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	<title>Minmaxing Life &#187; F2P</title>
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		<title>GDC Paris 08: Scenes from the Battlefield</title>
		<link>http://www.lejade.org/2008/06/gdc-08-paris-scenes-from-the-battlefield/#utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=gdc-08-paris-scenes-from-the-battlefield</link>
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		<pubDate>Tue, 24 Jun 2008 12:20:14 +0000</pubDate>
		<dc:creator>Olivier</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Life]]></category>
		<category><![CDATA[F2P]]></category>
		<category><![CDATA[GDC]]></category>

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		<description><![CDATA[Ben Cousins: Executive Producer &#8211; Battlefield Franchise
Ben starts off with a short history of his professional life and how he spent most of it playing Battlefield until he went on at Dice to actually work on the series.
Shows a quite funny movie he used to internally promote the vision for Battlefield heroes. At the time [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Ben Cousins: Executive Producer &#8211; Battlefield Franchise</strong></p>
<p>Ben starts off with a short history of his professional life and how he spent most of it playing Battlefield until he went on at Dice to actually work on the series.</p>
<p>Shows a quite funny movie he used to internally promote the vision for Battlefield heroes. At the time the project was called Battlefield West.</p>
<p>The idea behind the game was:</p>
<p>- Play 4 Free Cartoon Shooter service<br />
- PC only, low system specs<br />
- Launches from the heroes website<br />
- Create, customize and level-up your own unique war hero<br />
- Classic Battlefield gameplay simplified for a broader audience</p>
<p>The idea came from South Korea where many games are free, for PC only, and users buy microtransaction items. The top South Korean Titles as of 10th June 08 are:</p>
<p>1- <a title="Sudden Attack on Wikipedia" href="http://en.wikipedia.org/wiki/Sudden_Attack">Sudden Attack</a> (counter strike clone)<br />
2- <a title="Starcraft on wikipedia" href="http://en.wikipedia.org/wiki/Starcraft">Starcraft</a><br />
3- <a title="Lineage II on Wikipedia" href="http://en.wikipedia.org/wiki/Lineage_2">Lineage II</a><br />
4- <a title="WoW on Wikipedia" href="http://en.wikipedia.org/wiki/World_of_Warcraft">World of Warcraft</a><br />
5- <a title="Special Force on Wikipedia" href="http://en.wikipedia.org/wiki/Soldier_Front">Special force</a> (counter strike clone)<br />
6- <a title="Lineage on Wikipedia" href="http://en.wikipedia.org/wiki/Lineage">Lineage</a><br />
7- <a title="Warcraft 2 on wikipedia" href="http://en.wikipedia.org/wiki/Warcraft_2">Warcraft 2</a><br />
8- <a title="Dungeon &amp; Fighter on Wikipedia" href="http://en.wikipedia.org/wiki/Dungeon_%26_Fighter">Dungeon &amp; fighter</a> (side scrolling beat them up)<br />
9- <a title="12 sky's website." href="http://12-sky.aeriagames.com/">Twelve Sky 2</a><br />
10- <a title="Audition on Wikipedia" href="http://en.wikipedia.org/wiki/Audition_Online">Audition</a> (dancing game)</p>
<p>Were did we start? It all came down to money: ARPU. Madden has an ARPU of 59,99$ per year per user. But a Korean &#8220;Play 4 free game&#8221; is 3 to 6$ per year from each user. So to hit a smilar margin with &#8220;Play 4 free&#8221; you need to increase the number of users and cut costs. This reality had an effect on many areas:</p>
<p><strong>- Art direction:</strong> Cartoony for low system specs, mainstream appeal and lower cost (reuse of BF 2142 engine technology). Simpler asset generation.</p>
<p>Ben then shows the evolution of concept art on character and backgrounds. They wanted to move away from the typical aesthetics of games about war which are mostly &#8220;brown&#8221;.</p>
<p><strong>- Game Design:</strong> Battlefield has a very simple, fun, core gameplay derived from a physic-based sandbox. The question was how to make this more casual. And there were iron gates that needed to be overcome:</p>
<p>The iron gate -&gt; How they solved it<br />
High system specs -&gt; Cartoony Graphics<br />
First person -&gt; Third Person<br />
Skilled opponents -&gt; Matchmaking based partly on number of hours played<br />
Hard to find matches -&gt; Make matchmaking easy<br />
Hard to learn -&gt; Tutorial, simplicity<br />
Requires high skill -&gt; Less &#8220;twitch&#8221;-based by including a layer of strategic decisions.</p>
<p><strong>- Backend, Billing, Web, Meta Services:</strong></p>
<p>Designing a Play 4 Free is fundamentally different.</p>
<p>The website is more the half of your user experience. The game is only 2 percent of the effort. You also have to rethink the whole distribution chain. Building the distribution chain is great because you control it but not so great, because it&#8217;s a lot of work.</p>
<p><strong>- Deployment of a Product vs Service:</strong><br />
No &#8220;release date&#8221;, it trickles out over time.</p>
<p>Development impact, you don&#8217;t have to make all decisions up front. It&#8217;s all about responding to the desires of the community. You can fix things &#8220;on the go&#8221;. But you can&#8217;t bugger off on holiday after you release the game. Think of the hotel business: building the hotel is not the hardest part and it&#8217;s only the start.</p>
<p><strong>- PR + Marketing impact:</strong><br />
No &#8220;Big splash&#8221; release. Who remembers the release date of Youtube or Myspace?</p>
<p>The state of play in the west:<br />
There&#8217;s a package goods console market: publishers and press focus on this BUT the online delivered gaming market is NOT up and coming, NOT a future model, it&#8217;s HERE.</p>
<p>At this point he showed a slide comparing package good games to web games:</p>
<p><a class="tt-flickr tt-flickr-Small" href="http://www.flickr.com/photos/lejade/2607363364/"></a></p>
<p style="text-align: center;"><a title="A slide in Ben Cousins presentation." href="http://flickr.com/photos/lejade/2607363364/in/photostream/"><img src="http://farm4.static.flickr.com/3012/2607363364_0b0d0da95a_m.jpg" border="0" alt="P6240006.JPG" width="240" height="180" /></a></p>
<p>Then he made that slide into a very smart analogy simply by changing the tags at the top of the slide, replacing &#8220;Packaged goods&#8221; by &#8220;Cinema&#8221; and &#8220;Web games&#8221; by &#8220;Television&#8221;. Ben explained that back in the 1930&#8217;s the cinema industry insiders would never have believed television would have such an impact that it would eventually overtake their business as they felt TV was &#8220;less immersive&#8221;, &#8220;lower res&#8221; and &#8220;shorter&#8221;. He argued that we are now in a comparable situation with packaged goods games versus web games.</p>
<p>And I&#8217;m certainly not one to disagree&#8230;</p>
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