Games Industry - Tumblr Posts
Games Industry Concept: "Multiplayer Scalability as Middleware Game Software Suite"
Hello All, Those of us as avid gamers be it on the PC/Mac or a video game console have had our noses against an artificial ceiling imposed by game publishers. What I mean for over a decade if not more multiplayer games as mostly FPS (First person shooters) combat games. Have only offered an upper limit of 64 (32 vs. 32) players per game round on a server. This Status Quo has created a vacuum of Opportunity for an enterprising game software company, if not a collective of grass roots coders / modders. Game developers be they: DICE, Infinity Ward, Treyarch, Bungie, etc... Have forced fed gamers an artificial scale of multiplayer game play for far too long. Their reasons however have been valid to a point, be it restrictions on game development of time, resources such as labor and money, or plain lack of will power and vision in the final game design document. This game industry attitude has been prevalent for a dozen years now since the very first multiplayer games were 8 (4 vs. 4) players. Soon they leaped to 16 (8 vs. 8) and again they doubled over the years to 32 (16 vs. 16). Here's a little history the very first modern era multiplayer was on the "Atari ST" video game console for a game called "MIDI Maze". It debuted in 1987 and allowed up to 16 players to play together. Fast forward to the classic "Doom" in 1993 that allowed up to 4 players simultaneously. Where just a year prior in 1992 the father of the modern FPS shooter "Wolfenstein 3D" debuted by ID Software and Apogee Software as the publisher. Now let me bring you closer to our early 21st century whereby a visionary game developer known as "Zipper Interactive". On the "PlayStation 3" console created a ground breaking FPS 256 Multiplayer Game Experience server side. The game is known as "MAG: Massive Action Game" that game title came out in 2010. I'm sad to say "Sony Computer Entertainment" the ones that support all things "Playstation". Bought out the once independent game developer and have shuttered them last year or so. The "MAG" multiplayer game servers will be shut down on January 1st, 2014 for good. Aside from MMO FPS game titles such as "Planetside 1 & 2" brought to us by "Sony Online Entertainment". If not the MMOSIM known as "War World II Online" brought to us by game developer "Cornered Rat Software" with mixed results. Are the outstanding larger scale mutliplayer game experience that are combat shooter related known to the global consumer market. Do take heart during my research for my innovative concept today I was pleasantly surprised it wasn't original. To say a Swedish non-profit staffed by 25 people created a Middleware Game Software that includes ground breaking multiplayer scalability. They're known as "Much Different". Much Different "Man Vs Machine" (Link) What "Much Different" accomplished took them 2 years to build and that was a 1,000 player internet browser FPS game. (technically they only got 999 players) They have moved onward to having supported "Battlestar Galactica" by game publisher "Big Point". Besides having recently been picked by "Behaviour Interactive" for the MMO of "Warhammer 40,000: Eternal Crusade". Press Release (Link) What I thought up as a innovative concept still stands as a market opportunity beyond that of a Visionary non-profit Swedish game software company. I would hope a competitor anywhere on this globe of ours could give "Much Different" a run on its world class multiplayer experience. Again I reiterate a game software company or a collective of like minded grass roots coders / modders could launch a venture in this direction. This is what I a futurist innovator had in mind a software company or grass roots group offering an open source middleware of game utility software suite. Produces a demo that provides a 128 (64 vs. 64) FPS multiplayer game server experience. The demo could even provide a bare bones simplistic FPS multiplayer game as a proof of concept of said technology. That way anyone world wide could patch together either a rudimentry or sophisticated multiplayer game experience. That would Frickin Shame Game Publishers to jump on this Middleware Band Wagon. So tomorrow's FPS or even RPG games like "Neverwinter Nights" fame could have beyond the stagnant 64 (32 vs. 32) multiplayer game server experience. The middleware game software suite can literally scale upwards to support 256 (of "Zipper Interactive" fame), 512, or even 1024 game multiplayer experiences. Such a software game company could go on to offer consultancy services to supplement their revenue needs. Here is the (Link) to Pikkotekk multiplayer game technology experience provided by "Much Different" as an example. I believe they are coding in a language called "Unity" for their platform of choice. If ambitious grass roots coders / modders did come together for such a open source venture. Their offering is only open source for non-commercial usage. So corporate clients would pay market driven license fees to use the middleware game software developed by their efforts. Where everyone else in a truer open source initiative becomes the guinea pigs. To test and help develop such a middleware software suite according to their specific project needs. Like I've stated prior the Market Opportunity is here now! "Much Different", shouldn't be the only off the shelf middleware game software provider globally. For such a game technology that would otherwise be developed in-house by game developers. "Much Different", even has launched a kiddie MMO for toddlers called "Badanamu World"(Link) for the South Koreans from what I understand. So who else in Europe, Asia, or in the United States is bold enough to pursue such a vision to break the dozen years multiplayer artificial barrier from the games industry?
