slides (12 MB)
These days literally hundreds of companies are promising to deliver the next big Massively Multiplayer Online tour de force. But it may serve us well to remember that even the simplest of multiplayer games usually ends in more whimper than bang. In fact, the commercial success rate for multiplayer games and game communities is downright dismal. As a person deeply involved with several epic failures (as well as a hit or two), I will present design, technical, and business techniques you can emulate to ensure that your multiplayer game becomes a party nobody shows up for.
Delivered at Casual Connect Seattle, July 2008
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David Fox (email)
David Fox is VP of Technology at iWin, Inc., where he helped guide development of best-selling casual games such as Jewel Quest, Mah Jong Quest, and Family Feud Online Party. David has been a game designer and developer for over 14 years, with a focus on multiplayer casual games and storytelling. He is the author of several best-selling books about Internet technologies and culture, and his writing has appeared in publications such as Salon.com, Gamasutra, Gamelan, O’Reilley Network, Developer.com, Casual Connect, and Game Programming Gems III.