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		<title>You Should Be Making A Premium Flash Game</title>
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		<comments>http://blog.gambrinous.com/2009/10/07/you-should-be-making-a-premium-flash-game/#comments</comments>
		<pubDate>Wed, 07 Oct 2009 16:27:27 +0000</pubDate>
		<dc:creator>Colm</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Money]]></category>

		<guid isPermaLink="false">http://blog.gambrinous.com/?p=298</guid>
		<description><![CDATA[
Are you trying to make flash games for a living, but having a hard time making ends meet? Have you made an engaging &#38; fun game, then spent months polishing and tweaking it to perfection before releasing it onto the world? Maybe you got it right and it's a hit &#8211; it's been played and [...]]]></description>
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<p>Are you trying to make flash games for a living, but having a hard time making ends meet? Have you made an engaging &amp; fun game, then spent months polishing and tweaking it to perfection before releasing it onto the world? Maybe you got it right and it's a hit &#8211; it's been played and enjoyed by literally <em>millions</em> of people! Well time to sit back and watch the <em>pennies</em> roll in, my friend, because that's all you're going to be getting. This may sound alarming, but it's what most flash game developers have experienced using what I call the 'Ad Model' of monetisation.</p>
<div id="attachment_217" class="wp-caption aligncenter" style="width: 310px"><img class="aligncenter size-full wp-image-302" title="pennies-could-be-yours2" src="http://blog.gambrinous.com/wp-content/uploads/pennies-could-be-yours2.jpg" alt="pennies-could-be-yours2" width="300" height="225" /><p class="wp-caption-text">All this could be yours!</p></div>
<p><span id="more-298"></span></p>
<h2>The Ad Model</h2>
<p>Over the last few years Flash gaming has enjoyed a massive rise in both the quality and quantity of games on the market. What caused this? The online ad market boomed. It suddenly became (marginally) profitable to build a flash game, throw in some easily-included ads and set it free on the internet. A few well-documented hits made a relatively large amount of money, yet were often made by a single developer working in his spare time over the course of a few months (as previously flash simply couldn't fund an actual team of developers), and this caused a 'gold rush' effect of developers piling into the flash games space. Over time the ad model for flash games has matured into a market where developers can make money from various sources:</p>
<ul>
<li><strong>In-Game Ads:</strong> in-game ads such as <a id="th1h" title="MochiAds" href="http://www.mochimedia.com/developers/ads.html">MochiAds</a>, usually shown once while the game is loading</li>
<li><strong>Around-Game Ads</strong>: site ads like <a id="vr.b" title="Google AdSense" href="https://www.google.com/adsense/">Google AdSense</a> shown around the flash game either on the developer's own site, or on a site like <a id="uqbv" title="Kongregate" href="http://www.kongregate.com/">Kongregate</a> or <a id="ltpi" title="Newgrounds" href="http://www.newgrounds.com/">Newgrounds</a> which offers revenue share to developers</li>
<li><strong>Sponsorship</strong>: this is where a portal pays the developer to 'tag' their game with the portal's branding (and usually a 'more games' link), effectively paying for traffic delivered to the portal as the game is distributed around the internet. <a id="z5aw" title="FlashGameLicense" href="http://www.flashgamelicense.com/">FlashGameLicense</a> was set up to help developers find sponsors for their games, and it has proven to be very effective.</li>
<li><strong>Licensing</strong>: this is where a portal or site pays a developer for a one-off license to use their game; generally they pay a fixed fee to be able to use the game without the sponsor logo, in-game ads, links to the developer's site, etc on their own site; multiple licenses can be sold alongside a sponsorship</li>
</ul>
<p>Generally speaking you can, and should, use all these options at once as Ada Chen <a id="j631" title="advised" href="http://mochiland.com/articles/flash-game-monetization-making-money-the-pain-free-way">advised</a> in a talk she gave at Casual Connect in 2008. This model is working for some developers, the ones who can <em>efficiently</em> make engaging, short flash games and keep churning them out, but it's really only been a success for very few. Most flash game developers are still relying on other sources than ad-funded games to keep going full-time (for example, making games on contract for third parties).</p>
<h2>Not Enough To Go Around</h2>
<p>The problem with the ad model is that all the money is coming from one limited pool: advertising. You might find that sponsorship and licensing get you significantly more than in-game ads, but the money from those things <em>comes from that same pool</em>. Portals buy traffic from you (via sponsorship/licensing) with the money they earn from .. advertising! The amount of money in the advertising pool is limited, plus needs to be shared out amongst a whole load of middlemen before it trickles through to developers. No one has explained this better than Dan Cook in his recent <a id="t0rr" title="Flash Love Letter, Part 1" href="http://lostgarden.com/2009/07/flash-love-letter-2009-part-1.html">Flash Love Letter, Part 1</a>:</p>
<div id="attachment_218" class="wp-caption aligncenter" style="width: 410px"><img class="aligncenter size-full wp-image-306" title="ad-funded-revenue-chart" src="http://blog.gambrinous.com/wp-content/uploads/ad-funded-revenue-chart.png" alt="ad-funded-revenue-chart" width="400" height="440" /><p class="wp-caption-text">Image by Dan Cook, used with permission</p></div>
<div style="text-align: left;">The guys making the big bucks here are the ones aggregating lots of games and leveraging massive visitor traffic (like the big games portals), or else delivering a solution used by all developers and getting an aggregated margin that way (like the ad companies). Individual developers simply cannot get the high levels of traffic necessary for ad-funded solutions to bring in the (serious) cash.</div>
<h2>A Better Model</h2>
