Categories
Game Design Game Development Games Marketing/Business

EA Acquires Major Facebook Game Developer

Facebook has grown to be a powerful social networking force to be reckoned with, and game developers who have taken advantage of the popularity are pulling in plenty of money through ads, virtual good sales, and exposure. And now, EA purchased PlayFish, the biggest publisher of social games on Facebook, for about $400 million.

So what does it mean? PlayFish’s business model, selling virtual goods through social games, is appealing enough for a major mainstream game publisher to buy into it. And if EA is buying into it, it means we’re going to see a lot more of it.

On the one hand, indie developers now have to directly compete with EA on the Facebook platform. It was bad enough for a small developer to try to gain some exposure when Zynga and PlayFish were dominating. It isn’t too far-fetched to think that EA is going to get the most eyeballs and sales, leaving everyone else with smaller pieces of the pie.

On the other hand, this is Facebook. With over 2% of the entire world’s population running active accounts, it’s a very large pie. Also, just because PlayFish now has a lot more marketing and production muscle behind it, it doesn’t mean that the smaller indies can’t produce major hits themselves. Long-lasting indie games are the rule. If a game doesn’t last past a month, it doesn’t succeed. If you can create a high-quality game that takes advantage of the social aspect of gaming, you have a good chance of competing.

Earlier this year I created a social game called Sea Friends, based off of a simple game I created called Minimalist. The mechanics are simple, and I’ll be the first to admit that it’s not a great game, but at one point I had almost 400 people playing it in a single month. I was surprised to find people I wasn’t friends with becoming fans of the game! The game was an experiment in outsourcing and rapid project development, and I wrote a Sea Friends post-mortem if you want to know how it went, but for a game that I think loses its appeal after a few sessions, it seems to have at least a tiny bit of staying power. As of this writing, I can see that a handful of people played it today, and many more have played it in the past week. The top ten players for the month all scored over 50 levels, and the number one player for the month broke 170! Who are these people?! I don’t know, but they’re saving real coral reef when they play, so that might be part of the appeal of the game.

Here are some questions: with EA on Facebook, what will happen to the markets outside of Facebook? Will casual portals see Facebook taking away their traffic? Will we find Facebook Connect on many non-Facebook sites? Can the market get saturated with virtual good economies, or is there unlimited potential here? Can Facebook as a platform be ignored if you’re going after a different part of the market, or is its size going to require you to acknowledge it in some way, even if you don’t make a Facebook app?

And when did single-player games become such a tiny niche product?

Categories
Games Geek / Technical

Game Suggestions for the New Wii Owner, Part 5

If you’re like me, you recently obtained a Wii and have almost no idea what games released over the past three years are worth playing. I asked for advice from friends, family, coworkers, and Twitter followers, and I received quite a few suggestions. Part 1, Part 2, Part 3, and Part 4 revealed 20 games I was told I needed to play, and today I present the next five games, in no particular order.

Mega Man 9

Mega Man 9 (rated E) is a WiiWare title takes the series back to its roots. The art design, audio, and game play are familiar to anyone who played the original game. Even the limited-edition box art was created to look like it came from the late 80s! Like most games in the series, you have to fight through 8 stages, each with its own boss. When you defeat the boss, you earn the ability to use his/her attack move.

There is even a Legacy Mode which makes the game pretend to be running a lower powered system. Sprite flicker is something any NES fans could tell you about, and now you can see it for yourself.

World of Goo

World of Goo (rated E) is also a WiiWare title, created by indie game developer 2D Boy. It’s a physics-based game in which you connect the balls of goo to form structures in an attempt to get the required number to escape to the exit. Of course, the levels are designed to make it tricky, so you have to figure out the best way to connect your balls of goo together. There are different kinds of goo, which requires you to use them in the most appropriate way.

It’s a humorous puzzle game, and the highly reviewed Wii version allows four players to participate at once.

A Boy & His Blob

A Boy and His Blob (rated E) is another game based on a blobby character and one that is a re-imagining of an original NES game. This version of the game was created as an update, and fans of the original game will find that it is a bit more casual in nature, allowing anyone to pick it up and play. Feeding the blob jellybeans turns him into different objects depending on the flavor, and you’ll make use of this feature to solve puzzles and progress through the levels.

