~/talk

Online Gaming

TalkinFrenchat DevFest Paris 2015 · on Friday, 2015-01-30· [creative-coding]
links:none on file
slides:none on file

This talk describes how two online board games (Ticket to Ride and Small World) handle cross‑platform multiplayer at scale: routing all devices to a single server, using a large email list to seed launches, and achieving very high game launch rates and total finished games. It explains concrete design fixes for networked play—hot‑swap bots to replace disconnected players, a karma reputation system to penalize rage quits, player clocks to prevent stalling, and mandatory notifications for asynchronous turns—and notes that a poor async rollout left 43% of games unfinished and cost about 30% of active players.

AI-written summary · about

  1. 0:00Introduction
  2. 2:03Physical vs digital ecosystems
  3. 7:04Online gaming benefits
  4. 10:00Mass market issues and fixes
  5. 15:21Managing player behavior
  6. 26:23Game lobby features
  7. 33:20Small World launch results
  8. 37:02Online gaming challenges
  9. 47:20Business models compared
  10. 53:05Game adaptations
  11. 57:18Editorial criteria
  12. 59:55Conclusion
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