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wickedlasers

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  1. You guys all are right, and mobile is really where this needs to go. And definitely some of the features needs to be changed to be updated to modern game play dynamics, as long as the experience of SVS is still intact. And the main issue is whether or not there is a team of people to take on this project. This is something I have to mediate on, as Im currently working on a business. Anyhow, we all know how to save Subspace 1) A company needs to take this over and turn it into a commercial enterprise 2) Needs mobile clients, then perhaps spread to osx/pc clients, and then perhaps html5 for facebook, the key would be a FB login so the account can be linked to your identity. I will reply again if I have decided if this is something me and my team wants to do. I may have been a little bit too "gun-ho" and its a large amount of work, and Ive never been involved in gaming business directly, so its not a decision I can make without a significant amount of thought. Thanks for entertaining this topic.
  2. First off, long-time Subspace player, spent a lot of my years in Chaos zone where my favorite pastime was assembling cloak turrets while getting chased by frequencies of javelins. Because of these memories, I have always had this nagging feeling when I see what today's popular culture considers "gaming" - its a bunch of crap compared to subspace back in the early days of Chaos Zone. Over the past 10+ years, have gained a lot of experience in marketing and business and created a business making wicked lasers. Look at Facebook and Zynga, all the Zynga games are essentially the BBS games, remember L.O.R.D (lord of the red dragon), it's all games like these, but scaled to the reach that Facebook provides. Fundamentally, Subspace should be as popular as all those Zynga games. Obviously, there needs to be some updates in graphics but to keep the gameplay the same would be key. Imagine being on Facebook and playing subspace with all your friends. That's what we need to get this game viral again. So, my proposal is to turn this game into a Facebook game initially, then go from there. Maybe pc/osx clients and iphone/android clients... But the key is to start on Facebook as this game has many elements of what it takes to be a viral hit. There will be other tactics that need to be added such as "badges" "achievements" "in-game currency" and other stuff that I feel is lame, but are needed to be a commercial success. Before getting into specifics with exactly how/who/when, I'm interested in hearing what you guys have to say about this, I'm prepared to commit not only financially, but leverage our team, contacts in the gaming industry, and press contacts. Best, Steve P.S. Wanted to make one comparison: Back when SVS settings were the best, that's when the game was the most fun. When all those crazy zones with one-shot kill such as Trench Wars came in, that's when the game degenerated to a n00b game. In a way, taking this experience to Facebook means turning this into a n00b game, because that's what the masses want, it took me a while to learn how to fly and shoot in a SVS zone. I'm making this comparison just to exemplify that in order to take something and make it popular on a commercial scale, there needs to be a lot of sacrificing from what your personal vision of what is best is. Remember, if you are reading this, you are most likely a hard-core enthusiast of the game, but 99.9% of everyone else is not. In order to be successful its very important to consider this and design for what will bring the most users, and inevitably, most revenues which allow for the most reinvestment into the enterprise.
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