<p>Luckily there's a better way to fund game development than scrounging for ad-pennies. It's been proven in almost every form of consumer entertainment ever made, from theatre to music to cinema and yes, even games: ask the consumer of the entertainment to <em>pay you</em> for providing it. That's it. Asking the players to fund game development takes away the dilution effect of trying to get ads to pay everyone's cut, and directly rewards the developer regardless of the size of their 'aggregated traffic-power'. It works for all those other kinds of entertainment, and it certainly works for the rest of the gaming industry.</p>
<p>And it can work for flash games too. Several developers have been successfully charging players for full versions of their free flash games, by integrating a payment processor such as PayPal. This method (often called a "demo", write that down) is so proven that almost no console or PC game <em>doesn't</em> use it. Others have tried splitting out the purchase into smaller bundles using a microtransaction/virtual currency provider, and are charging for decorative things like a fancy hat or small upgrades like level packs and new weapons instead of selling the whole game in one go. In fact recently launched providers such as <a id="b6kd" title="MochiCoins" href="http://www.mochimedia.com/coins/">MochiCoins</a>, <a id="x6ty" title="GamerSafe" href="https://www.gamersafe.com/">GamerSafe</a> and <a id="q04q" title="Heyzap" href="http://www.heyzap.com/">Heyzap</a> have made it easier than ever for flash developers to take payments from players. One advantage of the idea of using virtual items, temporary powerups, or other small purchases is that you aren't <a id="y49:" title="putting a cap" href="http://forge.ironrealms.com/2008/10/04/mmo-subscriptions-vs-free-to-play/">putting a cap</a> on how much your biggest fans are able to spend on your game. Generally speaking selling virtual items works best in a persistant-world / MMO style of game, where you can put all kinds of social and economic effects into play to really leverage the idea &#8211; just look at this <a id="x4j2" title="breakdown" href="http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/">breakdown</a>.</p>
<p>Regardless of how you are charging players, or what they are paying for, the fact that you are charging at all means you are using what I call the 'Premium Flash Game' revenue model.</p>
<h2>Premium Games Need To Be Frickin' Sweet</h2>
<p>One downside to charging money upfront is that you need to make players <em>fall in love</em> with your game before they will pull out the credit card, and that means spending a lot more time polishing the gameplay and expanding the content before release. The quality level of today's (and yesterday's!) flash games is definitely high enough to convince players to pay &#8211; developers just need to focus on expanding the experience; make "long form games" instead of focusing on quick, throw-away games. Again no one's explained this better than Dan Cook, so make sure to read his <a id="fv3:" title="Flash Love Letter, Part 2" href="http://lostgarden.com/2009/08/flash-love-letter-2009-part-2.html">Flash Love Letter, Part 2</a> &#8211; you can do it right now if you like, we'll pause this part of the internet until you come back.</p>
<h2>And Now For Some Examples</h2>
<p>Lets have a look at some real-world examples of revenue made by flash developers using the Ad Model, and compare them to ones using the Premium Model. I'm going to use 'Gross eCPM', a term I just made up, as the baseline stat to compare these ad-based apples versus premium oranges. If you aren't familiar with it, eCPM is an advertiser's term and stands for effective cost-per-mille &#8211; or how much an advertiser has to pay out per 1,000 impressions of their ad on average. As the payee, you can think of it as how much revenue you made per thousand plays of your ad-enabled game. What I call Gross eCPM is calculated by taking the total amount of plays of a game, and dividing it by the total revenue made from them (whether it be from ads, sponsorship, microtransactions or full game purchases). This handily lets us compare two very different ways of monetising with a single comparative number.</p>
<p>First up let's look at the numbers for some flash games using the traditional Ad Model to generate revenue:  <strong> </strong></p>
<p><strong>Desktop Tower Defense</strong> (<a id="t6s_" title="play" href="http://www.handdrawngames.com/DesktopTD/Game1.asp">play</a>)<br />
One of the original 'break out hits' of modern free flash games, created by a single developer, and supported by ads inside &amp; around the game.  <img alt="" /></p>
<div id="ao00" style="text-align: center;"><img style="width: 300px; height: 213px;" src="http://docs.google.com/a/gambrinous.com/File?id=ddq3cz97_4gjz344ft_b" alt="" /></div>
<p><strong>Total Plays:</strong> 15 million in the first few months  <strong><br />
Gross Revenue: </strong>~$12,000 in that same time frame  <strong><br />
Gross eCPM:</strong> ~$0.80<br />
[<a id="w4u9" title="source" href="http://online.wsj.com/public/article/SB117987060189311315-X7F9b2kgxKbL1y0fZbnAHkOurR0_20080619.html">source</a>]  <strong> </strong></p>
<p><strong>Mytheria </strong>(<a id="obtc" title="play" href="http://www.kongregate.com/games/DiffusionGames/mytheria">play</a>)<br />
A fairly typical successful flash game, though not a massive hit in terms of plays</p>
<div id="c9az" style="text-align: center;">
<div id="cyxu" style="text-align: center;"><img style="width: 400px; height: 284px;" src="http://docs.google.com/a/gambrinous.com/File?id=ddq3cz97_13f73bx2g6_b" alt="" /></div>
</div>
<p><strong>Total Plays:</strong> 3.7 million plays to date  <strong><br />
Gross Revenue: </strong>~$8,200 to date  <strong><br />
Gross eCPM:</strong> ~$2.22<br />
 [source: email interview]  <strong></strong></p>
<p><strong>Armor Wars</strong> (<a id="o.v." title="play" href="http://armorgames.com/play/3252/armor-wars">play</a>)<br />
Another game by the same developer as Mytheria (Diffusion Games), released afterwards to stronger interest from sponsors</p>
<div id="b058" style="text-align: center;">
<div id="h1py" style="text-align: center;"><img style="width: 300px; height: 223px;" src="http://docs.google.com/a/gambrinous.com/File?id=ddq3cz97_14p7phdncq_b" alt="" /></div>
