“With Killing Floor, we’ve added all sorts of new things over the years,” said Wilson. ![]() But new content is still the strongest way to keep up engagement levels, and that is where Tripwire has excelled. They see Tripwire implementing their feedback into the game, and that makes them feel involved. Wilson also said that this enables players to connect on a deeper level. I’m not sure that we’ve ever really registered that this was not the ‘accepted’ way of doing things. “Being an ex-mod team, we’re used to the idea of trying new stuff, even in a ‘released’ state, then getting the feedback from the players, adapting stuff and trying it again. “It wasn’t just about us doing a few new maps,” said Wilson. The studio has also found ways to generate revenue through downloadable content that it sells through Steam.įor Tripwire, it has enabled it to maintain the relevance of Killing Floor for more than a decade. I spoke to Tripwire vice president Alan Wilson and Killing Floor 2 boss Bill Munk about this and more, and they explained that they can’t help but make games this way. Since then, Killing Floor has continued to sell as Tripwire has found ways to keep it fresh through regular updates. After working on the mod for years, Tripwire eventually used Epic’s Unreal Engine to build a standalone version of Killing Floor that launched on Steam in 2009. It’s a horde-style shooter when players take on waves of undead creatures. In 2005, Killing Floor debuted as a mod for Unreal Tournament 2004. The company has always worked that way due to its origins as a team of modders. For developer Tripwire Interactive, the studio responsible for cooperative shooter Killing Floor, this isn’t some new moneymaking fad. ![]() This is the live-services trend, and it’s something that every blockbuster publisher is talking about as the future of making games. Games are transitioning to ongoing platforms and away from packaged product releases. Connect with top gaming leaders in Los Angeles at GamesBeat Summit 2023 this May 22-23.
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