Bertha Missed this one on PCF - An interesting read about Planet Partners - Discuss :)

Viperstrike

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Shadowsniper Viper Viperstrike
http://www.entropiaplatform.com/partners/get-your-own-vw-become-a-/

Posted yesterday.

Don't get me wrong, I do believe strongly in the potential of MA/PPs;
You have to start somewhere I guess, even if it is just a requested wish/desire.

It would be nice if MA was able to put such stories into reality.
Planet Calypso would be a good starting point.


Becoming a Planet Partner


There is no text book definition of a Planet Partner. However, to successfully create and maintain a planet, a Planet Partner should have a long-term perspective, a creative mindset and a secure and stable economy for marketing, personnel and planet operations.

Each Planet Partner must have a unique concept to increase the diversity in Entropia Universe and must contribute with a new market, rather than just utilizing the existing end user base. Furthermore, there is no acceptance for concepts and content of gambling, a pornographic nature or any other concept that MindArk deems inappropriate or that is illegal.

Planet Partners with strong unique ideas, ability to bring in new customers and with sufficient funds for planet content production and marketing have a high probability for a quick return of investment.


Regarding the Success, or Failure, of Your Virtual Planet in the Entropia Universe.


MindArk is the platform provider supplying each planet partner the proven tools and systems to which allow them to build their own unique, individual, virtual planet inside the Entropia Universe.

The success or failure of your virtual world can depend on many factors. A few stand out as must have factors. The first is theme and game play. You must have a compelling story and theme which attracts and engages the interest of YOUR registered users. Without this major component the success of your planet is in serious jeopardy. Imagine a movie with little to no plot. Imagine an unimaginative book written with poor grammar. They are both like a virtual world without a compelling storyline and gameplay. You must be able to attract and engage your users.

As with any other business, competent staff, management and leadership are needed to create and run a successful company. This is as true for Planet Partners as it is everywhere else. Core competencies includes graphic design teams, game design competency, public relations and mores. You will also need the financial security and stability to sustain the company before release, while you create your unique virtual world in the Entropia Universe.

Although it may be tempting to believe that you will succeed in bringing the entire pre-existing population of the Entropia Universe to your planet that is not the goal, nor will it happen. Although there is a big advantage to creating your virtual world inside an already thriving universe your ultimate success will depend completely upon your ability to bring new players to your offering. You must have a strong marketing plan with a substantial budget to cover a successful, long term marketing plan.

Once you have made it to launch you will need a competent "live team" to run the day to day Planet operations including ongoing storyline, content upgrades, game play, community management, and ongoing marketing.

Just like any other venture anywhere else, the success of your virtual planet in the Entropia Universe requires that YOU have these things in place and competently running. Without these minimum steps in place your virtual empire may not succeed. So, be sure you have these pieces solidly in place and you’ll be on the right road to success.

If you are interested in learning more about becoming a Planet Partner, please contact us here.

Feel free to discuss :)
 
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lolz

The success or failure of your virtual world can depend on many factors. A few stand out as must have factors. The first is theme and game play. You must have a compelling story and theme which attracts and engages the interest of YOUR registered users. Without this major component the success of your planet is in serious jeopardy. Imagine a movie with little to no plot. Imagine an unimaginative book written with poor grammar. They are both like a virtual world without a compelling storyline and gameplay. You must be able to attract and engage your users.

Someone remind me of the story and theme of calypso again?

Were far in the future, on a distant hostile world, battling robots and exploring the landscape in our 1980'ish Miami Vice boats, our earth 20'ith century hummers, and 20'ith century fighter planes.
We kinda had mysterious orbs for a bit, but they got closed by the imperial government.
We kinda had a thing with mutant umbra for a bit, then one day they disappeared.

Oh ya, a compelling story is a must...~snicker....
 
lolz



Someone remind me of the story and theme of calypso again?

Were far in the future, on a distant hostile world, battling robots and exploring the landscape in our 1980'ish Miami Vice boats, our earth 20'ith century hummers, and 20'ith century fighter planes.
We kinda had mysterious orbs for a bit, but they got closed by the imperial government.
We kinda had a thing with mutant umbra for a bit, then one day they disappeared.

Oh ya, a compelling story is a must...~snicker....

Stinkin imperial government :mad:
 
The success or failure of your virtual world can depend on many factors. A few stand out as must have factors. The first is theme and game play. You must have a compelling story and theme which attracts and engages the interest of YOUR registered users. Without this major component the success of your planet is in serious jeopardy. Imagine a movie with little to no plot. Imagine an unimaginative book written with poor grammar. They are both like a virtual world without a compelling storyline and gameplay. You must be able to attract and engage your users.

Attracts
Engages

AND

dd5d4909a1fe0e1d49bac42b8d3d8b53.gif
 
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I am glad to see nothing too negative at this stage, not that I will shoot you down or anything ofc.

All opinions welcome.

My standpoint is that I get a bit nervous when I see writeups like this, they remind me of:

If you want to jump the fence, then aim for the tree tops.
If you want to jump the tree tops, then aim for the moon.

