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  • A Casual Game Designer Talks About Developing the #1 Hit…Sally’s Salon

    Posted on November 11th, 2010 IndieGamePod 1 comment

    Dan, a game designer, talks about designing casual games

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

    Or listen to it here…

    [wp_youtube]_8hJDUuVo5g[/wp_youtube]

    [wp_youtube]rHFRClcFM0I[/wp_youtube]

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  • Guest Post: Communal Discovery in Social Networking Games

    Posted on November 10th, 2010 IndieGamePod No comments

    Most social networking games, like FarmVille, are lacking. Sure, they have millions of daily players, but they are not completely utilizing the social networking half of the genre.

    Seth Priebatsch gave a very interesting Ted talk (here) in which he described four game dynamics: appointment, influence and status, progression, and communal discovery. The appointment dynamic requires one to go to a certain place or do a certain thing at a certain time (crops in FarmVille). Influence and status involves changing someone’s behavior through social pressure (John just became a level 80 plantation owner, and I need to do that too). The progression dynamic is when progress is measured through the completion of tasks (ribbons in FarmVille, along with the experience bar at the top).

    The fourth game dynamic Mr. Priebatsch listed was the communal discovery dynamic, in which a community works together to accomplish something. This has only recently been implemented in FarmVille, the biggest Facebook game, in the form of co-op farming, in which friends must grow a certain amount of something to succeed in a given time. I have to applaud Zynga for taking risks according to game design theory, and the feature did what it set out to do. But this dynamic is far more powerful than that.

    farmville

    A game which anchors itself in communal discovery and teamwork, if done correctly, could skyrocket. Imagine a game in which each person picks a team to join and must carry out a job important for the team. Where the FarmVille co-op farming fails is its lack of competition and its less than interesting mechanics.

    Team-based competition produces many sources of fun. You are not just playing for the levels and experience (progression dynamic), but also to out-do your friends (partially influence and status) and become a part of something bigger than oneself (communal discovery).
    Now think about dynamic mechanics. Farmville’s mechanics are very dull, as they are clicking a button every few hours, but they are fun as they use the appointment dynamic, among other things. What if the mechanics themselves involved teamwork and thought?
    This leads me to my example of a social networking game which uses the dynamic of communal discovery, among other things, to excite the player, keep them coming back, and, something very important for social networking games, make them talk about it when the computer is off.

    company teamwork

    The game: Enterprise, a social networking game with the theme of the company. From the start, you have two options: to start your own company in a certain category, or to join someone else’s. You can join your friend’s company, and the owner will assign you a job. Depending on how large the company is (or how much your friend likes you), you can be assigned a job anywhere from labor (with FarmVille-esque gameplay), to ideas (well received pitches and ideas tend to attract more investors), or maybe even research (taking polls to test ideas), advertising (spreading the word), communications (collaborating with other companies), management (to oversee others), and many more.

    Individual workers get experience points for completing tasks, performing well, or as bonus rewards for recognition from the owner. You are paid weekly, according to the salary assigned to you by the boss (every job has a minimum salary), and things get interesting. Not only are you working as a team to increase the company stock quote (changed weekly), but are struggling within the company too. At any point, the owner can fire, hire, give a bonus, promote, or demote any worker. On the other side, workers can decide to pull together and protest, stopping work until certain wages are met.

    competitive teamwork

    As the company grows, new jobs and options open up to allow the company to grow, including working with other companies to make even more money. If a company’s stock continues to rise, people (both friends and strangers) may invest their investment money (must be invested in order to make money one can spend in the game). Companies can offer dividends and send progress reports to investors to attract even more investors, which is one of the factors in the company’s stock quote.

    What’s great about this game is that a huge sense of teamwork is formed, a very important dynamic that would lead to debate outside of the game. At work or school, people can talk to other players, discussing strategies, companies, making deals, etc. Everyone’s working in the same boat, while also striving for personal experience and making a good track record for when they apply to a bigger company or start a company on their own.

    Anyways, that’s how one can use the communal discovery dynamic in a social networking game while also keeping the elements of personal achievement and progression. I hope this shows you how exciting a game like this could be, as well as make you think about how one can create meaningful game mechanics that lead to near infinite paths of possibility, as well as spread the game by word of mouth.

    Dylan Woodbury lives with his family in Southern California. He runs http://dtwgames.com, a game design website that posts intriguing new articles every week, both beginner’s tutorials and theoretical ideas. He also has an interest in writing, and is planning his first novel. His primary goal is to change the world through video games.

