Monday, March 15, 2010
Let's Play: Blackwell Legacy LP walkthrough
Also to mask the fact that I have not played through all 3 games yet, when talking to Dave Gilbert. :-)
Sunday, March 14, 2010
Fwd: Future of connected games
Sent from my iPhone
Begin forwarded message:
From: Solveig Zarubin <solveigp@gmail.com>
Date: March 14, 2010 9:05:41 PM PDT
To: "solveigp@gmail.com" <solveigp@gmail.com>
Subject: Future of connected games
Future of connected games panel
SteamPlay
People do not want to be a pc or apple player of a game.
They want to be a fan of a game.
Want to play at home on pc and connected.
Pc and mac versions at once
Facebook has not made it easy to present different sides of a person.
Notifications - all these different people - I don't want to spam them all with the notice a turnip just blossomed
Compare control over xbox and pc
Bioware
Uses telemetry across all the platforms
See social.bioware.com
Portal guy - valve
pc is an open platform- can ship updates
Beta requirements are diff for connected games - you make changes in public for all to see
min from nexon
We really gotta get people in, it is part of the design process
We make mistakes and fix them on the fly
Zynga guy
Ngai asks - I have heard that games ship with 30 percent cimplete
What does that even mean?
There has been a team on farmville for months after 5 week start
Min does not know what 30 percent complete is
They have games that have been out for 10 years - are they done now?
Ngai - do you think of "old content" differently ?
Old content is new content to new player
Zynga guy
Look at the new user experience and make sure it is not too overwhelming for the new player
Wow must have that issue too
Blizzard guy
New exp pack out
We get better at making content
But the people who benefit are the people who have gone thru he old content laready
All the new players are mostly casual
New exp - looks at the whole content from level 1 to 6o and makes better
Ngai asks abor mass effect 2 - casual audience coming in at lower price?
Bioware - we also add expansions, etc
Story features for kotor
Development philosophy as a service.
Continuous dev process
What is the smallest unit of willows
Connected gaming future is not one that can be built with less people
Can the industry survive it's connected future?
Easier to be smaller now
Don't have to ship to gold master to get space on the retail shelf
Everybody can do it
Look at lifetime revenue per user
Games as a service
Change tw metrics used to measure success - some are the metrics used in social games or on steam.
(why would anyone use playground now)
Min talks on korea
Pc cages function as a hub for players
Don't be binary
Give some away, sell some ..
Dlc is what used to be an expansion pack
Zynga
New content and features for retention and revenue
Revenue not necessarily the MOST important.
Build cimmunity by giving away content which builds revenue eventually
Bioware giuy
Can't replace a really creative person
Escapist question
Asking about arg
Valve game team came up with it
The people making it saying "I really know my audience and this will work"
Battle.net- are they going to aupport 3rd party?
We are not just game creators
We are entertainment creators
Min - you are creating another relationship with the user.
People are not going to think about your game as much but they will think about the other people they are playing the game with.
If you are a fan of your game - make cool shit that people will want - that's why we made action figures.
Sent from my iPhone
Indie Summit Keynote: Randy Smith, Spider
Here is a long writeup on this talk from "mittens" - aka Trent Polack.
My Notes:
Basically, as Trent said, he is calling out the importance of:
* depth
* immediacy
I was glad to see that Trent and I were both kind of surprised to see the amount of time spent discussing all the case studies.
And also giving his blunt opinions of the other games.
My notes:
What does it mean to be indie?
Does not mean bad design
More powerful indie - better design
Canabalt
Flight control
- high level of engagement without reading rules
Discusses affordances
- stuff you can do
- large impact on the game state
- weaker - jump in place
- stronger - jump between things without dying
- mimal effort to experie
Crayon physics deluxe
Scribblenauts
Social games can learn from virtual worlds
Hangout games guy
Decided not to go to the indie game marketing one.
People who invite fewer people over a period of time are more effective.
Importance of retention increasing
How do virtual worlds retain their players
Player investment
-persistence
-creativity
Deep content
Fresh content
Service
Find ways to spend more on service vecause it pays off hugely
Concurrency
- community events, hosted, emergent
- most compelling - find ways for concurrency - fb is now so
asynchronous.