</div>
<p><strong>Total Plays:</strong> 2.2 million plays to date<strong><br />
Gross Revenue: </strong>~$9,300 to date  <strong><br />
Gross eCPM:</strong> ~$4.23<br />
[source: email interview]  <strong></strong></p>
<p><strong>Chronotron</strong> (<a id="d8.g" title="play" href="http://www.kongregate.com/games/Scarybug/chronotron">play</a>)<br />
Another game created by a single developer, and supported largely by revenue share on ads on Kongregate.</p>
<div id="v78p" style="text-align: center;"><img style="width: 300px; height: 240px;" src="http://docs.google.com/a/gambrinous.com/File?id=ddq3cz97_55cz7hjch_b" alt="" /></div>
<p><strong>Total Plays:</strong> 7 million at time of this article<br />
 <strong>Gross Revenue: </strong>~$15,000 in that same time frame  <strong><br />
Gross eCPM:</strong> ~$2.14<br />
 [<a id="r:7u" title="source" href="http://www.webcitation.org/query?url=http%3A%2F%2Fwww.madison.com%2Fwsj%2Fhome%2Flocal%2F311310&amp;date=2008-10-26">source</a>]</p>
<p>Now let's have a look at some games using the Premium Model by selling full games:</p>
<p><strong>Fantastic Contraption</strong> (<a id="nnh-" title="play" href="http://fantasticcontraption.com/">play</a>)<br />
A free-to-play flash game, hosted on it's own site plus some portals, with a premium unlock for $10 that let you make your own levels and play other people's custom levels. Included solution-sharing via unique URL that helped it spread virally.</p>
<div id="cyj5" style="text-align: center;"><img style="width: 398px; height: 283px;" src="http://docs.google.com/a/gambrinous.com/File?id=ddq3cz97_6hts6b4gf_b" alt="" /></div>
<p><strong>Total Plays: </strong>"over 3.5M unique users in the first 3 or so months"  <strong><br />
Gross Revenue:</strong> "for every unique site visitor, he converts 0.5% to a paid version [at $10]" = ~$175,000  <strong><br />
Gross eCPM:</strong> ~$50.00<br />
 [<a id="vwp0" title="source" href="http://www.gamasutra.com/php-bin/news_index.php?story=25264">source</a>]</p>
<p><strong>Now Boarding </strong>(<a id="agb1" title="play" href="http://www.nowboarding.us/">play</a>)<br />
 A free-to-play flash game hosted on various portals that had an upsell to a downloadable for-sale version (at ~$15)</p>
<div id="ar7r" style="text-align: center;"><img style="width: 400px; height: 300px;" src="http://docs.google.com/a/gambrinous.com/File?id=ddq3cz97_7f3s7rk97_b" alt="" /></div>
<p><strong>Total Plays: </strong>4.2M &#8211; 6.2M plays (some portals made it impossible to track this, hence the range) over the last year  <strong><br />
Gross Revenue:</strong> 10,500 sales so far x $15 = ~$155,000  <strong><br />
Gross eCPM:</strong> ~$25.00-36.90, depending on above<br />
[source: phone interview]</p>
<p>And some games using the Premium Model by using microtransactions:  <strong></strong></p>
<p><strong>Twin Shot</strong> (<a id="wbdm" title="play" href="http://www.nitrome.com/games/twinshot/">play</a>)<br />
A free-to-play flash game by Nitrome with various virtual currency unlocks, including a level pack and cheats</p>
<div id="gjat" style="text-align: center;"><img style="width: 400px; height: 291px;" src="http://docs.google.com/a/gambrinous.com/File?id=ddq3cz97_8ctmwz9gf_b" alt="" /></div>
<p><strong>Total Plays: </strong>"over 10 million plays"<br />
 <strong>Gross Revenue:</strong> unspecified (but calculations from the eCPM they gave says it would be about $25,000 at the time of the Q&amp;A)  <strong><br />
Gross eCPM:</strong> ~$2.50 but up to around $5.00 in english speaking territories (based on 60% developer cut of Mochi Coins revenue alone)<br />
 [<a id="bqrr" title="source" href="http://mochiland.com/articles/round-up-nitromes-flash-game-dev-chat">source</a>]  <strong></strong></p>
<p><strong>SAS: Zombie Assault 2</strong> (<a id="wtfu" title="play" href="http://www.ninjakiwi.com/Games/Action/Play/SAS-Zombie-Assault-2.html">play</a>)<br />
A free-to-play flash game by Ninja Kiwi with various virtual currency unlocks</p>
<div id="um1u" style="text-align: center;"><img style="width: 400px; height: 300px;" src="http://docs.google.com/a/gambrinous.com/File?id=ddq3cz97_9hfjr55d6_b" alt="" /></div>
<p><strong>Total Plays: </strong>"about 5.7M plays and 700k plays from the expansion pack" = 6.4M plays  <strong><br />
Gross Revenue:</strong> ~$22,400  <strong><br />
Gross eCPM:</strong> ~$3.50 but up to over $11.00 in english speaking territories (based on 60% developer cut of Mochi Coin revenue alone)<br />
 [<a id="g13_" title="source" href="http://mochiland.com/articles/round-up-nitromes-flash-game-dev-chat">source</a>]  <strong></strong></p>
<p><strong>Minions On Ice</strong> (<a id="hk:v" title="play" href="http://www.casualcollective.com/#games/Minions_on_Ice">play</a>)<br />
 A free-to-play multiplayer flash game by the Casual Collective where you could pay to get bonuses and access to extra vehicles quicker than normal</p>
<div id="ee20" style="text-align: center;">
<div id="n-.n" style="text-align: center;"><img style="width: 400px; height: 301px;" src="http://docs.google.com/a/gambrinous.com/File?id=ddq3cz97_10gk5gqcgs_b" alt="" /></div>
</div>
<p><strong>Total Plays: </strong>n/a  <strong><br />
Gross Revenue:</strong> n/a  <strong><br />
Gross eCPM: </strong>an ARPU of $0.40 was mentioned by the developer, which means $0.40 revenue per unique player. My Gross eCPM counts total plays rather than unique plays, but if we ignore that we would get a Gross eCPM of $400; if we had the 'total plays' number this would be lower &#8211; but not all that much lower.<br />
 [<a id="mzfd" title="source" href="http://mochiland.com/articles/developer-chat-with-casual-collective-on-thursday-101">source</a>]</p>
<p>That's a massive, orders-of-magnitude difference between the revenue rate for ad-funded flash games and premium flash games. And once you start charging the players instead of hoping for ad money, the sky's the limit. Puzzle Pirates, a casual MMO run by Three Rings <a id="h8_y" title="revealed last year" href="http://www.virtualworldsnews.com/2008/06/140-monthly-ave.html">revealed last year</a> that they make make an ARPU of ~$1.50 per player, per month &#8211; which would give a comparative Gross eCPM of ~$1,500. Yep.</p>