Games Industry Store Policy Concept: Treating Game Cards Like Lotto Scratch Off's At Retail
Hello All, Today's concept is more so a common sense retail store policy that is long over due. For nearly a decade now game publishers first introduced on retail store shelves like in "Walmart or Best Buy" game cards as a product. Basically a Game Card is a highly decorated piece of card board with a very much lauded crucial hidden code. The code is layered under that latex like silvery substance you see on Lotto game scratch cards. What the game card code buys is either proprietary currency from the game publisher. Or a month's worth subscription to any particular MMO (Massively Multiplayer Online) game they may offer. Here below is a picture from "Sony Online Entertainment" (SOE) game card as how it would sorta appear on a retail store shelf.
Such game cards appear in a card board deck as a promotional display usually within the video game sales department. For years this is how they have been presented and sold at retail spaces. The danger is either unattended minors or professional shop lifters just scratching off the game cards and thus stealing the highly prized codes. When I first learned about such a product within stores I was astonished that these game cards weren't placed under the sales counter. Now years later when I venture into the video games department I see littered scratched off game cards. Plundered like booty by young or older devious gamers that literally game the system (pun intended) by stealing such retail codes. What can be far worse is potentially criminal thieves stealing dozens of these unattended retail game cards and grabbing the codes. Where like a ticket scalper they hawk the codes at a lower price point reselling them creating a cottage "Black Market" before they've ever been sold! What this denotes is a game publisher and the retailer not fully comprehending the jeopardy they're in with legitimate sales. This can drive up incidents of stores returning damaged or in this case tampered merchandise back to their wholesale distributors. Not to mention putting your customers through the ringer by having them explain at your store what happened upon returning the product. Case in point I heard of a testimonial from a community guild mate of mine within our forum site. He went to his local "Walmart" store here in the States and purchased several SOE Game Cards like the one shown above. When he arrived home and began to input the codes he received errors that the codes have already been claimed. I'm sure his frustration only grew from there when he called the SOE customer service department in California. (note they do not have a toll-free phone number) He was told his only recourse is to return the tampered game cards to the retailer. In part as a first time buyer of these tampered game cards he certainly feels jilted which his only fault wasn't being careful. However sincerely this wasn't the customers fault it was both the retailer "Walmart" and that of SOE. Consider how many non-gamers buy these game cards as a gift for children or other adults to enjoy. Only to hand them a tampered used game card without knowing any better. A major insult to injury I say. Thus this Store Policy Concept is born where hopefully those industry insiders or Venture Capitalists that may happen to read my unique blog site take notice. Opportunity is afoot. Below I'll explain three potential solutions that game publishers that can provide guidance to their retail partners. First, train your sales cashiers that ring up your customer transactions to spot a tampered game card. If it's been scratched off by a thief its no good to your customer. This one step alone will save the store a drama with your customer by having to return a tampered game card. A customer service situation averted is a customer service incident saved from ever needing to occur. Second, if game publishers or retailers insist that product placement within a video game department has to stay the same. Then train your store management, stocking employees, and electronic department attendants to keep on the look out of any tampered game cards on store shelves. To immediately remove them as encountered before a hapless customer purchases one. Also, to keep very vigilant of any store thieves stealing codes in that department. They may also take the product into the store bath room and lift potentially dozens of game card codes. Then subsequently dumping the tampered game cards into a random store shelf hallway. To be replaced by staff on its proper shelf not realizing that it was tampered. Or the code thief could just not even care by being that sneaky in effort and leave countless game cards in the bathroom area