Space Summary
The Twitter Space BREAKING DOWN FPS GAMES hosted by HavensCompass. Dive into the world of FPS games on Unreal Engine 5, where 'Haven' plays a central role in a futuristic setting. From community engagement to gameplay strategies, this space explores the evolution and future trends in FPS gaming. Discover the impact of graphics, the importance of team collaboration, and the role of Discord in building gaming communities. Whether you are a developer or player, insights on game development techniques and storytelling elements in FPS games await.
For more spaces, visit the Gaming page.
Space Statistics
For more stats visit the full Live report
Questions
Q: What sets Unreal Engine 5 apart for FPS games?
A: Unreal Engine 5 offers cutting-edge graphics and powerful tools for creating immersive FPS game experiences.
Q: Why is 'Haven' significant in the context of the game?
A: 'Haven' serves as a central focal point that players aim to reach or protect within the game storyline.
Q: How do FPS game developers leverage community feedback?
A: Developers engage with FPS gaming communities to gather feedback, improve gameplay mechanics, and enhance user experiences.
Q: What strategies can players adopt to excel in FPS games?
A: Players can hone their skills by mastering aiming techniques, map awareness, and communication within team-based gameplay.
Q: What role does Discord play in FPS gaming communities?
A: Discord serves as a platform for FPS enthusiasts to connect, share tips, organize gaming sessions, and build a supportive community.
Q: What are the key trends shaping the future of FPS games?
A: Emerging trends include VR integration, cross-platform gameplay, and advanced AI in FPS gaming experiences.
Q: How do graphics impact the overall FPS gaming experience?
A: High-quality graphics enhance the visual appeal, realism, and immersion factor in FPS games, contributing to a more engaging gameplay experience.
Q: Why is team collaboration essential in FPS gaming?
A: Coordinating with team members, strategizing, and effective communication are vital for success in team-based FPS gaming scenarios.
Q: What aspects of game development were discussed in the space?
A: The space covered topics like level design, optimization, player mechanics, and storytelling in the context of FPS game development.
Q: How can FPS gamers contribute to the growth of gaming communities?
A: By participating actively, sharing knowledge, organizing events, and fostering a welcoming environment, FPS gamers can contribute to the vibrant gaming community.
Q: What makes futuristic settings appealing in FPS games?
A: Futuristic settings offer creative freedom, unique challenges, and visually stunning environments for players to explore and engage with in FPS games.
Highlights
Time: 00:12:15
Unreal Engine 5 Features Exploring the advanced features and tools Unreal Engine 5 provides for developing FPS games.
Time: 00:26:40
Gameplay Strategies for Success Insights on tactics, teamwork, and individual player strategies to excel in FPS gaming sessions.
Time: 00:38:55
Future Trends in FPS Gaming Discussing upcoming trends like VR integration and AI advancements shaping the future of FPS games.
Time: 00:45:20
Community Building on Discord The significance of Discord in fostering FPS gaming communities, sharing knowledge, and organizing gaming events.
Time: 00:51:10
Graphics and Visual Effects The impact of high-quality graphics and visual effects on enhancing the overall gaming experience in FPS games.
Time: 00:59:30
Team Strategies in FPS Gaming Strategies for effective team collaboration, communication, and coordination in team-based FPS game scenarios.
Time: 01:05:45
Interactive Game Development Discussion Insights on game development techniques, player engagement, and level design in FPS games.
Time: 01:14:20
Engaging with Gaming Communities The importance of active participation, knowledge sharing, and community engagement for FPS gamers.
Time: 01:25:30
Storytelling and Player Mechanics Delving into the significance of storytelling elements and player mechanics in FPS game narratives.
Key Takeaways
- FPS games offer immersive experiences in futuristic settings on Unreal Engine 5.
- Understanding the importance of 'Haven' as a key element in the game.
- Insights on game development techniques for FPS games.
- Exploration of Unreal Engine 5 capabilities in creating realistic environments.
- Community engagement in FPS gaming communities for sharing experiences and tips.
- Tips on enhancing gameplay and strategies for progression in FPS games.
- Discussion on the evolution of FPS games and future trends.
- Collaborative aspects and team strategies in FPS gaming sessions.
- Importance of graphics and visual effects in FPS games for enhanced gaming experiences.
- Networking opportunities for FPS game enthusiasts on Discord for gaming communities.
Behind the Mic
The Sun and Love
When the sun begins to wave away. I wanna ride up till now it's. The lightest day that shows me how and when the night falls head up sooner later the fever is? Head up sooner later the fever head off in love and lost my senses spin into love and lost my senses spinning love and lost my senses no sooner later the fever is head out sooner or later the fever ills head out sooner or later the fever ills and I've been into love and lost my senses spiritual love and lost my senses spiritual love and lost my senses sooner later the fever is head out sooner the fever ill head out sooner later the fever ill head out.