Enough content to allow players to interact - can't make content for
years
- the game is the icebreaker that forms community amongst the players.
Community
Monetization -
Retail -grandma
Subscription - tie to virtual world
Need a diversity of reasons to pay in order to monetize.
Hybrid
Cost of acquisition and scale of social
Long term retention of virtual world.l
Hangout has a mini game that you play when friends are not here
It is a pain to be embedded in facebook - they are planning to move
away from facebook eventually - connect to fb for the social graph but
not be in facebook as soon as the market will support
Amortize customer service across all the none - paying users
100 people paid for by 5 paying users
Sent from my iPhone
Saturday, March 13, 2010
GDC 2010: backwards order, Jim Munroe
Here is a link to Chris's AV Club article re: Everybody Dies, Jim's award-winning interactive fiction.
Here is some reverse fandom, because like everyone else I have met at GDC, especially the people I met through Chris, I didn't realize how cool Jim was on meeting and chatting.
Even before I have seen anything that I should already know about, here's some interesting things that we connected on in person:
- on the basic business side, he is interested in making a point and click adventure game and so I tried to promote PlayGround SDK and PlayFirst in general. I hope he will pitch something to us. Maybe something even cooler than a straight download game.
- he is involved with a coalition of projects and people in support of Toronto's videogame communities called the Hand Eye Society (and is inspiring me to get involved in or start something similar here)
- I realized that I like creating communities also but I don't make the time to do it myself.
- he knows who Pat Murphy is
- he asked me if I had ever been to WisCon! (and has been there in the past and really liked it).
Here's the stuff that I was supposed to already know...
- http://nomediakings.org/about - short list
- 5 books after leaving Harper Collins, the most recent one a post-Rapture graphic novel called Therefore Repent! (he gave me a copy!)
Made this game which is awesome, as well as a text based social sim based on GDC 2009.
Everybody Dies (2008) [play it]
It starts with a metalhead, Graham, realizing that throwing that shopping cart over the bridge was not the great idea he thought it was. Even if it did get him out of washroom duty at Cost Cutters. Windows, Mac, Linux.
- also is a science fiction novelist
- and comic writer
- and movie maker (just one: My Trip to Liberty City (2003, 9 minutes) [watch it]
I try to stay out of trouble as a Canadian tourist in Grand Theft Auto III.)
- who appears to write about the same "post-Rapture/post-apocalyptic" stuff that I am fascinated with in The City Not Long After and The Stone War
Also I would like to be a fly on the wall for a panel discussion (or just a chat in a bar) between
Jim Munroe, Pat Murphy, and Richard Kadrey (after reading description of "Therefore Repent")
Monday, March 01, 2010
Female Game Industry CEOs
Amy Jo Kim, CEO of Shufflebrain
Shufflebrain looks pretty cool actually.
And here is the top 100 women in games industry according to Edge Online:
Monday, January 04, 2010
Interesting article
Want to also read through the comments here to see what specific games they call out in terms of current games liked by these women and girls.
Agree that the Purple Moon games were not that fun.
Example - comment from NerD:Blatella:
12/29/09
Up until last year I worked for a game company. The gender mix was pretty evenly split. There was something interesting that happened there that was related to the game Beyond Good and Evil.
We were trying to find new and inventive things to add to a game we were producing, and I mentioned this game's camera feature in a couple of meetings with the producers and developers. There would always be a great deal of nodding from the women in the room, and quizzical looks from most of the men.
It turned out that I was the only man in the meeting who had played the game.
I find it disappointing when people I consider progressive in every other aspect of their lives won't play something with a female protagonist because it might somehow make them less manly.
Also this comment from
WednesdayAM:
12/29/09
While I do question the idea of girls wanting to "make friends" in games (since I've always been a loner type - which I blame on my middle-child-syndrome tendencies - and hated having to find other people to quest with when I tried WOW for all of one month), I can say this much - my boyfriend and I are butting heads when playing Super Mario Wii due to the simple fact that I want to jump every goomba, kill every piranha plant popping out of a pipe, and break every block to find all possible coins and hidden things, and often he just wants to beat the level and move on. But that's a habit I've had from my loner gaming days. I have girl gaming friends who have the same disposition as me on that, I have others who are more my boyfriend's style of gamer. A lot of this is not gender-specific, it's gaming-preference-specific.
