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How to play Reign Of Rome
“As much as we work as a managed service, it’s always a collaboration,” Wilson states. “We need to make sure that the operator and Splash are a partnership, we understand your requirements, and then we can go out and deliver that for you.”
That management also involves balancing margin and longevity. Wilson notes that Jackpot engines need to balance commercial performance with a sustainable and enjoyable player experience. Operators need enough control to manage contribution levels, drop mechanics and reward frequency, while ensuring the product remains engaging and fair for players over time.
“How do you balance that against not draining too much of the players’ funds and making sure that it has the stickiness, and that we’re not pushing players away, but encouraging them to come back?” he asks. “That really is the science.”
About Reign Of Rome
The extent of the revisions vary, but most are somewhat significant with regard to language that is being added or omitted. Proposed changes to Standard 9 (digital pari-mutuel systems), for instance, include mostly small additions, whereas Standard 3 (slot metering systems) has entire sections added and subtracted. Explanatory notes for the edits are frequent throughout all of the proposals.
While Nevada is considered the top gaming state in the US, its regulatory framework related to technology has been seen as slow-moving and cluttered in comparison to other up-and-coming jurisdictions around the US. Ever since NGCB Chair Mike Dreitzer took over last June, modernisation has been a top priority, and these latest revisions are an extension of that.
“We finally got to a point where we said, you know what, let’s drop all our other efforts right now and get these over the finish line and get them up for comment so that we can make sure that we’re current with things,” Jeremy Eberwein, chief of the board’s Technology Division, told iGB.
About Reign Of Rome
“We’re still early,” he says. “The priority is to prove the model properly; make sure the games perform and demonstrate that it works commercially. If we do that, I think the opportunity is significant.”
Five years from now, Curwen expects the development landscape – and the studios operating within it – to look markedly different.
“I don’t think the successful studio of the future necessarily has hundreds of people,” he says. “It could be a relatively small group of extremely talented people with great ideas, strong brands and a very good understanding of players, supported by technology that does much of the heavy lifting.”