I never played the original game, which is a shame because I always read about it in “Nintendo Power” back in the day. The new game is a beautiful update. I wonder if there is a way to turn the blob into a brick wall in this version…

You, Me, and the Cubes

You, Me, and the Cubes (rated E) is a strange physics puzzle game in which you throw tiny people at the cubes on the screen, all while trying to maintain balance. You’re trying to get as many people to stay on the structure without falling off, but it’s tricky. Some of the cubes have special properties, and they rotate after each stage.

While the controls can be finicky, especially when rotating the camera, and the difficulty curve can get steeper than many might like, You, Me, and the Cubes is a well-made puzzle game, available through WiiWare.

The Conduit

The Conduit (rated T) is a first-person shooter that has been praised for its high quality graphics and intuitive, customizable controls. It features a science fiction-based universe involving an alien invasion and conspiracy. The graphics engine was capable of creating imagery above and beyond what most people thought the relatively low-powered Wii could do.

While the story is widely considered to be mediocre, the game play is superb. There is a multiplayer option, allowing up to 12 people to join a game, and if you’re friends, you can use the Wii Speak chat feature as well.

Order Up!

Order Up! (rated E) puts you in the role of a restaurant’s chef. While Cooking Mama is the big name in cooking games, Order Up! focuses on the pressures of putting together entire meals for multiple paying customers. As orders come in, you need to optimize your movement through the kitchen. You can’t focus on making one dish perfectly because other orders are waiting. You need to multi-task, fixing various meals together.

See the Order Up! trailer on YouTube to get a better idea of what the game is like:

And that’s 25

I hope this list of 25 Wii game suggestions helps you. I had fun researching these titles, and I can’t wait to play many of them. Feel free to use one of the icons below to suggest this series to others, and make sure to leave a comment below to let me know what you think about these choices.

See the rest of the series:

Categories
Games Geek / Technical

Game Suggestions for the New Wii Owner, Part 4

If you’re like me, you recently obtained a Wii and have almost no idea what games released over the past three years are worth playing. I asked for advice from friends, family, coworkers, and Twitter followers, and I received quite a few suggestions. Part 1, Part 2, and Part 3 revealed 15 games I was told I needed to play, and today I present the next five games, in no particular order.

Okami

Okami (rated T) is an action-adventure game that was originally released for the Playstation 2, but enough fans demanded a Wii port. The art design is reminiscent of Japanese ink drawings and has been highly praised by the press and players. I watched a trailer, and it felt like I was watching an animated painting. The game play should be familiar to fans of The Legend of Zelda games, so expect puzzles and action. There is a Celestial Brush, which allows you to summon gusts of wind or create columns of water to walk across, among other things. Using the brush requires ink, which is a limited resource.

I haven’t played this game, but a lot of people told me I need to play it even before I was asking for Wii game suggestions. It seems the game didn’t sell very well, and a friend told me that the Wii controls are better in some areas but worse in others. Still, the Wii version does feature a widescreen mode, and if you can get past the controls, it probably looks better on the Wii in general.

The Legend of Zelda: Twilight Princess

Speaking of, The Legend of Zelda: Twilight Princess (rated T) was reviewed as the best Zelda game to date by a number of reviewers. Like any Zelda game, exploration and puzzle-solving are the main focus. The general storyline involves the hero, Link, trying to prevent Hyrule from becoming consumed by the darkness of the Twilight Realm. When Link enters this parallel dimension, he turns into a wolf, which gives him certain abilities. Of course, besides the sword and shield, there are the typical bombs, arrows, and boomerangs, as well as several new items.

It was released for the GameCube as well as the Wii. I heard that the game takes advantage of the Wii remote, so I held off on buying the GameCube version. Now I have a Wii, so I can finally learn how the latest Zelda title is for myself. While some friends told me that it was a fairly formulaic Zelda game, others said it was a must-have if you own a Wii. I’m a fan of the series, so I plan on getting it.

Geometry Wars

Geometry Wars: Galaxies (rated E) is a frantic action shooter. You control a ship and can move and shoot in any direction independently. At first the enemies are fairly easy to take care of, but as you advance, more and more appear on the screen. The longer you survive, the bigger your score, and you keep playing until you lose your last ship. The graphics remind me of a modern version of the classic vector graphics from years ago.

Galaxies has both single- and multi-player options. It keeps track of your high scores and can upload them to an online leaderboard. It also has Geometry Wars: Retro Evolved included, so you can play the same game that was originally released on Xbox Live Arcade.