  • Subscribe to us on iTunes or Twitter…

    Posted on November 9th, 2010 IndieGamePod 2 comments

    Hey folks,

    For those of you that want to easier ways to listen to the podcast show…you can subscribe to our podcast on iTunes here…
    http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=159065675&s=143441

    You can also subscribe via RSS here…
    http://www.indiegamepod.com/?feed=rss2

    Finally, you can always catch us on Twitter here…
    http://www.twitter.com/indiegamepod

  • Rixty Founder Discusses New Ways To Monetize Players Without Credit Cards

    Posted on November 8th, 2010 IndieGamePod No comments

    Ted, founder of Rixty, talks about how you can monetize more of your players

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

    Or listen to it here…

    [wp_youtube]dC1D69Kpcd0[/wp_youtube]

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  • Finding Sponsors For Your Flash Game

    Posted on November 5th, 2010 IndieGamePod No comments

    Paul, from Playhub, talks about finding sponsors for your Flash games

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

    Or listen to it here…

    Read the rest of this entry »

  • Playdom Producer Talks About Future Opportunities In Social Games

    Posted on November 2nd, 2010 IndieGamePod No comments

    Adriano, game producer from Playdom, talks about Social Games

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

    Or listen to it here…

    [wp_youtube]WipC3gbQY58[/wp_youtube]

    Read the rest of this entry »

  • The Fun and Challenges of Starting a Mobile Game Studio

    Posted on October 31st, 2010 IndieGamePod No comments

    Starting a Mobile Game Studio within a bigger studio

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

    Or listen to it here…

    [wp_youtube]VXq-Mfkgkeg[/wp_youtube]

    Read the rest of this entry »

  • Today: Win a Free Unity License at the Experimental Game Dev Jam…

    Posted on October 30th, 2010 IndieGamePod No comments

    Hey folks,

    Today… Saturday, October 30th, 2010…we’ll have the first experimental game dev jam…and the prize will be a free indie Unity license for an experimental platform…such as iPhone or Android.

    This will be a jam that starts from 1 PM to 8 PM Pacific Standard Time…

    The goal is to develop an experimental game. What is an experimental game…a game on an emerging platform…such as…
    Facebook
    Twitter
    iPhone
    Android
    or a mix of any or all of the above. You can also suggest another platform 🙂

    The themes for this game jam revolves around blending real + virtual. The goal is to make a game that blends real world with virtual.

    The winner, if there is one, will be announced at 9 PM that night 🙂

    Mark your calendar 🙂

    The IRC channel will be on Freenode.net…
    #gamejam

    Post any questions/clarifications about the Experimental Game Dev Jam below 🙂

  • Guest Post: The Overlooked Dynamic of Role-Play in Games

    Posted on October 29th, 2010 IndieGamePod No comments

    There is an entire side to games that some designers don’t even set out to create, but it’s a major part of video games – role-playing. Yes, the same aspect of Dungeons and Dragons is alive and well in games like Call of Duty. This may not be a complete shock to you, but what might be a surprise to you is how important the aspect is in games.

    Role-playing, for those who don’t know, is when someone takes on the role of something else. In video games, you are taking on the role of the character in the game. In books, you become the one going on the journey to destroy the ring and save middle earth. When you close your door, blast your music, and play air guitar while mouthing the words to your favorite song, you are pretending to be the singer of the rock band. This becomes a game in itself – everyone remembers playing house or cops and robbers in kindergarten. It is the same principle.

    A lot of what contributes to it is immersion. If you are very immersed in the world around you, the story unfolding before you, you will want to be the protagonist, and will become him/her. The role-playing, through the story, adds extra weight to the game. Your actions have meaning. It becomes a game dynamic, influencing your actions.

    Think about a game in which you were not immersed in. You need to rescue the princess to beat the game – to win. Now a game in which you were immersed. You need to rescue the princess. Period. That is all you need to know. You are the protagonist, and his/her agenda becomes yours. Many of the greatest video games include this game dynamic. In Call of Duty, you are the man crouched down in the snow.

    When you role-play, the game becomes more fun, because the game becomes more than just a game. You feel tense, hoping to avoid capture. When you are running away from bullets, you are cursing under your breath. This happens when you do not role-play, but when you are role-playing, you are cursing because you are about to die. When you do not role play, you curse because your character is about to die (a pawn in your game).

    Even after putting the controller down, you can walk away, still role-playing, coming to a corner and peering your head over, trying to get a glimpse of the other side for any guards. It is a strange phenomenon, humans and pretend, and it is one of the most powerful game dynamics (and one of the most difficult to control). And the game does not even have to be an RPG to inspire role-playing. One of my favorite games that instantly causes me to role-play (it is neither an RPG nor is it in first person) is GTA: San Andreas. I would spend hours in a row, invested in the life of a gangster, doing jobs, making money, participating in drive-bys – all things frowned upon in real life, but perfectly fine in imaginary worlds.

