My idea with this post is to highlight issues and brainstorm solutions.
Ever since starting P1 Creators I've been deeply involved in what motivates creators to create awesome creations in Ylands.
Problem:
Right now there are several things keeping people from creating:
1) Hard work is unlikely to be appreciated or rewarded
A) Appreciated:
a1) There are very few players of Ylands to play games
a2) There is a general sense that the game is dying, not that I agree at all. People don't want to invest in a game if they feel its not going anywhere and that is how many feel.
B) Rewarded:
b1) Most people don't feel the need for Coyns
b2) The terms of service is very unfriendly to the idea of doing business in Ylands.
Solutions:
B) Rewarded:
b1) Making Coyns transferable to real funds as planned. Making it so that running a server could be more profitable.
b2) Have clear messaging on if you want your creators to earn money or not and if so gear the messaging toward that.
Other ideas:
I think improving the workshop bugs can help. Creating ways people can do basic multiplayer tests in editor without needing 7 volunteers is key. Moreover, mobile testing without needing to upload to the workshop would be awesome.
Exploration as key:
In general I believe that the exploration version of the game is the absolute key to seeing this whole thing take off. The majority of people who create today began by playing exploration and wanting to upgrade their experience using the editor. They soon got hooked on the editor and continued creating and discovered it's incredible power.
I believe that if we can make servers work really well for exploration it will really bring in a lot more great creators because people love to upgrade the things they're passionate about.
I have seen Tencent spend close to $100,000 in rewarding creators to create creations but there are several problems with this approach:
1) Creators are not incentivised to keep their creations up-to-date leading to many dead games.
2) Creators are really only creating for the money and not passion and therefore will only keep creating for money.
3) It hasn’t worked, there are very few players playing the Chinese version of the game.
I really think that if we can get great exploration servers working as a priority further marketing dollars will develop a committed and passionate audience that will transfer from a great game to an already-great editor.
Honestly, I don't really play exploration anymore but I really saw how much passion it invoked in those who joined the game back then. When it comes to mini games there's so much stuff on mobile or free to play that it's hard to compete with that stuff via creator-creations as a starting point.
I see this especially on the mobile version of the game which is frankly amazing, the people play the pizza game and such but dont get it and move on to other mobile games. If we started these people in a exploration experience (even if just a demo), I think we would really get people hooked. From there they can move on to greater things and see the full potential of this game.
My idea with this post is to highlight issues and brainstorm solutions.
Ever since starting P1 Creators I've been deeply involved in what motivates creators to create awesome creations in Ylands.
Problem:
Right now there are several things keeping people from creating:
1) Hard work is unlikely to be appreciated or rewarded
A) Appreciated:
a1) There are very few players of Ylands to play games
a2) There is a general sense that the game is dying, not that I agree at all. People don't want to invest in a game if they feel its not going anywhere and that is how many feel.
B) Rewarded:
b1) Most people don't feel the need for Coyns
b2) The terms of service is very unfriendly to the idea of doing business in Ylands.
Solutions:
B) Rewarded:
b1) Making Coyns transferable to real funds as planned. Making it so that running a server could be more profitable.
b2) Have clear messaging on if you want your creators to earn money or not and if so gear the messaging toward that.
Other ideas:
I think improving the workshop bugs can help. Creating ways people can do basic multiplayer tests in editor without needing 7 volunteers is key. Moreover, mobile testing without needing to upload to the workshop would be awesome.
Exploration as key:
In general I believe that the exploration version of the game is the absolute key to seeing this whole thing take off. The majority of people who create today began by playing exploration and wanting to upgrade their experience using the editor. They soon got hooked on the editor and continued creating and discovered it's incredible power.
I believe that if we can make servers work really well for exploration it will really bring in a lot more great creators because people love to upgrade the things they're passionate about.
I have seen Tencent spend close to $100,000 in rewarding creators to create creations but there are several problems with this approach:
1) Creators are not incentivised to keep their creations up-to-date leading to many dead games.
2) Creators are really only creating for the money and not passion and therefore will only keep creating for money.
3) It hasn’t worked, there are very few players playing the Chinese version of the game.
I really think that if we can get great exploration servers working as a priority further marketing dollars will develop a committed and passionate audience that will transfer from a great game to an already-great editor.
Honestly, I don't really play exploration anymore but I really saw how much passion it invoked in those who joined the game back then. When it comes to mini games there's so much stuff on mobile or free to play that it's hard to compete with that stuff via creator-creations as a starting point.
I see this especially on the mobile version of the game which is frankly amazing, the people play the pizza game and such but dont get it and move on to other mobile games.
If we started these people in a exploration experience (even if just a demo), I think we would really get people hooked. From there they can move on to greater things and see the full potential of this game.
@Aleš Ulm @Adam Snellgrove @TomasGestinger @Tomas Palat @Houp
Edited by RedEagle_P1.Share this post
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