Though, I will admit in a heartbeat that I hate first person shooters that usually end up being used for years solely as multiplayer killfests. Yes, killing your friends is fun for a bit, then it just gets old without there being a point. Give me a game with some open exploration but an actual win-point. I like to win. It's fun.
Monday, June 22, 2009
Friday, June 05, 2009
Tuesday, June 02, 2009
Female Gaming Blogs list (from Blogher-SuperJive)
Making a case for potential PlayFirst ad sponsorship with blogher, this is a good post but there aren't many talking about games (yet!)
In a comment to this post, LaurieWrites wrote the below (in 2007):
Note that she loves DD but thinks of it as "living in Real Arcade" and needed to remember to open Real Arcade to remember what it was called.
I refuse to have these gaming machines of which you speak in my house! Because I would never get anything done. I fear the ones that live in RealArcade. FEAR!!!!! I finally beat the evil "Diner Dash" and also "Flo on the Go" (I know, baby games...but whatever. Designed by diabolical addiction creators! Fie!) I am currently now frightened of "Sally's Salon," which I only know of because I just opened Real Arcade to remember what Diner Dash was called, having forced it out of my mind. Oh. God. No.
Tuesday, May 19, 2009
Swords+Soldiers: WiiWare (want)
Want to play. Looks fun and colorful like Castle Crashers, but it's a RTS presented as side-scrolling (looking like a platformer).
Scribblenauts!
I want to play! A DS game with over 220 puzzles that you solve by simply entering in the names of items (apparently almost any kid-friendly non-proper noun) to help you solve the puzzles!
Grand Theft Auto: Chinatown Wars - & our "Mission Kenny"

Today I finished the story part of GTA: Chinatown Wars - but i'm only about 63% complete!
Whew - those credits are long! It looks like they have thanked every single Rockstar office location in the credits for this game. Did they all work on this?
Also - there are new missions that can be downloaded from the Rockstar Social Club site. And because you upload your stats from the game, it can actually provide a custom map of the Rampages and Ride-Along missions that you've not found. I thought I'd found most of them, although not completed them.
holy moly, it's selling at Best Buy right now for $19.99 (huge savings from the launch price of $34.99 when we bought our copies).
Very sad that the US sales went down in April instead of going up: 89,000 units in March (19 days) and 70,000 in April.
But this is such an awesome game!
Notes about the actual game:
I really loved this more than I thought I would. There's something really compelling about it being a portable GTA. It's your own little Liberty City!
The driving is also a lot more forgiving and easier, and the missions are probably pretty easy in terms of a hard-core player, but for me they were just challenging enough to be fun, not so much that they are frustrating.
Unexpectedly fun Missions
(since I suck at GTA driving on PS2 - I can't drive well enough for it to be fun. Is it the analog control? This version actually makes an effort to keep you driving a straight line (as long as you're trying to do so).
The overall goal is to recover your father's sword and uncover what is really going on... but this leads to a wide variety of missions from a cop, other gang lords, etc.
Flying helicopters, hotwiring cars, breaking into gang hangouts, even using a dragon parade costume as camouflage after a bank heist.
- plus drug dealing (think "Dope Wars" or even "Chocolatier"!)
- extra missions (firetruck rescues! vigilante police cars! taxis!) - which all yield special powerups
- shooting out about 90 security cameras (which will eventually yield better drug prices. I have only found 31 of them).
- rampages! (unexpectedly fun to run around causing mayhem with a chainsaw in a tiny simulated game).
- multiplayer!
Back to when I started playing:
About a week after I first got Grand Theft Auto Chinatown Wars for DS,in mid-March, we had a real-life "Kenny Mission" at the Game Developers Conference.
