How Live Service Game Data Management Works & Other Common Practices
Managing live ops games is a difficult process of endless design for those involved as the need to ensure profitability for continued operation while diversifying into other titles means that companies need to find ways to keep people engaged over a long period of time.
Today we look at some interesting(?) facts surrounding live service game development especially within Japan and why these things are done the way they are. Maybe you'll find out how your favorite game like Fate Grand Order could try to use excel in the management of the in-game data or maybe it'll be why Genshin never made a mario-kart esqe spin-off within genshin itself. Today we're gonna be looking at stuff in general on a lighter level than usual.
Sources:
https://news.denfaminicogamer.jp/interview/240917j_jp
https://www.businesskorea.co.kr/news/articleView.html?idxno=240671
https://www.koreaherald.com/article/1977657
https://japanonlinegame.org/wp-content/uploads/2017/06/JOGA120815-1.pdf
https://legal-leon.jp/column/844/
Support Me At
https://patreon.com/TheOverworkedSalaryman
Timestamp
00:00 Intro
01:16 Fact 1: Most games manage data using tsv files
05:03 Fact 2: Grounds level devs typically don't do the live service
27:04 Fact 3: That said, upper management tends not to change
30:15 Fact 4: Somtimes don't have full control of what goes in the game
34:19 Wrap Up