![]() “We don’t have ambitions to release a new title every month,” he said, “we would rather build brands that players can engage with for years to come. Once Apple entered the ring Fasulo and his team decided to shift their focus and work in internally developed games.Īs the studio continues to grow Fasulo says that the rate at which new games will launch will increase, but that the developer will still maintain a focus on quality game experiences. It received $3 million in funding for the idea in August 2009. Prior to the release of Apple’s Game Center app, Z2Live was attempting to build something similar to offer users an Xbox-live style experience on a mobile device. Part of this has to do with the company’s origins. Three games in three years is quite slow by mobile standards. ![]() While many mobile developers are content with a rapid release schedule, launching new games with very short development cycles, Z2Live has gone a different route. The name of the game was also influenced by past releases, attempting to create a recognized brand based on the success of Trade Nations. You can’t see it as a player, but when you engage other players in Battle Nations random PvP matches, Metalstorm’s match making technology is under the hood.” It also provided some of the underlying technology for the Battle Nations battle system. Specifically, Metalstorm taught us a lot about the relative importance of player-versus-player and single player content. He added, “Our experience with Metalstorm also contributed both technologies and design best practices. This also created an opportunity for us to put our learnings from Trade Nations to work in a new title.” “Players have consistently wanted to attack their neighbors,” Z2Live chief operating officer Lou Fasulo told VentureBeat, “but this didn’t feel like the right game play expansion for Trade Nations so we decided to build an entire new title around the concept. ![]() ![]() The idea behind the game was actually inspired by feedback from players. ![]()
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