Charlie, from Hidden Variable Studios, talks about developing their hit mobile game…Bag It!

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http://www.chromacoders.org/bagit-podcast.mp3

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Dan, a game designer, talks about designing casual games

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http://www.chromacoders.org/cc-sallys-salon.mp3

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Cricket Master Blaster — Game Review

Posted by Jeremy Anderson on Monday Jan 25, 2010 Under Casual Games, Game Design

Overview: Cricket Master Blaster is a simple flash game in which you try to hit as many balls just right (per the rules of cricket) as possible in as few shots as possible.  It screams “niche market,” as a game relying on a fundamental understanding of cricket to get the full experience.

What’s Good:

Cricket


Action: Many players think of games as “a thing you do,” and while that paradigm is shifting as games that grow things while you’re away continue to rise in popularity, there are people who think they aren’t really playing a game unless they’re doing something.  This game definitely meets that need.

Challenge

Viral Technique: Challenge: The “can you beat my score” challenge is a very popular method of getting a new person into a game.  In fact, it’s one of the first; Arcades thrived in the first place because people wanted to top their local pinball machine’s scoreboard.

Viral Technique: Leaderboard: Their leaderboard is done well.  It updates daily, and has three different categories to shoot for, so the average player feels he has a shot at getting on there if he tries hard enough.  That balance of prestige and accessibility is key, and it’s really present here.

What’s Bad:

No Space: There is a sense of detachment from the game, because there is no “place” in the world.  If the opening area were a trophy room of some kind that the player could fill with achievements by playing along, the player would have a stronger sense of owning a little piece of the game.  That sense of ownership is a strong incentive to keep coming back.

Sixer

Incomplete Tutorial: The tutorial pops up whenever the player starts a game.  It explains how to play their flash game in general, but players who have heard of cricket but never learned the rules feel totally lost.  It should include the tutorial for their game the first time the player logs in, a tutorial that can be found in a help section if the player needs to review, and a short explanation somewhere of the sport itself, to get the “wandering player” interested.  It’s nice to have a niche market, but far better to have a product that increases the size of the niche!

Not Much to Buy: Perhaps the colored uniforms are more meaningful to players in the countries they represent, but I really wish there were something I could purchase using winnings from playing the game well.  Instead, the in-game money is more like Stamina in other games; you get it at regular intervals and it limits how much time you can play at once by running out.  Ask around, and you’ll find that most people do not like the feeling of running out of money.

Much like the lack of “placeness” to the game, the lack of anything to spend in-game currency on makes the whole experience feel less real.  The only thing you can buy (those uniforms) calls for the money you purchase (or earn by signing up for offers).  Without merchandise, the leaderboard and friend challenges become the only strong incentive to play, the only in-game indicator that you’re doing well.

What to Add:

World: Hard to pin to a single principle, but I’ll try.  If the achievements in the game are treated as objects (a trophy, medal, or placard) and the most recent or most impressive earned by the individual are posted on the main page, both the problem with lack of place and lack of stuff are solved at once.

Facts: This is really two separate things.  First, as I said, is that teaching people about cricket in a fun way could grow interest in the game.  Second is that the names of various cricket players could be brought in, to imbue the game with the kind of attachment to reality that Fantasy Football enjoys, or at least the star power of NBA Jam.  The target audience is clearly the cricket fan community, so bringing in their favorite players could really increase interest.

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MiniPlanet — Game Review

Posted by Jeremy Anderson on Friday Jan 22, 2010 Under Casual Games, Game Design, Social Games

Overview: MiniPlanet is a group of programs hooked together around a world, and players can complete jobs, run a store, gamble, chat, and spend their earnings on lovely furniture for a home of their own.  Apropos to the name of the app, I suppose, is the fact that there is no central game here.  There is a central world, and games for relating to it.

Areas

What’s Good:

Avatar Generation: Particularly for a game as social-heavy as this one, a good avatar generator is key, and this game has it.  Players can make themselves look mostly like themselves, or as different as they like, on a whim.

Look

Costumes: Somewhat related to the advanced avatar generation is the fact that the player can buy special clothes and outfits to customize his own look.  Having the ability to purchase something that travels with you to all your social situations is much more compelling than having the items for the personalized location, at least early on.  That more compelling ability translates into an increased desire to play the various games and earn the in-game currency.

Slick Look: Unlike almost everyone else, the slick look of this app extends even into the store, so that the player doesn’t feel like he’s walking into a sleazy alley to buy his merchandise.  There are still just a few bugs with the graphics, but they’re largely negligible except to the hardcore gamer, and the hardcore gamer is clearly not this game’s target audience.

