Archive for November, 2009
An Eightfold Path for Social Game Development
Someone asked about what it takes to create a social game. This is incredibly stripped down, but here is my basic formula I use with my clients: 1) Figure out what your fundamental gameplay dynamic is going to be as early as possible. IE, what is it the fundamental unit of play that the user [...]
Zynga gets shut down- Updated
After writing a few days ago that I felt that Michael Arrington had unfairly targeted developers as being culpable for scam advertising offers, Zynga goes ahead and proves me wrong by allegedly blocking the IP addresses of Facebook employees from seeing certain ads, and getting Fishville banned in the process. That’s led to Facebook taking [...]
Bioware tries a new tactic with Dragon Age DLC. Penny Arcade Notices.
So, it seems that Dragon Age has integrated virtual DLC directly into the game, allowing players to purchase extra quest lines as an integrated part of their adventure. It’s an interesting tactic, and one that Penny Arcade has seen fit to comment on in the form of a comic: There’s an interesting point being made [...]
Kit Kat makes a real Virtual Goods
If you want to understand the fundamentals of how a functions gift-giving economy works, taking a closer look at this article on the Japanese candy market may give you some insight into how people relate to objects differently when they’re given a different context. Fiorella says companies want to keep spending habits up by introducing [...]
Social Games are dangerous!
And so, once again, a few bad apples are used to blame an entire industry for being too addictive and too dangerous. This time the man trotting out the moral panic is Michael Arrington, in this post condemning the offers system that games are using for monetization. Any system with that many users is going [...]