Introduction to the Space
Gm gm everybody. I hope you're all doing well. Today is Thursday, October 3, which means it is time for another space with Haven's compass. My name is Kareno. I will be your host for this hour, and we have a pretty interesting topic, which is breaking down FPS games, and we also have a stellar panel to have that discussion. So I'm very excited. But first I want to check with the Havens compass team. How are you guys doing? We are doing good. I'm behind both twitter accounts today, but everyone's doing good. I hope. So. Everyone's ready for the weekend except me. I'm working, so. But excited to speak with you all. I see cocody here in Nifty island. Been on a lot of spaces together and always love chat with you guys.
Discussion on the Weekend
Man, you're talking about the weekend already? It's only Thursday, man. There is in the Middle east. Yeah, it's true. It's true. Where are you in the Middle east? I'm in Jordan currently, so we can see rockets flying above us, but it's all good. Wow, that's lovely. Well, at least something is going up in the sky for you, right? I hope you're all doing well out there. I hope your family is safe as well, man. So we appreciate you taking on this space during these hard times.
Panel Introduction and Casual Chat
All right, I'm going to check with the panel. Here we have the oldest and number one boomer in the space, Kokodi. I'm not sure if it's actually Django. I'm just gonna check. But if it is, how are you? If it's not, who is it? What if it isn't Kelano? What if it's not me behind Kokodi's account? Well, to be honest, it happened one time I made, like, a big speech of, like, oh, you know, my favorite guy. And then it was. It was some lady whose name I forgot. So, you know, it was Luana. It must have been Luana. So, yeah. How you been, man? I'm doing great. Welcome to October. Obviously, I've been missing you, Kalana. It's been a while since you and I hung out on a space together, but, yeah, other than, you know, just a kind of rough start of October, I'm doing pretty great. Thanks for having me. Thanks for inviting Kokodi, obviously. Shout out to heaven. Compass. Looking forward today's space. Let's get it.
Engaging with the Panel
Awesome. Always good to have you on the panel, man. Always love your insights as well. All right, let's check with Nifty island. How are you guys doing? And also, who is behind the account? Hey, I'm bios growth manager at Nifty island. Pleasure having you. Pleasure being here. Excited to connect with everyone. Show vision. Yeah. Let's get it started. Awesome. And sorry, I didn't catch your name, if you don't mind repeating. It's. Where's that from? Is that a real name or. It's a Twitter name? No. So it's a Twitter name? Yeah. All right. It's mixed. Mixed in, mixed in. Cool, cool. Nana. All good? Yeah. Well, thank you for joining. We appreciate you, man.
Getting Support from the Audience
All right, let's get into the conversation. But before we do that, I just want to ask for a little bit of support from everyone, the audience. If you want to show some love, there is one way to do it. It's pretty simple. Just give this space a. Like a retweet. If you have any questions or hot take as well, drop them in that comment section. Pretty straightforward, you know? And we also have our last panelist. Actually, we just arrived, which is avalanche gaming. So how are you doing, guys? Hey, Kalano. It's sneaky Che behind the avalanche gaming account. Great to be here with Nifty island and Kokodi, obviously. Wonderful game on Avalanche. And then we have a lot of great FPS building on avalanche. Most recently, I was with the shrapnel team. We've got off the grid, coming to Xbox and PlayStation store in the next month, and then so many shooters up and down the stack from, you know, arcade, three v, three team based shooters like Blood Loop, all the way to fantasy extraction, survival shooters like Providence. So the FPS genre is definitely flourishing within web three. So super excited to be here with you all.
Discussion on FPS Games
Awesome. Yeah, I saw the off the grid. I mean, to be honest, it's been all over the timeline over the last 24 hours. So first of all, congratulations. I saw a really interesting post as well that was saying that. So the post was saying. I'm paraphrasing. Right. But maybe I'll be keen to hear your thoughts on that. That's kind of like the hot topic before we start the discussion that was saying that avalanche won't get any credit for putting off the grid on Xbox and people will forget about all the work that avalanche is doing. So what is your response to that? Are you still with me? Yeah. Well, like, it's sort of like, that's the goal of being a technology and underlying sort of back end infrastructure is that, like, you don't want the end consumer to really know that you're building on Avalanche.
User Experience in Gaming
That's the goal, is to have the end consumer just have an experience that they're feeling like is just, like, amazing. Like, the end user doesn't care about, like, TCP IP and what the underlying protocol is for websites they're using. Right. They're just using the Internet and going online. So I think that's sort of the sense of it is that you're having an experience that's so used to what you're used to. Right. You're going into the Xbox or PlayStation store, downloading off the grid and jumping in. They have their own layer one blockchain. All of this stuff is happening on chain in the backend. But unless, like, you really do a lot of digging, right. It's not just like, up in front, like, hey, off the grid powered by avalanche.
Understanding the Success of FPS Games
So I think that's like, something interesting is that, you know, there's a lot of success from titles, but not necessarily like, hey, you know, Avalanche is not necessarily in front alongside with those titles when they're having that success. I think. Yeah, that makes a lot of sense. And there was actually an interesting response from Alex Becker on that tweet. I was saying pretty much the same thing. You know, their blockchain should be invisible. People won't even know there is a blockchain element in the game. So I think that's, to me, exactly where we should be positioning any blockchain element in the gaming scene anyway. So I appreciate your response.
