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our customers. We want to put the best thing in their hands. But if we haven’t built an online community that rallies around the game, then we’ve failed.


Does RallyHere only allow for businesses to approach free-to-play in the same way as Hi-Rez, or does it also accommodate for different ways? One thing that we want to set forward is that you


don’t need to build your games the way Hi-Rez builds their games. RallyHere is a set of technologies that give you all the tools to do what you need to do as a developer – to build the game you want to build, with the core loops you want to see, and the services that you want to leverage to publish the game and continue to maintain and update the game. Those decisions are not ours to have. Those are


very much up to the development teams and how they want to build their core loops and how they want to build their gameplay; how they want to retain their players, and monetize their players and engage their players. What RallyHere does is give them all of the tools, whether it’s pre- production, during production, or post- launch, to help increase their monetisation, or their player retention, or the engagement of their players. As an example,


we have tools within RallyHere that will help you to build battle passes, or limited time events. We have a lot of tips and tricks and tools around the scheduling of events or double XP weekends. If you want, you can bundle things


32 | MCV/DEVELOP September 2023


in a store. Or if you want to put things on sale, if you want to do strike through pricing, you can. Whatever the choice is of the publishing team to help engage the player base, we’ll have the tool set available once you’re already out there post launch.


So it’s not a one size fits all solution. It’s definitely not. With a lot of the partners that are coming online right now, what we try to tell them is that this is a bear hug approach. Not only are we here to be your net ops and your backend infrastructure team, but we will also want to give you the 15-plus years of experience we have running and generating revenue in live service games. The other major thing that we think about and that we want to help teams with is network operations. So this is like uptime of servers and figuring out how


things are going for logins and how you want to think about your server instance fleet management, whether it’s bare metal, or you want to use the cloud. We’ll work out which regions of the world need new hardware. All of those questions that you need to answer. All of the maintenance you need to do to ensure that you’re running at a high uptime is something that our team is going to do for you.


You talked about wanting to democratise the development of live service games. Epic and Unity both already offer plug-in solutions in that space. What does RallyHere do differently to those? Both Epic and Unity are great partners of RallyHere,


and we leverage a lot of their technology. One of the tools that you can integrate from Unity is the Vivox voice tool, if that’s what you’d like to use as the developer. We don’t want to make any of those choices for you, so none of those choices are hard coded. What we do want to ensure is that all of the cohesiveness of the technology is pre-built. So we think about Epic Online Services or Unity Online Services as a bit like a Lego kit. It’s an unbuilt


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