    Most games (with the exclusion of some simulation/puzzle/etc. games) involve some degree of role-play in the mind of the player, but the ones that hit this very well always become instant classics. In fact, I believe this is the actual major reason as to why certain genres are popular/unpopular today. Adventure games have dwindled in success, drowned by the profits of action games. Adventure games tend to naturally oppose role-playing. The game tends to be you versus the game – you must use commands and the correct combination of items to solve strangely elaborate, frustratingly unobvious puzzles. I am not shooting down the genre (I love the genre), but I feel that these games cannot offer the dynamic even close to as well as action games.

    In action games, it is you versus the enemies. Challenges are more obvious and definitely less subtle (bad guys running at you with machine guns). It is also way easier to put yourself in the character’s shoes, especially in terms of controls and how you solve challenges.

    However, some action games like platformers and fighters do not offer as much role-play as others. Platformers, like adventure games, are also more of you versus the game (retrying the same strip of level over and over until you get it right), and fighting games are more of you trying to hit certain strings of buttons and get the timing right. But, wait, these games are still awesome? Yes they are – Super Mario Galaxy 2 is one of the best games of the year, and Street Fighter 4 is still being played by millions. I am in no way putting down any genre of gaming.

    Having said that, I think that if these genres could better incorporate the dynamic of role-play, they could reach a higher potential. The Fight Night franchise took fighting games and matched them with more of a role-playing element – you are the fighter (the game was really fun too).

    What my theory does not explain well yet is the massive wave of social networking games like Farmville. When you play Farmville, you do not pretend you are an actual farmer (at least normal people don’t do that). So why are these social/simulation games so hot? Well, they feature a completely different set of game dynamics involving social aspects to affect the player (however, role-play could match very well with the social network).

    So, tying things up, I think the video game has a major push towards role-play in games, and I think it has been for a long time. In the old NES days, with old-school graphics, players could role-play very easily – Metroid comes to mind. As most players got their first taste of role-play in video games, the dynamic became a type of drug – one that the audience would demand more and more of as games would progress.

    But think even farther back to the age of the text adventure – the playable book. Role-play and imagination was at an all-time high – allowing you to progress through the story in a believable way, painting the picture and filling the blanks in your own mind.

    This adventure type gameplay continued on its evolution through video games, from Zork to Monkey Island to Myst. But, as action type gameplay developed and better kept the gamer involved within the game, adventure games began to phase out (the challenges broke up any immersion – in fact, the puzzles actually pushed the gamer out of the game). So what are we left with? A market dominated by the new age of Dungeons and Dragons games. The spirit of Dungeons and Dragons is within FPS’s, MMO’s, and RPG’s. These games are becoming the face of the industry. Bottom line – people like to pretend.

    So, what do I want you to take away from this article? That all games need to include role-play to be good? NO!

    Adventure games are fun in their own, mind-wrenching way. I am only trying to explain their sudden plummet in the game industry. For some reason, whether it is in our nature or a result of our times, gamers want to role-play; the challenges and ways you solve them are not the only way people have fun playing games, and we are beginning to realize this more and more. This fact became clear to me back when Half Life 2 came out. The whole story, immersion, and world sucked me in, and I wanted to be Gordan Freeman, but couldn’t. So I pretended, and the game was way more fun. In fact, I think it was this aspect that made it not only a great game, but a legendary peak in the history of games.

    I want you to leave with the realization that game dynamics are extremely powerful, and that they should be taken into account before even the challenges are thought of. Can we do anything to make the game anymore immersive, to allow the player to role-play? Can we include something that makes the gamer want to complete these tasks?

    I also want you to realize that imagination is very important in games. You may want to consider easing back a little on the details, to let the player fill in the blanks. Because if a player cannot stop thinking about being a space warrior, he/she is finally going to give in and play Halo some more. And that is the sign of a truly great game – when you can’t stop playing after it is already off.

    Dylan Woodbury lives with his family in Southern California. He runs http://dtwgames.com, a game design website that posts intriguing new articles every week, both beginner’s tutorials and theoretical ideas. He also has an interest in writing, and is planning his first novel. His primary goal is to change the world through video games.

  • Reminder: Win a Free Unity License at the Experimental Game Dev Jam This Saturday…

    Posted on October 28th, 2010 IndieGamePod No comments

    Hey folks,

    This Saturday, October 30th, 2010…we’ll have the first experimental game dev jam…and the prize will be a free indie Unity license for an experimental platform…such as iPhone or Android.

    This will be a jam that starts from 1 PM to 8 PM Pacific Standard Time…

    The goal is to develop an experimental game. What is an experimental game…a game on an emerging platform…such as…
    Facebook
    Twitter
    iPhone
    Android
    or a mix of any or all of the above. You can also suggest another platform 🙂

    The themes for this game jam revolves around blending real + virtual. The goal is to make a game that blends real world with virtual.

    The winner, if there is one, will be announced at 9 PM that night 🙂

    Mark your calendar 🙂

    The IRC channel will be on Freenode.net…
    #gamejam

    Post any questions/clarifications about the Experimental Game Dev Jam below 🙂