Baroque

Baroque (rated T) is a role-playing game that is inspired heavily by Roguelikes such as NetHack. You start outside of Neuro Tower and you are trying to reach the bottom of it. Each time you enter, the dungeon layout is randomly generated, which means that no two adventures will be the same twice. As you gain experience levels, you get more powerful, but if you die, you are returned to the outside and have to restart at experience level 1 with all of your items missing.

Sounds punishing. Interestingly enough, the player’s death advances the plot sometimes, so it’s not always bad, and you can make use of certain locations in the dungeons to keep some of your weapons, armor, and items. I’m a fan of NetHack, which is a complex, rich game, and it sounds like Baroque is similar. Reviewers and the person who suggested it warn that the difficulty curve means it isn’t for everyone, but I definitely want to give it a try.

Excite Truck

Excite Truck (rated E) is a truck racing game. If you ever played Excitebike for the original NES (which, by the way, is getting an updated sequel available through WiiWare), this game is being called the spiritual successor. While the main focus is on racing, coming in 1st place isn’t the main goal. Throughout a race, you’re trying to earn stars by doing tricks and stunts. The raceways features hills and cliffs, allowing plenty of opportunities to make crazy jumps. There are items that deform the road so it changes completely, making the tracks fairly dynamic.

It was a Wii launch title, and I remember playing it at a video game store’s kiosk. While I like the Mario Kart series, I’m not generally a fan of racing games. Still, I enjoyed trying to do tricks and jumps, and I found that you can earn stars by getting really close to obstacles such as trees and rocks as you speed past them.

20 games down…

Only one more day left. Make sure to come back tomorrow to see the next 5 games in this series. Feel free to use one of the icons below to suggest this series to others, and make sure to leave a comment below to let me know what you think about these choices.

See the rest of the series:

Categories
Games Geek / Technical

Game Suggestions for the New Wii Owner, Part 3

If you’re like me, you recently obtained a Wii and have almost no idea what games released over the past three years are worth playing. I asked for advice from friends, family, coworkers, and Twitter followers, and I received quite a few suggestions. Part 1 and Part 2 revealed 10 games I was told I needed to play, and today I present the next five games, in no particular order.

Mario Kart Wii

Mario Kart Wii (rated E) is the latest game in the Mario Kart series. It features various racing modes for one or multiple players as well as Battle Mode, which is my personal favorite from any of the games. It even lets you play online with the Nintendo WiFi connection. There is a Mario Kart Channel you can get for the main Wii Menu which allows you to play against friends online and send them your best time trial sessions as well.

I played Mario Kart Wii this past summer at a party, and we all had a blast. You can drive regular karts or the new motorbikes, race on plenty of new tracks as well as some classic ones from previous games, and choose between Nintendo characters or any Miis you created.

Yoga Wii

Yoga for the Wii (rated E) isn’t so much a game as lifestyle software, similar to titles for the Nintendo DS. It keeps track of your balance and movement using the Wii Balance Board and Wii remote. Yoga features three modes. One is Story Mode, which sounds the most game-like. Training Mode teaches you new poses. Routine Mode allows you to go through a series of poses which are either provided by you or the in-game guru.

In case you’re wondering, I’ve participated in yoga twice in my life, and both times were in the last year. Yoga forced me to bend, twist, and stand in ways my body couldn’t remember doing before. When you’re breathing hard, shaking, and sweating from trying to hold your body in a position that doesn’t seem like it would require much effort, you realize that yoga is pretty hardcore. Also, have you seen the people that do yoga regularly? They’re hawt.

Having the ability to do it in the privacy of your own home, at your own pace, with practically one-on-one instruction from a game that keeps track of your progress sounds fantastic.

Boom Blox

Boom Blox (rated E) was designed by the famous filmmaker Steven Spielberg. Yeah, I didn’t understand that either, but this game is a lot of fun. There are various play modes, including multiplayer party modes, and a built-in editor so you can create your own levels. The game features blocks, some with special properties, that are stacked up, and you generally try to knock them over, although some of the levels require building instead of destroying.