<p><strong>Edit:</strong> Daniel James (Three Rings CEO) left a comment giving me a much better way to calculate a comparable 'Gross eCPM' for Puzzle Pirates. He says for every 1,000 new visitors to the site they get about 100 who actually download &amp; play, leading to a lifetime value of about $200-$500; so a better 'Gross eCPM' for Puzzle Pirates (over many months) is ~$200-500.</p>
<h2>Set Phasers To Premium</h2>
<div style="float:right;"><script src="http://digg.com/tools/diggthis.js" type="text/javascript"></script></div>
<p>I hope this has convinced you, the flash game developer, to seriously consider moving away from the Ad Model and moving into Premium Flash Games. It's <a id="p7yt" title="the future" href="http://www.youtube.com/watch?v=Yo7nTxFxCaE">the future</a> &#8211; embrace it.</p>
<p><em>PS- Many thanks to all the flash developers who have shared their revenue numbers with the rest of the industry. We too will be doing this as we work on our first game.</em></p>
<p><em>This post has also been <a href="http://mochiland.com/articles/you-should-be-making-a-premium-flash-game">published</a> on the Mochi Land blog. Thanks Mochi!</em></p>
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		<item>
		<title>Turn-Based Tactics: a Battle System</title>
		<link>http://feedproxy.google.com/~r/GambrinousBlog/~3/XjL9vzDWIsw/</link>
		<comments>http://blog.gambrinous.com/2009/07/30/turn-based-tactics-a-battle-system/#comments</comments>
		<pubDate>Wed, 29 Jul 2009 23:36:32 +0000</pubDate>
		<dc:creator>Colm</dc:creator>
				<category><![CDATA[Game Development]]></category>

		<guid isPermaLink="false">http://blog.gambrinous.com/?p=279</guid>
		<description><![CDATA[
We're building a fairly simple game featuring turn-based battles with fantasy units. This is the skeleton of the battle system I've devised &#8211; I'd love any feedback or comments anyone has to help me improve it.
Overview
The game is a turn-based tactics game where you start with a small warband of rookie units, then fight battles [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="size-full wp-image-291 aligncenter" title="sun_tzu_quote_wider" src="http://blog.gambrinous.com/wp-content/uploads/sun_tzu_quote_wider.png" alt="sun_tzu_quote_wider" width="544" height="135" /></p>
<p>We're building a fairly simple game featuring turn-based battles with fantasy units. This is the skeleton of the battle system I've devised &#8211; I'd love any feedback or comments anyone has to help me improve it.</p>
<h2>Overview</h2>
<p>The game is a turn-based tactics game where you start with a small warband of rookie units, then fight battles with them. Doing well in battles can improve your units, and give you money to expand your warband or improve the equipment of your existing units. It will be a single player game.<br />
<span id="more-279"></span></p>
<h2>Battles</h2>
<p>Battles take place on fairly small square-based maps (top-down), probably under 20&#215;20 tiles. Your warband will start with about 3-5 members and probably max out around 10, so battles shouldn't be massively long affairs. You win by eliminating the enemy.</p>
<h2>Battle System Goals</h2>
<ol>
<li>Be simple &amp; easy to understand at first</li>
<li>But have emergent complexity</li>
<li>Have an element of chance, but not be ruled by it</li>
<li>Be fun to play through each battle (tactical choices + challenge)</li>
<li>Be rewarding to build up your warband over time (strategic choices)</li>
</ol>
<h2>Units</h2>
<p>Each unit is a fantasy-themed warrior with the following stats:</p>
<ul>
<li> <strong>Speed</strong>: squares moved per turn (avg 5)</li>
<li> <strong>Health</strong>: Damage taken before being removed from battle (avg 20)</li>
<li> <strong>Strength</strong>: Ability with melee weapons (avg 5)</li>
<li> <strong>Agility</strong>: Ability with ranged weapons (avg 5)</li>
<li> <strong>Armor</strong>: Depends on equipment</li>
</ul>
<p>Units can also have skills though most will start as rookies with no skills. Skills will give new abilities and are the main vehicle for 'emergent complexity' where combinations of skills will yield new &amp; interesting tactics.</p>
<p>Units' battle power will largely depend on their equipment, particularly as rookies. This can be upgraded between battles. Units will be of a certain type/class that will dictate their skill choices (eg infantry / archer / scout / cavalry).</p>
<h2>Attacks</h2>
<p>Each turn a unit can move and then attack. Range of melee weapons is adjacent; for ranged weapons it is adjacent + diagonally. When you move into a square next to an enemy (their 'zone of control') your move ends (though you can still attack them), meaning you can't run through to target the weaker/wounded enemy at the back.</p>
<p>When you make a melee attack you add your strength to the strength of your weapon and roll a 1d10:<br />
<strong>1-2</strong>: miss<br />
<strong>3-9</strong>: hit<br />
<strong>10</strong>: critical hit</p>
<p>If you hit you add the roll value (3-10) to your attack strength to get a damage total. The target's armour value is then subtracted from this to get the actual damage sustained. A critical hit means the target's armour value is halved for this attack. Also some weapon types have some special rules, explained below.</p>
<p>Ranged weapons work the same way except you add your agility to the weapon strength, and the enemy can only counter-attack if they are also using a ranged weapon.</p>
<h2>Counter-Attacks</h2>
<p>If a unit survives an attack they immediately attack the unit that attacked them, using all the normal attack rules. Each unit can only make one counter attack per turn, no matter how many times they are attacked that turn. A unit with only a melee weapon cannot counterattack when attacked by a ranged weapon. A unit with a ranged weapon attacked by a melee unit counterattacks with their knife rather than their ranged weapon.</p>
<h2>Equipment</h2>
<p>All equipment is of a certain type with basic rules governing it; within each type there are actual items of varying cost &amp; power (eg of type sword: short sword, long sword, fine broadsword, etc)</p>
<h3>Armour Types:</h3>
<ol>
<li><strong>None</strong>: +0 to armour; no penalties.</li>
<li><strong>Leather</strong>: +1-3 armour; no penalties.</li>
