Indie Game Makes $250,000 per day…

Posted by chromacoders on Saturday Sep 25, 2010 Under Uncategorized

Hey folks,

In the Steam Birds Interview we heard about how he was able to turn a month-long flash project into $40,000.

Indie Game Dev success seems to be alive and well…the game Minecraft is making $250,000 PER DAY in revenue. It looks like the game was done in Java! Who says you need flash!

I think the interesting thing about both success stories is that they pursued their passion…and they are committed to adding new content to the game…for example, Minecraft adds content each week and supposedly even each day.

Any other things you notice about the game that lead to its success? I think its interesting to wonder why some indie games make $2.50 per day and other game can make $250,000 per day!

What other reasons do you think explain the success of Minecraft vs. other indie games?

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Games As Art? How About Games As Utilities…

Posted by chromacoders on Thursday Sep 2, 2010 Under Uncategorized

Hey folks,

As I attend various game conferences, I usually hear discussions about “games as art”…I’m not sure that’s the most important question. For games to be ubiquitous, they need to be utilities. I think the important questions to ask are…what mechanics/systems do we need to invent to turn games into utilities.

When a game becomes a utility, it then jumps out of the consumption curves of movie content/mmos…where there is a huge uptake initially and then a taper off over time…and into the utility curves of things like Google or Facebook….services that have grown over time.

We’ve already seen some innovations in ways to make games utilities…with services like FourSquare, Digg, and SCVNGR

With a utility, the games success grows over time. Now the question is…what are mechanics/systems that we can reference to build these game utilities…
Here’s an incomplete list…mostly borrowed from MMOs and Casual Games…

a) The game utility needs to work within the normal habits/acitivities of people/teams. That means…these games are not diversions from everyday life…but either amplifiers or accelerators of everyday life. FourSquare amplifies your experience of visiting a specific place. When you check-in, you may get a badge, etc. Digg relates to ranking and organizing news.

b) Badges/Achievements…this gives folks mini-missions/goals as they use the utility

c) Persistence…this is something that helps to show people’s time investment in the utility. This can be in the form of points, rank, or other types of system-generated content/information that helps to communicate the player’s investment in the utility…like an archive of their posts, comments, or ratings by others.

d) User-generated/Community-generated information streams…systems like Digg and FourSquare rely on users GENERATING content (rather than consuming it) … that content is added to the system to help make the game utility more valuable…for example, one player may create content relevant to other participants in the system.

These are the obvious mechanics…there may be other new ones…there has to be…because right now, the current design spaces have not thoroughly identified the mechanics/systems that can modify current games and turn them into utilities. Once we discover/invent these mechanics, we can easily apply gaming to everyday activities like search, dating, news, etc….with the expectation that the games will grow over time, rather than decline and taper off.

Any thoughts on other mechanics/systems that can turn games into utilities?

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Development of Rock Candy, Student Indie Game…

Posted by chromacoders on Sunday Jul 18, 2010 Under Uncategorized

Ryan talks about his student team project…

You can download the podcast here…
http://www.chromacoders.org/rock-candy-games-gdc-2010-interview-final.mp3

Or listen to it here…

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$50,000 Social Game Engine Now Free…

Posted by chromacoders on Friday Jun 25, 2010 Under Uncategorized

Hey folks,

In pursuit of our mission to help student game developers make their own successful game…we’ve now made the social game engine FREE for all students and indie game developers to use. Feel free to use it, modify it, etc…to make your own profitable game on Facebook or anywhere else…and you get to keep all the profits :)

You can use this code in addition to our Social Games book (http://www.chromacoders.org/book.pdf) to make a successful game :)

You can download the Free Social Game Engine here…
http://www.chromacoders.org/social-game-engine.zip

Enjoy :)

Note: The code is distributed under the MIT Software License

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Development of the analytic platform for Flash games

Posted by chromacoders on Tuesday May 25, 2010 Under Uncategorized

Ben discusses their analytic platform for casual games

You can download the podcast here…
http://www.chromacoders.org/flash-analytics-gdc-2010-interview.mp3

Or listen to it here…

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What is Your Player’s FQ (Fantasy Quotient)…

Posted by chromacoders on Saturday Mar 27, 2010 Under Uncategorized

At GDC in San Francisco, I saw a fair amount of “indie”/experimental games”…all trying to provide an interesting experience to potential players.

What struck me about many of these games is that they took place in some unrecognizable world or land…or abstract theme…and had some unidentifiable monsters or some other non-mainstream theme.

I could see the potential in some of these games, but then realized that they may not get much play…because they are not suitable for a player’s FQ…

What is FQ…FQ stands for Fantasy Quotient…Most people in this world have a low fantasy quotient…they do not care about high fantasy themes like Orcs, etc…this past year, the rise in social games has shown that most players have a very low Fantasy Quotient…many players do not care about orcs and elves, etc. They are drawn to more realistic themes like Restaurants, Aquariums, and Farms. Something aspirational they can relate to in their everyday life.

As you develop your game, I think it is a good idea to make sure that your gameplay is wrapped around a theme/story that resonates with a potential player’s Fantasy Quotient (FQ). Using hidden lands and magical fantasies may work, but having a more relate-able and attainable theme…a theme that resonates with a player’s FQ…will help your game be more accessible to a wider audience.