Those who have played the game know that your character's name is Huang Lee, and the first thing that happens is that your father's sword, which you're delivering to your Uncle Kenny in Liberty City, gets stolen right after you arrive.
I actually felt as if I was part of the game when rushing around during GDC with our Executive Kenny, which was actually pretty fun (and satisfying to make the effort since we actually got some good feedback).
I was going to write this mission as it would be in GTA:Chinatown Wars.
Goal: Get Kenny's feedback and buyin on your project
Setup: "It's been hard for your team to get time with Kenny while he's in SF. You need to get his feedback on your project before he goes back to NZ..."
Top down view of our office - see player character and Kenny character.
(big yellow circle on the ground next to Kenny, who's standing near some cubes.) Player walks into the circle and kicks off cutscene dialog:
Kenny: I have to run to lunch at the W Hotel. If you can walk with me, we can talk and walk. I need to leave right now!"
Switch back to street outside building.
Kenny char in front, with player and design team following.
Kenny character starts walking. Text says: "Keep up with Kenny until he gets to his appt..."
Kenny: "
player character: running along behind Kenny, who sometimes goes a little faster (like the cars do in the game) - then text will say:
"Don't get Kenny get too far ahead, you won't be able to hear him"
Player does need to stop momentarily to write notes in notebook, which creates some challenge in keeping up with him.
Player and other characters must dash across streets to keep up, sometimes narrowly missing being hit, especially if they were writing notes. (just like in GTA!)
At the W: big yellow circle in front of building (if player has talked enough and stopped and written notes) - player walks into it to get mission complete!
If Kenny gets too far ahead: "Mission Failed: You lost Kenny..."
Hit SELECT to restart mission.
Of course if this were a real GTA:CW mission, the part following Kenny to the W would be just the "travel" portion, which you could "trip skip" when you replay the mission.
After we got there, there would be a secondary goal: "Protect Kenny during his press interview..." with some sort of gang shooting happening which we'd need to defend him from...
Critical and commercial reception:
From the wikipedia page - it looks like - awesome reviews, but lackluster sales:
Chinatown Wars generated lower than expected sales in its first week in the United Kingdom, and did not even sell to level with the debut of Vice City Stories, which was Rockstar's expectation.[38] In the United States, it sold just under 90,000 units during its first two weeks on the American market.[39] This has led Best Buy to begin selling the game for $19.99 for a limited time, a discount of 43% from its standard retail price of $34.99; the response to this has been very positive.[40]
Friday, May 08, 2009
Henry Hatsworth and the Puzzling Adventure

A mash-up of a Tetris-like match-3 with platforming... you are Henry Hatsworth, an Indiana-Jones-like archaeologist (complete with young and old versions like in Last Crusade).
You're trying to find the pieces of a golden suit and foiled along the way by various dastardly villains. On the top screen your character is walking along, throwing projectiles (bombs, shooting guns) at enemies, jumping around on platforms, gathering treasure...
On the bottom screen (puzzle world) you have falling blocks that you must do match-3+ puzzles with.
The cool part is that you have power-up squares on the bottom screen, and if you match them, you get powerups on the top screen! (your character gets hearts, longer power meter, etc)
And, every time you kill an enemy on the top screen, they fall down to the bottom screen and become a block. If you can't get rid of the monster block by the time it gets up to the top of the grid, it will appear back up on the main screen, and fall on poor Henry.
So you're constantly killing enemies and jumping around on top, and then freezing the action to match blocks on the bottom.
I played through the first world (4 levels?) and partway through the 2nd world.
Up until I stopped, I was pretty engaged. Sometimes because of my fairly bad platforming skills I'd have to replay a level over and over again, but I always seemed to break through just as I was about to quit.
When in the middle of the 2nd world it just got to be too much restarting. (one reason may have been that I haven't been buying power-ups as often as a normal person, because the only way to launch the SHOP is to use the L shoulder button on the main screen. Oops, my L button is stuck. Why couldn't they have made this a touch screen button, or at least something you can select wtih the d-pad...)
The feeling of frustration starts to overpower the "oooh fun" feeling and after a while I just didn't want to play anymore.
Story not that exciting and I do have a lot of other games to play.