Varied Play: With a decent repertoire of underlying games, this game could take off by having a little something for everyone.  It’s almost there.

What’s Bad:

No Core Game: My first impression of this game is that it’s like Maplestory without the game.  It provides a cute chat experience, a forum for people to talk, and a few benefits for selling things or playing a gambling game intelligently.  But the game never says “This is the goal.”  I have no idea how I gain xp (I assume I do, because the game tells me I am level 1 of 25).

Store

Invisible Benefits: Visibility is highly important for anything that can give a bonus of any kind to the player.  In the cafe games, you can see what’s on the stove.  In the farm games, you can see your crops.  In the adventure games, you can see the countdown to your next encounter or the next time your hp will recover.  In this game, you can only see your products when you take the time to go into your store, and then you can’t see anything else.

Loading

Loading Times: This may be unfair, but it’s still true: Because other games have set the bar for loading times so low, this game feels like it runs slowly because it has screens and areas that take an entire four seconds to load.  Gasp!  If possible, it would be better to put me into the space immediately and then add people in once I’m there.  Then I feel less as if I’m waiting.

Tiny Store: The clothing store should be obvious and easy to find, possibly its own main tab.

Getting Around: More generally, it’s tricky sometimes to get from place to place, which it shouldn’t be in such a simple game.  Movement should be very intuitive.

What I’d Add:

More Games: This one is a no-brainer.  As more of a game-world than a game, MiniPlanet benefits from having more games in it.  If the games are designed in different ways, there really can be a little something for everybody.  Right now there’s nothing for someone who wants to do battle, and (see games like ZOMG!) a game-world like this can definitely include that kind of game.

More Leaderboards: If there are many games to play, there can then be just as many categories in which players can excel.  More competition with players of similar interests (see: those who play the same kinds of games, in my game-world) encourages and facilitates the social aspect of the world.

Cost

Mixed Price Plans: The inclusion of items that can be bought using either real money or in-game money helps fight the impression that you are denying content to non-paying players.  The occasional “payer-only” item is good, because it increases the prestige of owning it.  Still, items that cost both types represent a prestige to the non-paying player that can make them more excited about your world.

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Car Madness 2 — Game Review

Posted by Jeremy Anderson on Tuesday Jan 19, 2010 Under Casual Games, Game Design

Overview: Car Madness 2 is a game that brings the excitement of street racing to the Facebook scene.  The design uses a fairly standard leveling system that unfortunately comes across a little forced; the premise doesn’t really match the way the game plays out.

What It Does Right:

Car


Photos: The sense of actual cars that the player owns, and the use of our society’s pre-existing pride in our cars, is very savvy.  Using photos and names of real cars, the game has very nice-looking art (design teams work for a long time on making cars look good) that will almost certainly be appreciated by the game’s target audience.

Loser

Battle Centered: The interest in the street racing scene is primarily about the competitive urge.  Having this game’s primary interest revolve around the process of racing against other players is a good decision.  More generally, if you have a specific audience, make sure your product serves that group’s needs first.

Madness: The title got me to look at their store.  Having a good name for your store can make a big difference in whether or not players look in on it.


New, and Uncertain Value

Viral Ultimatum: This is a risky maneuver.  Car Madness 2 has a vast majority of their content absolutely unavailable unless the player is bringing friends into it.  A few other games with almost identical gameplay design permit the player to move forward on almost everything alone, though much of it’s faster with a group.

The same could be done in a much less aggressive manner if the players you invited were not required to accept and keep the application; if instead you simply had to decide these were the friends of yours you wanted proxies of in the game.  As it is, even if I am interested in all the game’s content, if my friends aren’t okay with allowing the app I simply can’t play most of the game.

Collections

Collection: Certainly the idea of collection isn’t hugely novel (the phrase “gotta catch ‘em all” comes to mind), but I haven’t seen much of it in the Facebook App medium.  Here, I’m still uncertain what the purpose is to collecting these treasures.  If the design explicitly says what I get (even saying “a mystery prize” is better than saying nothing on the topic), then that collection could become its own kind of quest.

What Could Use Work

Theme Matching Play: A quick racing animation would go a long way to letting the player feel the excitement of the races.  If the designers have an algorithm for making “traction,” “power,” and “aerodynamics” important on different tracks or during different races, and could have that play out in the course of an animation, it would be downright fantastic.

