Casual Gaming Programming, News and Tutorials.
Casual Games
Experimental Gameplay de Maio
31/05/10
Maio acabou, e assim também o tema da Experimental Gameplay deste mês. O tema desta vez foi “High Velocity” (Alta Velocidade), e tivemos 21 participantes este mês. Infelizmente eu não consegui terminar o meu jogo em tempo, meu jogo seria uma espécie de remake de um jogo de arcade/atari chamado Bump’Jump, com novos e melhors gráficos, gameplay totalmente remodelado e algumas novidades bem interessantes.
Bem, mesmo não tendo terminado a tempo, eu ainda espero finalizar este jogo, e tenho plano de versões para Windows / Mac / Linux e até mesmo para Iphone! Assim que eu tiver qualquer novidade, postarei eles aqui! Alguém mais aqui é fã e gostaria de um remake deste jogo? Por favor, deixem seus comentários!
The Humble Indie Bundle (Pague o quanto quiser por 5 incríveis jogos Indie)
06/05/10
Ajude Desenvolvedores de Jogos Indie e ajude a Caridade! Cinco incríveis jogos indie pelo preço que você quiser pagar!
Wolfire Games está realizando uma inovativa promoção pague-o-que-você-quiser. Compre World of Goo, Aquiaria, Gish, Lugaru HD e Penumbra e Ajude a Eletronic Frontier Foundation e Child’s Play. Normalmente os cinco jogos custariam $80, mas até o Terça, dia 11/05/2010, você pode comprar os 5 jogos pagando somente o que você quiser, e ainda ajudar a Child’s Play charity for kids, e a Electronic Frontier Foundation!.
Os jogos são livres de DRM e funcionam em Mac, Windows e Linux. E a parte mais legal ainda é que você pode escolher como a doação será feita, escolhendo como os desenvolvedores e as intituições irão dividir a sua doação!
Até agora, eles já arrecadaram aproximadamente $369,623. Wow, Isso é realmente impressionamente!
Você também pode ajudar e comprar o seu Pacote de Jogos! Eu já comprei o meu, lembre-se a promoção só vai até dia 11/5, então corrão para não perder a chance!
Jogos Casuais como um negócio
21/01/10
Tom Higgins da unit3d.com escreveu este interessente artigo com o título “Jogos casuais como um negócio”.
Casual Games as a Business
Casual games are a rapidly growing segment of the overall games industry, and it’s a segment in which a small team of developers can be competitive and successful. There are a number of publishing and distribution options available that will allow developers to quickly introduce their games to a large and waiting audience of customers. In working with those publishers and portals, you as the developer share in the revenue generated by your game. With Unity, a career as a casual game developer is within reach, it’s up to you to go get it!
1. What are “Casual Games”?
The term “casual games” means different things to different people as the term is still only loosely defined at best. Despite that, the term “casual games” can still be used to describe a rather large and rapidly growing segment of the game industry. Casual games tend to be those that have simpler game play and engaging game design, they also tend to offer users the ability to step in and play a game within minutes without requiring any long-term skills development or game commitment. The goal with casual games is to appeal to as wide of an audience as possible, including those that have normally fallen outside the traditional “gamer” profile (anyone outside the teen to twenties male demographic). As with any definition there are grey areas where certain games blur the lines between casual and serious, but hopefully the basic gist of the definition comes across: small, fun and easy to play seem to be three commonalities worth remembering.
2. Why You Should Make Casual Games
Casual games are an expanding segment of the games industry that offer the individual Unity developer, or small development team using Unity, a very competitive opportunity for success. The increased chances for success are based on a number of factors, but here are a few of the more notable reasons.