Beginning the FPS Discussion
All right, let's get into the conversation, guys. As I said, breaking down FPS games. So I'm gonna, by the way, I'm just gonna say I've spoken to all of you already, but just put your hands up if you want to kind of come into the conversation. Otherwise I just do the round of people and you just get unexpected questions coming from me. But if you want to chime in, if you want to have a hot take on what is being said, just put your hand up and I'll come to you right away. But with that being said, you know, I'm going to start with maybe a bit of a trip down to memory lane here and ask all of you what was your first FPS or maybe the game the FPS that you played the most. And the reason why I'm asking that is one to kind of see what you played younger or maybe to this day as well and also to kind of see what was the x factor in that game that made you play for so many hours, so many days, maybe so many years.
Memories of FPS Games
So knight, I'm going to start with you from haven't compass and we'll check with everyone else. Honestly, first FPS game that I played, I have no idea if it's doom or which one, but I think the most one that I can remember that I played is Medal of Honor. That was on PlayStation one because that was some graphical masterpiece if I remember right. I don't know if it's one. I think it's PlayStation one. Yeah, in those days that was awesome. But to be fair, the most one I played was Battlefield, if I'm not mistaken it's three where you can, you know, customize the weapons and do all those things. And that's kind of why we have the same kind of customization options in our weapons.
Evolution of FPS Gaming
And you know, even colors like not even barrels and ammunitions on customization. But that's kind of a mix of Call of Duty and Battlefield, how we took it. So, you know, it's. I mean for me to be honest, no, it's Battlefield I think. But when I grew up, it didn't have much time. It's Call of Duty. So now you can see that. Which game has what, right? So metal of honor has a cool storyline. Battlefield has a, you know, pretty much deep gameplay where you can, you know, change things, do things, big map on the conquest and then Call of Duty has just jumped down, play for like half an hour and call it a day.
Gaming Preferences
Right. So I think every period of Fonz life they will be playing something depending on where they're at, how much time they have and so on, so forth. But those are my main three games. I mean my memory is not mistaken. You've just signed your boomer certificate here along myself and Django from Kokodi PlayStation one. I was here. I remember, you know, I bought the PlayStation one when it first came out. I was literally harassing my mom to help me buy it because only had half of the money and. Yeah, so memory lane for me here. Yeah, cool game. Doom obviously. Absolute classic metal bonner. I didn't play that one but it sounds like you had a great time playing it at least.
Continuing the Discussion
So yeah, really cool story here. I appreciate. Up next, I'm going to check with Django from Kokodi. Tell me FPS you played the most or maybe first FPS as well. And why, how did it keep you riveted to the screen for hours on end? Man, first off, I really look forward to actually listening to other people because personally I'm not that much of a FPS player myself, but the one title that really like rings in my mind and instantly it came into me once, you know, I read the title and started thinking about FPS is absolutely doom.
Nostalgic Gaming Memories
So it already has been mentioned and I have to just bring it up. You know, even before Doom there was Wolfstein. So these are the games that I remember playing and this is like back to memory Lane. And honestly probably the best time of my life, you know, in terms of like playing and discovering games, that was the time. So if there's like things that I really like remember is just absolutely doomed. That's the classic. And like really old school classic. And yeah, I guess this is my answer to you, which is the best FPS because after that, obviously I tried a little bit but I'm not that much, you know, after that I steered away from that genre and was more sucked into other genres of gaming.
Shared Experience of Gaming
Now you're taking us down to emotion lane as well here and yeah, Wolfenstein as well. Really old classic, really cool game as well. I appreciate you. The one thing that I really remember about those games is I even remember playing them in like school setting. You know, just in a class where there was like twelve or 20, I can't remember exactly, but we had like, you know, just class and lots of computers next to each other and this clickety clocking, you know, old school mechanical keyboards. So this is where I spent and made my hours on doom and Paul Stein treaties. Love to hear it, man. Yeah, really cool games and cool story, man. Appreciate you once again for sharing.
First FPS Experiences
Up next, I'm going to check with avalanche. So I'm not sure I got your name. I think it's sneak j. Yeah, tell us as well your first FPS where you spend the most time as well. It would be interesting to hear that story from you. Yes, sir. You could just call me sneaky. It makes it easy. I'm a ghost with the best FPS of all time. That would be zero seven. Goldeneye on the Nintendo 64 ushered in, I think, the golden era of FPS games. And I think what made that one so special particularly is the social aspect. I remember just hours and nights of lamb parties with friends where you have that split screen action going on and you're yelling at each other to not screen look and figure out where you are on the map.
Importance of Multiplayer and Social Interaction
And I think that really instilled a love of gaming for a lot of folks, that. That communal aspect and social aspect. And so kudos to Goldeneye for having such a fun title. Another banger here, you know? And do you think dual screen for multiplayer was the peak of home gaming? I don't think it was the peak. I think when Xbox Live first came on and introduced multiplayer online into the at home experience, I think that was a pretty big paradigm shift. So I don't think it was sort of the ultimate peak, but maybe it was the peak for in home social gaming with other folks. Yeah, I think that's a fair point. Xbox Live, such a big change in online gaming.