My favorite game was a Party Mode called Warlords. Each player takes turns throwing cannon balls in an attempt to get rid of all of the shiny blocks in their opponents’ castles. Using the Wii remote, you can try light tosses or heavily whip the ball across the level, taking out as much of the walls and towers as you can. A number of times a rivalry between two players will come to an end only for the winner to realize that a third player remained untouched throughout the battles. You have to keep your friends close and your enemies closer. B-)

Wii Play

Wii Play (rated E), even with mixed reviews from the critics, is the best selling non-bundled game of all time. It features 9 games, all of which are playable by two players, and it comes with a Wii remote to let you take advantage of it. Among the games to play are “Shooting Range”, “Table Tennis”, “Laser Hockey”, and “Billiards”. There’s a fishing game, a cow racing game, and a couple of games involving finding or posing Miis.

My favorite is “Tanks!”, which requires you to move, aim, and shoot all of the enemies on a level to progress to the next. Your shells can bounce off of walls, which allows for trick shots, but be careful because your shells can hurt your ally, too. If you’ve ever played the classic game Combat for the Atari 2600, you can think of this game as a heavy upgrade.

Wii Sports Resort

Another game in this series? Wii Sports Resort (rated E) makes use of the Wii MotionPlus, which makes the Wii remote much more accurate. There is a Table Tennis game in this one, but due to the better control accuracy, you can add spin to a ball, making the game much more strategic and true-to-life. There are sports games such as basketball, golf, bowling, and frisbee, as well as field games such as archery, swordplay, and canoeing.

I haven’t had a chance to play it or make use of the MotionPlus technology, but the improved accuracy sounds like a great thing to have. It’s too bad more games don’t make use of it, but the game does come with the controller supplement, and you can see the list of supported games to find other games you might be interested in.

And that’s 15 so far…

We’re only halfway through the week, and there’s still more to come. Make sure to come back tomorrow to see the next 5 and the rest of this series. Feel free to use one of the icons below to suggest this series to others, and make sure to leave a comment below to let me know what you think about these choices.

See the rest of the series:

Categories
Games Geek / Technical

Game Suggestions for the New Wii Owner, Part 2

If you’re like me, you recently obtained a Wii and have almost no idea what games released over the past three years are worth playing. I asked for advice from friends, family, coworkers, and Twitter followers, and I received quite a few suggestions. Yesterday I posted Part 1 in this series, featuring five games I was told I needed to play, and today I present the next five games, in no particular order.

Metroid Prime: Trilogy

Metroid Prime Trilogy Collector’s Edition (rated T) is slightly controversial. Getting three great Metroid Prime games in one collection sounds great, especially when taking advantage of the Wii controller, but apparently some people have noticed that some graphic effects involving water and beam weapons were actually worse than in the original releases. Watching a video, it seems like a shame, but when I said slightly controversial, I meant it. Most people seem to think that the difference is negligible and doesn’t detract from the series at all.

I already have the first Metroid Prime for GameCube, but I might pick up the trilogy just to get the remaining two games. It sounds like Trilogy is supposed to be the “definitive” Metroid Prime collection, and recently there was talk about how this game might be the Citizen Kane of gaming, although I personally find the choice a bit strange.

Super Paper Mario

Super Paper Mario (rated E) is another game in the role-playing Mario-based series, known for its humorous story and puzzles. This game was generally well-received by the gaming press, although some found the plot lacking. That said, the game play is relatively unique. Levels are played in the familiar 2D, side-scrolling view, but you can “flip” to a 3D view, allowing you to pass obstacles or find secrets you couldn’t otherwise. If you’ve ever played the indie game Fez, it seems the game play is similar…minus the “trixels”, of course.

The last time I played a Mario RPG, it was Super Mario RPG, the first one. I might have had a chance to watch someone play Paper Mario, and I remember hearing friends who don’t normally play video games talk about how they couldn’t wait for Super Paper Mario.

Zack & Wiki

Zack & Wiki Quest for Barbaros’ Treasure (rated E) puts you in the role of an aspiring pirate named Zack. It was a highly reviewed game that unfortunately didn’t sell well. It makes good use of the Wii remote, and the adventure involves a dead pirate’s ship and treasure. I had a number of people tell me that I needed to play this game, so it is on my list.

Wiki is Zack’s friend, a flying monkey of some sort, it looks like, and by shaking him as a bell (a flying monkey that turns into a bell?), enemies can turn into useful items, apparently. It’s definitely a quirky game.

