Thank you. That’s a super important question. Pretty existential actually. And the answer is 42!
Playblazer is in a class of its own. Playblazer is a Games Specific Framework offered as a Service.
It is a Framework because it offers pre-built meta game services and design patterns to achieve gameplay objectives.
Playblazer leverages Public Cloud Platforms like AWS, Azure, GCP & IBM Softlayer to handle practically unlimited scalability for the games hosted on our framework. Data (User & App Scope) is isolated from each other while all API calls to Playblazer are over SSL, guaranteeing transport level security.
Playblazer has powered small (upto 10,000 DAU) and massive (>2 million DAU) games like Real Steel, WRB, Hunger Games : Catching Fire, Hotel Transylvania 2, Shadow Strike and many more. The average lifecycle of a game that uses Playblazer mechanics currently stands at about 12-13 months.
Like we said the answer is 42! Dont worry which question this answer answers. Playblazer is good for your game, because we put Gameplay & Game Mechanics first and everything else comes last.
Playblazer is a very flexible framework designed around 3 core abstractions – The Player, their Sessions & the Messaging system that enables Client/Server communication.
The Session service is the heart of the framework and includes a number of unique capabilities, of which the most important are the internal logic enforcement & inter-module signalling services.
These capabilities combine to create a representation of the logical coreloop for different gameplay patterns. Currently we support the following –
- Linear Progression (Progressive Level Unlock)
- Skill Progression (Continuous Skill Increase)
- PvP Challenge (2 Player Challenge/Counter-challenge – with Streaks/Loops)
- Turn-based Multiplayer (Asynchronous Turn Enforcement for 2-10 Players)
- Real-time Multiplayer (Synchronous Multiplayer with Data Relay via Central Server)
Note: Real-time Multiplayer does not currently provide in-band signalling of game state change.