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Quake Live, Ideas for Success |
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| Author: Roger LaMarca Published: 2008-08-24 |
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| A screenshot from the popular RocketArena3 modification for Quake3. |
The entire Quake series has always thrived on the great modifications and levels developed for the community. While id Software has supported and continues to support the developer community, most recently with Quake4, an even greater involvement is needed. Having people make free content for your game is a great strategy, but Quake3 relied too heavily upon it. Quake Live's in-game advertisement based structure can allow id to bring developing content for Quake Live to a new level. While the latest
generation of games has made it harder than ever for community developers to
make new content, Quake3's past has shown that mod and maps authors are clearly able to develop amazing content. I believe allowing developers to cash in on the revenue made from Quake Live, would be a great idea to spur third-party development. Mod and maps designers have always been willing to develop content for nothing in return, but having their work played inside a ad-based environment might change their opinion. A system could be put in place, where developers would register their content with Quake Live, allowing the system to track the number of players who played their mod or map and distribute the revenue accordingly. Something akin to Google's AdSense would be a great idea. Most third party developers probably would not be in it solely for the money, but it
sure can be a great incentive and help grow Quake Live into a very vibrant
community.
Another issue that could stop third party developers from
designing content for Quake Live is the game's lifespan. The retail version of
Quake3 is an entity that will be with us indefinitely. If the Quake Live concept
were to go away, the content developed to work inside the game could be made non liable and the developer's hard work would not be able to played without the
service being online.
A simple way for Quake Live to immediately have a massive
collection of custom content would be offer developers a trouble-free way to
port their modifications and levels to Quake Live. Level designers would most
likely have the advantage here, but with the help of id Software, mod authors
could also have a chance to port their content over to the new Quake Live code
base. The converting tool could either be an online process where remote servers take care of the conversion or a application that would allow authors to port over their work. I am sure if the process easy enough, we would see many
development teams interested in porting their content over.
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