For example, on GTA:CW I also would replay missions over and over, but it never got to the point of
Plus I didn't have the impetus of "I need to get my money's worth out of this" because it's a PF library game.
But, until my frustration and overall ineptitude at platforming interfered, I really liked it.
Great music, great multi-tasking feeling, but it the end the failure kind of overshadowed everything else (especially since I feel like I should have been able to play it better).
I did really love the small amounts of VO -- "Good show!" when he powered up into the robot version (TEA-TIME!)
Thursday, March 26, 2009
Akihiro Hino's Keys to Success
One of the things he is advising for, is to keep the "boom triggers" or buzzwords in mind from the beginning of the planning stages for a game.
This is very good for me to keep in mind moving forward for new game. The more we are in the same mindset, the better.
The first concept that Hino brought up was the concept of "catch copy" -- a Japanese expression he translated as "buzzword" but which might also be broken down to a "bullet point" -- something unique about a title, that catches the attention of the audience.
The key, though, is something many developers might not agree with -- Hino suggests that "Promotion has to be taken into account from the point of planning a game. The creators also have to think about promotion, and promoting the game as they start planning the game itself."
Hino even admits that this may be his weakness. "I think more about the successful launches than about the [game] story itself. Sometimes I say something so outlandish that we have to worry about how the creators will make it later."
The first example he cited was the company's Professor Layton series. Though, as a questioner noted that these points refer to the Japanese market specifically, the concepts do map globally (just not all of them, in this specific case.)
- Mix of puzzles and story
- Collaborative work with Dr. Tago, whose book sold over 12 million copies
- Voice over casting of stars, and movie-quality animation
Wednesday, March 25, 2009
Mission Kenny
Tuesday, March 24, 2009
Wandering Willows
NOW THAT WANDERING WILLOWS IS FINALLY OUT!!!
Please download it and play it for its free trial!
A shorter version of my "behind the scenes" internal email, to follow up to Erin and DRP's blogs:
Overall: this is really one of the most rewarding professional experiences I've had to date.
Working with a small but talented and experienced team of people who really care about the game we're making, is really rare. And in a company of people that I like and respect.
I guess since everyone is using names I will too for now. I don't think anyone actually reads this blog anyway :-).
Guy Romhild and Adam Gourdin, QA
Peri and Bryan - site QA
QA really are the unsung heroes of all software projects, and PF is no exception. All of these people really care about the quality of each game and site feature that the customer sees, and have been fans of the project since the beginning (also Chris D had been waiting for more quests since an early version. Now 162!)
Dan Chao - Lead Game Designer, Original Concept:
I've worked with external developers and also huge internal teams, so I really enjoyed being able to work with Dan directly as he came up with the idea for the game and moved it forward. Then we had to pitch it to various sets of executives at different times.
And then together with the team, he crafted out this large game, its design, wrote the 162 quests, and much more that really underscores the game's "surprise and delight" that so many reviews call out. For example, I totally forgot that we had a quest in the game that involved pinkeye (JJ). In the midst of a small "pinkeye plague" at the office, I came upon this quest while playing through Willows and LOLed.
It's like when I re-read a favorite book - I know exactly how the game is going to end but I am still surprised every time by the path(s) we take to get there.
David Ryan Paul, Lead Artist
DRP's blog really speaks for itself. He is a world-builder - the entire game has such a unified visual style. I am really glad to have the chance to work with him on this - his opinions in general are usually spot on, not only about art issues, but the project itself.
Erin Middendorf, Associate Artist
Erin's blog speaks for itself too! Maybe she could have the nickname of "expert on cute"! She also revised one of her personal designs for me to use on a magnet for my Hike for Discovery thank you gift, which I still need to distribute.
Jim Brooks, Lead Engineer, Game
He's the ninja-neer!
I was just talking about him to another developer at the PF GDC party - he is the bedrock of Games Engineering, and I am lucky enough to also have worked with him on Diner Dash: Hometown Hero. I think I am spoiled.
