Eric Gurt wrote:I feel like we discussed it with you in past via PB2 site inbox conversation. Not much have changed from what I think about it since then.
With payments only towards approved creators it probably could work better. With better level scripting (which PB2.5/3 has) developers won't even need to require such features from game to be developed, only allowed. That could bring some popularity. Making it integrated into game - probably mostly for actually working monetization model, if anything.
Stuff like this can change at any point. I do develop game in a way so it could be possible to easily implement some of similar features just in case.
What is better level scripting (some people even say programming) I don't remember? Is it complicated? Because most people in your game don't even know what variables are. Probably 1% of PB2 community can actually use variables properly in their maps. Are you sure you're not making a game for programmers? Would someone like Paul308 be able to easily install an in-map shop into his base map with your scripting? Because you should keep things simple otherwise this 1% will earn money, but others won't. This needs an easy way to install, like a tool in ALE (walls, movables, regions tools) with official payment system, auto-synchronization (so people can get their bought stuff upon joining the match at anytime) and instruction how to make things work is what I see would be the best so it can be set in few clicks, nothing complicated, no variables, no programming, everything's easy. Because the goal of my idea is to motivate players to join map making and improve map making, earning money is not the goal itself. If they look at your scripting and say like "nah too complicated", then no one is motivated. Goal failed.
"Stuff like this can change at any point". Pal, it should change now. When you're done with the campaign and game, you will need to make a trailer of it and ads. What will you put into advertising? "Hello this is some platformer shooter come play us lol"? This may lure like 70% of your possible target audience. Remaining 30% (more mature audience) can be motivated by something like "You can make maps and earn money from them! It's easy! Also if you're an artist you can sell your arts!" - that would work for them. Because the most talented people out there probably won't waste their talent on something like an unknown 2.5D game if there is not enough motivation for it. There are other cool games to dedicate their time to. Something like "likes and comments" is not enough motivation for these people. And this 30% of talented people you ignored will actually most likely be responsible for the creation of most detailed and cool maps for your game. Because I will not stop repeating - map making is the only reason why PB2 lived for 10 years and will be the only reason why PB3 will be afloat unless if you changed it to the point when it's not Plazma Burst we know anymore. So you should motivate people to make maps as hard as you can with all tools you've got.
Like ask yourself. It's not 2011 anymore. There are so many cool 3D online games now. Most kids got rid of their potato PC and got a better one. Would many people really be interested to play a game like yours if it has not much to offer? You need to throw in as many reasons you can to sell this game to the audience, then your game will work. You really need to decide this question now, before you release the game and launch the advertisment campaign. Also you can have a fee from each in-map payment (there will be a lot once this system starts running properly). Or do you think ads and arts shop and whatever else you have will cover all your spendings?