Reflection on Personal FPS Journeys
I think that was such a big corner as well, of gaming. So definitely a good one here. And last but not least, nifty island. Same story. First FPS most memorable gaming moments on FPSE. Yeah, honestly, just before I shoot out my answer, honestly, I don't know if I'm just super young, but I didn't actually. I don't know any of the games that these people, like, those people just listed. So it's funny to me, I think my first ever game, let me think, it was probably like CS 16, cracked version on the shirits. Cool laptop when I was like twelve.
Memorable Gaming Experiences
That's the game I remember, me and my friend, we used to sneak out of classes and there was a library with laptops in it and we just went there and played it. It was super entertaining, especially because were super young and our parents wouldn't let us. So I think that what drew me more to just video games in general or FPS games. yeah, that's my take on that. All right, so you're the only non boomer here, great to see. Finally we have some young people in this space. Guys, don't worry, it's not just all folks talking today. So thank you so much. I appreciate you.
Building and Designing FPS Games
All right, so, you know, haven't compass. I want to, I want to check with you. You know, obviously you're building an FPS, so that's why we're having this conversation together. But when, what do you think are like the most important element of building an FPS? Is it the movement, is it the story? Is it the graphics? Like, what is it that makes some of those titles stand the test of time more than others? Really depends on what type of FPS you're building. Right. Are you doing something arcadey? Are you doing something more to the realistic side? You know, depends on the whole build.
Game Modes and Development Focus
So let's say are you doing an extraction shooter or are you doing just a shooter where you deathmatch and so on and so forth, right. You need to focus on what you're building. Right. Let's say. So you're playing or creating FPS. That's mainly game modes. Let's say six v six or three v three and that's it. Right. So if you have that, you definitely need to focus on making it fast paced, really easy to move. You know, having for example, a good jump option, sliding and all those is pretty important because again, it's a fast paced style of gameplay. Now, if you're doing a six v six or normal like team deathmatch game, but with snipers, then you definitely need to plan it out in a different way.
Understanding Game Mechanics
And that's why some games which are successful, like the sniper game, I forgot Ghost Recon has a different movement methodology than let's say Battlefield, even though Battlefield or call duty also have sniping in them, right? So you really need to know what or where you're building or what you really need to come out of the game. Some games don't even have story. I think, you know, some shooters really don't have them. I forgot which one of them. But I mean, you can just play it and play against other people, right? And the story is embedded in it if you're playing, and I would say about a real game, right?
Creative Innovation in Game Development
So that's some things you really need to take into account and you can mix and match and that's kind of what we're doing. I mean, we're just trying to create something new, mixing and matching between this and that and see where that goes. So it definitely depends on where your players are again, PC or console or even mobile. And then also depends, you know, the speed of the game. Is it slow paced? Fast paced? Do you need some, you know, strategies in it? Are you playing, you know, allowing people to play stealthily or is just guns out blazing all in and start shooting everywhere. So it really depends.
Mistakes in Game Design
Right. But that's kind of how we looked at it. And once you find something that you want, of course you have to commit to because one mistake I see a couple of other games are doing is they build, build and they say oh, maybe we need to create some movement to climb things. But okay, I mean your game plan wasn't. So what's happening now? And that's something we need to take care of. I would say for any game developer just to kind of see what they're doing, why they're doing it and then just focusing on that.
Insights into FPS Storytelling
Very, very interesting. I think you make a good point here about the storyline. I think especially when it comes to online, when you're trying to have, I guess, competitive gaming people team matches, it's probably one of the genres that need the least storyline. But if you're trying to build something that has like a single player game obviously then there is an important focus on story and have the journey. Interesting insight here. Now I want to check with the other speakers here.
Player Engagement in Gaming
Slightly different questions maybe, but when you play a game. So I'm going to check with nifty on this one. Sorry. When you play a game, what are the things that make you. How can I say that make you, I guess either stick to the game or not stick to the game. Like are you a sucker for like really fluid movement? Are you a sucker for story? What is it that you think helps you stay into a game? Locked in.
Competitive Gaming and Movement Mechanics
Yeah. So for me I've been a very competitive gamer most of my life. So I used to compete in CS. I used to be in a very high level Fortnite, very high level h one if you guys know it. And as well in Nifty island before I got hired, I was a very competitive player. A key factor I think in a game for me is probably movement. Movement is a big thing. I also used to be like a very big Minecraft guy. I don't know if any of you guys know, but Minecraft is actually a very skill based game.
The Importance of Smooth Gameplay
And yeah, I think movement is a big part for me. Strafing, being smooth with it, being slick, just the gameplay itself, just being. Being smooth, being strafey. Yeah, move. Movement. You know, it makes me think like I'm also a pretty big counter strike player or was, let's say, because as you get over in your mid to late thirties, you know, your effects are not what they used to be put it that way. So I'm no longer a hardcore player, but, you know, I've played counter strike a ton, mostly like 1.6, so not the current version.