Keeping the Excitement: Sure, it might be an authentic part of the life, but having a mission be “pizza delivery” doesn’t inspire me, and it’s not what I’d call a “racing tour.”  It’s not even what I’d call a racing tour for level 1 racers.  The big racing hill just outside town is the kind of racing tour for a racer who hasn’t made a name for himself.  ”Make Donuts” makes even less sense.

Regions

Story: It’s not present, and anyone who’s seen the “Fast/Furious” series of movies knows that a story definitely can be present in a street racing environment.  Right now it makes little sense that the player can’t go to Miami when the game starts.  But if there’s a story the player understands from the first moment why: Because the story hasn’t gotten to that part yet.

PvP Racing Achievements/Locks: As a game that calls so much for the competitive edge, Car Madness 2 would do well to have several missions scattered through its various cities that require a certain number of wins in races against other players, possibly even wins against certain kinds of cars.  If they develop their stories, they could even include an extra story for players who win against enough other players.  Fundamentally, if you’re going to make a game that uses competition so heavily, you should include serious rewards (see also: content) for players who go in for that competition.  Money and xp, which are available for a player who never challenge others, aren’t sufficiently different.

Balanced XP Gain: The xp value for racing other players is so huge, and the xp for playing the regular content so small, that the player completes both level 1 missions before he’s even halfway to level 2, but if he does just a few races with other players (which, lacking animation, should at least have some sense of how the game came to its decision of who won written out: “Bobo’s car resists the crosswinds with its better traction!  Winner!”) he gains a level.  By the time one runs out of Stamina for racing other players, one has gained three or four levels.  At which point, of course, there’s nothing to do unless you bring your friends in.

To Balance It: Lower the xp gained from racing other players to about half the current rate.  Increase the number of missions available at each level.  Rather than naming the missions after activities, in this case, I would name them after tracks or courses.  Also, provide multiple tiers of mastery to each mission, with prizes (probably parts of the collection) for hitting each tier, so that your players want to go on missions even when they’ve already hit 100% in that mission.  Doing so multiplies your game’s compelling play time without your having to generate loads of new content right away.

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Jungle Extreme — Game Review

Posted by Jeremy Anderson on Saturday Jan 9, 2010 Under Casual Games, Game Design, Social Games

Overview: In this game you grow crops in the jungle, chop down trees in the jungle, send animals to friends…you guessed it, in the jungle.  It’s a little buggy, not too terribly for something in beta, and doesn’t keep the player occupied for long, but my beef with this game is that it tries to bring together the zoo game’s “save an animal” mechanic and the farm game’s farming mechanics, but the whole thing feels really unnatural and stupid.

Baby

Premise Issues: According to the opening of the game, you’re lost in the jungle.  Why, then, is there a store?  Why are all your friends there?  And where did this baby come from (and why is your response automatically to give it to a friend instead of taking care of it yourself)?  Presumably, the game designers are hoping the player won’t ask any of these questions.  There are certainly no answers in the game.

Innovations: This game has a lot going on.  It is the first farming game I’ve seen with stamina points.  I’m not completely sure why they included them, since the player runs out of money and has to wait for his fields to grow well before he runs out of health.  The game does include things like scorpions which randomly appear.  The player can pick them up, losing health but gaining xp and money.  But they don’t appear often enough to run a player low on health, even at the start of the game.

Baby

There’s also wood, which is used to make fire.  Fire allows you to play even when it’s dark out.  The inclusion of a mechanic where the player has to use resources just to keep playing seems like a bad fit for the casual market, especially if the game counts “darkness” by the player’s actual location; many players play only after dark.

The game also includes a save button, which in my mind is less an innovation and more of a step back in time.  Other games are saving constantly.  This one apparently doesn’t save unless you tell it to.

I honestly like the idea of integrating games that limit some actions by your physical stamina and others by your funds, but right now this game doesn’t have the mix right, and frankly I think they should be separate features of a single game world.  That is, if you are going to make a game with both health and cash as limiters, you shouldn’t have them limiting the same activities.  Have the player able to spend health to go exploring, or cash to build up his local farm area.

Virality: This game uses essentially every viral aspect I’ve seen on Facebook, all at once.  It asks you to post each time you level, frequently has animals (or babies, apparently) show up in your patch of jungle which you then send to friends, also has you find “endangered” species of plants and tells you to “save” them by sending them to friends (again, the reason you can’t plant them yourself eludes me), and has a point leader-board for you and your friends so that you can compare virtual net worth at a glance.  While each of these techniques is solid and proven, this game currently has the “animals and plants to send to friends” happen too often; I feel bothered rather than philanthropic.

