Open World Large MMO Life Sim "Palia" is a basic play free release. What is the manetitude that respects the player who develops the developers

Developer Singularity 6 announced that MMORPG " PALIA " currently under development is distributed for free. While the alpha version is released, we clarified stance to manetive as a developer.

"Palia" is a Lifeszim game of MMO type. The stage is the fantasy world Palia. Various races were once lived, such as elves and robots, but one day suddenly disappear. And after years of years, humans appeared and came to live in this area. Players are one of human beings aiming for humanity's civilization. Human beings disappear and why did it appear again? In the life of life, it will be approaching the mystery.

As game play, life element seems to be main. It works for harvesting and mining, cultivating fruits and vegetables, fishing, and cooking using ingredients. You can also handle your own house and freely arrange rooms. Many furniture also appear. In addition, it can also go out to the adventure to unlike the mystery of the world. When you do an activity, the level will rise and you can get new abilities and tools. In life, climate etc. will also change dynamically.

Development source Singularity 6 was established by developers who have experienced experienced developers at major game companies such as Blizzard Entertainment, Epic Games, RIOT Games. So far, we have funded from various venture capital, and the total amount of acquisition is about 5.4 billion yen (TechCrunch). Veteran cliers and abundant funds have developed a communication type MMO called "Palia".

For "Palia" inferred as a huge amount of development costs, we have attracted attention to what kind of manetization to be adopted. And Singularity 6 has reached a decision that the basic play free release was correct. At the same time, the philosophy for the maneuver of this work is also shared by the user.

"Palia" is a concept of the creation of a virtual world that people can play and play. To that end, everyone needs to be easy to play for it. Therefore, it is not possible to adopt the business of the purchase type / subscription. I want to create an environment with fewer walls as possible. Basic play free shipping will be the operation method based on such principles.

So what to do with the maneetization is to limit only cosmetic items. Anything affects gameplay and the route box. I would like to have a manetizing method that can be used to choose and buy a user-like decorative item without affecting gameplay. Specific targets are still planning that they are thinking about clothes and costumes. In other words, it is easy to start, and it aims to play a player-friendly manetive game.

As a policy of maneetization, "respect the time of the player" "respect the player's choice" "respect the player's trust". With regard to the respect of time, it is not to sell items that make it easier to grow in this work, items that make rare outcomes easier to achieve Each player has time-consuming items to be able to be decorated to the house, and we want to be able to find value in that place. To that end, it is not mixed with the items obtained by playing gaming and paid items. The billing item will be treated as a separate decorative item in charging items.

Next about the respect for the selection. I would like to choose and buy at any time about the desired decoration items. I would like to be a system that does not put pressure like a so-called FOMO (fear that lies out of aircraft), which can not get an item. We aim to design a genuine selection without being annoyed.

As for the respect for trust, we always want to interact with the player. Sometimes it is also expressed that when the player does not want such a thing, even when the player does not want to be able to raise the price and change the specifications due to the development circumstances, it is always explained and explained. While the development and operation is costly, I would like to choose a way that both development and players are happy to see sustainable operations.

Even if you look at these comments, "Palia" will reflect relatively modest at the manetive side. Such processes are likely to be related to the game image that this work aims. As a model aimed at "Palia", there are "Animal Forest" series and the like. The same work is a game that enjoys furniture collection and decoration, but a global hit was recorded. Even if the charging item is only cosmetics, if the lifiscime game can be expected to be a manetive potential.

Also, "Palia" also says that there is also a side developed as a virtual world rather than the game operation. It looks like a glimpse of a cozy space, collecting people, and trying to develop a business that includes decorations from there. Development is assuming that game development and operation requires revenue, while Singularity 6 will have a margin as an emerging studio. It is likely that such a background is related to determining the policy for suddenness to the maneetization.

"Palia" is scheduled to be delivered for free for PC. Alpha test has also been implemented.

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