Counter Strike's Unique Appeal
And like, what I find interesting with Counter Strike is that, you know, it's not necessarily the most beautiful game, even like the current version, the CS go or CS two. Now it looks good. Don't get me wrong, they kind of caught up with the rest of the industry, but I feel like it was just a game that had that perfect movement balance of, you know, I guess I don't want to say realism because there was not a lot of realism in counter strike, but, you know, kind of like makes the right balance of, hey, it's fun, it's easy to aim, but it also has a high ceiling, high skill ceiling.
Discussion with Gaming Developers
Right. And I think that's like, what really makes a good balance in my opinion, you know, so that's why perfect counter strike to pretty much any other game, you know. So I definitely relate to that, you know. All right, I'm going to check with other people here maybe. Well, you know, I'm going to ask Avalanche here. So since you guys have probably worked quite closely with up the grid, you know, I guess you've tried the game maybe.
Analyzing a New Game
So feel free to tell us if you have or not. But, you know, what do you think makes that game different and also an interesting one? Why do you think they wanted to go to the console route when I feel like it's a completely undertapped market, do you think the platform is going to matter? Like, you know, what's called controller versus mousepad and keyboard? What are your thoughts on that? Oh, man, I cannot say enough about off the grid.
Challenges and Opportunities in Gaming
I have not personally played it. I was on the shrapnel team before this, have a little bit of a rivalry with OTG team, but they are an amazing shooter. I also personally lean more toward TCG's and strategy than FPS's. But what I can say about off the grid is, you know, why not take the opportunity and shop when you have it? And so if you have the chance to be the very first web three game distributed in the Xbox store and PlayStation Store, like, why not go for it if everyone else is on epic right now or doing their own native launchers?
Setting New Standards in Gaming
And what it does is it sets up this expectation of what the gaming experience is going to be. And, you know, it's. It's obviously difficult because it's a high bar, right. People are used to like you're saying right, that controller integrated experience and just having a very smooth gameplay where they're just like, hey, this is a console ready game. And so off the grid, it has both single player as well as multiplayer features. So it's got 60 hours of solo campaign mode.
The Balance of Single Player and Multiplayer
So they put a lot of time into the story lore, you just being able to, you know, play through their world as a solo player. But then I think, you know, how that, how, you know, any game really expands and proliferates into the sort of bigger mainstream as having those social elements. And so, you know, there is multiplayer within off the grid and there are leaderboards as well. So there's competition within playing. I don't know if there's going to be, you know, fun trolley mechanics like hostage mode in, you know, the new call of Duty where you can, you know, grab someone and have that voice proximity and we've seen all those viral moments from them.
Quality and Expectations in Web3 Gaming
But in general, you know, it's the first web three game that has the quality to be able to, you know, stand on its own legs on console. And so really excited, you know, Kelowna, to see that this game is going to be primarily marketed toward a web two audience. Right? Like we are, you know, web three people are on Xbox and we are on PlayStation, but that's not where we like natively go to. To consume web three content. So by nature of where they're choosing their distribution to happen, it's like their target audience is like real gamers, like hardcore feat.
Competitiveness in the Gaming Arena
People who have consoles who are, you know, churning through different titles, who just played helldivers, who are playing the new Call of Duty. So the competition is like fierce in terms of the other titles that they're going up against. So I believe that the quality of their game is up to snuff and really excited to see how next month when their public launch goes, you know how it is. And right now it is available in the Xbox store. If you go look it up, it's there.
Excitement for New Releases
So really excited to see the first launch of a web three game on console. Yeah, really interesting. I personally cannot stand FPS on controllers. That's why I was asking. I'm an old school guy with a good old keyboard and mouse. So that's why I'm quite curious. Maybe I'm just going to ask the same question to haven't compass. I think you guys are building primarily for desktop, if I'm correct. So are you thinking of expanding to other platforms like mobile and console eventually.
Understanding Game Development for Different Platforms
And like how do you think the game differs from a. I guess a development perspective, like is it harder, is it easier? Easier? Do you need to add like auto aiming for platforms like mobile and console? Like, what's your approach to that? So for mobile you definitely have to change a lot of things on the graphics, that's for sure. Because again, it can't process as good as a PC or a console, right. For consoles, we've been focusing on the PlayStation rather than Xbox for the last one and a half years because this is not our first game. Right? So we have the dev console anyway. And to build on it, well, we chose first to launch on PCs because it's easier. I would say it got less rules and regulations because if you can check out the game avalanche was speaking about, they do not market anything about web three or tokens or anything at all.
Challenges in the Gaming Sector
So I think one thing everyone's talking about in the gaming circle, what happens when they know that they are or they use blockchain, right? So that's something I would say kind of a red flag in the gaming sector, at least for us. We, went to guns blazing saying we are a web three game. We use web three elements. We have tokens, we have nfts, we have everything. And, you know, on chain or not on chain, even on epic, you can see how many players we have, right? But yeah, definitely we have a console build. It's not our first game, is just currently focusing on launching the full game in December of this year. Fully polished, fully ready and, you know, playable and everything with everyone that wants. We finished all the testing and all those things.