Competitive Opportunity Casual games tend to be smaller in scope and more limited in terms of game play compared to console or AAA desktop titles, and with that comes lower end-user expectations about the casual game experience. Those facts lead to much lower time and resource requirements in order to develop a top-tier casual game title, putting them within reach of dedicated individuals or small development teams. Available Distribution Channels There are a variety of publishers and online game portal websites that you can use to publish your casual game title. The truth is that most individuals or small development teams don’t have the manpower and experience to effectively market and promote their game, nor do they have a large existing user communities at the ready, the available publishers and game portals do. Revenue Potential The casual segment of the game industry is experiencing rapid growth, it’s gone from a side-show for the larger console market to a multi-billion dollar a year industry on its own. That growth has resulted in a casual games market that allows small teams of developers (1-3 developers) to develop a top-tier casual game in a few months (3-9 months), and a premiere casual game can earn $100,000 USD or more.
So as you can see, the casual games market offers smaller development teams a great chance to be competitive and profitable. Below you will find some tips that will help developers realize their own success in the casual games industry.
3. Tips for Creating Successful Casual Games
There are entire courses and even university degree programs that cover the topic of game design and what elements help make for a “good game”. This brief article won’t attempt to cover such a broad topic as a whole, rather it will share a few general guidelines that have been gleaned from first-hand experiences of developers, publishers and game portal websites.
Think About Your Target Audience
Think about your game and its intended audience when choosing a distribution path. Free browser-based web games appeal to males in their teens and twenties who tend to prefer action, adventure or driving style games whereas downloaded executables appeal to an older and increasingly female audience that tends to prefer story-based or puzzle type games.
Keep it Simple
Make sure the game is relatively easy to learn and understand, yet still challenging to master overall. Instructions should be almost ignorable and kept to a minimum, a few sentences at most.
Make it Familiar
The user interface and controls should be as standard as possible. Don’t impose a learning curve on those wanting to play your game as that reduces the chances of them enjoying the experience.
Reward Your Player
Keep players interested and engaged with the game experience. For example, in an action game you might offer a new weapon, power-up or enemy every 30 seconds or so for the first few minutes, then every few minutes for the next five to ten minutes, and so on. Or in a story-based game offer new items or character modifications on similar time scales to keep the player invested in the story and the game.
Consider Replayability
Design your game so that it is fun to play repeatedly, try to keep users coming back for more. You can do this by offering alternate game play paths, different weapon/item selections for repeat players or even character dialog choices that result in unique game experiences each time through.
Reach For a Wide Audience
Design for as wide of an audience as possible as it increases the number of potential players. This can be done in many ways, but you can definitely avoid reducing your audience size and increase portal/publisher appeal by avoiding the use of blood and gore, human-on-human violence and profanity.
Focus Your Efforts
Maximize your work effort and avoid spending too much time and resources on things the user will likely skip the second time through. For example, don’t spend excessive time on a comic book opening or a cut scene, instead focus on the core game play itself. Similarly, avoid spending too much time on art production value, that time may be better spent focused on developing unique and interesting game play.
Test Early and Often
Have your game tested by strangers that fall into your target user base, and have that done at various intervals during the development process. You should have them test your game on all platforms and target configurations (operating systems, browsers and/or publish formats for example). It is critical to get outsiders to test the game, unprompted and without instructions, while you watch over the shoulders to see what they enjoy and what they don’t, only talk with them after the game play testing is complete.
Please note that the above are certainly not strict rules that you must adhere to, rather they are general guidelines that can be used to help steer your own effort. Learn from the prior efforts of others and use that information as you carve out your own path as a casual game developer.
4. How to Make Money With Casual Games
There are a large number of ways in which developers can make money with their casual game titles, this discussion will focus on the easiest entry point for commercial games and that’s working with the existing publishers and game portal websites. The reason for this is because many individuals or small development teams lack the time, resources and experience to effectively market their own games to a large-scale audience and most lack a large existing customer base ready to try their latest game. Both publishers and game portal websites offer those critical elements, developers in turn bring their top-quality game to the table and together you can create and publish games that generate revenue for you the developer.
