Friday, February 08, 2013

Fire Emblem Awakening (and new keyboard)

Almost 3 years since last post.
We just got our first iPad, and it's quite fun.   I wanted to get a keyboard so I could write on the train or wherever we are, and so we got this lovely Logitech keyboard. 

So I'm writing this post using it.  Wow I wonder if anyone uses blogger anymore. Perhaps I should jump over to wordpress if I continue to do this. 

Fire Emblem Awakening!
Have been playing all week - first 5 chapters with character Jax and then restarted with new character Kjellia (because I realized I could have recruited Gaius, and also I killed a couple characters I did not want to. 

This weekend I played the 3DS Ambassador 3DS game (Fire Emblem Sacred Stones) which I have invested like 50 hours in, and then wound up downloading this newest game on Monday.  It was delayed in coming to stores so many people are just playing it now (Fri Feb 8). So far one of favorite games ever.



Monday, January 03, 2011

Holiday 2010 Board Games

The beginning of a post about board games on the break - this email originally sent to MJ co-workers:

1000 Blank White Cards

- Basically you make cards and then you play with them. Each person makes 10 cards to start, and you throw in some blank cards which you can make and play on your turn.

- We played this with 2 other friends and it was quite fun. It really shows the random creativity of the group (and it’s free!)

http://en.wikipedia.org/wiki/1000_Blank_White_Cards

1960: The Making of the President

http://www.boardgamegeek.com/boardgame/27708/1960-the-making-of-the-president

This is the game I just babbled about to Jonathan, Marc, and Matthew. 2 player game where Nixon and Kennedy battle it out (again!) More fun than it sounds!

D&D: Castle Ravenloft

http://www.boardgamegeek.com/boardgame/59946/dungeons-dragons-castle-ravenloft-board-game

This is a co-op D&D board game but way less complex than it looks or sounds. J 1-5 players.

From online reports it looks like most people are playing it either as couples or with their kids.

Space Hulk: Death Angel (card game)

http://www.boardgamegeek.com/boardgame/71721/space-hulk-death-angel-the-card-game

Co-op card game which is basically like playing Halo or watching Alien. Each player gets a team of 2 fighters who work together to defend their ship from hordes of aliens!

Again, sounds more complicated than it is.


Monday, December 27, 2010

Paste's Best Casual Games of 2010

It is somewhat sad that the only "traditional" download game (of the ilk made by Big Fish, PlayFirst, etc here) - is maybe Puzzle Agent.

No Ravenhearst, etc.


Of these I have played
#9 - Ninjatown Trees of Doom
#7 - Cityville
#6 - GameDevStory
#5 - Trainyard
#3 - Nelson Tethers, Puzzle Agent (note this was also on Alex Ahlund's top 40 iPhone apps)

I want to play the other 5 also. Of these 5 I have played, Ninjatown and Cityville are the two i have returned to the most.

Saturday, October 02, 2010

Realities and Red Herrings: Game Developer's Guide to Profitability

http://casualconnect.org/content/Seattle/2010/realitiesandredherringsseattle10.html
Good talk from Sean Clark of Big Fish Games, who I've met in meetings at PlayFirst.
Watching the talk today, did not see it in Seattle...

- he was working on a text-based RPG at Playdom?
- also interesting that he left Playdom to go back to Big Fish
- different routes to the top of the mountain...like Ed Viesturs
- what's the best way to use the limited resources that I have?
- how to filter out the noise and get the signal?
- audience: developers, especially indie developers


Sean Clark is the Executive Producer for Casual Downloads at Big Fish Games. Prior to Big Fish Games, Sean has been a Project Director at LucasArts Entertainment Company, a Studio Director at EA/Pogo and an Executive Producer at Playdom. During his more than 20 years experience in the game industry, Sean has been involved in all aspects of game development and distribution, from writing and designing to directing and producing. Additionally, Sean has also served on the studio management and business sides of Core/Retail, Casual and Social gaming on platforms ranging from PC to Console and handheld to browser-based games.

Browser Tech Smackdown - Casual Connect

A panel that I did not attend but am listening to it now:
http://casualconnect.org/content/Seattle/2010/browsertechsmackdownseattle10.html


The web game industry has changed tremendously in the last 5 years. Unfortunately the technology behind it has not evolved as quickly.
Will the next 5 years be different? Will Flash continue to dominate, or will there be a changing of the guard? Is 3D the killer feature, or is there something else that could disrupt the status quo.

Executive Summary:
Not sure if they really answered these questions - there was no clear winner of the smackdown, other than Kongregate being open to the open community of games delivered with all these browser techs.
Unity comes across as being one of the tech engines that makes the most sense, after watching this panel.
Moderated by Jim Greer, Kongregate
Nice intro - "I'm not an expert, but I know some experts."
In intro, ask each panelist to throw out one controversial opinion to get the panel started.
He also asked on Rededit to get questions for the panel! Nice!