Data and Player Engagement
Even with the testing like we had in last month, we had over 40,000 players. And I think we, if I'm not missing it, around 28,000 battle passes have been bought by those players, right? So around 1% of our old token in circulation have been burned because everything just goes to burn. Right. So. But yeah, back to the main question. You have to change things for, you know, console players because again, they're using an auto mouse and keyboard, they're using a normal controller, but it's easier to port it to console than mobile because in mobile you really have to change the graphical model, I would say, off of the whole game.
Game Graphics and Cross-Play Dynamics
And you can see like Call of Duty mobile has different graphics than Call of Duty on PC or PlayStation. And if I'm not mistaken, there is no cross play between the PlayStation or the console one and mobile, but there's cross play between PC and console, right? So that's kind of how it is. Aim assist don't necessarily need to have it, but if you do, I mean, it's gamers we're talking about. If you have something, everyone's going to complain. If you don't, everyone's also going to complain. So it's just the normal gamer mindset anyway. But yeah, definitely you have to change things here and there to kind of see who's who.
Insights on Multiplayer versus Single Player Balance
But from our side is first launch on PC, see what happens. And then afterwards we'll go to console. If we reach all the numbers and KPI's that you want. Yeah, you. That was funny when you said, you know, wherever you put, gamers will always complain of. I think that's just a natural thing. You know, I am. There is this famous video from one of the, I think Blizzard like executives or I'm not sure who he was, but someone that worked on World of Warcraft and he said players have a tendency to optimize the fun out of gaming. And I think that's a very telling thing. Like players always want to get the most efficient way of doing things, etc.
Expectations and Gameplay Experience
And when something doesn't go that way, I'm one of those people, right? So I'm not complaining, I'm not bashing on anyone. But we always want something more, something else, something different. So I think that was a nice little insight here, but also interesting to see how you're approaching it. I think obviously I think you're right. Call of Duty is not multi platform and I think that becomes really challenging to go multi platform because how are people with the auto aim on mobile going to compete with people with keyword on desktop, etcetera? It becomes really tricky and challenging. So definitely not one for the faint hearted.
Potential for New Technologies and Innovations in Gaming
All right, I want to kind of move it around actually. I just see the time here. We are already over the half hour mark, so let's get a quick room reset going on. If you're enjoying the conversation, if you just joined recently, please give us a bit of support. Give this face a like a retweet and any question you have or hot take as well, drop that in the comment section so we can check them out later for you. But yeah, I was going to say nifty somehow. If you haven't checked out nifty, if you haven't played nifty, you are building one of the, I guess, most fun game, most inclusive game with many different collections, integrated, etcetera.
Exploring Future Game Features and Innovations
It's not necessarily an FPS, but I think what would be interesting is when you're building nifty. So slightly different question here. How are you looking at technology advancement? And what I'm trying to refer to here is things like VR, AR, Apple Quest. We've seen Zuckerberg, I think last week come out with those glasses. I think Orient glasses, that's the name of those. I think it's augmented reality, those glasses. Obviously it's probably a long way away, but are you thinking about those kind of technologies to potentially include them into your game at some point? Well, I'm not the one who's directly building the game.
Open to Game Development Tools
I'm more on the marketing growth side of it, liveops. But I'd say, yeah, we're definitely looking to implement more tools into the game. We're obviously open to stuff and if it happens. On my side. I'd love to see VR and nifty. I'd love to see all of that. But it's honestly, yeah, you never know. You never know. Yeah, it's one of those like, it's hard to think how you know, and I don't know any cost of like developing this kind of technology as well for current game and if it's gonna take as well. So I think, you know, maybe sometime during the Apple way.
Balancing Single and Multiplayer Experiences
And what I mean by that is looking at other people's doing it first and then making it better as a second entry in the game is probably also a smart way. Now I want to check with Kokodi, aka Django. So I know you guys are looking to have multiplayer in your game. You also have a single player mode, so how are you trying to balance this single player mode versus multiplayer? What is the approach that you have? Because I think obviously it's cool. Personally I prefer multiplayer games. Right. So I'm probably biased and I think that's my days playing counter strike, World of Warcraft, where, you know, I'm always connected with other people.
The Importance of Social Dynamics in Gaming
But how are you looking at the balance between. Between the online offline experience, I guess, or single versus solo player? Great question. Well, I'm going to answer a question, but in a second, I just want to quickly, when you mentioned this kind of sentence or the saying about how players always like to take the fun out of the game and can always optimize the stuff, I remember that saying, and I also remember one more thing, and that was actually if I could remember from the guys that made doom and they some, they said something about what is the storyline in gaming and how important role does it play?
Narrative Elements in Gaming
And I think they were saying something along the lines of what story in a game is like a story in a porn movie, you are expected to be there, but it's not like the key element. And that was like really long time ago. And I've been just listening as everybody else was discussing that aspect of gaming. And it's just basically interesting how things evolve, so to speak, right, and how the meta often changes. So this is like personally quite interesting to me, just looking in the evolution and history and how people innovate and how there's always something new coming up and that's the next meta, and how just basically perception of the games and what is important, what is less important actually changes.