itself. Third, this is the most Ideal Method to place the game cards behind a sales counter display or secure area shelf. Much like a Lotto game Scratch-Off that are prominently displayed next to the cigarette cartoons and porn magazines. (ie convenience stores like "7-Eleven") This way the game cards aren't a temptation for unattended minors or thieves from stealing the codes. If this means paying retailers extra to place such merchandise behind the secure sales counter it will be worth it. Saving yourselves the headache and your customers as well for being the point man in dealing with such cases of unnoticed code theft in regards to customer service incidents. Basically this is a clear case of a lack of understanding of the gamer sub-culture in popular society. Where game publishers offering a convenience to their customers in a store retail environment. Just having them placed in an unsecured location on a store shelf. This sort of retail store neglect and free for all by thieves has been ongoing for numerous years now. Game publishers are partly to blame for not providing their retail partners clear guidance on product placement. I suppose game publishers have lacked this fore sight since they sell their game currency and game subscriptions in a secure E-Commerce outlet. I hope this games industry store policy concept is of help to major big box retailers and game publishers. Since your small business hobby store owners probably already have the better common sense by avoiding the mistakes your committing at point of sale opportunities.
Gaming Movie Theater Industry Concept: "Gaming Theater Arena"
Hello All, Now that the soggy autumn season has gripped my part of the State of Florida. This conceptual business model seems quite appetizing for an indoor experience away from local thunder storms. Allow me to begin that this concept isn't rather new for its been tried before be it here in the States or in Europe. Making it more an afterthought novelty experience then a serious attraction within a movie theater complex. Before I get ahead of myself allow me to explain in basic terms what a "Gaming Theater Arena" is all about. Besides watching the latest movie flick at the cinema a few rows of seating can be converted to gaming hardware seating kiosks.
Take for instance how an airliner passenger seats have those rear head board LCD tv screens in business and first class sections. Besides the classical fold up tray for eating or placing your laptop during a flight. Now borrowing from that example from airlines transfer it over to a Branded Experience. As a gaming arena in a movie theater screen salon that to keep seats filled. This option is picked up for local movie theater operators during those seasonal periods where block buster films are lacking. Let's say the Spring and Fall portions of the year when box office sales are waning. Perhaps taking a page from how IMAX 3D branded experiences are offered in literally across every movie theater operator today across America, Europe, and beyond. This concept can be directed as an augmented business model for movie theaters if not for a stand alone franchise chain of gamer theater arena's. That is after the initial prototype of its first iteration works out the kinks and glitches with the daily operations and technological hurdles.
Now back to the overall presentation picturing (pun intended) the photo above of any standard movie theater screening room salon. Whereby the photo just above this paragraph showcasing these airliner passenger rear top head board LCD monitor screens. Just cut and paste that image to every rear seating row of a movie theater screening room salon. All synced in visual display in whats being presented on the big projector screen itself. These seats have the option to mute the local monitor volume if they so choose. Especially if gamers are wearing a headset microphone accessory. (As a rental or personally brought in to use) Since these games to be played aren't just played locally but On the Cloud. Present day "Onlive.com" is a similar cloud based gaming platform for PC / Mac / Tablet / Smartphone gamers and their propriety video game console. Account holders with Onlive.com (Link) can unlock particular game titles to play solo or cloud based multiplayer games. Today's movie theaters as a novelty like I stated earlier have Xbox 360 Parties like at this Cineplex Theater Chain (Link) operator offers today. What I'm describing here is far more sophisticated than that which can include the Oculus VR Helm (Link) as a rental accessory for gamers. So instead of playing your cloud based game on yesterdays 2D flat screen. Play it with a 3D virtual reality helmet that hooks up to the under the seat kiosk hardware.
