The future of Battlezone 2
Posted: Mon Apr 01, 2013 2:59 am
After the recent changes in the Battlezone 2 matchmaking services, I decided to take a small break to do some research & development as to how to best avoid such problems in the future. Based on current game industry trends and best practices, the following features will be implemented.
All gameplay will be online
Following the lead of several games industry giants, a connection to an online server will be required for everything. Launch the game? Be online. Play single player? Be online. Adjust graphics options? Be online. Purchase DLC? Be online. Additionally, all gameplay features will be validated on these servers, so that one may not play for more than 20 minutes disconnected from the servers. Based on the assurances of these industry giants, even the most basic server located on a 56k dialup line is sufficient to handle thousands or even dozens of simultaneous players. To achieve this, maps will be reduced in size considerably, and all games, even singleplayer will be done in a social environment where other players will be on the same map -- though no direct interactions will be possible.
Microtransactions & DLC
In order to ease the cost for new players, Battlezone 2 will be separated into pieces and sold as DLC. The core game with an options menu will be free. Instant Action will cost an additional $0.99, Deathmatch $1.49, MPI $1.99, and Strategy $14.99. Race:Pluto will be $99.99.
Microtransactions will be fully built into the game. Many popular freemium titles have a model where players must wait for the next piece of gameplay to progress, or pay. Battlezone 2 has always supported this, where the slowly building scrap meter delays players' actions. With integrated microtransactions, technology not readily available in 1999, players will finally be able to bypass the delays. Packs of 20, 40, 100, 1,000, and 10,000 scrap will be available for real-time purchase in game to eliminate the waits. To ensure a fair playing field, all players in a game will be notified when another team has purchased scrap, and have the option to match the purchase for a slight discount.
All players will be required to register a credit card in advance of games so that purchasing is easier. Security will be assured -- with SHA-1, SHA-2 and SHA-3 algorithms in existence, with higher number representing higher levels of security, all credit card numbers will be stored in a +10 level of encryption, ROT-13.
Players will be able to collect and trade items from their games. A Real Money Auction House (RMAH) will be present, allowing players to sell and purchase sniped units in game. Sniping will be dynamically re-balanced based on supply and demand for ships -- if more than 15 ships of a class are available for sale, all snipes will fail until one (or more) is purchased. This limit may be changed in the future based on the size of the BZ2 community.
These features are expected to be available at this same time next year.
-- GSH
All gameplay will be online
Following the lead of several games industry giants, a connection to an online server will be required for everything. Launch the game? Be online. Play single player? Be online. Adjust graphics options? Be online. Purchase DLC? Be online. Additionally, all gameplay features will be validated on these servers, so that one may not play for more than 20 minutes disconnected from the servers. Based on the assurances of these industry giants, even the most basic server located on a 56k dialup line is sufficient to handle thousands or even dozens of simultaneous players. To achieve this, maps will be reduced in size considerably, and all games, even singleplayer will be done in a social environment where other players will be on the same map -- though no direct interactions will be possible.
Microtransactions & DLC
In order to ease the cost for new players, Battlezone 2 will be separated into pieces and sold as DLC. The core game with an options menu will be free. Instant Action will cost an additional $0.99, Deathmatch $1.49, MPI $1.99, and Strategy $14.99. Race:Pluto will be $99.99.
Microtransactions will be fully built into the game. Many popular freemium titles have a model where players must wait for the next piece of gameplay to progress, or pay. Battlezone 2 has always supported this, where the slowly building scrap meter delays players' actions. With integrated microtransactions, technology not readily available in 1999, players will finally be able to bypass the delays. Packs of 20, 40, 100, 1,000, and 10,000 scrap will be available for real-time purchase in game to eliminate the waits. To ensure a fair playing field, all players in a game will be notified when another team has purchased scrap, and have the option to match the purchase for a slight discount.
All players will be required to register a credit card in advance of games so that purchasing is easier. Security will be assured -- with SHA-1, SHA-2 and SHA-3 algorithms in existence, with higher number representing higher levels of security, all credit card numbers will be stored in a +10 level of encryption, ROT-13.
Players will be able to collect and trade items from their games. A Real Money Auction House (RMAH) will be present, allowing players to sell and purchase sniped units in game. Sniping will be dynamically re-balanced based on supply and demand for ships -- if more than 15 ships of a class are available for sale, all snipes will fail until one (or more) is purchased. This limit may be changed in the future based on the size of the BZ2 community.
These features are expected to be available at this same time next year.
-- GSH