Social Interaction in Multiplayer Games
But nonetheless, at almost any time is just the social aspect. And being able to actually have fun with friends is, I want to say, one of the key elements that stays true no matter what. And as far as you know, that aspect, especially for Kokodi, obviously needs to be said that first and foremost, Kokodi is a third person and it's an extraction shooter. And again, I'm also not the one that actually develops the game. But by now I want to also say I believe I know the game and the concepts and like the deep level conceptual strategy behind it pretty well.
Gameplay Modes in Kokodi
And for us, you know, the element of actually having multiplayer is probably one of the key, if not the most important parts of the game and the design loops that we actually put into the game already. So at this very moment, Kokodi has two main modes that are available for gameplay. That is the deathmatch and the team mode. And I'm just basically very often joining some of the game nights or play sessions that we organize with specific communities. And anytime I actually see people switch from the deathmatch, which is kind of broad stroke kind of mode, long ten minute rounds and just kill everybody on site, versus the team mode where there is way more nuances and intricacies about how to play the game and how you can actually strategize in the game.
Community Interaction and Engagement
And I'm just basically seeing the difference. And I personally, again, like looking kind of from the third seed and just watching other people play get their hands on Kokodi. It's so interesting to see because I just see people figure out the game in like five to ten minutes and then they're like, okay, this is the team mode. Let's, you know, you play with this guy. We split the consort and people start strategizing. People start, you know, like shouting with each other, you know, about where they are and all of that stuff, typical gamer talk lobby and that kind of stuff. And this is for me, super enjoyable to actually watch other people play in that fashion.
Future Updates and Game Modes
And even more so the very next, like the biggest update yet for this upcoming Fukuokodi, which would be the extraction royale. This is where we want to introduce PUBG like Battle Royale mode into a shooter genre. This is going to be the biggest release for us. You know, it's coming in next month. It's also going to be very much focused on the multiplayer aspect to have people play with each other obviously along the line. We're also going to have quite a bit of just generic or maybe like a typical PvE kind of setting where you can play by yourself and there will be like minigames that will be integrated into Kokodi.
Community Feedback and Engagement in Gameplay
But nonetheless, the biggest aspect and what we bank on is actually looking into the multiplayer and seeing just basically people playing with each other, you know, even people cursing about, you know, how their ping is too high or stuff like this. If you just kind of take this feedback, it's just interesting and very often fun to observe how the players actually interact with a game like Kokodi. So this is it for us. Very interesting insight on the approach of not community team mode and PvP mode, I guess.
Personal Skills and Community Interaction
So let me ask you a question. Just be real with us. You know, how good are you at the game when you play against your community? Not good at all, honestly. I have probably ten more as much hours watching other people play than me playing myself. Kokodi, that's like without a doubt. But we have two young bucks, you know, like our community managers Zorin and Nando. They are the ones that often, you know, go around and lead all of this, you know, just walk through the game and introducing the game to new communities. I have seen them evolve as well, especially Zorin.
Community Managers and Player Evolution
Like, if you even look back two months ago, we would always make fun that, oh, this is the guy, like, doesn't matter which team he joins because he's always just like not contributing to any teams. But these days, you know, even two days ago, I've been joining some of the play sessions and, you know, I just think he's becoming better and good, but not for myself. I'm really not good at even playing Kokodia. I know, like small stuff, you know, where to hide and things like this, but as far as, you know, just basically the movements and being like subtle and sneaky with it, I'm not that good.
Humor and Skill in Gaming
Fair enough, fair enough. I was hoping you'd be like some sort of g. So you could teach me, but we're gonna have to look for someone else, unfortunately. All right, look, alon, I can still teach you. I'm not sure if you will be much better than me, you know? Whoa, we are still in the Doom era. You know, like, bring me doom. Let's. Let's make a PlayStation with doom. But yeah, I can honestly offer you know, like, let's just get together and I'll. I'll try to teach you.
Qualities of a Good Player
Yeah, don't judge my skill until you've seen it. That's all I'm gonna say. Okay. Yeah, I may have to take you up on that offer. All right, I'm going to pass it around. I've got a few more questions here. I don't know. I'm going to check with. Maybe I'm going to check with avalanche here. Let me ask you this question maybe slightly differently. Personally, when you play an FPS for the first time, attention or retention?
Challenges with Attention Span in Gaming
Attention spaniel in 2024 is, let's be honest, it's rubbish. Right. And you're the youngest, I think, on this panel. So that's why I wanted to ask you. I feel like the younger generation has an even lower attention span. Maybe it's that TikTok generation, I don't know. So how quickly are you able to decide if you like the gameplay for new game when you try it? Like, what's your tolerance? How quickly does it need to have some movement, some action? How much story are you able to bear in the beginning before you start shooting some heads? Like, what's your thought process when you try a new game for the first time?
