The design and business of gaming from the perspective of an experienced developer

Category: Indie Stuff (Page 1 of 7)

MMOs and the Fall of THQ

The AAA games industry has hysterically overreacted to the failure of anyone to capture the lightning in the bottle that World of Warcraft.  It’s weird – AAA studios seem completely and totally oblivious to the fact that EverQuest was quite successful with – what, 450K subs max? WoW at the time, if you recall, stated they merely needed to match EQ to be successful.  Analysts at the time used to say stuff like ‘there might only be 600K to 1M MMO players in the world – how could WoW and EQ2 possible coexist?’  Even then, the breakout success of games like Lineage in Asia suggested that something could come along and blow the doors off of things.

Going back through my blog in the mid-aughts, people forget both how slow WoW’s roll to 12M actually was, and also how stunning most observers thought it was at every major milestone.  I remember when they hit 1M and were clearly still on the uptick, a lot of people discovered the need to recalibrate their definition of success.  As one example, Star Wars: Galaxies (which launched about a year prior) went from being considered a solid and respectable success at 250K subs to one that the corporate overlords apparently figured needed a disastrous reboot in the form of the ‘New Game Experience’.  Because WoW recalibrated what success SHOULD look like for a major MMO.   Continue reading

“Framed” Design Review (and the concept of Design Space)

“Framed” is a brilliant experimental iPhone game, built on one incredibly genius design idea, but appears to run out of room quickly.

First off, I love the look and the style of this game.  The character design is strong, given the room for detail is so light given their art style.  The character animation is incredibly well-done.  The music is incredibly appropriate, and often queues off of game events – play this one with the sound on if you can.  The art style is fresh, with cool pastels that are totally appropriate for the game and make every screenshot identifiable at a glance. Continue reading

The Kobayashi Maru Is Not Usually Mass Market

On one hand, I am sympathetic to how fast, and how transparently, game developers rip each other off in the casual and mobile space. It’s particularly galling when the company doing the ripping off has the gall to file legal action against people who came before them. So on one hand, the saga of 2048/Threes is familiar and depressing, and not at all surprising, give that we’re talking about a game design so simple and elegant it likely will be a tutorial lesson in game development classes for years to come. Hearing the dev team of Threes speak out about feeling ripped off, as well as this spirited defense here — well, it certainly makes you want to take sides.

On the OTHER hand, I did note this one paragraph in the Three’s developer’s litany of sour grapes.

But why is Threes better? It’s better for us, for our goals. 2048 is a broken game. Something we noticed about this kind of system early on (that you’ll see hidden in the emails below). We wanted players to be able to play Threes over many months, if not years. We both beat 2048 on our first tries.

Continue reading

Eve’s Slow Burn

Don’t look now, but Eve has 300K subscribers. This number puts it above the peak of several luminaries, including UO, SWG, DAoC, and LOTRO (and closing in fast in EQ2). Not bad for a game where even it’s hardcore players admit its kind of like playing a spreadsheet.

One thing that’s always been striking about Eve’s success is how different it’s growth curve looks compared to the other games. UO, EQ2, etc all had big early peaks, followed by long, slow declines. By comparison, Eve started small, then grew very gradually, with that pace slowly accelerating. Continue reading

“Madden Meets Rock Band”

As an ‘official’ part of the ‘media’, I get press releases. You guys don’t hear about most of them, because, well, most of them are crap. And not crap in a good way. Things like remote controls for internet-wired microwaves.

The press announcement for the Black College Football Experience caught my eye, though, because it implicitly asks a central question: How do you compete with EA football products like Madden? Answer: Rockband-style gameplay for the halftime drumline show. Continue reading

iPhone Developers: “Quality is Irrelevant”

From Kotaku: a couple of top iPhone developers discuss their experiences developing for the platform. Their conclusions are interesting (and also touch upon web games and user-created content platforms, such as Metaplace and Whirled).

“I think quality is largely irrelevant,” said Saltsman, whose newest iPhone game is about popping zits. “I think the defining thing is how quickly you can describe your product to someone else.”

The example they used was Galcon versus Mood Touch. Mood Touch is “a crappy mood ring for your iPhone. . There, I’m done, that’s it,” said Saltsman. Galcon, on the other hand, took him 15 seconds to describe as essentially an in-depth, one-on-one real time strategy game. It’s obvious which one had the better quality — but Mood Touch made the top 10 in the App Store while Galcon didn’t even break into the top 100 (that Saltsman knew of).

Call It A Remix

Developer spends 10 years taking publisher money for a game. Developer spends said money on something else, perhaps hookers and blow. Publisher comes calling. Developer throws together art from half a dozen of highly recognizable games and shovels it out the door.

You must read this amazing thread. This is a good summary here. Finding art for Limbo of the Lost is now its own bizarre metagame, fueled by geek outrage everywhere. Continue reading

Wizard 101

The most intriguing MMO on the horizon?  To me, at least, it’s my old boss Todd Coleman’s new venture with King’s Isle, a game called Wizard 101.  Looking over the website, it’s hard to believe that this is the same mind that gave us Shadowbane, the ultimate online PvP experience.

I admit, this game wouldn’t have caught my eye if I hadn’t been prompted by coworkers to check out the movies – go to this website and check out the movie of the combat in action, and you’ll see a game that is a careful blend of Harry Potter and Pokemon.  In a landscape that is currently cluttered with MMOs aimed at the kiddy market, this one offers something that stands out – a real gameplay mechanism, without resorting to straight combat.

A lot of stars have to align for this game to hit it big, but I do predict it’s going to be a lot of fun.  Good luck to all of my former coworkers working on getting this out the door.

Original comments thread is here.

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