Hatchlings Games

Web Gaming 2.0 Revolution

2007: Present day

11.56pm, 31 December 2006. I bought a can of apple juice from the convenience store. The nearby restaurant was showing the midnight news on their projection TV. A girl ran past me into the arms of her boyfriend, greeting people Happy New Year along the way. The mood in the air was light. Leaning on my car and sipping from the can, the new year silently crept in, I could imagine fireworks going off in somewhere crowded, but it was generally quiet and peaceful here, save the monotonous tone of the female news reporter.

Slade joined me shortly after and we headed back to the office. On our whiteboard was written a future timeline describing the major events that lead to the year 2315, where our game takes place.

The fireworks that mark the new year of 2315 – 308 years from now – would not be produced and packaged into colorful tubes. Instead, fancy lights and mesmerizing patterns will be launched from the fingers of atomcrafters – people with an evolved brain that can fuse, dissect and command single atoms. All an atomcrafter needs for a brilliant lights display is a handful of charcoal powder, fusing carbon atoms together for metal atoms needed for color and heat needed for combustion (Of course, the fusion process is controlled such in such a way that the energy released would not blow up the city).

People would come out from their homes to watch those fireworks, or even participating in the display, as more than 30% of the world population would then be atomcrafters. As the revelers look up into the sky, the bright reds and white illuminate the translucent green ‘quantum-web’ cables. Rather than mere digital signals, these ethereal cables transmit information through a string of atoms. With these cables, objects can be ‘teleported’ over the world by reading and copying information of individual atoms, and reconstructing atoms based on this information at the destination point.

In 308 years, anything can happen. Naturally there wouln’t be wars that nuke up the world in the mean time. All people will learn how to live harmoniously together and resolve conflicts through peaceful means.

And what more other peaceful means to resolve conflicts other than games.

Here’s to a year of peace.

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January 1, 2007 Posted by | Encephalon, Quasr Concept | 2 Comments

Web Gaming 2.0: Trading Card Concept on the Web

Edit (May 2007): Quasr.com is now on Alpha Testing. Join us!


This article is the first of many; where everyone in the world can join us as we experiment with the concept of Web Gaming 2.0.Financial realities of Hatchlings Games have pushed us into a scenario where we must maximize Quasr’s chance of success. We should not leave anything to chance. The opportunity on the web and games are so great that the convergence of the two is probably too alluring for any entrepreneur and/or game designer to ignore [read insane competition].

Not leaving anything to chance might sound ironic since our game is based on user generated content; that is, we are already giving our users chances to screw up our game. After some soul searching, reflection and deep conversations, both Zie Aun and Slade came to the same conclusion – that we must trust our users if we aim to be successful in this user-centered future.

At this point, there is a big hoo-ha on the business & design world about the future of content. Pundits and web & game industry leaders insists that majority of content should be user created. Early adopters of such radical concept (i.e. Wikipedia, Flickr, YouTube, MySpace, etc) have seen tremendous financial & branding success. Due to technological and an ongoing cultural shift, customers are now simultaneously the producer and consumer of content.

Games are heading towards the same direction too. It is getting harder to start a company, creating games for gamers for a living; but that forces us to think, to start our engine of innovation. We must constantly be thinking outside the box, to innovate and be a leader. Industry leaders (game designers, producers, studio heads) have been discussing emergent gameplay design (few years), planning for user generated content (more recent), and creating successful immersive worlds. The above together with the success of game MODs, MMOGs (i.e. WOW), web game worlds (i.e. Neopets) and even 100% user generated virtual world (i.e. Second Life) are pushing games towards the same direction as web 2.0 services.

The main platform for distributing such user generated content is the web. User created content requires a widespread and easy to use distribution platform. The web is such a platform. Services like blogs, YouTube, Flickr, and Digg wouldn’t be possible without the web. These websites are successful because they are disruptive. They maximized the web to beat their competitors, which are all traditional content publishers and distributors.

Trading card concept

Trading card games, a genre pioneered by Wizards of the Coast’s Magic: the Gathering (M:tG) has all the basic ingredients of an addictive game: good gameplay (pacing set by tempo, strategic depth, and control-decontrol) and game mechanics (goal-reward / collectability).

If the game is popular enough, it can be extremely profitable for the game developer. Trading card game players are driven by their primal urge to collect, compete and achieve. Pokemon and Yu-gi-Oh are two extremely popular trading card games since the release of M:tG. All three games are still making money for the developers.

The problems game developers face with physical trading card games were usually:

  1. Content creation; the design and illustration of few hundred cards per set, and the cost that goes into it
  2. Printing cost for those shiny cards.
  3. Marketing; as with most game genres, established brands are hard to compete against, even monopolizing.
  4. Distribution; the need to setup distribution channels all around the world.

Web 2.0

Go Digital: eliminate printing cost

By creating an online game (as a downloadable client), Quasr would have solve problem number 2 and in a way number 4. There would be no need for us to print cards. The cost equation for card has changed from the number of cards printed in volumes to the number of cards a person owns.

The more card a player owns, the more profitable Quasr is. The profit margin for a single player increases every time he buys a new card. The server cost remains a constant for that one player.

The Web: the most distributable platform

Having the online game as a downloadable client still doesn’t solve problem #1, #3 and it only partially solves problem #4. To further the solution for distribution, we place the game completely on the most distributable platform – the web.

Without having to download a separate client and asset files, we dramatically increase the chances for site visitors to click on “play”. “Play” wins vs. “Download”. Granting each account a sub-domain (e.g. http://johntan.quasr.com), we increase the desire of players to virally (via links / RSS) spread the game.

User created content

A web 2.0 site trusts its users. It allows users to create, edit and moderate content. The developers of the site are also its users. There is very little distinction between the developers of the site and its users; both are the producer and user of its content. The developers become platform creators or service providers. The concept of internet services can be extended to trading card games.

Quasr too will feature user created content: we allows users to create card and art based on certain rules. We give the players a set of basic cards that they can add abilities and stats to, obviously based on some card-modifying rules. Residents of Quasr can even draw custom art for a card, but they first have to let the community vote for style & quality.

Conclusion

Quasr.com is now up for Alpha Testing, so go and try it. It is still very crude (just like this article) and does not have the user-created features yet. As of now we are still struggling with designing the best gameplay

I hope someone finds an inspiration from here. If you do please leave a comment and start a dialogue with us. We need your feedback. We cannot take this on alone; fortunately we are joined by great game designers such as Raph Koster with Areae. Do join us as we experiment with this, to bring games and immersive worlds to the web.


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January 1, 2007 Posted by | Entrepreneurship, Game Design, Game Industry, Quasr, Trading Card Game, Web, Web 2.0, Web Gaming 2.0 | 5 Comments