So…what game are your working on…and what is its Fantasy Quotient?

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WarStorm Game Design Review…

Posted by chromacoders on Friday Dec 25, 2009 Under Uncategorized

Hey folks,

To help student game developers improve their games, we’re going to do game design reviews…so that you get a sense of game mechanics that work…

http://www.facebook.com/apps/application.php?id=29507308663

Overview: In Warstorm: Challenges the player collects cards representing troops in a vast army.  He builds decks in 7-card segments called “squads,” and then pits one to four squads against the computer or other players.  There is a campaign mode, an arena, and a “daily campaign,” which is a new feature for the Facebook version of the game.

Collection: Warstorm: Challenges has this mechanic in spades.  There are literally hundreds of cards to collect, and a player can theoretically include as many as 36 copies of one card in his deck.  With certain card combinations that produce massive results in the game, there is a strong impetus to keep collecting more and more cards.

warstorm1

Purchased Collecting: The player can buy “novice” cards fairly cheaply, or the more advanced “expert” cards for a higher price.  Playing against another player in their arena mode earns you points whether you win or lose, so the collection mechanic feeds back in and directly encourages the player to keep playing.

No Choices: For all the options the player has when putting together a deck, there is no decision-making once the battle begins.  The game runs a simulation for how the decks clash and determines a winner.  The positive side of this is that the more casual player doesn’t feel pressured to sit in place for half an hour while an opponent decides on moves in real-time.  The negative side is that players often feel that they aren’t really playing the game (I’ve surveyed friends who tried this out, and it’s a frequent complaint in the forums).

Achievement: In the previous iteration of the game, on a separate site, Warstorm did very well by having a nice large achievement section for the player to reference.  In the Facebook version they’ve improved on that design by placing the achievements you’re closest to achieving front and center on your main page.  When I ran out of campaigns to overcome in the old edition, achievements are what kept me playing for a few more weeks.

warstorm2

Updated Content: This version does an even better job of providing a compelling play experience by including the “daily campaign.”  Essentially, each day there is a new specific deck to defeat.  Because the core of “gameplay” in Warstorm: Challenges is the building of the deck (this is where the player can make strategic decisions that affect his outcome), the inclusion of set decks to defeat makes Warstorm an actual game, not just a collection mechanic attached to a card game simulation.

Art: The art is middling.  The card art loses a lot of its punch on the new smaller size Facebook permits, and the new interface additions make things feel a little crowded.  On the other hand, every individual piece of art is quite decent and supports the general swords and sorcery theme.

Story: Not integrated enough.  I’m a player whose primary interest is often in storyline, and I skip past the text that tells the story of why I’m having this or that battle, because I just don’t care and it never impacts gameplay.  When I do read it, the writing is so-so; decent but unmemorable.

warstorm3
Well-Implemented Notification: When you gain an achievement in Warstorm, you get a button on the mission briefing entitled “brag to friends.”  Because it’s built into the system it’s less obtrusive than the usual pop-up, and the tiny shift in wording makes it surprisingly enticing.

Player-Generated Content: This is the big thing missing, in my opinion.  The players should be able to challenge one another with “towers” or some similar structure, with one player making a deck and others trying to beat it as the day wears on.  This would allow the game (that is, the part where you’re designing a deck) to remain interesting for, essentially, an infinite amount of time.  The reward structure would be difficult to devise, but it would take the game experience to the next level, even for the social or casual gamer.

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Developing the Hang Time iPhone Game…

Posted by chromacoders on Sunday Nov 29, 2009 Under Uncategorized

Tarun and Mickey with Marigo Holdings discuss their Hang Time iPhone game

You can download the podcast here…
http://www.chromacoders.org/agdc-iphone-hang-time-interview-podcast.mp3

Or listen to it here…

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Running an MMO/Social Game Series…

Posted by chromacoders on Sunday Aug 2, 2009 Under Uncategorized

Hey folks,

To help share some of the concepts experienced as we run an MMO, we’re going to document the experience of running an MMORPG. We’ll mainly discuss some of the interesting challenges and interaction experiments we perform in the game.

Stay tuned, the next post will be about adding a new interaction mechanic to the game.

You can check out the game here…
http://apps.facebook.com/chromafun/

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Contest: Win a FREE Unity iPhone SDK License…

Posted by chromacoders on Sunday Jul 19, 2009 Under Uncategorized

Hey folks,

The team at Unity was nice enough to donate the dev kit they have for making an IPhone game to the show (click here to listen to their interview).

Anyways, this is a pretty sweet deal imo…as their SDK speeds up iPhone development big time. You can check out more details on the SDK here…

The contest will go on for 2 weeks (until August 5th, 2009) and will consist of submitting a proposal for an iPhone game. The other readers will get to vote on the game they want to see made and the most-voted person/team will win the license. Keep in mind that I’ll get final decision on the winner…and will choose the person/team most likely to finish the game they proposed :)

Winner gets all the Unity tools needed to make an iPhone game using their platform. Keep in mind that you’ll also need to have an iPhone dev account with Apple to make an iPhone app (all iPhone devs need this).

Let me know if you have any questions.

Anyways, submit your proposal in the comments below :)

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