|
Features

How The West Will Be Won: Michael
Bayne on Bang!
Howdy
GS: Thanks to the game's cool aesthetic, customizing your Bang!
Howdy avatar is really fun. But, in the game's current state, it
seems you never get to show off your creation. Are there any other
plans for stronger avatar presence in the official release?
MB: We are working on a few avatar related additions, primary
among them being a Wanted Poster for each player which displays
their avatar along with their ranking in the various game modes
and a selection of their favorite badges. We're also adding the
ability to assign different avatar "poses" to different
circumstances in the game. So you can choose a different expression
and outfit for your victory pose, your wanted pose, your saloon
pose and for various other situations in the game where your avatar
is shown.
GS: In general, Bang! Howdy has a very sleek, stylized look. What
influenced your design team?
MB: We experimented with a number of visual styles at the start
of the project, with the aim of creating something that would appeal
to both Western and Asian audiences. That meant some anime influence,
but also influence from various western, as in Wild West, comics,
both recent and older. We are also fans of “Cowboy Bebop” which
no doubt had some impact.
Bang!
Howdy
GS: Like Puzzle Pirates, Bang! Howdy will be free to play--with
the potential for in-game purchases. How does this system work
as a feasible business model?
MB: We've found it to be very feasible in Puzzle Pirates. Revenues
from our microcurrency based servers are substantially more than
those from our subscription servers and we're firmly of the opinion
that the rest of the industry will soon be following suite.
With Bang! revenue is derived from the sale of various in-game
items. Those include special units, packs of cards, avatar looks
and outfits, special items and train tickets to new towns. By spreading
out the cost of the game using microcurrency, players invest as
little or as much money into they game as they want, based on their
own level of interest. Many players will spend just a little, but
very enthusiastic players can spend a lot. With a fixed price,
you lose customers on the low end and you cap your potential revenue
at the high end.
GS: Will purchased items be exchangeable between players?
They will not. We're doing as much as we can to prevent fraud
and abuse
between players and arbitrary trade is the biggest abuse vector. At the
same time, we don't want to prevent players from helping one another out
and contributing to collective enterprise.
While it will not be possible to arbitrarily trade, we will be
allowing
players to sponsor tournaments and give out prizes of in-game money or
items. We are also working ways for players to "redistribute" wealth
through membership fees for Posses that go toward buying special Posse
avatar accessories and outfits for all members and for Posse sponsored
events and tournaments.
GS: Granted, of course, that Bang! Howdy is still in its beta
stage, but the options for actual gameplay do seem a bit limited.
Do you have plans to expand the play modes before the official
release?
MB: We're taking a sort of episodic approach to the development
of Bang!. Having established the basic mechanics and elements of
the game and come up with a bunch of interesting variations on
those elements, we divided them into five sections that we call
Towns. In each town, we introduce a new set of units, gameplay
modes, items, avatars and other elements all based around the theme
of the town. It is essentially a horizontal slice of the entire
game.
In the beta, we have Frontier Town which serves to introduce the
basic game mechanics and unit types but isn't too wild and crazy
thematically. Before we launch, we will add Indian Trading Post
which adds new gameplay modes, units and other game elements with
Native American themes and pushes the boundaries of what's possible
with the basic game mechanics a bit more. Following launch, we
plan to release Boom Town, which fleshes out the steam-powered
robot theme that we touched on in Frontier Town, then Ghost Town,
which expands on the Spirit units that we introduced in Indian
Trading Post, and finally City of Gold which we'll leave up to
your imagination.
This staged approach is something we decided to do after our experience
on Puzzle Pirates, where we worked for three years on the game
and still felt like there were loose ends that we weren't able
to tie up by launch. With Bang! we wanted to create a coherent
core experience in a short period of time, and get that out to
the users. Then we will expand on that core with additions that
fall in between the "one feature at a time" approach
we had been taking with Puzzle Pirates and the "buy a new
box, $50 expansion" approach used by most of the rest of the industry.
Based on our progress with Indian Trading Post, we anticipate
being able to introduce new towns every three or four months, following
launch.
|