~/panel

PvE or PvP: Multiplayer Game Design Considerations

Panelat Pocket Gamer Connects Helsinki 2024 · 2024-10-01..10-02· [game-development]
links:none on file
links:none on file
links:none on file
slides:none on file

Panelists argue that concrete choices matter: use matchmaking and a cloud like Photon 1.4B MAU to avoid rolling your own servers, design around realistic player counts (Stumble Guys sticks at 32-player Stumble Guys limit and many co-op games favor 3-player co-op focus), and bake social features that drive retention such as streamer-friendly tournament engines. Cautionary numbers: bomberman needs three real players to retain users, Crossfire hit 8M CCU once, and Landfall spiked to hundreds of thousands CCU — scaling must be planned with partners.

AI-written summary · about

  1. 0:00Introduction
  2. 3:38PvE vs PvP choice
  3. 8:40PvE vs PvP design
  4. 14:24Co-op opportunities
  5. 17:18Multiplayer planning
  6. 20:10Social features
  7. 25:09Balancing social play
  8. 31:11Player limits & matchmaking
  9. 37:57Launch & scaling
  10. 42:57Closing
~/search
type to search 6,249 conferences, 138,987 speakers and 185,172 talks
~/help
cmdctrl k
search every conference, speaker and series
/
focus the filter search
h
home
c
conferences
s
speakers
e
series
t
light / dark — the status bar button does the same
?
this help
esc
close this, then clear every filter — or just the search, while you are typing in it

Ignored while you are typing. Pages without a filter rail have no search to focus.