes could be based on anything from facing a new meteor freak boss to trying to score with Lana, or even combinations of plots. Updates to your core engine might only include stuff like coding new powers for Clark as he grows up, you will have to create new scripts for new episodes.

You must have gotten the picture by now. Think about it, no need for publishers and pretty cheap development costs once the main core engine is up 'n' running. If you really score big time and get a huge fanbase then you can even guarantee sales for the next episode, episodes can even be influenced by your fans... kinda like giving them what they want.

However the model also has it's drawbacks; Internet exclusive sales cus i don't think retailers will give shelf space to £10.00 mods, if your game story sucks or starts sucking (you do a dumb thing like kill off a popular character ) people loose interest and stop following the series, you need to bring something new to the table every episode or interest drops, tight developement times to ensure an episode is released like every couple of months or less, guarantee that you will finnish the game and not leave players hanging or playing for a finnish that never comes etc.

Here is an upcoming example of this game developement model by Ritual Entertainment. It's called Sin Episodes based on the original game Sin. It uses the Half Life 2 Source engine and is going to be distributed via Steam. Check it out.

Anyways, what do you guys and gals think? The way forward? It sucks?

Sephnroth
22
Years of Service
User Offline
Joined: 10th Oct 2002
Location: United Kingdom
Posted: 17th Dec 2005 03:28
I belive its known as "expansion packs"

TKF15H
21
Years of Service
User Offline
Joined: 20th Jul 2003
Location: Rio de Janeiro
Posted: 17th Dec 2005 03:35
It's a good way to work if you have a very good engine to build on. In my case, I'll never be satisfied with what I have. I'd make the first episode, maybe a second/third, but by then I'd have thought of whole lots of ways the core could be improved.
Once you have a framework you're happy with (HL:Source is a good example) then this method is good for breaking long games into more manageable chunks.

WarBasic Scripting engine for DarkBasicPro
DC emulator code size: 14.3MB, 553,214 lines
JoelJ
21
Years of Service
User Offline
Joined: 8th Sep 2003
Location: UTAH
Posted: 17th Dec 2005 06:26
I actually think that that's a really good idea
you would have to get it to the point where you can release one once every week/month, that would be really cool

Appointed by Jimmy as "MR. GAME REVIEW WIZARD GUY"
Tinkergirl
21
Years of Service
User Offline
Joined: 1st Jul 2003
Location: United Kingdom
Posted: 17th Dec 2005 12:22
I'd thought of this before, and a few other systems. The episodic idea that Sin is going with is interesting - it'll be most interesting to see how quickly they can churn out new episodes. I wonder if like some TV series they'll write the whole thing out first - or if they'll cater to feedback that the players give. For example - what if most of the players choose not to like the 'love interest' - would it not be more interesting to deal with that in the story, than to blindly ignore it?

Other systems, not as instantly great:

A system where in a space combat game you apply to get a link placed on your website and it becomes a 'node' or star system. Depending on who clicks the link is who plays the mission for that link, and depending on where in the star map your page is, there are different missions.
(Yes, I realise people might link pages with bad stuff - which is why I haven't attempted it.)

A system where you buy/download the game via one character (say of three) - the game is quite different depending on which character you have, and maybe there's a bonus alternative version if you own all three.

A system where the game (multiplayer) starts you off on an island. Depending on which version you have, is the island you start on. Buy another version and your characters can travel between islands. Make it cheap enough, and people probably wouldn't mind. (Say, four islands, and you pay a 1/4 of a full price game.)
hexGEAR
22
Years of Service
User Offline
Joined: 3rd Nov 2002
Location: Naytonia
Posted: 17th Dec 2005 14:23
Quote: "I belive its known as "expansion packs""


Well sort of. Only that you make the game knowing full well your gonna release expansion packs and you have a group of developers dedicated to churning out these "expansion packs" periodically until the story their trying to tell is completed.

Quote: "In my case, I'll never be satisfied with what I have. I'd make the first episode, maybe a second/third, but by then I'd have thought of whole lots of ways the core could be improved."


I too thought about the same thing, but nothing stops you from improving your core and re-releasing it (for free i'd guess). It would be like an upgrade to the world; better graphics, runs faster, slightly modified controls, etc. Rather than going for something drastic like upgrading your core from DirectX 9.0 to DirectX 10.0 inbetween episodes, you could like focus on making the episodes and work on the upgrades as a side project.

Quote: "I wonder if like some TV series they'll write the whole thing out first - or if they'll cater to feedback that the players give."


I'd consider both approaches. I'd create the backbone story before even starting development and this wont change unless fans have a very serious problem with it; like your overstepped some moral, religeous, political or ethnic boundaries . This backbone story would deterime what direction the episodes would be going in generally. However, there could be some sub-story elements that the players could directly influence. You gave 'love interest' as an example, if it was a key element in the game then i wouldn't scrap it even though most players chose to. You could however modify the process in a way that it would still be interesting and fun for everyone.

Fallout
22
Years of Service
User Offline
Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 17th Dec 2005 18:35
For me personally, I can't see this idea working. The game itself would have to be a super indepth RPG for it to work. The gameplay is the most important aspect in most games, so from that perspective, you're just releasing the same product over and over.

I don't really like the idea of Sin either. The original Sin was ok, but it was just a standard FPS shoot 'em up. It sounds like this new Sin is basically the same. I mean, I really can't see anyone caring about the storyline in this game, because I can't imagine it being worth caring about. I also doubt the game will have enough interactivity in the story for it to be involving .. and it can't anyway, because they have to release the same next episode to everyone.