One idea is to have the frequency of found animals/plants scale with the number of friends you have playing the game.  If I have twelve friends and get about four gifts to give out in ten minutes of gameplay, I still feel like the gifts are rare.  If I have only two friends and get four gifts to give, I feel like my friends are somehow getting a better deal than I am.  Scaling the frequency isn’t that realistic, from a game-world perspective, but it is likely to give each player about the number of gifts they want to give out.

Clever Feature: The animals you buy make an animal noise when you click them.  Thus, a goose isn’t just something to grow from hatchling to adult and then sell; it’s a piece of visual (and auditory) interest for your plot of land.

Monetization: Like most farm games (and make no mistake, Jungle Extreme is a farm game), this game does a good job of pointing you to their Paypal and credit card receivers when you click on something you want to buy and don’t have the money.  They also have many items mixed into their regular fare that can only be bought using “credits,” which is money that can’t be earned in-game.  They start you with enough credits to buy one or two of their special items, a very savvy business practice for promoting addictive behavior.

They have also affiliated with several groups (such as Netflix), so that players can take trial offers of other products rather than spending cash directly.

Baby

I believe the idea behind the inclusion of stamina is that they can earn extra money if people are spending credits on stamina-recovery items.  If that’s the plan, they definitely need to make stamina run out more quickly.  Right now, I just can’t see myself ever running out of the stuff.

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Happy Island — Game Review

Posted by Jeremy Anderson on Tuesday Jan 5, 2010 Under Casual Games, Game Design, Social Games

Overview: The game Happy Island is a “building farm” game.  The player places buildings, and they produce revenue that can be harvested regularly.  The money spent counts toward the player’s level, and at higher levels certain items are unlocked.  As a twist, this game bases the income of the buildings on the decorations and general attractiveness of the island, making the oft-overlooked artistic touches into an integral part of the core product.

Moneybag

Features:

Animation: The island from the beginning is swarming with tourists, and as the player adds attractions and shops it only gets more lively.  The feeling of being in a place teeming with life can be very appealing, particularly to the casual gamer (who may be playing in a drab office).

Gifts: A staple for games of this kind, Happy Island would be much worse off if it did not include a way for players to send gifts to one another, essentially reminding each other through Facebook to play the game.

Drink

Direct Interaction: I’m not sure that it does anything but activate an animation, but the fact that I can interact with the tourist characters who are walking around my island (even if it’s only to make them buy drinks) definitely increases my engagement and interest in the game.  Other games with sprites who wander around should take note!

Landscape: In this game there is much more of a sense of being in a place than one gets from most farming or city-building games.  The simple addition of drawn landscape makes the area feel more lifelike.  On the other hand, it also makes for several places that look terrible to build structures, producing a sort of aesthetic limit on usable land.  While much of the area is technically usable, well…if it looks dumb, most players won’t want to do it.

Landscape

Upgrades: Making use of the more durable nature of the buildings as the player’s income source, this game includes a button to upgrade most buildings to higher levels and make them larger, more attractive, and more profitable.  Even the rickety dock can be upgraded.  Also, note the integration of this game’s monetization: you can instantly upgrade your buildings by spending actual money.

Upgrade

Improvements:

Terrain Control: The old game Populace allowed the player to raise or lower land to produce more space on which to build.  If players can terraform their island to make space for their hotels, the feeling of varied terrain stays but the two-bladed problem of terrain ugliness/limited space goes away.

The Basics: There are a few simple bug fixes that I trust will go away as the creators create new iterations of the game.  The largest is what I’d call the Towel Tower, in which several of the tourist sprites all decide to sit in the same place and sun themselves.  Right now, the game allows it and they all pile up, producing an ugly purple mess (Note: Some variable towel colors would be good, too).  Tourists should be designed to avoid other tourists where they’re lying down, so that this doesn’t happen.

More Interactions: The interactions the player can have with the little tourist sprites are definitely part of what help set this game apart from the pack.  Even if there’s only one “do something” button per tourist, the game designers should definitely add in more funny things the player can make the tourists do.

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Developing The Game Bumble Tales

Posted by chromacoders on Monday Nov 9, 2009 Under Casual Games, Game Development

Billy, from Perfect Dork Studios, talks about the development of Bumble Tales

You can download the podcast here…
http://www.chromacoders.org/agdc-bumble-tales-interview.mp3

Or listen to it here…

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