Forget everything else for a moment and consider that your game is just a graph of users over time. There is more than one kind of viable graph, but knowing which kind you are aiming for is important. It should affect every strategic or marketing decision that you make. This week's news that Draw Something's user numbers have already dropped by 30% is significant, for example. It makes Zynga's purchase of it look like a lot of money spent based on misunderstanding that game's graph.
Do you know which kind of graph you are creating, and are you making the right choices to improve it? Are you targeting your monetization strategy in the right way, or are you basing it on a faulty understanding of its likely graph?
Asynchronous gameplay is a popular phrase for describing various forms of online games that connect players but don’t require simultaneous play. Many eminent commentators have talked about the possibilities for this kind of gameplay, and how it might be the future for games.
However, in a fascinating debate on Gamasutra initiated by Ian Bogost, Raph Koster and I ran across a confusion of terms. Raph said that asynchronous games have existed for hundreds of years, citing play-by-mail Chess as an example. Except I think play-by-mail Chess is synchronous. When talking about synchrony, we actually meant two entirely different things.
Where many people casually talk about synchrony in relation to whether players are together in real time, I think it means games that require players to be in sync with one another in game time. This article elaborates on that idea and describes how real and game time intermingle.
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