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In-game Voice Makes Online Games More Than Just GamesLecturer: Monty Sharma, VivoxIncorporating voice into online games provides players with much more than the ability to talk with each other inside a game – it’s more fun, it’s more immersive, and it better connects their virtual and real lives safely and securely. Game voice also benefits developers and publishers because it provides a soon-to-be-requisite competitive edge to drive sales (why play a silent game when you can play a voice game?), and it paves the way for potential revenue streams with premium features and online advertising options In this session, developers and publishers will learn the mechanics of incorporating integrated voice chat to the game, current and future features including voice recording, voice fonts, multi-channel modes, and ability to communicate from within the game to people outside the game; safety and security issues (player and game controls); and how these features make an online game more than just a game for players and developers alike. This session will include an in-depth look at several titles including both Second Life and EVE Online, and what those players can do with voice that they couldn’t do without voice. MMOG players can talk to each other while they are playing – one to one and in groups, character to character, avatar to avatar, etc., -- which improves tactical command and control. For example, it’s difficult to type a message to a team member and at the same time hit the buttons to swing your broadsword. Being able to talk freely improves strategy because your guild can discuss the plan of attack in detail, and it improves the social aspects of the game. After all, communication is the essence of social interaction. Players can also talk with fellow players who are, at any given moment, not playing the game. You will be able to see which of your buddies are online but out of the game. This is very useful to the players as you do not need to leave the game to have IM chat, and useful to the game designers and publishers who are trying to keep players in the game longer and build a larger community around the title. Intended Audience: Developers and Publishers of online games. |
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