Experimental Game Dev Interviews — The First Game Dev Podcast Ever
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  • Podcast Interview: Joe Lieberman from ArcadeTown

    Posted on March 26th, 2008 IndieGamePod No comments

    Another quick interview from GDC 2008…

    Joe, author of the Indie Developer’s Guide to Selling Games, talks about current opportunities for indie game developers out there…

    You can download the podcast here…
    http://www.indiegamepod.com/podcasts/vgsmart-2-podcast.mp3

    or listen to it here…
    http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/vgsmart-2-podcast.mp3

    Show Notes:
    0:00 – 5:00
    Joe Lieberman
    VGSmart Guy
    Does marketing for arcadetown.com

    Oppotunities for indies…
    always need to find the new thing and getting to the new thing first

    Indies have been pushed out of the match-3, Diner Dash, games, etc….

    So find new markets for competition

    Suggestions for where indies can compete…
    Lots of genres and old games that can be rethoughts and reskinned…
    Like bringing a casual adventure game onto the market
    Bringing casual sim games and casual RPG games
    Make something new and original that has already been done

    Indie MMO opportunities…
    feel it is viable to make an indie MMO

    But odds are that indies will do it wrong

    Not going to compete with World of Warcraft

    You can make money as an Indie MMO…as long as you don’t try to compete with those guys…

    Ways to do Indie Marketing…
    1) Grass Roots
    2) Blogs
    3) Can still get into magazines and newstands

    Need to make a solid product

    Made
    Indie Developer’s Guide to Selling Games

    Last Message…
    Keep at it, it’s rough 🙂

    ***

    Take care,
    Action

  • Podcast Interview: PMOG Founder

    Posted on March 23rd, 2008 IndieGamePod No comments

    Here’s a quick interview that happened at GDC 2008…

    Justin, from GameLayers and the founder of the Passively Multiplayer Online Game (www.pmog.com) talks about developing and designing the unique game…

    You can download the podcast here…
    http://www.indiegamepod.com/podcasts/pmog-podcast-full.mp3

    or listen to it here…
    http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/pmog-podcast-full.mp3

    Show Notes:
    0-5:00
    PMOG.com
    Passively Multiplayer Game
    Installed as a Firefox Toolbar
    Started as an experiment

    Builds a player profile based on your surfing/browsing habits

    Game Designer Victoria…innovated and created something where folks can leave traps and other
    suprises on websites for other players in the system

    Wanted to build a game that used everyday actions to play the game

    Wanted people to just play as they went about their lives

    Having a toolbar in Firefox was a huge breakthrough for the game bacause it allowed for a passive
    playing experience

    5:00 – 9:00
    Interesting Game Mechanics

    Players can create missions in the game and allow other folks to play these missions…and so it allows
    folks to learn topics by following a mission

    There are hundreds and hundreds of missions played

    People can lay traps as they create missions. So people use these missions to prank each other.

    Two or three surprises as they developed the product…like learning how communities taking place

    There is a huge potential for games that are integrated in everyday life.

    Your everyday actions help to create new ways to interact and engage with them.

    Hopes that games are made open so games can communicate with each other.

    Envisions that there is a meta game that works with all games

    Take care,
    Action

  • Podcast Interview: Ego City Developers and 2008 Mobile IGF Finalists…

    Posted on March 3rd, 2008 IndieGamePod 1 comment

    Hey folks,

    Tobin and Steve, from Punch Entertainment, talk about developing mobile games and their flagship product Ego City

    You can download the podcast here…
    http://www.indiegamepod.com/podcasts/egocity-podcast.mp3

    or listen to it here…
    http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/egocity-podcast.mp3

    Show Notes:
    0:00 – 5:00
    Two developers from the Ego City mobile game
    an IGF Mobile finalist

    Started into mobile games at the beginning of the industry in North America

    Challenges for the initial mobile games…was developing for handsets with very limited capabilities

    Also, did not realize how difficult it would be to port games to mobile…and making them work across many handsets

    Did a multi-player title with Box Sports Racing…did this a few years ago…and realized how hard it was to do multi-player in mobile. Gave a reality check

    The main challenge was to figure out how to get networking to work across different handsets…because networking worked differently on different handsets

    Also, was hard to network across different carrier networks

    After that first multi-player games several years ago, came to conclusion to focus on more single player games…did feel that community games would be the future, but would immediately
    work on single player games…

    There are a lot of large business challenges in the space…the marketing and sales channel is very challenging to overcome…because carriers control distribution
    Carriers are more into taking already-successful brands and bet on them…they do not want to risk effort on new titles, etc.