MA though seems to want to jump the entire galaxy & universe in one hit.

I think a slow approach is a successful approach,
however not as slow and (without pun) poor approach that has occured thus far.

What is in this writeup is definitely not the case, nor is it true of their leading planet, Calypso.

I am hoping that David Simmonds and the new team member (his name evades me for now) that was recently assigned to Calypso, can make real change happen.

I know from past experience, David S. has a bit of a short fuse, though I hope this does not effect his work to completion status on goals outlined for Calypso.

I was close recently in investing with David D. on Arkadia, I think my stand will be to wait and see how we go for the next few years, both MA and the PP component for both Claypso and Arkadia, hopefully further investment is still open at a later time.

Take Care,
Viper/Andy
 
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Problem is when a new planet launches, it will take too long time to get enough new players and the company behind the new planet will go bankrupt.

And a big part of those players they do attract, will soon once they learn and meet ppl move to caly since its the only functional economy no matter what ppl may argue.

Its a catch 22
 
And a big part of those players they do attract, will soon once they learn and meet ppl move to caly since its the only functional economy no matter what ppl may argue.

Agree, Calypso took many years to grow and develop, and many experience players to help establish its' economy.
 
For me, I think one of the biggest problems facing PPs is the fact that you can not bring anything unique to your planet within the EU. It may start out as unique, but then is brought to other planets and then that's that. For instance, any new item you introduce can only be found at first on the planet on which it is introduced, but then you can take that and go elsewhere and use it.
Like blue prints and resources. Yes you can only get Kaz on Arkadia. But then it shows up on Caly's Auction. Sure there are some risks for bringing it there, but the point is, it can be done.

Where are the items that can only be used and manufactured on the planets where they were introduced?

It's really all about content that retains players on new planets.

Of course Caly has the biggest population, and since it does, ppl will always take new items there to be sold. It's easier to sell to a population of 10k then it is to sell to a crowd of 20. Especially when those 20 probably already have what it is you are selling.

Themes? Ok I guess I can see that. But to be truly unique, if you are born on another planet, shouldn't you look a little different too? Caly has a base human model. Maybe Arkadia, NI, Rocktropia, etc should have a base humanoid type of model to customize.

All of these things combined can make into a very unique environment. But new and fresh does not always mean unique. It means, "Eh. It's interesting. I might check it out." which turns into disaster. Kind of like NI.

At least Ark went so far as to add Treasure Hunting. And Ark is growing. It's taking a little while, but it's doing it.

Just my opinion on the Planet Parnters.
 
My hypothesis is that the source of the problem is Mindark:

MA provide a rigid platform of tools the PP's are restricted to - which means that the PP's can create the gfx, and stat sheets (within MA defined parameters) of new objects, but they cannot change the "gameplay" without EXTENSIVE Mindark coding/involvement.

That in turn leads to a "shiny new planet" with a different "skin" (or gfx) which is more of the "same thing". Aka a clone with new graphics. But same mechanics... same gameplay... same rules... etc = boring = been there done that = blah = one visit and no return.

They may (whitewash) present this as "equalizer" or fairness - but in reality... MA cannot possibly dedicate enough coders nor time nor effort to CREATE new game systems to slot within this existing system.

This then becomes unfeasible when SEVERAL PP's are demanding fixes, new additions, databases, physics, design systems, etc etc... simultaneously... and eventually unsustainable (should MA platform actually start attracting 1000 PP's one day!).

Think of this in terms of a bare bones UDK toolset (minus all scripting) for the PP's. (ie hands tied behind back and sending in request forms for new additions)
 
I guess its like reading what went wrong with Next Island.

Mindark probably doesn't want it to happen again :D
 
Its a catch 22

I just have a need to translate this LOL. Many people do not understand -> a "Catch 22" is a situation in which you cannot win or have a positive outcome, no matter what you do.*







*Joseph Heller is the author of the book 'Catch 22'. About World War 2 Bomber pilots who faced the dilemma of, if they asked to leave on grounds of mental instability were deemed to be perceptive to danger and thus fit to fly, amongst other dilemmas.
 
I guess its like reading what went wrong with Next Island.

Mindark probably doesn't want it to happen again :D


....Yeah and the banks. I think the only working one is bank neverdie currently and even then the whole system is pretty flawed. Which is one of the reasons ND has set the annual interest to the max of 99.99%

I don't know, I think some people here are being a little hard on the whole PP thing in that it's a futile effort as eventually all players return to caly. Space and the idea of other planets is still in it's infancy even as I type this the people at MA are hard at work improving the whole system.

I think this post was just to remind people that this really is a business venture and has to be treated as such with appropriate funding, marketing and resources available to make it succeed. They just don't want a bunch of people coming along thinking they can just whip together a clone of Caly and start leeching a portion of MA"s profits without contributing anything.

