I mentioned an API in my recent MMO Design article. Tobold posted a nice follow-up. He mentions some possible hiccups with authentication and server load and questions the business model of these features.
I’m no server guru. I’ve seen MUDs with some web integration. I’ve even seen some of the code behind the idea. From the little client-to-web integration I’ve done, I know there are certainly obstacles to overcome, especially if the integration is not included in the original design. The EVE Online API looks like a good start. The next step is two-way interaction.
I’m no ad wizard, either. I generally steer clear of microtransactions (even XBox Live, iTunes, etc.) because it’s too easy for me to spend way too much and I feel I get less value for my dollar. Charging more for accessing the same content you get through a paid subscription doesn’t make sense to me. If I pay $15/month to play WoW through the 3D client, for example, I shouldn’t have to pay more to access a subset of the features through a less robust interface. I’m a cheapskate, though.
One thing I’m not sure about is how an API relates to Raph’s “Never trust the client” Law. Opening pieces of the game for direct interaction by software that is not controlled by you could open up some concerns. Will your game be judged by the quality of these other applications? Can these other applications “cheat” your game somehow?
All good questions for a game designer to answer…