    5:00 – 10:00
    Tried to do another multiplayer game before ego city…did something that worked with bluetooth…but by the time got to market….bluetooth devices needed to make the game work were not available…

    Design goals for Ego City was to leverage the mobile space…and focus on the strengths of mobile…mobility and connectivity
    So the goal was to focus on a community game

    Question was…
    How do you create a social game in mobile space that allows people to social/connect with each other?
    So developed a system so that when communicated or interacted with other people in the game…would create a change on your ego as well as theirs

    Asynchronous gaming vs. synchronous gaming and
    how it relates to Ego City design…focus on PASSIVE multi-player design. So when you are off-line, your ego can interact with others…the AI your ego gets is based on the stuff you did in game earlier.

    10:00 – 15:00
    Changes to the initial design of Ego City
    Development process was challenging because of hardware issues
    But also found that could put in more customization after initial design
    Pleased with that
    Was able to add different features like chatting, blogging, and social aspects
    End result was way more ambitious than initially started

    User testing for Ego City…
    most important thing is to make sure game is really fun
    Target demographic was teens on up
    The biggest change as a result of play testing was…
    trying to match a social site like Facebook with the mobile experience

    Initial idea was to make something that would complement a social networking site
    But in the end, developing something that was its own social site

    Other thing realized was that people wanted to do a lot more things with their avatars

    15:00 – 20:00
    Empowered avatars to do a lot of interaction with others…like
    debate with each other, flirt with each other, fight with each other, hug with each other, etc.
    There is a lot of interactivity between avatars

    Borrowing and learning from mobile games in Japan and Asia
    They do wish North America had the handset capabilities of phones in Japan and Asia
    could do a lot more stuff with the game

    Inspired mainly by Nintendo and most of their games

    Games with micro-transactions…inspiring future features for the game

    Through actions, can change personality and unlock rewards based on gameplay instead of just buying features

    How flirting and fighting works in the game…
    Can create interaction by doing something

    Can always trigger competitions by giving folks gifts … like if give flowers, triggers a flirt competition.

    The website will complement the mobile experience. The flirt and fight club will happen on the website and augment mobility.

    Ego avatar helps to express identity and visuals convey what to expect the person

    20:00 – 25:00
    How does the website relate to the game itself?
    Helps to extend the initial experience

    Is Ego City in the same design space as Facebook … or is it a different design space?
    Not interested in building a competing social network like Facebook. It’s about gaming…and built a community around that.
    Wanted to integrate Ego City into current social networks…released a Facebook app to promote Ego city

    May eventually allow egos to interact with other Egos on Facebook

    Gaia Online released something on Facebook…and it took off.
    Is the goal to extend Ego City into Facebook and to get folks to join Ego City
    Yeah, goal is to promote the Ego City…and at the same time, the goal is to allow folks that have egos they are working on…
    and carry it into other parts of their digital world (like Facebook or other places they hang).

    Each platform offers advantages…
    Mobile allows for quick messaging

    Websites have different experience…sitting down and spending more time. So can have a longer game experience

    With Facebook, with “Ego Mail” app…a great way to take your ego and share it with friends.

    25:00 – 30:00
    Are there any nuances and differences to developing a mobile community vs. a web community?
    A lot of these questions are unanswered…cuz pioneering the space.
    The main focus is on support once the folks buy the game.

    Have a set up where other folks can interact with your ego even when you are off-line…so folks can interact with your ego…and you make
    friends while you are off-line

    Is this a whole new design space … for mobile vs. developing for the web?
    It is a little different because your ego can interact with other folks…even though you are off-line. So it was developing an AI personality
    that allows your ego to interact with others properly when you are offline…

    That was the main design challenge.