They're looking for fresh ideas of how to expand the game to new levels. Not just for stuff unique to a single planet but something that generally grows the entire universe. Their primary goal here is to get new capital being flowed into the company while at the same time getting these planet partners to fund the development for the platform. The logic being if it's good for MA it's good for the partners.

Anyhoo, here's a few planet ideas I just came up with that could enhance the enjoyment of the game...

- Planet Amazon - Utilizes the real world item system in the Entropia to provide people with a way to shop for real goods at various stores using PED! Just hit a huge HOF? Don't want to wait a month to cash out? Why not buy yourself a new video card right from within EU using some of those peds and order a pizza while you wait!

- Planet Unreal - Run skill based death matches for peds! Everyone kicks in a few peds, gets the same gear and goes into 1st person mode trying to get the most kills winner take all! (I actually think one planet already has something like this)

- Planet Grease Monkey -A planet dedicated to the growing vehicle system. Build custom vehicles for racing, destruction and exploration ...I'm thinking flying mech warriors blasting the crap out of each other for peds!

- Planet Wateropia - A planet completely under water! A whole lineup of new tools and gear are needed for this planet (or at least some kind of adapter to make your current stuff work under water). And instead of mining in the traditional way or running around dropping bombs you're swimming through the ocean looking for actual locked treasure chests that appear on the map (makes 1st person more important cause you never know where' you'll find these things) you unlock with small explosive charges you buy form the TT. Some times the chests contain loots, sometimes a mob spawns, sometimes they're empty.

- Planet Lootius - Battle a variety of mobs in search of unique rare loots. While on this planet you have the ability to loot gear with random, dynamically generated stat boosts built right in. Imagine being able to loot a small Limited kross h400 that does an extra 20 damage!

Or how about a Limited harness that has 100 protection to everything except you can't use a weapon while it's on and you're also unable to run.

Or a Limited gun that does 9000 damage per second and only costs 1 pec in decay and 1 ammo. The downside? It's just like a turret - you can't loot anything it kills. It could be explained as it's SOO powerful that it completely destroys any creature along with anything it may be carrying. This gun would be friggin AMAZING for miners though... Got a claim stuck in a tons of mobs that 1 hit you? Fight back! Blast the crap out of them in a second... sure you can't loot them but at least they're out of the way and you can dig your claim in peace!

Or you loot a hat that randomly blasts out a firework randomly at times for no apparent reason - Completely pointless but something weird and unique and fun to loot that has no significant impact on the system. Probably something you wouldn't want to wear in PVP I"m guessing.... "I'm OVER HERE!" lol

So what if people bring this stuff to Caly to sell? It's actually a good thing cause it advertises the planet and more people go out there to try to claim some of the wacky loot out there where the markups are completely random as it all depends on what someone else is willing to pay for that crazy item. Of course 99.9% of all the loots would have to be limited to prevent a flood of items that put the whole system off balance. Who knows you may loot something not very powerful or useful but it's so cool someone is wiling to pay you TT+ 1000 for it because it has a very unique function!
 
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i don t share the MA vision.
I mean i m not interested to visit a new planet just because there are new mobs, weapons, armors, landscapes etcetc really this add nothing to my in game experience. I would like instead have some totally new from a planet partner, different kind of missions (not this actual crap, kill 30000 mobs grrrr) with new discoveries that bring some to a real storyline. Mission that allow you to add your name in the planet history. I would like have the possibility to discover new item that are really unique (the egg???), missions that can be achieved just by large team. I would like , and in part some there is, to compete with other players and have a chance to fair compete despite maybe someone has a huge wallet compared to me. In effect from a planet partner i aspect a lot less effort in building new landscapes, mobs and weapons and a lot more in game developing. But i guess about that MA is working like a huge brake!
 
My hope is that in all this jumping that they haven't jumped the shark...

http://en.wikipedia.org/wiki/Jumping_the_shark

Well put that is exactly the term I was looking for :)

+ rep

The usage of "jump the shark" - indicating the moment in its evolution when a brand, design, or creative effort moves beyond the essential qualities that initially defined its success, beyond relevance or recovery.
 
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I dont like how this whole post is like if your planet fails it's your fault. It's not MA could have been a lot smarter on Universe Wide economy and choose not too. They relied on new planet partners bring in players into a new and struguling eco system. If PP started with smaller eco systems with less items and only added new items as there player base grew it would be much more succsesfull.

If you dont believe it MA check your logs. We were doing awesome until you jumped ahead and added 100's of new items in one VU when the player base had just leveled off.
 
I dont like how this whole post is like if your planet fails it's your fault. It's not MA could have been a lot smarter on Universe Wide economy and choose not too. They relied on new planet partners bring in players into a new and struguling eco system. If PP started with smaller eco systems with less items and only added new items as there player base grew it would be much more succsesfull.

Yep, in other words jumping the shark - The usage of "jump the shark" - indicating the moment in its evolution when a brand, design, or creative effort moves beyond the essential qualities that initially defined its success, beyond relevance or recovery.
Added it to the above post.
 
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