So, this is a bit of a continuation of some thoughts from my last post on continuing content. Quick recap: we know that we can make things of a certain sweet size that we can release to keep a game thriving and active. A modular design, particularly with enough areas of traction, makes it easier to make these sorts of things. Now, onward.
I had sort of shelved the notion, thinking that, for my purposes, it was wrapped up. Then, I read this post by the inimitable Simon Wardley, and it got me thinking again. Go read it.
OK, you’re done? Good. (more…)