It's all subjective, but I need a lot from a story to get involved in it. I can't be entertained by a simple sci-fi plot bolted on top of a standard shooter. So I'm skeptical. I'd like to be proven wrong, but to me this sounds like a stealth method of getting people to pay more for less work, and to compete on some levels with the MMO market.

hexGEAR
22
Years of Service
User Offline
Joined: 3rd Nov 2002
Location: Naytonia
Posted: 18th Dec 2005 01:34
Quote: "The game itself would have to be a super indepth RPG for it to work."


True, i have to agree with that. The story would have to be intriguing to keep players coming back for more.

Quote: "The gameplay is the most important aspect in most games, so from that perspective, you're just releasing the same product over and over."


Well i guess it depends on the type of game. The GTA series has basically the same gameplay but i guess it's the different locations, stories, vehicles, weapons, missions etc that keep people coming back for more.

Ditto concerning your argument about the SIN game, i too feel the story is too weak to carry the series but at least they did say something about certain actions in one episode can cause specific reactions in others. So even if they do release the same "next" episode to everyone, the experience should still be unique for each player.

Flindiana Jones
20
Years of Service
User Offline
Joined: 3rd Nov 2004
Location: Bosnian Power
Posted: 18th Dec 2005 02:30
Interesting Idea... If you had a production team of like loads of guys, it could practically be an interactive T.V. show! Of course, you would need good story writers...

blanky
20
Years of Service
User Offline
Joined: 3rd Aug 2004
Location: ./
Posted: 18th Dec 2005 11:40
The story is what would keep people coming back for more.

Anyway, if it was done correctly, could several teams work to build one 'world' and then release episodes based on different storylines? I guess the world would have to be massive (who wants to host the several-gigabyte download? Anyone? ) but if the engine was good enough you'd just get the world, and then stuff to play in it.

16-colour PNGs pwn.
hexGEAR
22
Years of Service
User Offline
Joined: 3rd Nov 2002
Location: Naytonia
Posted: 18th Dec 2005 13:06
Quote: "Anyway, if it was done correctly, could several teams work to build one 'world' and then release episodes based on different storylines?"


Yep, pretty much just that. Have you played Max Payne? I'm not certain but it appears that both the original and sequel feature in the same fictional City, a darker and more sinister New York. The only difference is the stories, graphics, some new weapons, moves and integrating physics into the core engine. They could easily turn this into an episodic game but that would involve trading their linear gameplay for a persistent world.

It has its plus sides, you could actually explore every nook & cranny of the city and remember where places are so when asked to go somehwere for a mission you might not even have to look at your map. Like it becomes the city your living in.

But like most of you have mentioned, the major problem is could the Max Payne story for example support an episodic game?

hexGEAR
22
Years of Service
User Offline
Joined: 3rd Nov 2002
Location: Naytonia
Posted: 14th Feb 2006 17:55
Sorry for resurrecting this thread but i just thought it would be better to do so than explaining the whole situation all over again.

This time around i was just wondering, within reason, how much maximum you guys would be willing & able to spend on an episodic game? Keep in mind that most PC and console games are roughly within the price bracket £30 - £50 (could also apply to $dollars i guess).

What your suggested price should mean is like you declaring that "provided that this episodic game maintains my interest i would be willing to spend £££ or $$$ amount to buy each and every episode released."

Tinkergirl
21
Years of Service
User Offline
Joined: 1st Jul 2003
Location: United Kingdom
Posted: 14th Feb 2006 18:07
That entirely depends on how much content (read, play time) you'd provide with each episode, doesn't it
Flindiana Jones
20
Years of Service
User Offline
Joined: 3rd Nov 2004
Location: Bosnian Power
Posted: 14th Feb 2006 18:13
maybe ten$ per episode, depending as tinkergirl said on how cool and long teh games were.

hexGEAR
22
Years of Service
User Offline
Joined: 3rd Nov 2002
Location: Naytonia
Posted: 14th Feb 2006 19:49
I can't accurately vouch for stuff like the "coolness" or "length of playtime" of the game as of yet... so let's go all hypothetical for a sec. Say the game was super-cool , each episode lasted for about 5 hours and the entire game comprises of about 20 sequential & related episodes... how much then?

Besides, take normal PC games for example, there is gonna be a price tag above which no matter how good the game is your not gonna buy it, say Half-Life 2 for £500.

Tinkergirl
21
Years of Service
User Offline
Joined: 1st Jul 2003
Location: United Kingdom
Posted: 14th Feb 2006 21:18
5 hours?? You can make episodic games that have 5 hours of play time? Wow - that's impressive. Many console games are being released with 8-12 hours of gameplay now, and that's full blown releases.

But, if you did - and it was super cool and lasted 5 hours, then I'd probably pay around £10-£15 for that. As much as a budget game, or as much as 2-3 cinema tickets.
Flindiana Jones
20
Years of Service
User Offline
Joined: 3rd Nov 2004
Location: Bosnian Power
Posted: 15th Feb 2006 05:47
Pretty much what tinker said. Actually, exactly what she said.

Bizar Guy
19
Years of Service
User Offline
Joined: 20th Apr 2005
Location: Bostonland
Posted: 15th Feb 2006 06:42
Actually, I thought of this idea years ago. Valve stole it from me.
Actually, my idea's much better. Rather than just being one game series of one genre of games, I plan to tell a story across all my games, and some of my individual series will be made up of multiple types of games. Note that I probably won’t even get around to telling the climax of the story for a couple of years now.

In fact, I've already begun telling my story, just one of the least significant parts of it.

I think I read somewhere that the episodes are going to cost around $20.

Login to post a reply

Server time is: 2024-11-16 13:34:22
Your offset time is: 2024-11-16 13:34:22