<li><strong>Chain</strong>: +4-6 armour; slight penalty to speed and medium penalty to agility</li>
<li><strong>Plate</strong>: +7-10 armour; medium penalty to speed and high penalty to agility</li>
<li><strong>Shield</strong>: +1-4 bonus to armour; bonus doubled vs 1st attack sustained each turn (shield block)</li>
</ol>
<h3>Weapon Types:</h3>
<ol>
<li><strong>Knife</strong>: free for all units (eg ranged units), allows basic melee attack with +0 strength</li>
<li><strong>Sword</strong>: versatile melee weapon; +strength based on quality of sword (eg short sword: +1, long sword: +2, etc); allows 'parry' which adds strength to armour vs 1st attack sustained each turn (vs melee only)</li>
<li><strong>Axe</strong>: offensive melee weapon; +strength based on quality but higher than comparable swords (double?); bonus vs shields (bonus halved?)</li>
<li><strong>Spear</strong>: defensive melee weapon; +strength based on quality, similar power as comparable swords; bonus to +strength when counter-attacking; allows 'first-strike' when attacked which lets you deliver your counter-attack before the enemy makes their attack</li>
<li><strong>2-handed sword/axe</strong>: same special rule as 1-handed version but higher strength (eg +4); can't use shield</li>
<li><strong>Bow</strong>: Ranged attack (uses agility; can attack diagonally; melee units can't counterattack); can't use shield</li>
</ol>
<h2>Thoughts</h2>
<p>The main goal here is allowing a fairly complex 'emergent' set of tactics from a simple enough system. Things that allow this are the choices of weapon types vs different targets; positioning during battles being important (ganging up is best, but difficult due to zones of control). Your first battle would feature pretty much all of the above.</p>
<p>Later you would add some more complexity with the 'skills' units gain as they level up. For example a scout type of unit could choose 'Evade' which lets them ignore the first zone of control they walk into each turn, and so on.</p>
<p>We're currently putting all this into our game prototype to play around with it; we'll feed back on what we think works in the future. Oh and if you've gotten this far, you must be some sort of hardcore turn-based strategy / RPG nerd, so give us some suggestions we could use to make the battle system better!</p>
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		<title>How We Built a Game Portal Faster Than You Can Say "Gambrinous Games Rulez, OK".</title>
		<link>http://feedproxy.google.com/~r/GambrinousBlog/~3/sD7AJV48mGY/</link>
		<comments>http://blog.gambrinous.com/2009/06/02/how-we-built-a-game-portal-faster-than-you-can-say-gambrinous-games-rulez-ok/#comments</comments>
		<pubDate>Tue, 02 Jun 2009 09:06:20 +0000</pubDate>
		<dc:creator>Peter</dc:creator>
				<category><![CDATA[Company News]]></category>
		<category><![CDATA[Game Portal]]></category>
		<category><![CDATA[WordPress]]></category>

		<guid isPermaLink="false">http://blog.gambrinous.com/?p=266</guid>
		<description><![CDATA[In Part I, we announced the launch of our brand new game portal, GambrinousGames.com. I'd like to take a few minutes of your time to talk to you about how we launched our portal in record time, and how this same process can be quick and painless for you too. Gather 'round everyone and let [...]]]></description>
			<content:encoded><![CDATA[<p>In <a href="http://blog.gambrinous.com/2009/04/19/introducing-gambrinousgamescom/">Part I</a>, we announced the launch of our brand new game portal, <a id="tb6w" title="GambrinousGames.com" href="http://www.gambrinousgames.com/">GambrinousGames.com</a>. I'd like to take a few minutes of your time to talk to you about how we launched our portal in record time, and how this same process can be quick and painless for you too. Gather 'round everyone and let me guide you through our journey to Game Portaldom.<br />
<span id="more-266"></span></p>
<h2>What were we trying to achieve?</h2>
<p>As mentioned in <a href="http://blog.gambrinous.com/2009/04/19/introducing-gambrinousgamescom/">Part I</a>, what we wanted to build was slightly different from the usual. Rather than grabbing an RSS feed from somewhere like <a id="vqs3" title="Kongregate" href="http://www.kongregate.com/">Kongregate</a> and re-publishing everything they publish, we wanted to hand-pick our favourite games and just publish them. Quality over quantity; unless you're talking about cupcakes.</p>
<p>Naturally we still wanted all the normal things that game portals do (categories, RSS feeds of games, ratings, comments etc). Both of us being programmers, we considered writing our own game portal software for, oh I don't know, maybe 6 seconds? We ultimately decided against this because it would take too long and maintaining the code would be a bit of a nightmare (seriously, you have never seen my code).</p>
<p>We took a look at the portal software that was already out there. The two main players were <a id="ggo7" title="Arcadem Pro" href="https://secure.agaresmedia.com/v6/products/arcade-script/">Arcadem Pro</a> and <a id="livz" title="PHPAS" href="http://www.phparcadescript.com/">PHPAS</a>. They both had some neat features alright, but overall the solutions seemed too messy. They did way more than we could ever want or need, and it really just seemed like way too much effort to apply our own design to either theme. In our search for simplicity and flexibility, it turned out we had been looking at the solution every time we visited this blog.</p>
<h2>WordPress: The Unlikely Hero</h2>
<p><a id="i8my" title="WordPress" href="http://www.wordpress.org/">WordPress</a> is a blogging platform that I'm sure many of you are already familiar with. It powers millions of blogs all over the Internet, but we were able to take many of the features it offers and use them to build our portal.</p>
<h3>So, what makes it great for a game portal?!</h3>
<p>Our basic need was simply to publish games that we had hand-picked from various sources, and include a few details about the game and our own mini-review. We thought about it for a little while and realised that the process of publishing games for the portal was very similar to how we published out blog posts. The features that WordPress offered also made many aspects of managing the portal a lot simpler.</p>
<ol>
