Froghop Incorporated Persistent Access to a Persistent World
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While there are endless utilities for TMA designed to address specific game areas, some examples of TMA include:

·  A class of game character that is puzzle, strategy, or commerce-driven can leverage TMA to for participation and advancement.
·  An intricate alert-and-response system can allow players the ability to instantly react to an attack.
·  An expansion for storytelling complexity, such as immersing a player in an Augmented Reality Game.
·  A guild management tool, where increased connectivity leads to increased social networks and a richer, more realistic experience.

TMA can also be designed to create persistent narratives, add variety to player challenges, collectibles, and quest formation, or provide in-game reward mechanisms that are then accessible through a mobile device. TMA also offers a chance to have an interactive pre-marketing campaign that gives customized benefits to participants' characters once the game is released. When access is never farther away than a back pocket, we have reached a state not only of persistent worlds, but also of persistent access.

Avoiding Pitfalls
In our hectic multi-tasking lifestyles, access to game content shouldn't remain an extended locked-down requirement. Hitting the "power-off" button on their game PC or console doesn't mean players don't want to participate; what it does mean is that players have other responsibilities to attend to. It's important to realize that, technology aside, the method of game interaction also needs to be different. Make sure the device you use and the environmental context match the required action on the part of the players. Respect the differences of each platform, when and why one is used over the other, and leverage its unique strengths.

"MMO-lite" or "look-alikes" neither extend brand presence effectively, nor convert casual gamers to paying MMO subscribers. Proper design and implementation of TMA needs to capture the essence. Avoid the Candy Cigarette Syndrome! Think about it this way: A good friend of mine is a smoker. When he travels on long flights, he becomes frustrated without a cigarette... so he usually sticks on a little nicotine patch. As soon as he lands, he lights up an actual cigarette. The patch was a more portable and discreet way to stay connected to the cigarette. The full experience of a coffee in one hand and a lit cigarette in the other is his choice over the patch once he lands. Complementary, not replicated. What if you handed my friend a candy cigarette instead of a nicotine patch for his flight? If he had never seen either before, he would probably pick the candy cigarette since it seems to look like the original. But the candy cigarette does not capture the essence, and you can be sure that he will not pick up those candy cigarettes the next time he travels.

Just because a mobile application has orcs and dwarves doesn't mean it is a good intersection of mobile and online gaming. On the other hand, giving the players a management application that allows them to trade items, participate in clan chats/debates/economy, and manipulate their own stats and inventory is a compelling experience on the run. It is even superior to booting up the desktop computer when you either don't need to engage in the full experience or don't want to (e.g. your party isn't online, you haven't time, you're in planning mode).

Quality of Gameplay, Not Quantity
TMA allows players to focus their in-game experience on immersive adventuring, while keeping them connected with their character in a more efficient way. There are many factors that contribute to the development of a great game; the TMA factor both enhances the PC-based multiplayer experience and accustoms players to look to their mobile device for entertainment. Additionally, players will be even more intrigued by the power of mobile computing, which is the power of connectivity. A well-incorporated TMA solution can help reach new heights of creativity, benefiting the players and ultimately the industry.
 

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