Speaking of the seating itself it'll have a Rumble Pack built into the seat. Like any present day video game console handset controller offers. Maybe if the movie theater chain operator wants all the bells and whistles. They could splurge on a Scent Emitter housed again under the seat itself. Even the recent Xbox One from Microsoft spent over $100 million dollars just to do research and development on the hand controller. Of which they explored having a built-in projector with a olfactory output scent emitter. Polygon.com Xbox One Hand Controller Explored Having A Scent Emitter (Link, Article date Nov. 19th, 2013) Continuing about hand controllers these gamer arena seating can have one or two configurations of input game controllers. Most common at the end of each armchair will be a one hand controller with recessed buttons and a joystick. Durable for the punishing treatment gamers are known to dish out on arcade kiosks or video game consoles. Or two that aforementioned fold down tray like a airliner passenger rear seating. When folded down showcases a keyboard and a stationary trackball and not a mouse which needs constant movement. I swear personally as an old school MMO (Massively multiplayer online game) and FPS (First person shooter) multiplayer gamer with my Logitech Marble Trackball Mouse. Aiming in a shooter be it PvE (Player versus environment) or PvP (Player versus player) is essential for me with the fine precision of rolling a trackball with one or two fingers. None of that drama with scrolling mice across a mouse pad. Aside from my decade long testimonial of a trackball for gaming purposes. Business operation wise if theater arena gaming does take off. Much like the movie studios pay for the marketing of movies with national commercial trailers for movie goers. Game publishers can do in kind promoting new games like they usually do but with a focus to be played in such arena theaters for gamers. Gamers attending such a retrofitted movie theater by a local operator can be issued member ID cards. Where game time can be purchased on site or in advance sorta like using time on a desktop computer at an Internet Cafe. Account holders can also have particular games including MMO ones unlocked via the Cloud gaming platform. All offered by the cloud games catalog library of whatever is on sale or fully priced. To encourage a local community of gamers such a movie theater operator can promote local clans and guilds to organize. Offering tournaments, prize promotions ala contests and sweepstakes (games from their cloud library, cash, accessories for the theater arena, trips to a Comic-Con, etc...), even gamer fund raiser marathons for a local or national charity. Which if the movie theater operator could go as far finding corporate or local small business sponsors for the charity event that cater to such a demographic. Many of today's multiplex movie theater chains have back-up concession stands that are rarely used. Perhaps if a mega blockbuster movie showing is occurring. Otherwise that space goes unused for months at a time. How about opening up a Gamer Theater Arena gift shop in such a floor space. Catering to servicing the accounts of such a branded experience besides selling merchandising and accessories or rentals (ie Oculus VR helms) to gamers. Which will mean having a sales customer service clerk on site besides at least one technical staffer. To deal with any hiccups of glitching equipment in the screening salons of the arena's. This is how I envision such a "Gaming Theater Arena" taking shape for a local movie theater operator. Or if indeed a stand alone series of such arena's are created. As IMAX first started in a piece meal fashion taking years before becoming popular. These gamer theater arena's will also Revolutionize the Dead Arcade Industry of the 20th century business model. Where gamers can play solo, local or online multiplayer via the cloud gaming platform, and certainly massively multiplayer online games networked via the Internet. Maybe an exclusive deal can be made with a particular game publisher ala Microsoft, Sony, or Electronic Arts for instance. In helping to defray the marketing costs and playing their games exclusively via the cloud game infrastructure platform. Here's hoping the future is here now since the technology for this already exists. Just the vision and the cajones to pull it off is lacking. Since companies like "Audience Entertainment" (Link, Techcrunch.com article link of Aug. 21st, 2014) are highlighting a SDK (Studio Development Kit). For movie goers or music concert attendees to be a macro motion sensor input for commercials and basic games with interactive media.
