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The Biggest Flaw of Ayn Rand

Hey Sebastian,

I came across your site a few days ago after a friend posted a link to your "What Skills Do You Need to be an Entrepreneur? Only Two" article. While I've read many different blogging sites about similar topics, there was something about your writing that has compelled me to stay on your site and read through dozens of your articles. In fact, of all the sites/blogs I have read, you are the first I have attempted to contact. You seem like a really interesting guy, and you have certainly inspired me.

Anyways, I read in one of your works that you aren't much a fan of small talk (nor am I), so I'll cut straight to my questions:

What are you thoughts on Ayn Rand? Have you read Atlas Shrugged or The Fountainhead? The reason I ask is because a lot of your writing seems to reflect some of the core points of her philosophy, at least on an individual perspective (as portrayed in The Fountainhead). I'm not sure how you feel about her philosophy for a society as a whole, as in Atlas Shrugged.

If you've never read her before, here is a good excerpt of her thoughts on money (to get an idea of what her books are like):http://www.capitalismmagazine.com/economics/money/1826-francisco-s-money-speech.html

Popularity in Turn Based Arena games may require more than a good game

On StratX

Turn-based games are making a comeback, if just a little bit. Some of these games are being made as turn-based MOBAs, but their pace is extremely slower than the fast, fluid action found in MOBAs like League of Legends. The games are well-made and there may be enough of an audience to keep them afloat, but a heavier focus on outside forces may be needed to advertise, sell the idea and get them bigger acceptance, in an eSports sense.

At the very least, I think a trigger-game may be needed; a high-profile game that the masses will flock to regardless of genre, or pre-built communities to better display the attraction, participation and general fun quality to players outside of microscopic, niche sub-cultures.

Not that a game can't survive just fine in a niche genre or with a niche audience, but a multiplayer, online game, whether turn-based or not needs players, and it helps to have steady injections of new players, no matter how few or slow. I don't think a core-group that always stays the same will be enough. It's enough for tabletop gaming groups, but even those benefit and greatly enjoy fresh faces. These turn-based MOBAs are also online, so they aren't immediately benefiting from any clique-level status.

Some high-level exposure may be in order, but even that will likely lose a large percentage of players immediately following the first rush. That might work, but the games just might not truly grow or sustain themselves until some outside-of-game infrastructure proves be possible and developed.

A hyper-accelerated version of what many MMO developers do to gain an initial, established community, but with more work and infrastructure in the form of ancillary community might work. Concentration on setting up tournaments around the game, instead of "from" the game, may help with extra work to get it done.

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