Posts Tagged games

Boulder Blast

My newest game launched this time last month on Shockwave. It’s a sort of ballistic match-three game. A boulder sits on a central pedestal, which you can pull back and fire at other boulders on the playing field. Wherever your boulder lands, it wipes out all connected boulders of the same color. Just to spice it up a little, some of the boulders are two-toned (meaning a chain can pass from one color to the neighboring color). There are three “power-boulders” which affect the pieces around them: a magma boulder rotates periodically and destroys all boulders in the same row/column when it’s hit; a bomb boulder destroys all pieces within a certain radius; a “spirit” boulder destroys all pieces of a certain color. By aiming tactically, the player can further grab three more “meta-powerups” that affect the game mechanic: the aim powerup allows the player to eschew the slingshot mechanic and instead simply click on their desired target; the freeze powerup prevents any new boulders from dropping; the match powerup grants you a bonus for successfully targeting a specific color of boulder instead of flinging wildly. The game marks a number of first for me as a game developer: Read the rest of this entry »

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Notes from Interplay

I went up to the little Interplay conference yesterday, so I thought I’d post a few notes.

The Future of Social Gaming
This panel had guys from Kongregate and Meebo (two companies I actually like) and guys from SGN and Xynga (companies I’m not sold on yet).  Of the last two, they get a fair amount of Facebook traffic (some of which is organic and some of which they’ve merely bought).  From what I heard, the two hate each other… but both of them had their diplomatic hats on and mentioned that creating a genre (social games) was more important than any one company.

I found one thing the Xynga guy said pretty funny: “Every couple of months, the networks ratchet it up and make it harder to be viral.”  In my mind, what he’s basically saying is that every couple of months the networks make it harder to spam users.  If the content is good, and it really stands on its own, you don’t need spam for it to go viral.  That he’s bemoaning the anti-spam filters lead me to believe that they’re a little lacking in substance.  By building a single, large game channel, though, they’re essentially cutting Facebook out of the regulation picture.  Once their install base is high enough, they can actually just spam within their current users to drive eyeballs to their new apps.

10 Ways to Monetize Social Applications
I didn’t notice on the agenda that this was a “sponsored panel.”  It could’ve been called “10 Ways to integrate OfferPal into your Facebook Application.”  They quoted some pretty obscene eCPMs (>$200), before later revealing that was only from the actual “complete an offer” page that 5% of the users visited.  I have no doubt that this sort of thing works for teenagers (or anyone without a credit card), but these things are the sleeziest types of offers in my opinion.  Unless I was designing an application purely to make a buck, I don’t think I could stomach their system from a user-experience point of view (and I’ve actually got a couple of ideas that would work perfectly for it).  The funniest thing about their presentation was how many people got up and left right in the middle of it (as soon as it became apparent that it was a sales pitch)–it was really like rats fleeing a sinking ship.

The State of Social Games
This was one of the more interesting talks, in that at least Developer Analytics had some data to share.  After crunching a number of applications, they boiled pageviews per daily active user into some pretty interesting numbers:

  • Messaging Apps (Wall, Poke, etc) generate 3 page views per DAU
  • Dating Apps generate 20 page views per DAU
  • Social Gaming Apps generate 50 page views per DA

They basically saw only a handful of monetization channels for social games: digital goods, virtual currency, microtransactions, and CPA type offers.  They estimated that a successful app in today’s market generates around $40 per 1,000 DAU per month.

Funding the Social Gaming Sphere
This was a panel of three venture capitalists (Accel, Lightspeed, Hit Forge).  The moderator was a bit of a pain, but there was some interesting info.  One of them mentioned that current apps are seeing about $0.50 per DAU per month (right in line with Developer Analytics’ estimates).  The biggest way to make money, they suggested, was to let the guys who can spend $1000/month spend that much and let the guys who can’t afford $0.25/month play for free.  In America, though, gamers have been VERY resistant to letting players pay for a competitive advantage–essentially limiting the market to purely cosmetic items (i.e. Pimp My Avatar).  They also made a noteworthy distinction that Social Games are not just multiplayer games.  With multiplayer games, you are willing to play with anyone.  With social games, part of the fun is derived from playing with people you actually have relationships with.

Jeremy Liew of Lightspeed mentioned that they look at applications that see a total of around 100 million minutes of engagement per month.  I don’t have any actual stats on Filler’s average playtime, but I’d peg it conservatively at 5 minutes.  It’s well into its long tail by now, and averaging around 10,000 views a day.  Doing some basic math, 10k views/day * 30 days * 5 minutes per user… that’s about 1.5 million minutes of engagement per month.  Flash games and social games are different in that flash doesn’t serve up multiple page views (or create meaningful interactions between friends… yet), but I think it’s worthwhile to compare the two.  There has been huge inflation in sponsorship costs over the last year or so (basically since MochiAds hit), but the money tossed around for flash games is still nowhere near what some of these social apps are getting.  I see the difference in the two, but I don’t see the difference as being THAT huge–both are essentially diversions.  I think the money for flash games will continue to rise while the money paid for social apps will decline over the next year or two.