Me: I often feel like I am here to make sure all those above can do their jobs - it's really moving stuff forward as much as I can and not standing in their way accidentally. In the end we did ship on time for all of our dates for the last 8 months, so I take that as a personal milestone because that hasn't happened for past projects.
Managers and Execs: I have had several managers over this timeframe - Rebekah was a huge force during the early period, and Michael has been a good influence at the end as well.
Nick, Michael McC, Kenny, Bernie, Brad, Sheridan, John, Anne Marie, Heidi, and Sean (marketing) have all been very supportive and provided for the funds!
Basically it's the whole company - the whole site team and everyone making stuff work.
Review links:
Gamezebo: 4.5 stars
Unique game play, beautiful artwork, and a funny storyline with colorful characters will prove Wandering Willows a winner among adventure and sim game fans young and old. This game offers a challenge without the pressure of time constraints, and since it will likely take you at least 20 hours to complete all the quests, it's a great value for the price.
Jayisgames: "big long sentence"
It's a pet-raising recipe-collecting item-bartering friend-gaining character-customizing leveling-up collect-a-thon!
Meryl.net:
Casualicious Review:
Most of the time when seasoned casual gamers hear of the company called PlayFirst, the name is always associated with time management “Dash” games. But aside from this, they are also known for bringing very innovative games like Chocolatier and Dream Chronicles into the casual gaming scene. Wandering Willows is one such innovation. And this time, PlayFirst again offers a gameplay never before seen on their roster of recent casual offerings.
March 19 announcements:
MacWorld - probably the best restating of the press release...
PlayFirst is best known for casual games like the seemingly unstoppable Diner Dash series of task-management games. The company is exploring new territory with Wandering Willows — they classify the game using two terms we don’t often hear together — casual and RPG (role playing game).
Dan's quote for the press release:
“Wandering Willows is a unique title in PlayFirst’s portfolio as it offers a much more open-ended experience and heightened interaction,” said Dan Chao, lead game designer. “Player progression and customisation are the key elements that were crucial to our overall design process enabling a unique and more engaging experience for every player."
GDC 2009 and PF party
We picked up the PF badge in my name on Sunday night and went out for dinner with my cousin Chris at Thirsty Bear Brewing Company.
Little did we suspect that Satoru Iwata, president and CEO of Nintendo, would be seated at the table next to us.
Did not talk to him of course. Geeked out about it on the street outside and Chris found a picture online to compare with our memories. Yes, it was him.
Today PlayFirst launched Wandering Willows to the public and I was happy to be able to go to our PF developer party at GDC.
I met several developers who seemed excited to hear about Willows, and talked to them about their projects and all. Also really good to see Kenny who works in SF but has been in NZ for months, and Michelle who works on the East Coast.
This was the 2 year anniversary of first meeting Dave Gilbert of Wadjet Eye Games,
after my cousin Chris Dahlen smartly recognized him at the PlayFirst Diner Bash 2007 and I managed to connect him to Kenny briefly at the party. Kenny already was a fan of Dave's game The Shivah.
That led to us starting to work on the early stages of the game that became Emerald City Confidential - which along with WW is one of the other games that launched this quarter.
I can't take credit for more than that initial work to get the deal signed, since Michael and others took over at that point, and the project was nto necessarily easy to finish.
But I do feel really good to have helped them make the connection. Maybe it feels a little like being a literary agent - matching up writers and publishers. I think the game is quite good, as do many reviewers.
And Dave has learned a lot about what works to get the casual audience more into his games.
After the PF party I felt a little lost. Too early to go to the Minna Mingle, which I hadn't RSVP'ed to anyway.
Most of the other PF people were taking a developer out to dinner.
I called a couple friends and Chris to see where they were, and walked past the Minna Mingle. That intersection at 4th and Mission was interesting: small hordes of people, mostly guys, wandering around apparently from party to party? dinner to party?
I saw one small group of women go by. Also did some good eavesdropping. It didn't feel too weird to just hang out there since there were so many people around. And I still had a little buzz from the PF party.
Not too sure I wanted to enter into another crowd where I didn't know people, I decided to jump on BART and go home. I also have a dinner on Wed and Dave's Wadjet Eye party on Thursday.