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ChrisP
09-04-2007, 09:39 PM
Mayhem Intergalactic is pretty fun in singleplayer, but where it really shines is in multiplayer. Unfortunately, not many multiplayer games get played; mostly because it's difficult to get more than one person online at a time. I'd like to build up the online presence so that people can find a game more easily.

It does seems like it's a bit of a chicken and egg problem. Nobody will play online unless there are already other people playing online... :)

Here's what I've already done/planned to try and solve this:

1. I've implemented support for dedicated servers in the latest update, and as I type this I'm in the process of getting one up and running 24/7.

2. I've added limited multiplayer support to the demo version; demo clients can't host their own games, but they can join other people's games. They do get kicked out after a few minutes with a nag screen, like in ThinkTanks. It is possible to finish a game before getting kicked out, but you need to be quick about it. Demo clients can play an unlimited number of non-customised singleplayer games; it's a feature-limited demo, not a time or use limited demo.

3. I'm looking into adding Xfire support to both the full game and the demo, to take advantage of the community they've already built. I have no idea if they'll agree to support me - they have added support for indie games in the past (Darwinia and Defcon are the ones I'm aware of), but Introversion are much higher-profile indies than I am! Still, it looks technically easy to do, so I'm hoping that if I present them with an Xfire-enabled game straight off the bat then they'll be willing to humour me.

In combination, I'm hoping that #1 and #2 will increase the multiplayer population; #1 makes it easier for everyone to find a server, and #2 expands the potential player pool by not restricting it to the couple of dozen people who have bought the game.

#3 adds the social-networking aspect that I'm sorely missing; I don't have a concept of an "account" in MI. You just choose a name and off you go. About all I've done to foster community is chuck a forum up on my website. Unsurprisingly, it's a ghost forum. I could spend a while adding accounts and social features, but it seems like a huge waste of effort when you consider my tiny playerbase.

Who else here has a multiplayer-enabled game? How did you attempt to promote it, and did that work? Does anyone have any other ideas for avenues I could pursue to promote the multiplayer side of the game, or suggestions as to what I might be doing wrong?

Am I just expecting too much from my meagre playerbase? Should I start by focusing on promoting the singleplayer game first, so that there are actually enough people able to play non-demo multiplayer?

zoombapup
09-05-2007, 03:36 AM
Ok, just looked at the game video.

I'd suggest another way to approach things.

Your game looks like its turn based. So I'd suggest you go the route of other turn based games and add support for mail-based play. Or at the very least, add support for offline multiplayer. By offline, I mean that you can essentially leave a turn for someone else on the server for them to play whenever they like.

For an example of this, have a look at the pickford brothers game "Naked War".

I used to play a game called VGAPlanets which was essentially what you are creating (ok, similar to) and it had a reasonbly good bunch of people playing it.

So what you'd want to do, is add a few features:

Ability to propose a challenge (this creates a game proposal which other players can see)
Ability to accept a challenge (takes a game off the proposal list and adds it to an in progress list)

Another thing you might want to consider, is allowing logging of a game and replay of it. Have games record the moves and add a replay function to the game. Players submit thier best games to a list on your server, which other players can browse and replay. Add some commentary about how each game played out in terms of the strategies involved. This becomes added value to your website, which in turn drives more interest. Once you've sparked the interest that way, make the multiplayer option more obvious (by pehaps hosting some "best of multiplayer strategies" replays).

My point I guess, is that you have to focus on adding value to the online experience. Do that by adding value to the community and think beyond throwing up a forum and more about WHY a player would want to come to your site.

Anyway, its an interesting problem at least.

Mephs
09-05-2007, 05:13 AM
I've also wondered about this before. Now I don't tend to play too many multiplayer games these days, so something like this probably already exists and I just haven't come across it yet, but I wondered about the idea of having an "out of game" lobby of some description.

A case in point: I recently downloaded a great looking top down shooter called Falcon Squad. Aside from the fact that you have to use port forwarding (which means that 90% of games wont let you connect... bad!!!), the next single biggest problem was that there is no significant user base to the game yet. I'm not sure about how others would feel, but I would be quite happy for a little app to sit in the utility tray and notify me of proposed multiplayer challenges, as long as I have explicit control of when it runs. This way, I could check whether there is a game I want to take part in without having to fire up the game. There is also a better chance that I will come across someone else wanting to play as the app can sit in the background and keep me up to date, where currently I just fire up the app once or twice a week and hope I get lucky.

So far I have only managed to connect to one game and they quit on me just as I got into the game :(, had something like my idea above have been in place I think I would be a bit more impressed with the game as I would actually have been able to play multiplayer!

Then again, perhaps this method could be seen as a little too invasive?

Cheers,

Steve

Lostlogic
09-05-2007, 09:14 AM
You could also look for large groups of players (game guilds) and get their leaders to promote your game via their system. For example, I run a group of over 600 adult gamers who play (7) different games currently. I'd be happy to post your game info in our forum system, especially if you have something "special" to offer my members.

ChrisP
09-06-2007, 02:15 AM
Good ideas all round, thanks.

@zoombapup: Good point, I hadn't considered that approach. Might be tricky to implement with my current code structure. Also, I'm not sure exactly how PBEM games usually work, never having played one. Do you, or does anyone else, know of a game with a good play-by-email implementation that I can play through, to get an idea of the player "workflow" (playflow?) and technical implementation? Preferably a free game or a demo, if possible.

@Mephs: Indeed, that would be handy. I believe Xfire (http://www.xfire.com/) has a server browser that might be able to do that. I'm not sure how well it works though, and I'm not sure if it can be set up to actually notify you when servers become available. Presumably it only reports servers that the Xfire system is aware of; i.e. servers that an Xfire user is logged into.

@Lostlogic: That sounds like a very good idea. Check your PMs. :)

Anyone else have any suggestions?

MrQ
09-13-2007, 09:17 PM
I think the biggest thing with multiplayer is creating enough momentum so that theres always a few people online. You should never split your community, allow other portals to run different servers etc. Try and keep the community all together in the one spot.

Some suggestions:

1) Run a Dedicated server 24/7 (like your mentioned)
2) Create a chat lobby in-game if you haven't already
3) promote the multi-player menu in your game by suggesting a MP game at the end of a SP round or game.
4) Put the MP menu option above single-player
5) Consider creating AI bots that seed multi-player games (so it looks like people are always playing)

Good luck!

ChrisP
09-13-2007, 10:15 PM
Yes, I think you're right. The momentum is the key. Thanks for the luck, I may need it... :D

Just a little update on the things I mentioned earlier:

- There is now a 24/7 dedicated server. Doesn't seem to be used much, but it's there.

- I contacted Xfire and they're happy to support me. They said to expect support for Mayhem Intergalactic in their next client update, which should be in a week or so if I remember correctly. I haven't followed that up yet but it's sounding promising.

So nobody knows of any good play-by-email games that I can look at? :)

zoombapup
09-14-2007, 01:17 AM
Sorry, missed the thread.

The one I used to play a lot, was a game called VGAPlanets, it wasnt the best to look at, but it sure was nice and strategic.

It was free to play, although I think there were pay-for leagues if I recall.

I'd highly recommend getting hold of the pickford bros "Naked War" and seeing how they handle turn updates and challenges.

There are a ton of other play by email games out there though, its reasonbly popular with a certain crowd.