Future of Web Gaming
What do you see when you think of the future of web games? What is going to to pull this genre out of the niche that it’s currently in, and out into the mainstream? Will it be AJAX? Or maybe flash integration? Possibly better graphics?
Personally I don’t think these will be the kickers for the next ‘gen’ of web games. And I’m sure some of you who read this article or my blog regularly have an idea of what I’m going to say next. The most important thing that will pull web games out of its little corner niche will most likely be game play. This is where some may start to get confused but I’m going to set things straight. Using better technologies DOES NOT mean it will improve game play.
Let me give you an example, a rather popular one: Weewars.
Now this game is pretty advanced, utilizing some great technologies. But does just because it has a really slick interface make it a good game? No. Don’t get me wrong; Weewars is fun, but I wouldn’t give it the game of the year for game play. Game interface or technology usage maybe. Plus I really love that they are pushing the genre with new technology but that isn’t enough. The game itself is very limited. You have a handful of units, and you goal is to beat the other player. Simple, fun – but only for a period of time and then the games start to look the same, and start being played out the same ways. Overall the game is lacking in the game play department. But this is a far cry from the worse example (I mean no offense to the game or it’s makers so please don’t bash).
Now a game that I loved for game play reasons was TornCity. That game was addictive. Nothing special technology wise. Just plain php and html. But god it was fun. I had options, I could play the way I wanted, I could do what I wanted. If you go to TC now, it’s dying due to lack of innovation and expansion, but in it’s hay-day it was great.
But it still wasn’t enough.
What I see when I think of the future is a game the resembles Renaissance kingdoms, but… fun. I see a game where players activity take part in how the game world is form, how items, money, everything works in the game. I see a game play style that is a mix of traditional Pen and Paper RPGs and current MMORPGs. I see a living, breathing world where players can shape events. I see a world where new content is not just being created by the admins or GMs, but by players. Where content isn’t added every few months, but very few days.
And this can be achieved with basic PHP/HTML but people now want the fancy AJAX menus or options since they know they exist. Which is fine. AJAX is a great technology that will allow us to push or games further, but as I stated, it isn’t enough. So what is keeping designer/developers from creating such huge intertwined games?
One reason, would some people aren’t recognizing that they need to actually sit down, and spend two or three months developing their games on paper before looking at a computer. Another would be the sheer size and difficulty to produce/maintain something of this scale. But this is where I believe many are wrong. A game that in depth, that completed as the one I see when I think about the future of web games wouldn’t be that difficult to create or maintain.
Sure there’s going to be a mountain of coding involved, but it won’t be overly difficult. And maintaining: that’s only as difficult as your custom tools are bad. The same applies to adding new content. We soon won’t be able to produce web games by ourselves (which I don’t think we should be doing now). We will eventually need a team of coders and a group of designer to successfully create a enjoyable game. Long is gone the day where I will play a game, even casually where I can’t foresee a in depth, ever changing game play model.
Some may disagree with my visit of the future, and think it’s all in the technology. But I see technology as just a medium, a support, not the driving force of games. Game play is and has always been the thing that revolutionizes a era of gaming, pushing it forward, and I don’t think that will ever change.
Ben said,
July 15, 2007 at 11:18 pm
You may have addressed this in another post, but I wonder if one of the limiting factors is a revenue model? The fact is that the vision you lay out for the future sure is an interesting one but with no proof that a company can rake in dollars from that enterprise, they’re not going to devote so much time and energy into creating their game.
bardicknowledge said,
July 15, 2007 at 11:40 pm
Ah, you have hit a topic I have long been mulling about in my head and I am still on shaky ground with it. But I will address it as my next post.
I personally think currently webgames aren’t at the level to charge a ‘monthly fee’ to play. Or at least the vast majority. I think a few revolutionists are needed to change the face of web gaming and push forward without the want of money being their primary reason.
I personally hope to be one of those people. I am of course working on some revenue models myself, but its mainly to maintain the server and pay my helpers.
Ben said,
July 16, 2007 at 1:05 am
That’s a noble endeavor, and I hope it works out, but it takes such an awful lot of work to create a game like you talk about that either you have to have a lot of help or you have to spend a lot of your own time on it. And if you’re not getting reimbursed for the time you spent on it, often it’s hard to justify doing all that work.
But, again, I wish you the best and look forward to your next post.
bardicknowledge said,
July 16, 2007 at 2:07 am
I suppose it’s lucky for me that I take the most pride in my game designs and would far rather see a lot of people really enjoy my game than I make a ass load of cash.
This of course isn’t saying I don’t want to make a ass load of cash, it’s just not my main objective when I create games.
Hopefully the day will come when people consider web games are worthwhile enough to pay a monthly fee though. But as I said, web games need to take a big step and with that comes some risk. But if a few games can step up and make it, others will start to see how it should be.
Brent Silby said,
September 30, 2007 at 8:03 pm
I have developed several browser based games over the last 6 years. They have been very popular, but they can’t earn high revenue. This is because my style of game is the quick/short arcade genre. The 5 minute play, which people would not want to buy. They want to play these games for free. So the only revenue generation I have is googleads. They do quite well, but you really need a massive traffic flow to earn anything decent from them. At the moment I get around 2000 unique visitors a day–not enough to make a lot of cash.
I’d be interested in the development of a pay-per-play system. Sort of mimicking the arcade revenue model. If people could pay 10cents per game, perhaps. I think there’s a future in that.