They also mentioned a few criteria for apps (or really, the developers behind the apps) who might get venture funding:

  1. Applications that are user content-driven (and therefore inherently more viral)
  2. Applications developed by someone with a portfolio of hits
  3. Applications which hit a stable niche (i.e. Poker) and own that niche

The question that they didn’t really answer, though, is why any of these applications need venture capital at all.  Most of the apps have next-to-nil production budgets, and those that become hits are likely profitable already.  Without any sort of cash burn to deal with, I don’t really see the need to give up part of your company for VC money–unless, perhaps, you want to quit your day job and do app development full time (I doubt a VC would invest in someone who wanted to keep doing development on nights & weekends).

Building a Successful Business
The founder of PlayFish gave a great talk on how they’ve been so successful so far.  I hadn’t heard of them, but after seeing their apps and hearing about their processes, I think these guys are going to make a mint.  Essentially their core value proposition is that they want to elevate the overall quality of Social Games to a level on par with a Nintendo DS or Wii title.  He gave five bullet points on how to build a successful business:

  1. Think Like a CFO (i.e. you should plan with the bottom line in mind, not what’s necessarily the most “creative”).  This will allow you to manage risk and learn how to manufacture hits over time.
  2. Create Great Product.  By this, he meant be the #1 or #2 in your competitive field, as this will create exponentially higher value in the long run.  I agree with his sentiment, but I’m not entirely sure it works for Flash Games (where there’s a new #1 or #2 every week).
  3. Kill Product.  Learn to pull the plug when something isn’t going the right way, and never look at that as a failure.  Make bold decisions if necessary and don’t look back.
  4. Build Platform.  Develop and document your tools and processes.  Not only will this improve efficiency, you’ll actually have an artifact repository that creates “enterprise value” (i.e. something that can be sold to someone else).
  5. Budgets Increase.  Plan ahead that the budgets will always increase.

Advertising and Marketing on Social Games
This was a panel on in-game advertising featuring DoubleFusion (I think… I was grabbing a Coke when they said the first guy’s name), OfferPal, NeoEdge, EA, and MochiMedia.  Perhaps because I was already so familiar with the space, I didn’t take much away from this panel.  The NeoEdge guy spoke most of the time, but the lady from OfferPal jumped in as often as possible to reiterate her sales pitch (“We have FIVE PhDs working to make you money!”).  Everyone on the panel was fairly subdued, but she looked a little out of place.  Not to sound sexist, but she would’ve fit in better as one of those hosts on QVC or some other home shopping network–just a little too overdressed and just a little too eager to sell you something.

Microtransactions and Virtual Goods
I didn’t really learn anything from this one, but it was interesting to hear the guys from Friends For Sale and Packrat talk about various problems they’ve had to deal with in regards to cheating, inflation, etc…  The panel moderator made very sure to explain the concept of monetary faucets and sinks SEVERAL times (though I’m sure the crowd was probably familiar with the idea already).
All in all, the conference started out kind of slow but ended with a few nuggets of information.  A friend of mine who’s interested in entering the space has been to a few of these things in the last couple of months and said most of the info has already been mentioned at other conferences.  Their was an open bar afterwards, so I at least got to feel like my $100 was well spent.

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Whirled Beta

Whirled LogoAfter getting a friend request from a complete stranger (MySpace style), I logged into Whirled last night–only to find out that it’s no longer in super-top-secret alpha any more (confirmed at Daniel James’ blog). I have pretty favorable feelings towards Three Rings in general. I love Puzzle Pirates, and I love the idea of Bang! Howdy–that’s exactly the sort of game I used to play when I had endless free time.

There’s also Game Gardens. A year or so after I got to Georgia Tech’s program, I’d run across GG while looking for ways to do multiplayer java games (I was using Processing at the time for most of my stuff). I jumped on board, made a couple of experiments, and won 4th place in the contest they were running in the fall of 2006. I guess due to the fact that I was active on GG, I got one of the earliest invites. The fact that the thing ran in Flash was the only thing that got me to give the Flex SDK a shot, so in some ways I wouldn’t even be doing what I’m doing now if not for OOO. I was immediately in love with the idea–”a way to make money off of games? and do multiplayer? sweeeet!” (ahh, naiveté). Read the rest of this entry »

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I Dream in Polygons

I have pretty strange dreams.  Some people attribute to eating right before bed, but I’d say it’s more likely an overactive imagination.  Last night I dreamed in polygons.  Sort of.  I essentially dreamed up a new idea for a game.  Rather than playing the game in the dream, though, I was actually in the game–a sort of bizarre abstract rail shooter/space invaders hybrid with square enemies bouncing around the screen.  I don’t know if it would actually be fun or not to play, but it sure was pretty to look at (maybe I’ve been playing too much Rez).  I spent a little time this morning brainstorming how I would actually take a surreal dream-game and turn it into something, but I think the scope of the project (maybe XNA?) would be just a little too much for my schedule right now.  I’ll have to do a few sketches and take some careful notes so that I can add it to my list of games I’ll make when I have a little more free time.