<li><strong>RSS Feeds:</strong> WordPress automatically creates RSS feeds of content published through it, so we had a ready-made feed where people could subscribe to see game releases right in their feed reader.</li>
<li><strong>Pretty URLs:</strong> They're nice to look at <em>and</em> it's easy for users to remember them. Google is pretty fond of them too. All these factors make games on the portal a whole lot easier to find.</li>
<li><strong>Scheduled Posts:</strong> This one's a beauty. You could spend one night queueing up your planned releases for the next couple of months and then fly out to the Bahamas while WordPress sits at home in the rain, busily publishing out your games just like you told it to.</li>
<li><strong>Comments:</strong> WordPress makes it very easy for your users have their say about each game that you post.</li>
<li><strong>Categories &amp; Tags:</strong> It's super simple to add games to specific categories or tag them with specific keywords straight out of the box.</li>
</ol>
<h3>A little help from our friends</h3>
<p>Of course, WordPress didn't bow to our <em>every</em> command straight out of the box. We wanted our users to be able to rate the games that we published, and, <a id="adph" title="being the Twitter nerds that we are" href="http://twitter.com/gambrinous">being the Twitter nerds that we are</a>, we wanted to announce the launch of each game via Twitter on our dedicated <a id="e8q8" title="Gambrinous Games feed" href="http://twitter.com/gambrinousgames">Gambrinous Games feed</a>. Luckily, all of these issues were easily rectified by the vast WordPress developer community. We added the following plugins to help us along the way:</p>
<ul>
<li><a id="xy.x" title="Twitter Tools" href="http://wordpress.org/extend/plugins/twitter-tools/">Twitter Tools</a>: A nice a simple plug-in that will automagically add new posts to Twitter.</li>
<li><a id="dyrk" title="WP-PostRatings" href="http://wordpress.org/extend/plugins/wp-postratings/">WP-PostRatings</a>: Add ratings to each post in WordPress. It also has a nice feature to allow you to customise what information gets displayed around the star ratings.</li>
<li><a id="wypd" title="Akismet" href="http://akismet.com/">Akismet</a>: This comes with WordPress and is a must for any blog that accepts comments. It will filter out all those nasty Viagra ads.</li>
</ul>
<p>Already at this point, we had the bones of our game portal. There was one more feature in WordPress that came in handy, and that was Custom Fields. There was certain information that wasn't easily conveyed through WordPress' default functionality or through plug-ins. Certain things like setting the width and height of the flash game or setting thumbnails and screen-shots of each game we publish.</p>
<p>To get around this, we added a few custom fields to our blog posts for each piece of information that we needed, then added it to our WordPress theme where required. It really was remarkably painless.</p>
<h3>The Science Bit</h3>
<p>We brought everything together in a WordPress theme. We took the default Kubrick theme and modified it to fit our needs. The excellent <a id="dm21" title="WordPress Codex" href="http://codex.wordpress.org/Main_Page">WordPress Codex</a> served as our guide throughout this process, required reading if you're going to be making your own templates. The first thing you need to understand is the anatomy of a WordPress theme. All themes are stored in individual folders named after the theme. If you created a theme called "My Super Game Portal", it would be found here:</p>
<p>/wp-content/themes/my-super-game-portal/</p>
<p>Another handy feature of WordPress themes is the functions.php file. Simply create a file called functions.php in your theme folder and  add any custom functions to it. Everything you put in there will be available to your theme automagically. We have custom functions for pulling our top rated games and our newest games out of the database.</p>
<p>The final technical detail you really need to know before being able to customise your own WordPress theme is how to use those custom fields I mentioned earlier. One way we use the custom fields is to set the width and height of each game that we publish.</p>
<p>To use these fields in our template, we simply use the following code on the game page (single.php):</p>
<p>&lt;?php<br />
echo get_post_meta($post-&gt;ID, 'game_width', true);<br />
echo get_post_meta($post-&gt;ID, 'game_height', true);<br />
?&gt;</p>
<p>That should be enough to get you started. For more information, you should check out the <a id="ni0n" title="Theme Development" href="http://codex.wordpress.org/Theme_Development">Theme Development</a> article within the WordPress Codex.</p>
<h2>Finally and in Conclusion</h2>
<p>So, that's how we did it. It was quick and simple, and all made possible by our new friend WordPress. What are you doing still reading? Go and use WordPress to build that game portal you've been talking about for the last 2 months!</p>
<p><em>This article <a href="http://mochiland.com/articles/building-a-wordpress-flash-games-portal-gambrinous-games">originally appeared on MochiLand.com</a>. A special thanks to Ada Chen and all the great guys over on MochiLand.</em></p>
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		<item>
		<title>Top Indie Game Development Blogs</title>
		<link>http://feedproxy.google.com/~r/GambrinousBlog/~3/u1KJo4ACKp0/</link>
		<comments>http://blog.gambrinous.com/2009/05/07/top-indie-game-development-blogs/#comments</comments>
		<pubDate>Thu, 07 May 2009 12:42:03 +0000</pubDate>
		<dc:creator>Colm</dc:creator>
				<category><![CDATA[Game Development]]></category>

		<guid isPermaLink="false">http://blog.gambrinous.com/?p=237</guid>
		<description><![CDATA[Are you interested in game development? Are you just starting to make games (like us) and want to find out as much as you can about how to design, build and promote your game? Well then it's time to put on your reading pants and get stuck in! Presenting my list of the very best [...]]]></description>
			<content:encoded><![CDATA[<p>Are you interested in game development? Are you just starting to make games (like us) and want to find out as much as you can about how to design, build and promote your game? Well then it's time to put on your reading pants and get stuck in! Presenting my list of the very best game development blogs around:<br />