    Learn from game actions you take online to develop a personality ai that gets used for your ego when you are off-line

    Also realized that to do a good mobile, not necessarily about graphics…it’s about focusing on the FUN factor that takes advantage of mobile features

    30:00 – 35:00
    Another challenge for mobile is designing a game that works on many handsets

    How does Google Android relate to doing mobile games? Google Android is promising…but hopes that it is more than just another platform
    Will have to wait and see

    Where do you see the future of Ego City going?
    Find more things for the Egos to do
    That will be more clubs (Fight and Flirt Clubs)…lounges coming out related to having fun and dancing

    What about building missions in the game? Is that relevant to the mobile space…or is it too real-time to work in the mobile game space?
    Well, it’s a good time to talk about the other real-time game, Mobile Battles…where you do battle others and do have missions to unlock fe
    atures. That other game does offer
    more opportunities for missions

    Mobile experience can only offer so many maps or missions. Developed a way to make something that works with mobile and web. So you play mobile…and if liked that,
    then can continue the experience on the web.

    Aside from these 2 games, are there any other games you’re working on?
    There are other games getting done, but these 2 are the main ones we can talk about

    35:00 – 40:00
    Where do you see the future of mobile game development going?
    Seeing ports of console games where core experience ported to mobile experience
    There are 1 or 2 experiences….that are everlasting…
    You want to be powerful
    you want to have a social circle, friends

    Future of innovation in mobile…is taking those core experiences…and figure out how to make it work in the mobile space
    Finding that core experience *and delivering it in a new way that is unique to mobile*

    Business model challenges for mobile games…
    cannot offer stuff for free because of carriers

    40:00 – 45:00
    Their favorite mobile games…
    Games from Gameloft like Prince of Persia, Splinter Cell that took core experience and ported it to mobile

    What are your last suggestions for indie game developers looking to get into mobile…
    a) There are porting challenges to overcome
    b) Need to think about ways to get marketing and distribution; hopefully carriers will be more open to innovative titles in the future

  • Rookie Series: Podcast Interview: Bouncy Qubes Developer

    Posted on February 10th, 2008 IndieGamePod No comments

    Hi,

    We’re going to experiment with a few new types of podcasts to see how best to help indie developers. One series will be interviews related to new and interesting game development mediums.

    Another series revolves around “Rookie Indie Game Developers”….Indie developers that have released their first game.

    Oscar, from iikgames.com, is the first interviewee in this series 🙂

    You can download the podcast here…
    http://www.indiegamepod.com/podcasts/iikgames-podcast.mp3

    or listen to it here…
    http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/iikgames-podcast.mp3

    Show Notes:
    Podcast:
    0:00 – 5:00
    Introduces self
    Oscar from http://www.iikgames.com/
    Talks about getting into games (by first playing them)
    Decided to go Online indie game developer so could reach folks directly
    Not many publishers in Mexico so it’s easier to go Indie
    First game is Bouncy Qubes
    Did several games before, but did not have any intention of selling them
    Took 1.5 years to finish the game
    Developers on the team are all in Mexico too
    Work with family on the games
    Most difficult part of designing the game was dealing with the game mechanics related to changing the color

    5:00 – 10:00
    Art style was inspired by Nintendo games
    Issues with Game Mechanics while designing first game…
    Initially had a keyboard and that was very hard for users
    Switched to mouse
    Issues with developing a game for Vista
    Integrated it with the “Game Explorer” in Vista
    Security issues with Vista…
    Was saving all game data in program files directory, but Vista does not allow that,
    So had to save elsewhere on the user’s hard drive…saved into the Application Data directory

    10:00 – 15:00
    Tested game as much as possible so that can have responsive and usable game
    Tested on very low end machines
    When released game, focused on Marketing
    Likes the book “Indie Developer’s Guide to Selling Games” by Joseph Lieberman
    Sends to several shareware sites to promote games
    Right now, focused on porting game system to Mac OS

    15:00 – 20:00
    Goal is to make innovative, fun, and original games to the casual market
    Favorite Games:
    Chronic Logic Games
    Professor Fizzwizzle Games
    Last words for Indie Game Developers
    Try out indie game development, it’s worth it
    Constantly Improve Skills and Do your Best