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The Paid Search Experiment: Another Reason Why MochiAds Rock

My MochiAd traffic share adRemember that first website you made back in the 90′s? Did you ever join a web ring? I did. I joined lots of them. While I was in middle school, I’m pretty sure at different points I had an Aliens fan page in a sci-fi web ring, a “download movie quotes in wav form” website in a movie ring, a personal page dedicated to my short stories (this was before “blogs” existed) in a writer’s web-ring, and a few others that are even more embarassing. There was no such thing as Google Analytics back then, but if I had to guess the incoming traffic from those web-rings was piddling at best. After using MochiAds service for a couple of months now (ok, well, I’ve been a member since last April… but let’s just say I wasn’t “utilizing” the service until I released Filler back in January) and running a new experiment this week with paid search, I’ve come to the conclusion that the web ring is back in a big way–and it rocks.

Read the rest of this entry »

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How much do we get paid (hourly) for flash games?

For most flash game designers, making the games is a hobby.  It’s nice that there’s some monetary reward possible now, but for a lot of us we’d make the games anyway.  I’ve been doing casual games in some form or another (Shockwave, Java, now AS3) for a few years now–but only since I’ve discovered things like MochiAds did I actually get motivated enough to finish a game and release it.  A debate that’s come up on the Mochi forums a couple of times is exactly how much we developers get paid for our time.

I could estimate the number of hours I put into Filler, but it would be just that–an estimate.  I could then take how much money I’ve gotten so far and figure out an hourly wage… but even then it’s a stab in the dark.  I stumbled across a tool today that might help with that: Klok.  I haven’t actually used it yet, but I love the concept–and I’ll definitely be using it on my next game (and various other side projects).  Afterwards, it should be relatively simple to work out exactly what the “hourly rate” was for that game (though, clearly, it won’t factor in the actual desire to work on this stuff =]).

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GDC Party Roundup

I didn’t actually go to the GDC this year–on Monday, I was making up for the fact that I ducked out at noon on Friday to go to Yosemite, and our third employee (not counting interns) started on Tuesday. I don’t think the bosses would’ve signed off on a week-long game conference anyway, but there was legitimately a lot going on this week that I didn’t want to miss. Luckily for me, GDC attendance has absolutely nothing to do with GDC party attendance (well maybe for The GDC Party). I had a couple of invites, so last night I took a few friends and hit up the Mochi Media party, the MTV party, and the Kongregate party. The three were a pretty striking contrast–actually reflecting the three different companies pretty well. Read the rest of this entry »

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I Heart Adobe

Sweet!

When I first started making games (well, when I first took a class about making games), it was under the tutelage of Dr. Allan Partridge–one of Director’s greatest champions.  I’ve since moved on to Java and then Flex, but I never forgot my love of Director’s simplicity (doing Ruby now, it’s actually kind of nostalgic).  Besides a couple of casual games, I worked on my first major 3D game (doing parts 3D modeling, animation, and AI programming on a team of 5 or 6 people).  I think it’s pretty safe to say I wouldn’t have taken the path I took if not for Director (before grad school, I was still pretty split on whether I wanted to continue on to get a PhD in Film Studies or give this whole interactive thing a more serious shot).

I’ve got a couple of more detailed games in my notebook, and I’ve been trying to decide if I want to build them with Apollo, go old-school with Director MX, or try something new entirely (like XNA).  This announcement is something that will certainly have an influence on those future plans–and hopefully in a good way.  I can’t wait until some more info hits on the new features.

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Filler at One Month

Today marks the one-month anniversary of Filler’s release, and the folks over at Mochi were kind enough to post my sponsorship rundown over on their MochiLand blog. You can check it out here. As of this morning, the MochiBot stats were sitting at 2,824,283… a figure that I’m still just astounded by (and that doesn’t count a couple of the special versions I’ve done where the portals’ contracts required that I remove the MochiBot). I tried not to post too many specific details (sponsors tend to frown on that, and I don’t want to burn any bridges), but I hope that anyone who’s interested in flash game development will find some value in my experience–limited as it is so far.

Edit: I guess the guys over at Newgrounds read the MochiLand blog. Here’s a compressed screenshot from my MochiBot stats from yesterday:

Newgrounds Stats

I think it’s pretty safe to say that the percent is juuuuuuuust a bit off, but I certainly can’t complain about the traffic bump. At $0.50 eCPM, that translates to around $6 a day while it’s on the main page. And more money is always fun.

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Busted Ankle and Filler Redux

I had a little rock climbing mishap on Thursday night–the end result being a severely sprained (if not broken–I’ll know more at the orthopedist on Tuesday) left ankle. On the down side, that means I’m an invalid. On the plus side, that means I’m pretty much chained to the computer for the next 6 weeks or so.

I posted Filler a week ago on Kongregate. Some time on Saturday, it hit the main page of Digg and stayed there for most of the day. Read the rest of this entry »

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