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User Generated Content in AT.LANT.IS

December 2nd, 2009 No comments

In our youth community AT.LANT.IS we want to encourage users to participate as much as possible.

From a game design perspective, users help to “rebuild” Atlantis by earning the ingame currency ORIs in the minigames. As soon as enough ORIs are available, a new feature in the world is unlocked for everyone – a new room, new avatar items, or a new game.

Besides that, more and more users are sending in their stories and drawings to be included in the library or the museum, respectively.

I hope we can gain more momentum with that user generated content – as always, some users seem to get into it more than others, some of them even use other platforms like YouTube:

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Violent Game Design (not only) for Manhunt

November 29th, 2009 No comments

Manhunt

Yesterday I attended Jurie Horneman’s talk on the artistic merits of violence in video games.

Interestingly, he focused his detailed examples on Manhunt 1, and mentioned only his concepts and ideas for Manhunt 2 that did not make it into the final game. (During my time at Rockstar Vienna, Jurie was working on Manhunt 2 as producer. After the studio was shut down and Manhunt 2 was released, Jurie posted the missing credits for the Vienna development team on his blog)

Nevertheless, his points about violence being used so often because it’s (often) the easier route for game designers were going into the same direction as Doris C. Rusch in her workshops about emotions as game design concepts.

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Categories: development, games, vienna Tags:

iPhone Game Development Workshop

October 20th, 2009 1 comment

iPhone 3G
Over the weekend I attended an iPhone game development lecture/workshop, presented by the dudes from radiolaris, an indie studio focusing on iPhone games. Their first release Radioflare, a music shoot’em up, received an IGF nomination.

Besides “pure” development topics, we covered a lot of diverse ground, from the economics and politics of the AppStore, to development methodology (note to self: have to read on Scrum-ban, a crossover between Scrum and Kanban), compared various game engines and middleware, and exchanged opinions about “indie” and “commercial” games in general.

To summarize my key take-aways of those 3 days:

Not one, but two AppStores
The AppStore is split into two parts – one (“AppStore A”) contains games and apps that cost 99 cents, the other (“AppStore B”) contains games and apps that are more expensive.

Each of them attracts different users – games in AppStore A are appealing to impulse buyers who browse and download mostly directly from their iPhone (so the games must be <10MB in size). Users can always get new games very cheaply, and probably do not spend much time with a single game.

The other, AppStore B, contains “bigger”, more expensive games. Users interested in those games are the more traditional gamers, reading blogs, and expecting the game to be a service that has to be maintained by the developer.

An iPhone developer should chose wisely in which AppStore he wants to play, and take this into account when deciding not only on game design details, features, etc., but also on marketing. AppStore A is a difficult territory for professional game development studios, in terms of ROI.

2D is good (enough)
The iPhone download charts are dominated by 2D games; 3D is not a real factor whether a game is going to be a success or not.

Metrics
90k active apps (98k total apps seen in US AppStore), growing rapidly
21k publishers

29 game submissions per day to Apple for approval, vs.
138 non-games submissions per day

Current avg delay from submission to approval: 10 days (maximum: 43 days! yuck)

The profit margin is better for non-games:
Current avg app price: $2.80
Current avg game price: $1.39

Free/lite vs. paid/premium version – 3-5% of users downloading the free/lite version buy the premium version.

All metrics from 148apps.biz (highly recommended!).

Middleware
Facebook and Twitter integration is expected, not optional!

OpenFaint, Plus+, Agon and others make it very easy to integrate.

Also, Pinch Media offers a free (for now) solution for ingame tracking and analytics (though I have to check out whether it would make (more) sense to use the Google Analytics AJAX API for that purpose).

Input methods
Accelerometer (tilt control) should be used for one axis only (tilt left/right or up/down), as difficulty increases dramatically when trying to control 2 axis at the same time.

When using up/down, use an offset of 30° up as default, as users tend to use their phones tilted up.

Cocos2D
Cocos2D seems to be the primary open sourced 2D game engine for the iPhone. It has a ton of features (sprite actions, scene transitions, audio, 2 different physics engines, particle effects, etc.), and especially the many samples give a very good overview and can be used as a starting point for a new game.

My favorite quote of the weekend comes from martinpi:

“Memory Management am iPhone dürfte ziemlich intelligent sein, auf eine dumme Art und Weise.”

Overall, it was a very interesting and inspiring weekend – thanks to everyone involved!

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Categories: development, games Tags:

AT.LANT.IS stress test – try all items for free!

August 4th, 2009 No comments

Tomorrow Wednesday Aug 5th at 19:30 CEST, we will organize a big stress test to challenge our AT.LANT.IS server infrastructure.

During the test, all items in the shops will be available for only 1 ORI, to encourage lots of item purchases and new avatar renderings at a short timespan.

So, if you always wanted to check out how that golden shark helmet fits you, register now and login tomorrow evening!

(As a side note, all beta users will receive 3 months premium membership for free !)

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Categories: Atlantis, games, web, work Tags:

User generated content

July 23rd, 2009 No comments

According to the Playstation.Blog, LittleBigPlanet reaches 1 million user created levels.

Now, what I find really fascinating is: if you assume that even only 0.1% of these user generated levels is actually fun to play, this still leaves you with 1.000 enjoyable levels! Even if you only play a hundred of those only for 10 minutes, you have increased the time you spent playing this game by 16 hours (which is more than some games deliver out of the box).

Obviously, the problem is finding those 0.1% – market for a new kind of search engine? Are there cross-game UGC search engines already available?

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Categories: games Tags: , ,