Building Better Games
© Copyright 2013-2014 by Dan and Steve Bress. All Rights Reserved.
A Book -- Two Massive Online Game Blueprints: RPG, FPS
In this book, I present game “blueprints” for two massive online games I have been working
on for the last ten years. I will discuss key features of each game and why I feel these
systems are necessary.
My games involve new types of game-play. When pitching these games I have found that
people get hung up on a particular feature and stall. I hope that you will read the full
description to find out how all the features work together before forming an opinion.
The two games I have designed are based on these beliefs:
1. World of Warcraft® (WoW) is a very good, very polished BEGINNER massive. Because WoW
is an entry-level massive it appeals to a very broad assortment of players.
2. A high-quality niche massive, that appeals to gamers who enjoy/enjoyed WoW but are
ready for a more challenging/different massive can easily attract and retain 200,000+
subscribers. (for example World of Tanks)
The massives I have designed can be brought to market with a budget allowing for a good
return-on-investment with 200,000 subscribers.
The “elevator pitch” for these two games are:
Codex of the Lifegiver: A MMO that maximizes player community and game-play choices, and
minimizes game-play/interactions a player does not want. The game is inspired by the prolog
of “Code of the Lifemaker” by James P. Hogan (available on Amazon), a great read.
Away Team: A MMO that maximizes exciting edge-of-your-seat game-play in scheduled, 45-
minutes or less “Missions.” The Away Team world is alive and changing every day based on
the results of player “Missions.”
In the Appendix are my starting notes for a new type of Real-Time-Strategy game: Aftermath!
Online. It is a persistent massive real-time-strategy game set 20 minutes in the future in an
apocryphal world. Players can start the game in a virtual version of their own home town.
Other key features include no micro-managing and personal victory conditions. One of the
last games my company, Phoenix Games, worked on was “Aftermath!” by Robert N. Charrette
and Paul R. Hume, a great idea then, a great idea now.
Dan Bress
Two Massive Online Game Blueprints: RPG, FPS
Paperback $14.95 available from Amazon
eBook $7.95 available soon