6 insights on PvP/tournament gamedesign
Insights from experts:
CasualKit have been talking to Tim Shepherd about online multiplayer games. Get the insights and read the 2. part of the interview below.
Meet Tim Shepherd
I started my career in the gaming industry working on GUitar Hero and DJ Hero franchises at Activison. In 2011 I ventured to Helsinki, FInland to find out what was going on in social and mobile gaming and was lucky enough to find myself working alongside some of the most talented developers in the world, in a special place and time in gaming history. I am now creative director at Chroma Studios, a new start-up working toward our debut title, e: Click, Click, BOOM!
https://www.facebook.com/chromagamesstudios
https://www.facebook.com/clickclickboomgame
https://twitter.com/e_clickboom
Q1: What is your experience with online multiplayer games?
I worked on a couple of mobile PVP games before; they werenât huge hits unfortunately, but the audiences they did have seemed to enjoy them a lot. PVP suits a particular type of person extremely well, but luckily they make up a large percentage of gamers and are extremely loyal players when they find something they like. Â
Q2: Obviously people like multiplayer games but do you see any development challenges for a gamedev perspective?
There are lots of online multiplayer-specific issues, most of which revolve around balancing: fair match-making and avoiding Pay To Win being the two that immediately spring to mind.
Beyond that, there are logistical âextrasâ such as community management tools, technical expertise required particularly regarding back end tech, scaling and speed.
And of course, online multiplayer traditionally tend to be much larger games than most, though mobile is changing that to some degree.
Q3: How do you see the future of casual online multiplayer games (both asynchronous and synchronous)?
More and more console gamers are discovering that playing on mobile is a very valid alternative for them - thereâs tons of content being produced with this âcoreâ gamer in mind. As a result I expect to see more games for tablets which rival the complexity of PC and console titles. Hearthstone could be an example of this starting to emerge.
I expect that during this development, both players and studios will start to figure out what works and what doesnât, using the technical opportunities to create some really cool new mechanics that might help differentiate the tablet experience from the PC.
Q4: If you have to highlight some unique qualities about multiplayer modes what would that be?
Obviously playing against a real person rather than AI gives players a much greater thrill and a chance to show off their mad skills in front of others.
Q5: What is your opinion about PvP challenges and tournaments for real money in casual free-to-play games? Imagine if you could challenge a friend or even a random person in Wordfeud for 1 dollar.
I think itâs an interesting approach to monetization, and if is implemented in titles which support that kind of PVP scenarios then it has a lot of potential.
Q6: Only a few game developers focus on casual online multiplayer (both asynchronous and synchronous) games (slowly increasing), why do you think that is?
Casual experiences are a digital âme timeâ, and so some titles focus on being a solely single player experience. But the canvass is changing all the time so I expect there will be a shift toward catering for a more immersed player who wants a longer gaming session with real rewards and accolades. Competition is a powerful motivator with lots of implications for F2P mechanics.
Thanks to Tim Shepherd for his insights on monetization and casual online multiplayer F2P gameplay.Â
Read the 1. part about monetization


