Gems of Opportunity: Matchmaking & Games Industry Concept: "A Social and Romantic Matchmaking Genre Role Playing Game"
Hello All,
There are a myriad of video games out in the world that have a subliminal Death Wish for our civilization. In the other spectrum there are lesser known often lewd and pornographic dating video games online. Nothing except perhaps the series of "The Sims" published by "Electronic Arts" of "Mr. Will Wright" game designer fame. Has there stood a near family friendly sort of popular video game for audiences of all ages.
My conceptual design today is just an early notion into marrying both a social matchmaking features found online. Be it: eHarmony, Match.com, Friend Finder, and so forth that are non-pornographic and free of lewd tendencies mostly. With that of a multiplayer or MMO (massively multiplayer online) game world found today that is F2P (Free to Play). Although free to play for adults with a valid credit card much like a dating website. If players were to seek each other out in real life there can be safety features included like in any regular matchmaking dating website service. Such as passing a Real ID background check to see someone doesn't have a criminal history and so forth.
Instead of interfacing with a matchmaking website in plain 2D (dimensions). One can have a dating or matchmaking video game world in first person, third person, and/or isometric overhead viewpoint. This would be a niche audience and not tailored towards minors such as teenagers. More so for adults seeking a family friendly clean outlook free of the sleazy filth found elsewhere online.
Like with any dating or matchmaking website its free to enroll as a member. However to get better features one has the option to become a paying member at various membership tiers. In many ways several game publishers with MMO game titles have done similar over the years. With F2P game titles with optional subscriber plans for paying members. Being offered more convenience, greater status, and other pertinent rewards in games.
I would hope such a MMO or multiplayer game title would be more than just finding romantic partners. To venture into social friendships which can include even finding like minded people of a similar spiritual or religious faith in such a setting. A social hub matrix can be part and parcel of the game design elements of the feature rich game world. Bringing people as players together in virtual fictional settings be it with celebrations or other forms of common game play. Not to make such a game world like a "Candy Land" of wishy washy game setting. There can be real world dilemma overtones to entertain as much as to build shared engagement in such an online community setting. I won't go too much into game design particular features just state the general theory behind such a project if one were to be created overall.
There can be an added social cause layer added to such a game world and to reveal some real world personal character traits of a person. Many know of the Griefer term as a player that causes turmoil to others as a sadist for instance. What if quite the opposite behavior is encouraged in such a game world by revealing in game play the best cooperative traits of a real person. This will take some sort of social engineering and psychology involved to design game play elements that approach such a would be process.
The reason why to shine a light on a person's truer disposition instead of the traditional alter ego. Is much like crowdfunding for social causes online. What if in such a virtual fictional game world setting for a MMO or multiplayer game title. There are zone wide events that mimic the plights of International, National, or Regional real world charities. This will be part education to the community of players of the struggles facing such social causes in the real world. To portray them in a game world not just to spice up game play for example. But to actually generate a Crowd Sourced Fundraising Drive In-Game. Like in many other MMO's have accomplished from player contributions collectively.
These real world charities will be vetted by the game developer / publisher and perhaps selected by the community of players themselves. Of course game storyline plots and any unique content must be planned for ahead of time like a pipeline delivery system. Although an auto-generated game content engine would go a long way to remove some of the burden from the developer. For on the fly generated game play events that occur randomly or are tied to choke point quest (mission) based instanced game play. Allow me to list some examples a Tsunami event in the real world can have the game world and community of players up to 90 days later. Have game world content that mimics the environmental catastrophe as it's happening and the after effects in rebuilding. This would make the game a quasi simulator as it draws real world parallels of the dilemma's faced elsewhere for humanitarian issues. Another example can be the war torn plight occurring for the last couple of years in Syria. Having large swaths of humanity displaced because of war and famine has been our ancestors history for tens of thousands of years. To create such a zone or zones in a game world for the "United Nation" charities for war torn refugees be they women and children. Or to help fund the existing burgeoning camps in: Jordan, Lebanon, Turkey, and now Europe.
