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Podcast Interview: Joe Lieberman from ArcadeTown
Posted on March 26th, 2008 No commentsAnother 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.mp3or listen to it here…
http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/vgsmart-2-podcast.mp3Show Notes:
0:00 – 5:00
Joe Lieberman
VGSmart Guy
Does marketing for arcadetown.comOppotunities for indies…
always need to find the new thing and getting to the new thing firstIndies 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 doneIndie MMO opportunities…
feel it is viable to make an indie MMOBut 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 newstandsNeed to make a solid product
Made
Indie Developer’s Guide to Selling GamesLast Message…
Keep at it, it’s rough 🙂***
Take care,
Action -
Podcast Interview: PMOG Founder
Posted on March 23rd, 2008 No commentsHere’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.mp3or listen to it here…
http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/pmog-podcast-full.mp3Show Notes:
0-5:00
PMOG.com
Passively Multiplayer Game
Installed as a Firefox Toolbar
Started as an experimentBuilds 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 systemWanted 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 experience5:00 – 9:00
Interesting Game MechanicsPlayers 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 missionThere 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 1 commentHey 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.mp3or listen to it here…
http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/egocity-podcast.mp3Show Notes:
0:00 – 5:00
Two developers from the Ego City mobile game
an IGF Mobile finalistStarted 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 gameQuestion 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 theirsAsynchronous 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 startedUser 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 experienceInitial idea was to make something that would complement a social networking site
But in the end, developing something that was its own social siteOther 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 avatarsBorrowing 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 gameInspired 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 somethingCan 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 experienceIs 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 cityMay 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 messagingWebsites 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-lineIs 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 handsetsHow 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 seeWhere 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 dancingWhat 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 missionsMobile 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 about35:00 – 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, friendsFuture 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 carriers40:00 – 45:00
Their favorite mobile games…
Games from Gameloft like Prince of Persia, Splinter Cell that took core experience and ported it to mobileWhat 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 No commentsHi,
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.mp3or listen to it here…
http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/iikgames-podcast.mp3Show 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 color5:00 – 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 directory10:00 – 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 OS15:00 – 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 BestTake care,
Action -
Podcast Interview: Aquaria Developer and 2007 IGF Grand Prize Winner
Posted on January 29th, 2008 No commentsAlec, 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.mp3or listen to it here…
http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/aquaria-podcast.mp3Here 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 Aquaria5:00 – 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 Aquaria10:00 – 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 iterations15:00 – 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 success25:00 – 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 folks30:00 – 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 process35:00 – 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 there40:00 – 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 CastleSome 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 funTake care,
Action -
Podcast Interview: Mobile Game Developer of Anna’s Secret…
Posted on January 22nd, 2008 No commentsJan, 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.mp3or listen to it here…
http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/annassecret-podcast.mp3Show Notes:
0:00 – 5:00
Description of Anna’s Secret and some of the mobile design features including geocaching5:00 – 10:00
Educational goals of the game
Interesting features and unique design properties in the mobile design space10:00 – 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 Detection15:00 – 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 Secret20:00 – 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 designTake care,
Action -
Podcast Interview: George from PiEyeGames…
Posted on December 29th, 2007 1 commentGeorge, 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.mp3or listen to it here…
http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/pieyegames-podcast.mp3Show Notes:
0:00 – 5:00
Talks about getting started as an indie5:00 – 20:00
Talks about developing games as an indie
Development process
Design of games including Dark Side, Scavenger, and Circulate
Putting games on the portals20:00 – 25:00
Future direction for games25:00 – 28:00
Console development vs. indie development
Evolution of game designTake care,
Action
Action -
Podcast Interview: Developing the browser-based MMO Horse Isle
Posted on November 29th, 2007 No commentsJoe, 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.mp3or listen to it here…
http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/horseisle-podcast.mp3Show Notes:
0:00 – 5:00 — Introduction and description of the browser-based game called Horse Isle5:00 – 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 5 commentsHey 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.mp3Take care,
Action -
Podcast Interview: IGF Finalist and Gamma Bros Developer…
Posted on September 26th, 2007 1 commentPart 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.mp3or listen to it here…
http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/gammabros-podcast-revised.mp3Feel 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