Browser-Based Web Games
Free browser-based web games generate revenue based on the advertising shown in conjunction with the game. As the content developer you receive a percentage the total advertising revenue generated by your game. Developers typically receive 20-40% of the advertising revenue, but the exact percentage shared with the developer will vary for a variety of reasons. The primary reasons the percentage will vary are the portal website chosen, the types of advertising shown and whether or not your game is exclusive to the portal website.
Downloadable Games
Downloadable executables typically offer free trial game play and then has to be purchased to unlock the full game. As the content developer you can receive a percentage of the advertising revenue and/or a percentage of the sales revenue generated by your game. Developers typically receive 20-40% of the advertising revenue and/or 15-30% of the sales revenue, but once more the exact percentages shared will vary. The primary reasons the percentages will vary are based on advertising versus sales revenue share and whether or not the game is exclusive to that portal website or publisher.
Premium Game Play
Additionally, both browser-based and downloadable games can earn additional revenue if they participate in any portal website premium feature offerings. Some websites unlock additional game play for paying website subscribers while others offer end-users various challenge and rating systems or other community building features. Participating in those sorts of programs quite often provides additional revenue share and/or increased game play numbers.
Fixed-Media Publishing
Games published as downloadable executables or on fixed-media (CD/DVD) through publishers may or may not offer free trial game play and they have to be purchased to unlock the full game. As the content developer you can earn revenue in a few ways, either via sales revenue sharing or from the publisher funding development. The revenue shared with the developer can vary here even more than in the above cases, it will be dependent on the revenue source (revenue share versus funding), your particular game and your experience with that publisher.
So as you can see, the casual games market offers smaller development teams a great chance to be competitive and profitable. Below you will find some tips that will help developers realize their own success in the casual games industry.
5. How Much Money Can You Make?
Here are two anonymous examples, both are casual games that were developed and released just over a year ago. In both cases the games were developed by small teams in a matter of months.
Example #1
A casual game offered as both a browser-based game and a downloadable game via multiple game portal websites, including shockwave.com and realarcade.com among others. The game achieved moderate success but it never quite made the top-10 lists. It was able to generate approximately $40,000 USD for the developers during the first year of its release.
Example #2
A casual game offered as a browser-based game via two game portal websites, shockwave.com and miniclip.com. The game was very successful and maintained consistent top-10 rankings during the first six months of its release and top-25 rankings through the end of its first year. It was able to generate slighty more than $100,000 USD for the developers in the first year of its release.
There are most certainly casual games that have made less than the cited values above just as there are some that have made quite a bit more. The point here isn’t to offer a fixed revenue expectation for all developers so much as it’s to provide a sense of scale for the revenue potential offered to those making casual games today.
6. More Information
It’s always important to stay informed and take part in the developer community around you. There are a number of publishers and game portal websites ready to work with Unity developers and/or accept Unity-authored submissions today. Here are some links that offer information on submitting games for a few of them in particular.
Addicting Games and Shockwave.com
http://www.addictinggames.com
http://www.shockwave.com http://www.atomentertainment.com/asw_working_devinfo_games.htm
Big Fish Games
http://www.bigfishgames.com/
http://www.bigfishgames.com/company/game-developer.html
Freeverse
http://www.freeverse.com/
http://www.freeverse.com/about/
Game House and Real Arcade
http://www.gamehouse.com
http://www.realarcade.com http://gamedevs.realarcade.com/GameSubmission/index.jsp
There are also many forums and websites where you can learn more about the games industry in general, or about casual games in specific.