<span id="more-237"></span></p>
<h2>The Best of the Best</h2>
<h3><a href="http://makeitbigingames.com/">Make It Big In Games</a></h3>
<p>Top notch articles from Jeff Tunnell about the business of making &amp; selling games. Exceedingly high average quality of posts.  A must-subscribe.</p>
<blockquote><p>As an Indie game developer that is going to <strong>spend your own money</strong> to make a game, it is extremely important to decide which market you want to tackle, and that really comes down to what game you want to make. I believe it is incredibly important to <strong>only make games that you are passionate about</strong>.  All game development gets hard, and when the going gets hard, the only thing that will get you through it is passion. <a href="http://makeitbigingames.com/2009/01/what-is-my-games-sales-potential/">Read full post</a></p></blockquote>
<h3><a href="http://www.lostgarden.com/">Lost Garden</a></h3>
<p>Superb writing on art &amp; design in games, with the fantastic bonus of giving away actual art resources you can use in your own games! Infrequent posts but totally worthwhile.</p>
<blockquote><p><span class="fullpost">Out of all this discussion about graphics, never lose sight of the big picture. The single most important thing is for you to finish your game. Iterating towards completion is the root of all practical knowledge about game development. Putting a complete game in the hands of player is how you'll learn to make your future games shake the world to its core.</span></p>
<p>If you are telling yourself "Oh, I can't complete my game because I don't have an artist," be honest with yourself. You are making excuses. Graphics are not an impediment to making a great game. Do what ever it takes to finish your game. <a href="http://lostgarden.com/2007/12/how-to-bootstrap-your-indie-art-needs.html">Read full post</a></p></blockquote>
<h3><a href="http://jeff-vogel.blogspot.com/">The Bottom Feeder</a></h3>
<p>Jeff Vogel has been making old-school single player RPGs since 1994 but only started blogging this year. A treasure trove of insight for indie game developers already, and will only get better.</p>
<blockquote><p>I am going to give full sales results for our game <a href="http://www.spiderwebsoftware.com/geneforge4/index.html">Geneforge 4: Rebellion</a>. I am not the first Indie developer to reveal this sort of information. However, most public sales figures come from projects that were either blockbusters or disastrous. But our games have never landed in either pool. I have been doing this for a living for almost fifteen years. I make good money, but I'm not a rich guy. At the same time, I have been unusually successful in this business, if for nothing else that I HAVE done it for a living for a long time. <a href="http://jeff-vogel.blogspot.com/2009/03/so-heres-how-many-games-i-sell.html">Read full post</a></p></blockquote>
<h3><a href="http://forge.ironrealms.com/">The Forge</a></h3>
<p>Interesting business-themed articles, particularly about charging models for MMOs, microtransactions &amp; virtual goods.</p>
<blockquote><p>Despite my obvious affection for virtual asset sales in a free-to-play model, I don’t think the decision to go free-to-play or subscription (or one of a myriad of other business models for MMOs) is that simple. It’s not purely about whether you’re reaching a larger audience and I don’t believe it’s a given that you’ll make more money, overall, with the free-to-play model. I think it’s largely dependent on the game you make and the audience that ends up developing for it. <a href="http://forge.ironrealms.com/2008/10/04/mmo-subscriptions-vs-free-to-play/">Read full post</a></p></blockquote>
<h3><a href="http://www.untoldentertainment.com/blog/">Untold Entertainment Blog</a></h3>
<p>Covers a variety of topics but what I really love are the rants (example below). Love the epic rants. More please!</p>
<blockquote><p>You wouldn’t wax philosphical about how you’ll dilute the intellectual property or how the fanbase will criticize you for selling out. You’re running an advertising-based world, and as far as advertising goes, <strong>Coke</strong> is the holy grail.  You will relax your muscles and allow the <strong>Coca-Cola</strong> corporation to ram its fistfuls of hot, sweaty cash wherever it so chooses. <a href="http://untoldentertainment.com/blog/2008/04/26/the-myth-of-ad-supported-mmos/">Read full post</a></p></blockquote>
<h3><a href="http://www.gamepoetry.com/blog/">game poetry</a></h3>
<p>Great all-rounder blog covering business &amp; technical advice with a slant towards Flash games.</p>
<blockquote><p>The ultimate question for a sponsor is, “How much traffic will this game drive to my site?” The quality of your game is ultimately only important with regard to its potential distribution/viral spread, and its viral spread is only important with regard to how many clicks this will generate. But the CTR is crucial as well. A game with 1 million plays and a 5% CTR is not as valuable to a sponsor as a game with 600,000 plays and a 10% CTR.</p>
<p>So show your sponsor what kind of CTR your game can drive. Put in some placeholder branding. Show where the links will be. If you’re willing to offer some exclusive content, show the sponsor — make one version with the content unlocked, and another version with it locked and what the link back to the sponsor’s site to play this content will look like. Don’t wait for a sponsor to request these things. <a href="http://www.gamepoetry.com/blog/2009/02/27/interview-with-kongregate-about-sponsorships/">Read full post</a></p></blockquote>
<h2>Worth A Look</h2>
<p><a href="http://mochiland.com/">MochiLand</a>: Mochi Media run this community blog that showcases top flash games and content written by game developers themselves. <a href="http://mochiland.com/articles/developer-spotlight-pixeljam-games-creators-of-dino-run">Example</a></p>
<p><a href="http://www.designer-notes.com/">DESIGNER NOTES</a>: Writings by one of the designers on Civ 3 and 4 &#8211; I particularly like the longer posts. <a href="http://www.designer-notes.com/?p=115">Example</a></p>