Crossplatform desktop/mobile - Unity can do this, David Helgasson points out.

Business model/commerce features - Mark De Loura mentions the Web store for Chrome.

Danielle of Adobe points out that Flash does support controllers. David points out that Unity does too.

What about a Flash App Store?
Offer commerce services or cloud-based services?
No - we don't want to compete with our users - companies using Flash are already delivering this.

Q: Why is it so much more complicated to make Unity games than Flash? (another questioner expressed the opposite opinion, asking what kind of cake the engineer wants who developed the scripting system for Unity).
Jim Greer calls out the visual style of Flash as a benefit.
David H points out that a lot of people actually find Unity easier to use than Flash. Laying out the game in a 3D space can be more intuitive.

Also, many high end web games are developed in 3D and then baked down... (that's true for Willows!)
So it's easier to use Unity if you are authoring in 3D in the first place.
(Danielle never got to respond from Adobe...)

Questioner asks Paul from Microsoft about how to optimize large Javascript applications
Basically his answer was, we will work with the developer community and the standards bodies to evolve the standards.

Flash player question - being able to turn off sound globally should be a feature
Asked Danielle - she said it never came up at a developer event she went to.
Jim Greer says that on Kongregate you go down half a point if you don't have a mute button in your game.
It sounds like the whole panel thinks that the browser should have a mute button!
Much discussion about watching or doing something in the browser and having to re-find the mute button in each app or tab.

But there's so many layers - the OS, the game, the tab, the panel basically thinks this must be why it's not a browser feature yet.

Q from Audience:
Why would I want to develop in HTML 5 if anyone can just click "view source" and steal my code?
Mark De Loura says - you have to use obfuscators now if you are coding in Javascript to hide it from those who use "View Source" but if you're a crafty engineer there are ways to figure it out...that's true of DRM in general, people can always figure it out.
Then again, the web always has meant openness and being able to view source, but if you spend millions of dollars on a game or app, certainly don't want someone else to view it.
(Note that "View Source" is how I learned how to code in HTML 1.0 back in 1994, along with Stanford's web tutorials.)

Q on Business Model
Kongregate is 50%/50% virtual goods and ads now, Jim Greer says.
Q: What are you going to do about the fact that hardcore gamers hate virtual goods?
They don't care about cosmetic upgrades, they hate paid players having advantages, and they don't respond to ads because they block them.

A: Unity says, we don't have a specific feature for the business model, you can implement whatever you want...
Do people not buy things in the web browser because you can't? Or because you don't want to?

Kongregate does upgradable single-player experience and
natively social MMO type experience.
The natively social game gets more traction in virtual goods and making more money...

But a lot of people don't want to play games online! They want to play alone. The panel seems concerned to leave behind the single player immersive experience.

Mark De Loura points out the different ways of paying for content:
Example - Watching 24. You can buy the DVD, you can watch it online, you can watch it on hulu with ads.
He doesn't want games to be delivered in only one way.

Jim Greer - fear that we are cannibalizing some of the great gaming experiences.
It's hard to justify building a high budget game if you are also throwing the content out for free with virtual goods.

David H of Unity says - this might change as the companies get better at delivering this content for free and properly monetizing their users. (ie, there is hope for free to play).

Q: What's the role of a portal in the next 5 years?
Jim Greer: We see ourselves as being all about a community of players.
They come to us because they like great games, we deliver them great games.
We deliver achievements, their progress is tracked.
"All my friends are going to play with me."
Pogo, WoW, and Kongregate all have succeeded this way.
We succeed best in an open environment.
He is very excited to see C++, Unity, fast streaming html 5 games, all on our service.
In the wrapup I realize that this panel was a great idea as positioning for Kongregate as one of the big customers for all these games.

Free Realms, SOE

Play Free Realms again to get new update.

* Laralyn McWilliams interview on MMOgamer at the Launch of Free Realms
" It’s just been really fascinating for us as a team to watch and really exciting because for a long while we were the sort of little game nobody had heard of.

We were SOE’s small project, and so it’s really great for us to finally get it done and get it out in front of players and then have players enjoy it as much as they are."

" While right now casual games are on the upswing, they’re going to hit a certain peak and stay at that peak, and the people are going to say, you know, “I want something deeper.”

* Interview with Laralyn at G.I.R.L talk

Saturday, September 25, 2010

SOE's Casual "MMO"s - Clone Wars Adventures

Clone Wars Adventures
I completely forgot about this game until seeing this article, stating that it has 1 million users only 1 week after launch!

Trying it out now. The 1 million users are receiving Golden Mouse Droids this weekend. It's free to play. Competes right now for my thoughts with Lord of the Rings Online, also free to play, and Knights of the Old Republic, 2003 award winning RPG from Bioware, which is almost free to play at $2.99 on Steam!

Very quick registration and avatar picking...

Takes 35 MB to download the SOE installer - I assume this is the same installer used for Free Realms...

