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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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