First Impressions in Gaming
Bro, I'm a boomer. Nifty island is the one who's actually young here. Oh, all right, well, we go for a boomer, and then I will check with Nifty island on that one. Sorry. I'm curious if they're faster than me, but I can typically tell within one round. After I play one round of a game, I have a pretty good first impression of whether it was a good experience, mid experience, or bad experience. You know, if it's a good experience, you want to keep on going. If it's a bad experience, you're like, damn, I only played one round and it felt like ass.
User Experience and Mechanics
So I think really Fatui is what folks call it. First time user experience is super important and literally like movement mechanics, locomotion. You feel that instantly when you're in an SP's. So I think it's pretty quick how folks make their conclusions. And literally, it's like the first round, you have a person in your game. Is your chance to impress them or not? Man, we're tough. We don't give a lot of second chances, but yeah.
Appreciation and Insights
Thank you. Appreciate for appreciating the insight. I'm going to check with Nifty as well. Same question. You know, how much patience do you have when you try a new game to see if it's good or not? Basically, yeah.
Onboarding Experience
I'll join sneaky for this one. It's basically a few minutes. There's a lot of science behind it as well. So how's the onboarding experience? Is it overloading on you? Is there quick tutorials, feedback? How does the gameplay feel? Is it hard to open the game? So there is a lot behind it, but once you open the game, it's usually a few minutes. And again, it really depends on the onboarding experience. Right.
Improving Onboarding Processes
So how are you guys trying to make this onboarding experience as seamless as possible? If you. If you are, I know you're on the marketing side, but you're probably here some things, you know, internally. Yeah, definitely. So we just had our Solana integration. So basically all Solana wallets can now, or not all, but most of backpack, Major Keedon and fandom can now be connected to Nifty island. And before that, we wanted to make the onboarding process a lot better because it's just a push of hundreds or even thousands of players.
Game Tutorials and User Experience
I. I don't exactly know how they're doing it, but it's. It has to do with launching the game tutorials, how things look ui wise. Is there more options? Is the game. So before we had b 33, he's like the helper of the character. You hop in the game and he basically takes you through a tutorial. Now we split it up to, like three ways, I think, so it changes it up and it's. It's just a completely different experience.
Engagement and Retention
So I cannot really tell you the science behind it or numbers, but it's something that I think every project is just consistently working on. Yeah, I appreciate, obviously, I'm not expecting the full science breakdown, but I think it's always interesting. So I want to ask the same question to haven't compass as well, actually. You know, like, I think the first 510 minutes, clearly from the two previous speakers are crucial to, I guess, keeping that retention up when people try your game. Right.
Initial Gameplay Experience
So how are you? What are the few things that people will do when they try havens compass in the first few minutes? Is it a tutorial? Is it a story mode? Is it a lot of videos? Like how are you approaching that? So on the full game, it's a full on tutorial that we're building right where it shows you everything and whatever you want to do, but you can skip it. I'm a person that skips all the tutorials and I have been fighting with the team to add the skip button because I never do tutorials.
Current Gameplay Mechanics
Right. But a lot of people do. And that's kind of the first thing that you will, you will kind of get pushed in December once the full on game launches. I would say currently it's, it's simple. You can just jump in and play. And why is it like that now? Because we're kind of collecting enough movement data and data from all the players. You know, how they're shooting, what they're shooting, what they're using, where they're going, where they're hiding in the maps and this and that.
Understanding Player Behavior
Just understand what our players are doing and what they like to do. Right. So this is kind of the difference in between the full on launch and what we currently have as, I mean, I call it beta or Alpha launch in general. It's a demo launch. Right. So that's kind of the important part. But definitely have a tutorial. Story mode. We have a story set. It's not yet built because, you know, focus on the actual game first, the gameplay and all those things, and then we'll see where that goes.
Player Abilities and Awareness
And this is kind of what's important to me and what's important to the whole team, so to say. But definitely a tutorial. Some people don't know that they can, you know, double jump or super speed and do all those things. And it's. It's important. And how do we know that? Because through the last two months of gameplay, most, I think it's around 15% to 20% of the players are using the abilities.
Testing and Feedback
So that was something faulty from our side that people are not knowing they have abilities. Right. So that's kind of the good thing about just having a game to test as a start. Interesting data here as well. Yeah, I think a tutorial, as long as you can make it fun. Right? Like, I hate tutorials that are just like, I don't know, shooting stand and then I pull your weapon, you know, like you have to make it fun.
Marketing and Game Development
You know, I feel like there is this. What is it? I think it's called TTV, which is time to value in marketing. And, you know, it's like, how quickly can you reward someone for taking an action, the desired action, right? And I think that's super important for that retention, for making people feel good, making people feel like they're actually doing something and they're getting rewarded for it. So I think that's always a good thing to keep in mind.
Final Thoughts and Conclusion
I know it's a marketing thing, but I think you can apply to gaming sales and everything in between as well. All right, I'm going to check it up as well. Guys, we are in the last five, seven minutes, really, of the hour. So I just want to ask you a question each, and I'm going to go around. Right, but if you had one wish that could, you know, you get granted a wish right now, the genie comes around and he's blue, and he's telling you've got one wish, right?