Nice - goes directly into opening cutscene, which popped up when I was doing something else in the background.

I am welcomed directly by YODA!
To a briefing with Mace Windu, Anakin, etc. I am a Padawan Learner!
They need my help in the fight. There is much to learn, etc etc.

At one point the pace of the conversation slows a LOT when Mace Windu starts talking about earning credits...
and buying stuff... in the store...

Mace Windu looks at me meaningfully as he says this.

Finally, call to play "take this lightsaber, it's yours now!"
A real lightsaber of my very own. Wow, in KOTOR I could not get this right away.

Then I transition to the game lounge. I expected to see a character beckoning me to click on them, but I feel kind of lost.

It turns out that you can launch mini-games by walking around the ship and launching them, but it's a lot easier to just click on the Games button in the HUD and choose one.
Similar to the currently available version of Free Realms, except there is some exploration in Free Realms. There's no real narrative progression, or "quests" which I think is because of what they found out when they did the first Free Realms.

Very well done art and theme, voice acting, sound effects all hit the quality bar!

In each mini-game, you play through a series of levels, sometimes against other characters. In many of them, the medium and hard levels are only open to Jedi Members (those who have paid for monthly membership with Station Cash or hard $).

I played the below - all pretty standard fare where it comes to mini games, but thematically making sense:
- lightsaber battle - level 1 is Obi Wan, you must hit arrow keys quickly in the right sequence. I beat Obi Wan but 2nd level was against Anakin's Padawan learner, and I blame the computer speed as I tried twice but couldn't beat her fast enough.
- typing game - type the right letters as they fall down the screen, boss fight is words (this was obviously too easy at easy level, which was the only level I could play without becoming a Jedi)
- star speeder - flying forward on rails, steering and shooting at enemy ships
- blaster training - shooting range - droids pop up and you shoot them.

I guess I wish that it had more of a narrative pull to link the games together.

If I earn X credits, do I get rewarded again by Yoda and the Jedi Council who welcomed me?
Is there the semblance of a metastructure?

Here are links about Clone Wars.

* Gamasutra article about Clone Wars
* Interview with Producer Todd Carson of Clone Wars (Todd's presentation is super excited!)
* Laralyn McWilliams interview on MMOgamer at the Launch of Free Realms
" It’s just been really fascinating for us as a team to watch and really exciting because for a long while we were the sort of little game nobody had heard of.

We were SOE’s small project, and so it’s really great for us to finally get it done and get it out in front of players and then have players enjoy it as much as they are."

" While right now casual games are on the upswing, they’re going to hit a certain peak and stay at that peak, and the people are going to say, you know, “I want something deeper.”

* Interview with Laralyn at G.I.R.L talk

Sunday, July 25, 2010

Dragon Quest 9: Crossing to Casual?


I fell in love with Dragon Quest 4 years ago when my friend Adam told me that this cute blue Hershey's Kiss thing was actually a monster that you fight in the game! Now I can make a whole slime outfit for my warrior (named after my husband Dave)

However, I had a hard time finishing Dragon Quest 8, on the PS2. Random battles made the experience way too slow, and not rewarding enough. Too much grinding, it was not possible to get even the first success in the first dungeon without grinding back and forth on the low-level monsters.

Also I wished it was on the DS so I could play where I play most other long RPGs, on my commute to work! I did buy and finish DQ4 on the DS.

But I have been looking forward to a new DS DQ for a while. Enter DQ9: Sentinels of the Starry Skies, which I bought on launch day, July 11.

The developers (Yuji Horii, creator of the series; Level 5/Square Enix, the developers; and publisher, Nintendo) seem to be trying quite hard to make this game more palatable for at least 3 "new" audiences, and I think they have succeeded:

  1. Americans (Dragon Quest/Warrior just not very popular here in US but is HUGE in Japan. My friend Andrew who is a Pokefan, had never heard of DQ).
  2. Women (see link to Iwata Asks interviews on my earlier blog post - addition of char customization, they think has helped this. Game is more popular with Japanese women than the previous titles too). They've also focused on several other "casual" features that we focus on to improve conversion for our games at PlayFirst (list below)
  3. Kids - The series is 25 years old so many of the original fans are now parents and teaching their kids about Dragon Quest. Horii-san said in the Iwata Asks interview, that they wanted the local multiplayer feature so that parents could play directly with their kids and teach them about the game together.

Here are some of the specific "casual" features that I think contribute to DQ9's improvements over at least DQ8, if not the entire series. Also, I know that overall the marketing of the game is focused on the new multiplayer features, but here in the US I think that people will fall in love the most with single player first and then use that fandom to suck others into the multiplayer.

Customization, Metastructure (with clear goals) and Rewards.

Monday, July 12, 2010

Laura Shigihara's "Girls in the Video Game Industry" series

http://shigi.wordpress.com/2010/07/06/girls-in-the-video-game-industry-1-tammy-tsuyuki/

for reference.