House of the Dead:Overkill

If you’ve been in an arcade in the last decade, you’re familiar with the first-person shooter on rails zombie series. It’s B-movie voice acting and the over-the-top story are notorious among fans. House of the Dead: Overkill (rated M) is the first console-exclusive game in the series. It’s a prequel explaining the events before the first game, and it was partly inspired by the Grindhouse film Planet Terror directed by Robert Rodriguez. It’s violent, it’s gory, and apparently it is one more Guiness World Record holder on my list of suggestions, this time for being the most profane video game in history. This game is not family friendly, and it isn’t meant to be. The developers purposefully tried to recreate the feel of a class grindhouse, exploitation film, and the reviewers seem to think they managed to do it.

I’m usually not a fan of rails shooters. I prefer making choices about where to go and what to do, but House of the Dead games are still fun to play, especially with a friend. Overkill was highly recommended by a few Twitter followers, so I’ll have to look into it.

Dead Space: Extraction

Dead Space Extraction (rated M) is another prequel rails shooter. In the first Dead Space game, the story involves the crew of ship as they investigate the distress signal of a mining ship near the colony Aegis VII. The story about what may have happened gets revealed as you find digital diaries and other clues. In this Wii-exclusive prequel, you get to play as a member of the original mining colony, fighting against the always-creepy Necromorphs, mutant zombies based on the corpses of your friends.

I played the original Dead Space at a friend’s house, and while this game isn’t as open-ended, it’s apparently not a typical rails, arcade experience. It did not sell very well at all, but if you’re a fan of horor sci-fi movies, you may want to pick it up.

Thus ends Part 2

That’s the second half of the first 10 games. Make sure to come back tomorrow to see the next 5 and the rest of this series. Feel free to use one of the icons below to suggest this series to others, and make sure to leave a comment below to let me know what you think about these choices.

See the rest of the series:

Categories
Games Geek / Technical

Game Suggestions for the New Wii Owner

After years of waiting, I purchased a Nintendo Wii. A friend’s uncle was selling the Wii, 9 games, and a few controllers and peripherals for a little over $200, and I couldn’t pass up the deal.

With the recent price drop, I’m sure I can’t be the only one who has a new Wii and has no idea what games to purchase. So I did what anyone would do. I asked for advice. Friends, coworkers, family, and Twitter followers were all too happy to offer suggestions.

Over the next week, I’ll list out over 20 games that people have suggested I go out and buy, in no particular order. For today, here’s the first 5 in the list.

No More Heroes

No More Heroes (rated M) features a badass named Travis Touchdown, who ends up killing a ranked assassin and becoming ranked himself. He now has to defend his rank, and he decides to try to become the #1 assassin with all the rewards it entails. The game was highly praised by most reviewers. It’s incredibly bloody, at least in the North American version, so if violence and gore aren’t your thing, you might want to pass on it. I haven’t played it myself yet, but watching a few videos on YouTube, it’s now on my list. The game play is open-ended, although it is a bit more linear than Grand Theft Auto games. The game play reminds me of MadWorld (also rated M), which I have played, but it seems much more tame in terms of blood and violence. Of course, if you’ve played MadWorld, you know that’s not saying much.

Super Mario Galaxy

Super Mario Galaxy (rated E) is the third 3D platformer in the series, the previous two being Super Mario 64 for the N64 and Super Mario Sunshine for the GameCube. Sunshine sold and reviewed well, but it had its share of critics who claimed the game seemed unpolished. If Galaxy can be considered a comeback, it was definitive. Everyone loved it, and there are few complaints. Guinness World Records ranked it 29th out of 50 on its list of the top console games of all time based on the game’s initial impact and lasting legacy.

It’s not a bad suggestion at all! It was one of the games that I got in the bundle, and while I have only played it for part of one evening, I can see it being a lot of fun. Everyone I’ve talked to had nothing but praise for this game. Also, it’s has support for two players! I recall reading a blog post about how much fun it could be to join a friend or family member. One person can play the main game while the other can help him/her collect items.

I’m still not happy that a modern console game has a concept of lives. It’s not an arcade game, so it’s not like I need incentive to pump more quarters into it. I’ve already purchased the game, and limited lives does nothing but frustrate me. Then again, I was told that the game is similar to Super Mario World for the SNES in that it is easy to have a ton of lives without losing them often.

