
[Source: Mashable

My journal on trying to design and develop games in Singapore; and some of the steps, challenges and ideas I have encountered along the way. Currently focusing on using Flash as the platform.
"Moderator: What are four words that are the keys to successful social games?
Playfish: Social - provide a context for meaningful interaction, Relatable, pick themes and mechanics that are understandable and aspirational; Rewarding, emotionally rewarding and socially, reinforcement schedules to keep players engaged, Emergent gameplay, easy to pick up but emergent complexity and depth
Zynga: Mass Market - if it doesn't appeal to enough ppl, it won't be as successful as you want; Invest - ppl need to be excited about investing their time in it, Express - needs to be a game that ppl want to express themselves in; Relationships - allow ppl to create new relationships or nurture existing relationships
Moderator: Why do you think those casual game companies don't experience the same success on FB?
Zynga: Guild of Heroes was a Diablo 2 clone - I joined the company as it was finishing up. The question was how is it social - and it wasn't. The team thinking was that they'd add the social afterward. And it doesn't work. Needs to built from ground up.
Playdom: I agree. So many examples of that. Lots of examples of games on FB that would be big if they weren't on FB. FB games need to be social from the ground up. Also, lots of the users in the social gaming space are REALLY casual, so Bejeweled did it right with short play sessions, accessibility. Notifications have gone away. FB is moving away from one-to-many notifications and toward more deliberate, one-to-one notifications. User to User, App to User.
Crowdstar: I think this is a pretty profound change. Makes it increasingly difficult for other companies to reach the same success we have. Will be very difficult for other companies to get where we have. Changes way you're going to distribute your game. For business people, it's something they need to look at closely to see how they're going to grow their game. You're going to have to spend more money to launch something.
Moderator: Most of you have two currencies, right?
Playdom: We have a couple PHDs helpding to manage our economies.
Crowdstar: I heard one of the Playfish guys saying they deal with a billion pieces of data a day(?).
Zynga: Zynga collects 5TB of data per day and we have a team that turns that into reports we can track.
Playdom: Very different from any other industry I've seen. I came from Google and YouTube and thought those were data driven companies, but this is way beyond that. You can make valuable decisions within minutes because everyone is logged in all the time and the quality of the info is so much higher than worrying about cookies, etc."
Moderator: Aren't these games just sophisticated slot machines?
Zynga: Farmville brings families together. Moms play with their 4 year olds, etc.
[Source: freetoplay.biz]
'Doing Business in Singapore' at Tampines Regional Library on 7 November 2009 | ||||||
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"Unity supports three scripting languages: JavaScript, C#, and a dialect of Python called Boo. All three are equally fast and interoperate. All three can use the underlying .NET libraries which support databases, regular expressions, XML, file access and networking.
Scripting is frequently thought of as limited and slow. But in Unity your scripts are compiled to native code and run nearly as fast as C++. You get the fast iteration times and ease of use everyone loves about scripting languages."
[Source: Unity3D.com]
"The PopCap Developer program has had a good run, but we've been unable to spare the developer time required to keep the Framework (and related tools) up to date here, and it doesn't make sense for us to publicly support an increasingly old version of it.It's nice to see companies so open with their technologies.
That being said, everyone who is currently using the Framework may continue to do so, and we plan on making the Framework available on SourceForge so the developer community can continue to have access to it and even support and enhance it as they (you) see fit.
Details of the SourceForge move will be forthcoming, but the plan is to move toward shutting down this site on May 1st. If anyone is interested in stepping forward to volunteer to host the message archive as a knowledge base, please let me know."
-Brian Fiete
CTO & CoFounder, PopCap Games
[Source: developer.popcap.com]
Not bad for someone fired from Ubisoft, who still calls his experience at the publisher "the worst experience of my life." It was his first gig in games, and initially he was jazzed.Working in an established game developer is not for everyone. I am sure there are advantages too, but as it seems some people just prefer being indie."The way these people make games, it's so horrible," he says. "Hundred of people on your team, you don't know any of their names. It's so big and impersonal." Some people find ways to persevere, to grow in that environment, Fish adds — like weeds pushing up through cracks in concrete.
"In my case it made me want to give up games altogether," he continues. "It was an extremely dark period of my life. Years and years thinking this was my dream only to realize it's a sweatshop."
Gaming was changing, the way games were being made was changing and with the rise of the video game blogs, the way gaming was covered was changing, too. Everything was in flux. Indie developers were saying "Screw the corporate ladder" and going off and making their own games — devs like World of Goo's Ron Carmel and Kyle Gabler. Young developers, like Everyday Shooter's Jonathan Mak, weren't even climbing that ladder.
[Source: Kotaku.com]