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Would Lode Runner clones mean arrow keys are now “in”?

December 30, 2007 Leave a comment

I juts posted about cloning, and I received two interesting links do download two games: Snowy Treasure Hunter 3 and Super Granny 4. They are both clones of the classic Lode Runner games. Very well made games, apparently focused on casual/kids market.

What pitches me about those is the arrow keys control for the user. We know the PopCap maximum: where if the game doesn’t have a simple enough mechanics to be played entirely with the mouse and its left button, so the game design is not simple enough. But, like those two games, people taking chances on different control schema.

I agree with PopCap, but I don’t see it as a dogma – I believe that arrow keys could be used on casual games, as well as SPACE key. Even considering the average casual player demographics are not core computer users, people are not stupid – they can get used to simple controls on keyboard. However, to do use keyboard control on casual titles, you must:

  1. Be sure game needs arrows – Make the game worthy of the extra time players not used to keyboard control will have to spend until getting it. Have absolutely sure the keyboard control really adds up to the game overall experience, and the same could not be accomplished with any mouse control workaround
  2. Teach players – Explains it right in the first game screen – casual players are all too used to use mouse, so you must make it clear it won’t be used.
  3. Beware the down arrow – Try to focus on the left and right arrow, with some function for the up arrow. Know that the down arrow is the most difficult to use when your middle finger is naturally resting near the up key when using left and right arrow keys. Just ask someone you know that doesn’t use computer too much to play with all arrow keys and watch closely.

To clone or not to clone?

December 29, 2007 Leave a comment

Jake from Grey Alien Games arouse a subject on their blog, regarding the differences on cloners vs. idealists on casual game design. To clone or not to clone, that’s the question! I think it worths to make a post on this subject.

I think the Cloners vs. Idealists subject for casual game market can be evaluated from another perspective: cloning is less risky. Of course you will have a smaller piece of the pie, since there are so many clones like your game, and the game will sell well for just a couple of months. But cloning IS less risky also, after all you are selling something that is already proven successful. For no other reason EA releases the same games every year.

The risks

Innovation is way more risky, and much more costly – it will take more time to get to a both innovative and salable gameplay. Maybe years: consider Bookworm Adventures and The Sims. Producers will have to throw away many prototypes, and can’t be sure when exactly will have that design that will nail when implemented on a final form.

Since casual games focus on gameplay experimentations can really postpone milestones and delivery dates, and that means more months maintaining infrastructure and salaries – the final cost may skyrocket from first predictions. Even more risky, the public might not like it at all! Consumers do like more of the same, and tend towards concepts they already know and are familiar with.

The benefits

However, the final game, for its uniqueness, can outsell any ultra-polished clone and have a trully extended lifespan. Consider Peggle, Chuzzle and Diner Dash – titles that have been selling (and will sell) for many years. Hell, Bejeweled is five years old and still sells so much!

Even better, it might create new consumers who aren’t used to play much games, but for some reason got atracted by a new concept. Juan Gril exposes here how innovation on gameplay can create genres/markets by turning non-game-consumers into new players.

The important decision

Deciding on cloning or innovating could end on a clear economical choice:

– Will I take the safer path and sell a fair number of units for one or two months, but with a somewhat already built fan base?

– Or will I invest time and money on a more innovative and potentially more profitable project, but risking on ending up with something not fun enough (poor sales) or that will demand more money and time than predicted?

Digital TV Games Hurdles

December 22, 2007 1 comment

The public Digital TV system is being implemented on Brazil, and people are talking much about DTV games here. I believe it is an incredible opportunity for game developers, but there are hurdles that they must know beforehand:

Render

It is not possible to make real-time 3D games right away, because digital TVs only display what it receives from the transmitter. It won’t render in real-time anything more complex than 2D HTML-like menus. Think of it as a web browser with a very good dedicated channel for video broadcasting, and that’s about it. It will take time to have embedded video cards for real-time rendering on set-top boxes and TVs. The way to overcome this limitation is to use just pre-rendered 2D graphics, but see the next topic.

Video memory and CPU limitations

Game developing for DTV receivers (set-top boxes) are like developing for those old video-game consoles and mobile platforms. When it comes to hardware power they are very low and challenging, specially on cheap and popular set-top boxes. CPU speed won’t be higher than 300 MHz (at the very best case),  and video memory is of course very specialized for the TV broadcasting, not aimed for real-time applications. Game developers should have three or four popular models and test on it all the time, to make sure the games run smoothly.

Input

User input isn’t good. The remote control has to be used as a joystick, and they definitely are not designed for such a function. Some remote controls might have a technology similar to the light pistols of the consoles, recognizing where the user is pointing to, but they are rare and expensive. Response times of remote controls also doesn’t help at all. Game developers should aim for very simple input, and consider  “turn-based” games so that response times aren’t critical.

Web Software for Teamwork

December 15, 2007 1 comment

You want start a game development project, but you are unsure on the ways you are going to manage it. As an indie like you, I also don’t have cash for consultancies or ERP software packages! So here goes a fair number of web-based tools to help you managing people.

DotProject

This is one software with a bunch of features for project managing and team collaboration. It works pretty much like traditional management software (MS Project and Primavera). It has a forum, a shared calendar for events and meetings, and an also shared contact list. The main weak point is the lack of AJAX-like functionality – so, unlike Gmail, for example, you have to reload the whole page each time you want to update it.

Like MS Project, it is a complex piece of software, but a very good one. I’ve used DotProject for 2 and a half years, and now I’m moving to either Overlord or Teamwork. I came to conclude that I don’t need much complex functions for 4-8 developers teams. But that will depend on your producing methodology as well.

Overlord

A managing system focused on game production, used by GarageGames. It is a great system, simple but effective for our goals. Has Web 2.0 capabilities, and has the source opened to you after buying, so you could add your own modifications afterwards.

Teamwork

  • http://www.twproject.com/
  • Needs Instalation? No, though a license for download-and-install is available.
  • Free? Yes, for small companies (up to 5 projects and 10 developers). For bigger ones, 8 euros per month for each user. No source available.

This one is new to me, and I’m still evaluating. Unlike DotProject and Overlord, it is a ASP-business model, so you don’t need to install anything – just create the account on their site and use it. It has lots of functions, and seems as complex as DotProject – but uses Web 2.0 controls that can really improve tasks visibility and usability for team members. And getting to know what everyone else is doing is very important thing to keep team members motivated.

Useful (and free) Software

These are software not intrinsically related to project management, but can help you on specific needs. With WikiMedia software, you can keep your internal documentation updated, interactive and easily available for the project team. You can also configure that just some users can modify the Wikis (game designers, most of times).

phpBB is a widely-known forum tool. You can use it as a knowledge database, issue-tracking system, and – above all – an interactive tool available for the players!

The WordPress blog system of this site is available for download! You can configure blogs for each members of your team, make a general “project” blog, or use it as your site main under-laying system (like we did on Interama site).

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