Resident Evil 4

For a long time, I was frustrated because I purchased Resident Evil 4 (rated M) for the GameCube, but I couldn’t play it because I lost the first disc when I brought the game over to a friend’s house. It turns out that buying the game a second time for the Wii is supposed to be worth it, so that’s good news. The Wii version takes advantage of the unique controls. If you are into survival horror, everyone told me that this is supposed to be the game to get. It’s on my list as well.

But, real quick, for people who have played it before, how scary is that chainsaw-wielding guy with the bag on his head?! I didn’t get to play the game much, but when I did, I could not find a way to survive the early mob he was leading. I thought I had secured a makeshift barricade, but the next thing I know, they’re swarming in from the windows and knocking down the doors! I can’t wait to try again with the Wii version.

Muramasa

I never heard of Muramasa: The Demon Blade (rated T) before coworkers and friends and Twitter users swamped me with the knowledge. It’s an action role-playing game set in a feudal Japanese era, and it was sold out in Japan within a week of being released. It allows you to use three different control schemes based on your preference, and it offers multiple difficulty levels, different playable characters, RPG elements, unique art and musical scores, ninjas, and swords.

Some complained that the action is repetitive, but I just watched some video of it. It looks very similar to a game I wanted to develop myself, so I definitely want to try it out. And quite frankly, playing the role of a ninja probably can’t get old. Just sayin’.

Punch-Out!!

Punch-Out!! (rated E10+) was considered a great successor in the series, and some of the additions make it a great party game as well. It has a two-player mode, for one thing.

It’s very similar to previous titles in that it’s a boxing puzzle game. Each opponent has a weakness, and you have to figure out how to exploit it while timing your moves. Most of the boxers are featured in previous games, such as Glass Joe and Bald Bull, bringing back fond memories for those of us who played the original game when Mike Tyson was featured.

Tomorrow…

And so ends the first five highly suggested games on my list. Make sure to come back tomorrow to see the next 5 and the rest of this series. Feel free to use one of the icons below to suggest this series to others, and make sure to leave a comment below to let me know what you think about these choices.

See the rest of the series:

Categories
Game Design Game Development Games Marketing/Business

Advice for Aspiring Indies

Back in August, Christopher M. Park of Arcen Games gave advice for aspiring indie game developers.

He has a number of observations after releasing his first game, A.I. Wars, and my favorite part is categorizing what class of indie game you might have your hands on. He separates them into three main groups: Indie Darlings, Undiscovered Gems, and Hobbyist/Nonprofessional.

Knowing which category you’re in is important because it allows you to realize what you can do to improve sales and get publicity. It is very important to recognize if your game is part of the last class. If you think you are running a business, but you don’t set your priorities so that you treat your business as one, it will be an uphill battle until you admit that you haven’t been dedicating the time and effort that a business calls for.

Another set of observations I liked: art is really important, but it’s usually not as important as most people think it is. Releasing a finished game with placeholder art is much better than not, and you can always release an update or a sequel or a completely new game with better quality.

As a side note, I used to think that graphics were much less important than I think they are now. Thanks to my time spent in the Game Design Concepts course and in Twitter conversations on the topic with Krystian Majewski, I’m now of the mind that the audiovisuals are as much a part of the design of a game as the mechanics.

Majewski said:

Otherwise, you run into a situation where you have an addictive game with exchangeable, hollow visuals. A growing problem today.

Bottom line: art is really important, but don’t let it be an excuse for not finishing your game.

Park’s other big observation echoes what you might hear from any discussion about marketing and sales. Refine your story. Tweak your copy. I love that Park gives multiple examples of emails he has sent out over three months.

The article has some good nuggets of information, so I would suggest reading it in its entirety. It’s not going to detail a plan for you to follow, but it is always a good educational opportunity to see what someone’s business looks like when it makes contact with the market.

Categories
Game Development Games Linux Game Development Marketing/Business

What Game Platforms Do You Support?

While I beat the drum about supporting GNU/Linux gamers, more than a few people have noticed that the world doesn’t revolve around Windows vs Mac vs GNU/Linux anymore. Jeff Tunnell wrote in February that putting your game on OS X and GNU/Linux is not enough.

Instead of debating OSX, Linux, and Windows vs. just Windows, you should be considering all OS’s, Flash, the browser, Facebook, MySpace, Hi5, Steam, Instant Action, Greenhouse, your own site, iPhone, Android, other smart phones, Nintendo DS, Xbox via XNA, XBLA, Playstation Network, Wii Ware, box distribution, Casual Portals like Big Fish Games and Yahoo Games, Flash Portals like Kongregate and New Grounds, international portals.