    Take care,
    Action

  • Podcast Interview: Aquaria Developer and 2007 IGF Grand Prize Winner

    Posted on January 29th, 2008 IndieGamePod No comments

    Alec, from Bit Blot games and TIGSource Forums, talks about the journey from starting out as an eight-year old kid indie…all the way up to developing the 2007 IGF Seumas McNally Grand Prize Winner game…Aquaria

    You can download the podcast here…
    http://www.indiegamepod.com/podcasts/aquaria-podcast.mp3

    or listen to it here…
    http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/aquaria-podcast.mp3

    Here is a short video of Aquaria…
    [youtube=http://www.youtube.com/watch?v=G40cXjcz-9c]

    Show notes:
    0:00-5:00
    Introduction, from Bit Blot Games
    Talks about playing games as a kid
    Got a programming book and worked on small games
    Biggest game worked on was an RPG that would get restarted every few years
    Got into indie scene as a kid. Then did some work for small indie studios
    Not-so-great feeling when certain games got cancelled
    Worked on a casual game with someone else
    Worked on a game with girlfriend…an underwater adventure and eventually would be a precursor to Aquaria

    5:00 – 10:00
    Finished the game and wanted to see how to sell the game. But was not too interested in the marketing aspect.
    Was on Big Fish Games.
    Feels that marketing flows from a quality game
    Started a freeware team in high school
    Team management experience in high school.
    Vision to start own company and do games
    Didn’t feel inspired by the quick 2-month game finished
    Sat down and came up with changes in development/quality process for future games
    Came out with a prototype that was the seed for Aquaria

    10:00 – 15:00
    Continued working on it after meeting up with a new partner, Derek
    Met partner after doing music for a parody game that Derek was working on…
    Worked on Aquaria
    Had to revise game 3-4 times … and iterated to get it done
    Game was inspired by Action RPG genre
    The story was boring when replayed it…so had to redo story
    The importance of story to gameplay
    The value of story in games…being able to enhance the experience
    Graphics changed through the iterations

    15:00 – 20:00
    Music changed during iterations; had a composer. Then wrote some music by himself…then changed that to be more unique.

    Sent to other game developers to get feedback during play-testing phase

    Food system added in a later iteration.

    The IGF Submission was the one with pure gameplay.

    20:00 – 25:00
    After played it, felt a little empty.
    So added more characters and items.
    Cooking system towards the end
    Support/side system that gives you power-ups
    Pressure of being told to release early
    Knew that if released game early, it would be terrible
    Last 10% takes longer than 90% of the game
    Pressure to get stuff ready was challenging, had to submit to IGF in December 2006…and had to debug some major issues
    Had a lot of interest, so making a great game…it was enough marketing to make a game a success

    25:00 – 30:00
    May do advertising in the future for the game, not sure
    Wants to make a special boxed version of the game…as a collector’s item
    Wants to make a soundtrack CD later on
    Have a mac version that is going to come out soon
    Subtle hints about the next game
    Talks about doing a game that can hit a broader audience
    Not necessarily a casual game, but something that is accessible to most folks

    30:00 – 35:00
    Top 3 lessons from Aquaria
    Feels more confident now
    Feels more relaxed
    Feels better with partner….works well with Derek
    Thinking about sending prototypes to testers and other game designers more early in the game design process

    35:00 – 40:00
    How definition has changed from an 8 year old to IGF Grand Prize winner
    Since won IGF Grand Prize, more confident about abilities
    Indiegamer.com and Gamedev.net as references for indies
    forums.tigsource.com … enjoys the feedback section there

    40:00 – 45:00
    Community Projects at tigsource.com
    Game competitions at the site too
    Talking Online vs. going to GDC
    GDC was cool because met folks doing games as a living
    Skype every few weeks with various game developers
    Favorite Indie Games…
    Mr. Robot
    Chocolate Castle

    Some freeware stuff is nice

    45:00 – 50:00
    Where he sees the future of Indie game development going
    Top 3 lessons learned so far being an indie…
    1) Don’t give up
    2) Work Hard
    3) Have fun

    Take care,
    Action

  • Podcast Interview: Mobile Game Developer of Anna’s Secret…

    Posted on January 22nd, 2008 IndieGamePod No comments

    Jan, Developer of the IGF Mobile Finalist Anna’s Secret talks about developing the game.

