Where My Head Is At: The Perverse Invasion
i dunno if 'perverse invasion' is really indicative of how we plan on storming the world, but here's a funny story. i was talking to one of our devs (tj) along the lines of possible competitors coming up. he pointed me to a job opening for a new mmog played in a browser that uses a java engine.
first of all, it's java. java blows in a browser. any of you out there building java games — you're wasting your time. build it in flash instead. higher penetration. faster dev environment. and, you can do anything you need to do without using java. the only people really allowed any leeway here are those poor bastards having to port a c++ standalone game to a demo on the web.
i'll say this right here, nice and loud: java sucks. i know it. you know it. the only people howling about it are the idiots who wasted years of their life mastering it and hiring those who mastered it.
in this explaining to him how that really wasn't any different than a standalone, downloadable version of the game (or at best just one order of magnatude different — it's missing the actual install process) i threw out the 'we are going for pervasive, not instanced, gameplay.'
that's when tj said: perverse invasion?
we're squeezing into all of the smallest parts of people's lives. from checking in on their challenge history from their mobile device to training your character in the same 'temporal space' as you check your email. time spent playing the actual game doesn't necessarily make your character any more powerful. maybe some time researching skill trees or strategizing could give the hardcore's the edge, but that's about it.
noobs are protected. casuals can power level too. hardcores can min-max their way to godlieness.
it's really just about living in this easy-to-check alternate life as it crossfades through your own real life. intertwine that with the business model we're planning and you guys can get a pretty in-depth glimpse of whwere my head is living these days.