When I worked to convert a game to Flash and bring it to Facebook, Sea Friends was the result. And until I made this effort, I didn’t realize how much Flash, Facebook, and the web in general were individual platforms.

When Netscape and Java were new, the promise was that applications would no longer be locked into the operating system you were using. All work and play would be in the web browser. The push got stopped long ago, but look around you today. Facebook is huge, and more people spend time logging in there than many other sites. The iPhone had a gold rush, and Android phones may have their own.

And the platforms impact how you play. Games available through Facebook and other social networking sites tend to be social games. It’s only natural. If you can’t interact with friends in some meaningful way, your game won’t get played. iPhone games tend to be quick and easy to play, which are perfect for people who are sitting on a bus or waiting in line somewhere.

If anything, supporting Windows exclusively, as many indies do, is a sure-fire way to marginalize your game in the world. Supporting Windows exclusively is easier, yes, but why should you expect that doing the easy thing will be profitable?

But the bigger point is that supporting Windows, OS X, and GNU/Linux aren’t enough. Does this mean that Joe Indie has his work cut out for him? Perhaps, but it also means your game has many ways to meet potential players. You have many options for testing your game designs long before you invest years of your life into the implementation.

Always see, and really see, what is possible.

Categories
Games Linux Game Development Marketing/Business

Linux Gamers Demonstrate Demand & Support Suppliers

I like calling attention to the reasons why you should support Mac OS X and GNU/Linux as a game developer, especially since so many people still ignore these markets at their peril.

Recently, Koen Witters of Koonsolo Games wrote about how surprised he was to find that Linux users show their love for the company’s indie game. He posted Mystic Mine‘s downloads and conversions stats, and the results demonstrate that GNU/Linux users are a gaming market that is relatively easy to target and is willing to purchase quality games.

Mystic Mine is an action-puzzle game with simple controls. You basically switch tracks for mine carts to use as they collect coins, diamonds, and other items. As more and more carts run around, you’ll find yourself switching tracks just to keep them from running into each other, and the action can get frantic.

This game is available for GNU/Linux as a native client, and the customers are buying. I downloaded the demo, and the game runs right out of the box. It’s a fantastic user experience.

Contrast that experience with EVE Online. Back in February, EVE Online‘s official GNU/Linux support ended. The reasoning? Not enough GNU/Linux users to make it worth the complexity of supporting three operating systems.

If you read the comments of that news item, you’ll see that everyone agreed the native client was horrible. One person said that using Wine to emulate the Windows version worked better than the native client. People even left the game because the native client was so painful to use.

No wonder there weren’t many GNU/Linux users. Based on the feedback I’ve seen, they were treated as if they were second-class customers, given an inferior experience and expected to act like it was good enough.

Again, contrast that experience with 2D Boy’s World of Goo. GNU/Linux users had to wait for that game to be released long after the Windows version was. When the port was finally released, more games were sold on that day than any other day.

This day beat the previous record by 40%. There is a market for Linux games after all 🙂

If you’ve played World of Goo on GNU/Linux, you know that the native client is great. It’s not buggy. It’s not frustrating to use. It just works.

So Mystic Mine and World of Good are both games that treat GNU/Linux users as first-class customer, and the creators are rewarded with good conversion rates and sales. EVE Online produces an inferior experience for GNU/Linux users, and then the creators cite the low number of customers as the reason to drop the poor support they were providing.

If you want to argue that EVE Online is an MMO and has different support costs, keep in mind that A Tale in the Desert is also an MMO, and when it first came out, 38% of GNU/Linux users converted to paying customers while only 20% of Windows users did.

In terms of absolute numbers, there are more Windows users than GNU/Linux users, but there are other benefits besides sales and subscribers. Publicity is a huge one. With websites dedicated to Mac and Linux games, you’ll easily make a name for yourself if your game is well-made. Of course, if you half-ass it, you’ll make a different name for yourself.

I’ve asked before: why aren’t there more Linux-using gamers? But the market exists. It has a significant user base. And they pay money.

As an indie, you can afford to provide a quality experience for these people and reap the benefits, especially since, by and large, the mainstream game industry ignores them.