Casual Games Association
http://www.casualgamesassociation.org
Gamasutra / CMP Game Group
http://www.gamasutra.com/
International Game Developer’s Association (IGDA)
http://www.igda.org
IGDA Casual Games Special Interest Group
http://www.igda.org/wiki/index.php/Casual_Games_SIG
1. What are “Casual Games”?
The term “casual games” means different things to different people as the term is still only loosely defined at best. Despite that, the term “casual games” can still be used to describe a rather large and rapidly growing segment of the game industry. Casual games tend to be those that have simpler game play and engaging game design, they also tend to offer users the ability to step in and play a game within minutes without requiring any long-term skills development or game commitment. The goal with casual games is to appeal to as wide of an audience as possible, including those that have normally fallen outside the traditional “gamer” profile (anyone outside the teen to twenties male demographic). As with any definition there are grey areas where certain games blur the lines between casual and serious, but hopefully the basic gist of the definition comes across: small, fun and easy to play seem to be three commonalities worth remembering. Mais >
Opinião: Design de Games Indie “Faça” e “Não Faça” : Um Manifesto
12/01/10
Opinião: Design de Games Indie “Faça” e “Não Faça” : Um Manifesto
[Veteran indie game creator Edmund McMillen, known for his work on 2005 IGF Grand Prize winner Gish, Time Fcuk, and Super Meat Boy for WiiWare, shares his opinions and manifesto on making indie games, with 24 clear do-s and don't-s to make your art thrive.]
One of the most common questions I’m asked in interviews is, “Do you have any advice for independent game developers who are new to the scene, or tips for developers in general?” Well, I actually answered it this time: I came up with this list of indie do-s and don’t-s.
Now, I’m going to make clear that I’m not perfect and I’m sure as the years go by this list will change. But from where I stand right now, having made independent art/games for a living for the past 10 years, the advice below is crucial to all indie game designers, and all artists for that matter. Also note that when I refer to a “designer” or “artist,” I include programmers. All aspects of art have a fine balance of the technical and creative; just because programming is viewed as a technical field does not mean it is void of creativity. The creative is visible in the work as a whole rather than in the specifics. Light and shadow are vital technical aspects of illustration, but without creativity the piece is nothing more then a photocopy of the subject, void of any personal touch or presence. This is a list for the creative designer who strives to be independent. This isn’t advice on how to monetize your Flash game or survive financially by copying existing trends and juicing the public for their cash. This is a list for artists who are driven by the desire for creative freedom and/or to “just make some cool shit people will love.” Anyway, here’s the list. Take what works for you and leave what doesn’t:
1. Be honest. When I say “be honest” I mean to speak from your heart. Don’t be manipulative or condescending in your work; treat the player how you’d wanted to be treated. Honesty is extremely valuable when making art.
Por que “Casual” não significa “Fácil”
09/12/09
Por que “Casual” não significa “Fácil”
Excelente artigo do site The Game Prodigy explicando Por que jogos casuais não necessariamente significam jogos fáceis! Se houver interesse, O artigo aqui esta original em Inglês, mas se houver interesse, vou começar a traduzir os melhores artigos aqui para o Wagenheimer’s Game Development Blog! Se deseja ver esses artivos traduzidos, por favor deixa um comentário!
Why “Casual” Doesn’t Mean “Easy”
“Casual” games have been all the rage in the games industry over the past few years. From the explosive growth of online games to the major First-Party support of the Wii, the “casual gamer” and the entire supposed market space has become a great buzzword and mainstay in game development. Entire divisions of large companies have cropped up solely around the idea of casual, and smaller companies and developers striking it rich in this wild west of an audience.
But seriously. What does “casual” really mean?
Of course anyone can point out games that are casual versus hardcore. Wii Sports and Farmville are casual games, sure. Call of Duty and World of Warcraft are not. But what does that actually signify? And if you’re going to base independent or corporate projects and future sales figures on these genres, doesn’t it make sense to understand what they are and how they work?
By using the Game Design Canvas, we can break down both casual and hardcore games and find out what really makes them tick. When we contrast them as you’ll see in a moment, there aren’t as many differences as one would assume. However, one major difference betrays a casual game as a casual game, and that one difference influences the game’s audience, the viable platforms, sales methods, everything. It is the difference that sets it apart from the hardcore titles and gives it its soul.