This may be too much reality but heck present day game worlds are excellent at showcasing destroyed civilizations and Diaspora's. Like I mentioned at the top of this concept game publishers have a subliminal death wish for our civilization. Although in their defense they are giving gamers what they want. What if giving us what we need instead feeds our minds and hearts in a greater capacity, wouldn't that be a truly novel idea in a matchmaking game world. By attempting to reveal real world personal character traits of real people in game play. Yes, it might sound naive and can easily be faked, but given the opportunity it can still be harnessed by connecting people together virtually and perhaps in the real world too.
Ivan "Atrayo" Pozo-Illas, has devoted 21 years of his life to the pursuit of clairvoyant automatic writing channeling the Angelic host. Ivan, is the author to the spiritual wisdom series of "Jewels of Truth" consisting of 3 volumes published to date. He also channels conceptual designs that are multi-faceted for the next society to come that are solutions based as a form of dharmic service. Numerous examples of his work is available at "Atrayo's Oracle" blog site of 10 years plus online. Your welcome to visit his website "Jewelsoftruth.us" for further information or to contact "Atrayo" directly.
Gems of Opportunity: Games Industry Concept: "Game Modes Sold Ala Carte at Retail"
Hello All, I just made it by the hair of my chinny chin chin, but here is this month's unique creative conceptual design. Finding opportunity in a constructive manner to promote commerce and goodwill as potential innovative solutions. To date this blog site of "Atrayo's Oracle" has 202 such conceptual designs since 2005 online. As freely available for any Innovator or ambitious Venture Capitalist to sift through the dozens of eclectic industries. (ie commercial business models, inventions. nonprofits, legislation, and military initiatives) These are just the primer in summary abstract form and not necessarily the whole shebang, that would make it too easy. "Atrayo's Oracle" blog site link.
Today's original (as far as I know) games industry conceptual design solution is to bring full circle how video games were released in the early 2000's. Part nostalgia and part additional revenue streams for game publishers to offer an assortment of game modes ala carte to consumers. What I mean by Ala Carte Game Modes are the: single player campaign missions, multiplayer mode, mini-game modes, and the modders editor toolset (for creating grass roots level designed game maps for whichever game mode).
For those who may not recall what it was like in the early 2000's playing PC games besides the video consoles. When typically a FPS (1st Person Shooter) was released at retail it consisted of a: single player campaign, multiplayer maps, and a modder editor toolset. All of that at the standard price point of $50.00 US. Today when a FPS game title is released at least from EA (Electronic Arts) game publisher it only releases a multiplayer mode. The price point is split between 3 tiers of standard at $59.99, deluxe at $79.99, and collectors $120-140.00 being online download (standard / deluxe only) and as a physical boxed unit. No discounts between a full physical retail unit and completely a game download. I'm surprised why game publishers haven't charged a premium for a physical retail boxed unit to date? Perhaps to dissuade consumers on the environmental costs of selling a boxed unit would be the rationale. In the early 2000's there were game expansions and not DLC's (Downloadable Content). However today's game season pass could be presumed to be a full game expansion. About 6 years ago a DLC pack went for $9.99 US nowadays with hyperinflation its $14.99, and perhaps in another 5 years time they'll cost $19.99. The Season Game Pass is rather a newer retail phenomena utilized by game publishers such as EA which I'll use as my prime example. Season passes for games have been around 2 to 3 years retailing usually at $49.99 US, with an extra included DLC pack sold on the house as free. Back on June 10th, 2010 I made a Prophetic Call that Electronic Arts was going to ditch the modder editor toolset with FPS games. Will DLC Spell The End of the Modder Community? I went on in that short commentary to raise the alarmist flag that EA was pulling a fast one on gamers. This is when "DICE's Battlefield Bad Company 2" was the preeminent FPS game back in 2010. Ever since that time modder editor tools in a FPS game title have gone the way of the dinosaur. (No relation to "Ark: Survival Evolved") :op My conceptual design is to remedy this for a game publisher. With a quasi revival whilst expanding game units sold albeit with altering game modes of the identical game franchise version