Categories
Game Design Games Geek / Technical

Randomness in Game Design

Greg Costikyan gave a presentation at GDC Austin ’09 titled “Randomness: Blight or Bane?”.

It’s a long post to read, but I like how this one is actually readable. Most presentations end up online as slideshows only. Without the speaker there, the context of a slide is also missing, and it is hard to know what you’re expected to take away from the presentation. In this case, it seems he took his presentation, put it into blog post form, and used the slides as images to break up the text nicely.

He opens it up by explaining how our sense of accomplishment requires that we feel we used skill to win. If you press a button that has a 50/50 chance of declaring “YOU WIN”, it’s not really compelling by itself. We won’t feel we earned anything. It was blind luck that resulted in a victory.

So naturally you would think that if you want compelling, interesting games, you need to eliminate randomness, right? Well, that’s a tall order, something I wish someone would have told me when I was designing early games in the Game Design Concepts course.

And yet, lots of popular, long-standing, “stood-the-test-of-time” games have random elements in them. Some are more random than others. For instance, a game I’ve been enjoying with my friends these days is Farkle. It has many different names and various implementations, so if you want to know how to play, you can read the rules yourself on the Wikipedia page. The point is that Farkle is a dice game, and as such relies heavily on the results of dice throws. It’s pretty random, and nothing about the result of your roll is impacted by your skill. And my friends and I are enjoying it.

Fun fact: Sierra Games put out a Hoyle-series game with a version of Farkle.

Ok, but when you win in Farkle, why aren’t you bored? It’s probably because the player is choosing when to rely on luck. If I have 1200 points, and only one die left, there is a 1 in 3 chance of rolling well and continuing with all six dice for even more points. If I take the chance and win, that’s a huge win, enabling me to increase my score greatly. If I lose, I lose the 1200 points I racked up. On the other hand, if I want to play conservatively, I can pass the die to another player and keep the 1200 points on my score sheet. Now the next player might roll that one die and try to build on my score, essentially riding on my success, or he/she can roll all six and start over.

Another way I impact the game is in how I choose which dice to keep. If I roll six dice and get a 1 and two 5s, I can keep all three of them, but I could also keep only one of them so when I roll the remaining dice, I have a chance of getting better results.

Without the randomness, however, what would Farkle be? Part of the game is essentially gambling. I sometimes take high-risk rolls on the off-chance that I will leap ahead in scoring. I sometimes fail. If I couldn’t fail, it wouldn’t be fun. I’m basing my decisions on my understanding of the odds of scoring with the remaining dice in my hand.

I would highly suggest reading the article, but here is a quick summary of the role of randomness in game design:

  • to heighten the realism of a simulation.
  • to break up symmetry.
  • to ensure variety of play, preventing players from predicting what happens next.
  • to offset the vast differences in skill levels between players to allow everyone a chance of winning.
  • to generate algorithmic content.

There is a point where Costikyan talks about why games like Chess and Go, which have no random elements and players in symmetrical starting positions, are able to remain interesting while games such as Hex and Twixt are “solvable”.

Games in which all players pursue the same strategy result in a win by the player who makes the fewest mistakes — or, if none, by the player who has the player-order advantage.

This is dull.

Chess and Go have strategic depth, and the symmetry is broken soon enough. Hex and Twixt have an optimum strategy. In Chess, each player isn’t using the same strategy. There are many that can be pursued, especially as the game develops. This reasoning is why my early attempts at those game designs sans random elements were so hard to make interesting. Especially because it was an early, rough design, there was no strategic depth! Whoever went first would win, and if someone was mathematically inclined, they would find a way to solve my games. One of the things I did in an attempt to fix this problem in my High School Reunion board game design was make it possible for each player to pursue different paths to victory. Apparently I was on the right path in attempting this, but as Costikyan points out, Chess was developed and refined over thousands of years, whereas I was designing my game part-time for a class. I’m not going to easily create a great game design if I am trying to avoid using luck to play a role. B-)

The article also mentions a few uses of random elements which seem pointless. For instance, weapon damage in Quake was random, but never enough to impact the game in a meaningful way. Most people wouldn’t know that it was random at all. So why include it at all?

His explanation of how randomness regresses to the mean, allowing strategic elements to dominate if both randomness and strategy is possible, is also fascinating stuff.

In game design, randomness is a tool. Like any mechanic, having a deep understanding of it can only help you apply it better.