![]() Sometimes those are the big technology advances represented by new ages, but we’re also really excited to add popular player requests like Friendly Challenges, which will be included in the upcoming 5.5 release. We’re also always working on new updates. ![]() ![]() With the ongoing success of DomiNations, we’re also making significant investments in growing our community, with more people joining the team to respond to players on our forums. However, we are far from perfect and we always work to get better. Every week we review our CS tickets with the entire company and strive to improve the overall gameplay experience. How important do you consider customer support and updates to be? What has been your approach to this?Ĭustomer support is very important to us. We have about 40 people on the team, spread across engineering, design/product, art, production and quality assurance. How big is the team currently handling live ops on DomiNations? We’re always surprised that there is such a glut of games set in made-up fantasy or sci-fi worlds, when human history is so rich, compelling and cross-cultural.Īnd we’re only in the Atomic Age - we have plenty of ages to go before we get to the modern era. Overall, we are really happy that DomiNations validated our big bet when starting the studio - that there are tens of millions of people out there who love world history just as much as we do. There are tens of millions of people out there who love world history just as much as we do. Particularly on the technical front, we learned a lot of lessons and spent the first year being sure the game was stable enough to accommodate the strong ongoing community that formed around the title.įor the second year, we’ve been able to focus on fun features and new events for people so there’s always something fresh happening when they log in. Tim Train: What a crazy and fun ride it’s been! When we launched DomiNations, it represented a number of firsts for the team: first mobile game, first Unity project and first combat city-builder. : With DomiNations now two years old, how do you reflect on its performance - from launch to the mature title it is now? It celebrates its two-year anniversary today (April 20th, 2017). In this entry, we speak to Tim Train, CEO at Nexon-owned Big Huge Games, about the 2015 mobile strategy game DomiNations. In an attempt to find out, this regular feature will talk to the developers behind maturing live games about their experience so far. has long been investigating the Making Of notable games soon after their launch, but what happens long after a game is released? These are games-as-a-service that require constant operation and updating, often over a period of several years. These aren't boxed products released onto shop shelves, never to be worked on again. It's often said in the world of free-to-play development that launching a game is the beginning, not the end.
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