It’s no secret that the bulk of AAA games market revenues come from in-game purchases , mostlyfrom live-service games. It’s also impossible to ignore that the live-service market is fiercely competitive....
SimCity’s cooperative structure building - anything where the group has to earn “points”. PvP asynchronous mechanics are essentially anything where a player can be attacked while offline.
I always thought the messages left by other players in Dark Souls was such a cool mechanic.
They could be helpful, letting the player know to be wary of danger, or they could be completely disingenuous and trick the player into jumping off a cliff and dying.
I always labored over whether or not to take a leap of faith based on other players’ messages cause it was a toss-up whether they were being helpful or trolling, lol.
What is an example of an async game mech?
SimCity’s cooperative structure building - anything where the group has to earn “points”. PvP asynchronous mechanics are essentially anything where a player can be attacked while offline.
Death stranding where people built structures for other people in the world is one.
Minecraft servers where you gather resources for your friend and put a sign up with a message.
Anything where you can interact with each other but don’t have to be logged in at the same time.
I always thought the messages left by other players in Dark Souls was such a cool mechanic.
They could be helpful, letting the player know to be wary of danger, or they could be completely disingenuous and trick the player into jumping off a cliff and dying.
I always labored over whether or not to take a leap of faith based on other players’ messages cause it was a toss-up whether they were being helpful or trolling, lol.