offered at retail. For example let's say EA on behalf of Disney's "Star Wars Battlefront" game franchise. Will develop a 4th installment of the "Star Wars Battlefront" series. (which it is confirmed they're doing so, however not how I'll explain it in this example) Let's continue to speculate it'll consist of the Star Wars movie saga episode 7 (2015) onwards in science-fiction operatic lore. By doing either a Super Release product cycle offering or a Stair Stepped offering at retail. In the Super Release a game publisher such as EA hired by Disney to release "Star Wars Battlefront 4". With multiple game mode iterations of the identical game ala carte (ie meaning piecemeal). For instance an RPG single player campaign mission arch, FPS multiplayer game mode, MOBA (Multiplayer Online Battle Arena) Strategy game, an assortment of mini-games for the mobile market, and modder map editor tools for PC gamers. (In any game mode retail iteration would the mod tools work for in PC and mobile platforms. The video console gamers would be omitted due to the manufacturer's saying "No" to such a notion.) All game mode versions sold simultaneously as a version of Shock and Awe for gamers to gobble up in festive joy. A game publisher can task multiple inhouse game studio's to each handle a different game mode product iteration at retail. However all game mode iterations can share unique cross-pollination of game metrics and achievements by player account. What I mean by this is what a player on their own secure registered game account with the game publisher. Does in one game mode let's say the RPG campaign can have an impact in the turn of events in a meta sense within a FPS multiplayer game round. Every player would only see their game achievements mirrored back to them. It isn't necessarily shared with other concurrent players on their respective game client in a multiplayer game mode. (ie FPS, Strategy, etc...) Any in-game currency earned can be pooled also with all purchased game mode iterations a gamer may have unlocked on their account. For the Stair Stepped product cycle offering at retail sounds exactly how it means. Let's say EA releases 1st the "Star Wars Battlefront 4" set in episode 7 of the movie saga. With an RPG single player campaign mission arch Sold One Full Month between subsequent game retail launches. So on month 2 the FPS multiplayer game mode is sold at retail for gamers, whichever platform they use. At month 3 the MOBA Strategy game mode is sold, at month 4 the mini-game assortment is sold for the mobile market, and at month 5 the full (for whichever game platform mode) modder game editor toolset is sold. The Season Passes can each be offered per individual game mode or offer an Ultimate Season Pass for all game modes purchased by the consumer / gamer on their account. By recalling a Season Pass is compromised of 5 or so DLC packs depending on their release schedule. This games industry conceptual offering is meant to offer gamer interest variety per game genre. Perhaps only certain gamers will be interested in only one game mode and not others. Some of said just as much in regards why single player campaign missions have disappeared from the FPS game offering. However in this suggested proposal the single player campaign mission arch would be RPG (Role Playing Game) and not FPS for instance. Inasmuch as a revival is meant to be created in a circular nostalgic game product offering to consumers. So another generation of gamers can sorta rekindle the joyous past time of enjoying multiple versions as in game genre's of the identical game offering. Making marketing budgets by the game publisher stretch that much further especially with a stair stepped game mode release schedule. Short of creating a dedicated MMO (Massively Multiplayer Online) game this would be the diversity of game genre's consumers are always demanding from game publishers. Offered ala carte each to their own game mode interest within the game franchise it is presented within. This easily so to speak gives the gamer the consumer choice many have been asking for many years now. Let's hope the suits in the games industry are paying attention and have their curiosity piqued. Ivan "Atrayo" Pozo-Illas, has devoted 21 years of his life to the pursuit of clairvoyant automatic writing channeling the Angelic host. Ivan, is the author to the spiritual wisdom series of "Jewels of Truth" consisting of 3 volumes published to date. He also channels conceptual designs that are multi-faceted for the next society to come that are solutions based as a form of dharmic service. Numerous examples of his work is available at "Atrayo's Oracle" blog site of 10 years plus online. Your welcome to visit his website "Jewelsoftruth.us" for further information or to contact Atrayo directly.