    You can download the podcast here…
    http://www.indiegamepod.com/podcasts/annassecret-podcast.mp3

    or listen to it here…
    http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/annassecret-podcast.mp3

    Show Notes:
    0:00 – 5:00
    Description of Anna’s Secret and some of the mobile design features including geocaching

    5:00 – 10:00
    Educational goals of the game
    Interesting features and unique design properties in the mobile design space

    10:00 – 15:00
    More ways and ideas to leverage the “mobility” aspect in the mobile game design space
    User testing for Anna’s Secret and surprises encountered
    Location Detection

    15:00 – 20:00
    Future mobile games that he would like to develop…mainly games that leverage location much better
    Multi-player games in the mobile space
    Developing a multi-player version of Anna’s Secret
    Some of the features of a multi-player Anna’s Secret

    20:00 – 24:00
    Ubiquitous Gaming
    Ideas for future mobile games
    Educational Mobile Games
    Suggestions for making games for the Mobile Space…like leveraging climate changes in mobile game design

    Take care,
    Action

  • Podcast Interview: George from PiEyeGames…

    Posted on December 29th, 2007 IndieGamePod 1 comment

    George, from PiEyeGames, talks about developing games as an indie and some of this experiences as a console developer.

    You can download the podcast here…
    http://www.indiegamepod.com/podcasts/pieyegames-podcast.mp3

    or listen to it here…
    http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/pieyegames-podcast.mp3

    Show Notes:
    0:00 – 5:00
    Talks about getting started as an indie

    5:00 – 20:00
    Talks about developing games as an indie
    Development process
    Design of games including Dark Side, Scavenger, and Circulate
    Putting games on the portals

    20:00 – 25:00
    Future direction for games

    25:00 – 28:00
    Console development vs. indie development
    Evolution of game design

    Take care,
    Action
    Action

  • Podcast Interview: Developing the browser-based MMO Horse Isle

    Posted on November 29th, 2007 IndieGamePod No comments

    Joe, from Horse Isle, talks about the challenges and opportunities of developing a casual browser-based MMO. Joe discusses developing a flash-based MMO.

    You can download the podcast here…
    http://www.indiegamepod.com/podcasts/horseisle-podcast.mp3

    or listen to it here…
    http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/horseisle-podcast.mp3

    Show Notes:
    0:00 – 5:00 — Introduction and description of the browser-based game called Horse Isle

    5:00 – 10:00 — Development needed and testing process to release the game

    10:00 – 15:00 — Description of how the world works and the underlying technical design of the game including PHP architecture

    15:00 – 20:00 — Benefits of rolling own backend server vs. commercial backend server. Future development and enhancements to the game. Techniques for marketing the game.

    20:00 – 25:00 — Game/Community limitations based on targeting an under-13 audience. Issues with updating a game that is always live….and having a test server to ensure stable releases. Time spent on technical vs. business issues related to the game.

    25:00 – 30:00 — Social elements of running a game. Lessons learned from developing a browser-based MMO. Suggestions for other indie game developers out there.

    Take care,
    Action

  • Revised Gamma Bros Podcast…

    Posted on September 29th, 2007 IndieGamePod 5 comments

    Hey folks,

    Thanks for all the great feedback about the podcast. One main theme was that the podcast had too many “clicks”…and so I’ve improved the podcast so that the hard clicks have been removed.

    You can download the podcast here…
    http://www.indiegamepod.com/podcasts/gammabros-podcast-revised.mp3

    Take care,
    Action

  • Podcast Interview: IGF Finalist and Gamma Bros Developer…

    Posted on September 26th, 2007 IndieGamePod 1 comment

    Part of the Gamma Bros development team talks about developing the game, benefits of using Flash…and their vision for their studio…

    You can download the podcast here…
    http://www.indiegamepod.com/podcasts/gammabros-podcast-revised.mp3

    or listen to it here…
    http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/gammabros-podcast-revised.mp3

    Feel free to add our new Indie Game Podcast Widget that allows your readers to easily access our podcast library…
    You can grab it here…

    Thanks again for listening to the show and feel free to send over comments and suggestions on ways to improve the show.

    We’re also looking for more interviewees…if you’ve developed a game and want to contribute back to the indie game dev community….send us an e-mail ( support at indiegamepod dot com) and we’ll go from there.

    Take care,
    Action