<p><a href="http://www.photonstorm.com/">Photon Storm</a>: Focused on flash game development and marketing. Definitely check out the example. <a href="http://www.photonstorm.com/archives/408/kyobi-sales-figures-and-1-in-bigfishgames-online-top-10">Example</a></p>
<p><a href="http://www.8bitrocket.com/blog.aspx">8-Bit Rocket</a>: Covers a bit of a wide variety of things (from Atari retro to Flash to Silverlight), perhaps too wide! <a href="http://www.8bitrocket.com/newsdisplay.aspx?newspage=27018">Example</a></p>
<p><a href="http://flashtruth.wordpress.com/">Flash Truth</a>: Flash games, particularly the business side of things; some great stuff. <a href="http://flashtruth.wordpress.com/2009/01/08/understanding-the-flash-game-space/">Example</a></p>
<p><a href="http://www.emanueleferonato.com/">Emanuele Feronato</a>: Flash games &amp; more. A little too much filler but I found the 'numbers' posts to be excellent. <a href="http://www.emanueleferonato.com/2008/10/28/the-experiment-one-year-later/">Example</a></p>
<p><a href="http://www.streamingcolour.com/blog/">Streaming Colour Dev Blog</a>: Some great posts about (not) making money in the iPhone space. <a href="http://www.streamingcolour.com/blog/2009/03/09/the-numbers-post-aka-brutal-honesty/">Example</a></p>
<p><a href="http://ludusnovus.net/">Ludus Novus</a>: Really, really like the column he's writing for GameSetWatch, follow the blog to find out when they are posted. <a href="http://ludusnovus.net/2009/05/04/layered-gameplay-in-disgaea/">Example</a></p>
<p><a href="http://freelanceflashgames.com/news/">Freelance Flash Games News</a>: A mixed bag of flash gamedev related stuff. <a href="http://freelanceflashgames.com/news/2008/07/28/the-big-list-of-sponsors/">Example </a></p>
<p><a href="http://blog.gamingyourway.com/">Gaming Your Way</a>: Frequent gamedev tips &amp; other nuggets. <a href="http://blog.gamingyourway.com/PermaLink,guid,8c079942-1647-4393-a7fc-fab8d014e24b.aspx">Example</a></p>
<h2>Made That Cool Game</h2>
<p><a href="http://2dboy.com/">2D Boy Blog</a>: Creators of World of Goo.</p>
<p><a href="http://www.kloonigames.com/blog/">Kloonigames Blog</a>: Creator of Crayon Physics Deluxe</p>
<p><a href="http://positech.co.uk/cliffsblog/">Cliffski's Blog</a>: Creator of Democracy / Kudos</p>
<p><a href="http://blog.wolfire.com/">Wolfire Blog</a>: Creators of Lugaru / Overgrowth</p>
<p><a href="http://braid-game.com/news/">Braid Blog</a>: Creator of Braid</p>
<h2>Suggest More!</h2>
<p>
<div style="float:right;"><script src="http://digg.com/tools/diggthis.js" type="text/javascript"></script> </div>
<p>I'm always on the lookout for quality game development blogs, so if you know some I haven't covered please leave a comment! Any that make it into my RSS reader and survive my next RSS-pruning massacre will be added into this post.</p>
<h2>Update</h2>
<p>Plenty of good gamedev blogs suggested in the comments. Check out these worthy additions to the list:
<p>
<a href="http://gamedev.michaeljameswilliams.com/">Michael James Williams</a>: Very focused blog with excellent AS3 tutorials, including a full series showing how to make an avoider game.</p>
<p><a href="http://www.mrsunstudios.com/">Mr Sun Studios</a>: Another blog focused on AS3 game tutorials, with a big backlog of articles.</p>
<p><a href="http://www.polycat.net/">Trent Polack</a>: Excellent game design blog, in particular check out the game design round table posts.</p>
<p><a href="http://blog.iainlobb.com/">Iain Lobb</a>: Only just subscribed but it's pretty good so far- a mix of flash and general game design.</p>
<p><a href="http://rampantgames.com/blog/">Tales of the Rampant Coyote</a>: Excellent blog covering design &#038; development of RPGs of all kind. Nicely focused!</p>
<p><a href="http://troygilbert.com/category/game-dev/">Troy Gilbert</a>: Another good one with plenty of reading in the archives.</p>
<p>That should satisfy your RSS cravings for a while!</p>
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		<item>
		<title>Introducing GambrinousGames.com</title>
		<link>http://feedproxy.google.com/~r/GambrinousBlog/~3/K_QnqRPP1kc/</link>
		<comments>http://blog.gambrinous.com/2009/04/19/introducing-gambrinousgamescom/#comments</comments>
		<pubDate>Sun, 19 Apr 2009 22:20:22 +0000</pubDate>
		<dc:creator>Peter</dc:creator>
				<category><![CDATA[Company News]]></category>
		<category><![CDATA[Game Portal]]></category>

		<guid isPermaLink="false">http://blog.gambrinous.com/?p=214</guid>
		<description><![CDATA[We've been busy beavers over here on Planet Gambrinous the past couple of months, and we're finally ready to announce the fruit of our labour! Our very own brand spanking new flash game portal, imaginatively titled: Gambrinous Games. Well, as some of our more attentive readers might attest, it's not that brand spanking new. It [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_217" class="wp-caption aligncenter" style="width: 490px"><img class="size-full wp-image-217" title="portal" src="http://blog.gambrinous.com/wp-content/uploads/portal.jpg" alt="Er, not that game Portal" width="480" height="360" /><p class="wp-caption-text">Er, not that game Portal</p></div>
<p>We've been busy beavers over here on Planet Gambrinous the past couple of months, and we're finally ready to announce the fruit of our labour! Our very own brand spanking new flash game portal, imaginatively titled: Gambrinous Games. Well, as some of our more attentive readers might attest, it's not <em>that</em> brand spanking new. It has been hanging around for a little while now, and has already gone through one iteration already, and we're working on a new design as we speak &#8212; but it's our little experiment and we finally feel ready to formally announce it.<!-- ckey="1611F488" --><!--bloglines claim--><span id="more-214"></span></p>
<h2>So, what exactly is this Gambrinous Games of which you speak?</h2>
<p>I'm very glad you asked. Gambrinous Games is our take on the traditional Game Portal. There are many like it, but this one is ours. We're actually hoping that <strong>this is a little different</strong> to many of the portals you see out there these days, and <strong>here's why we think ours is worth a little more of your time</strong>.</p>
<h3>Quality over quantity</h3>
<p>There are many game portals out there that simply grab the RSS feed off the larger portals and publish every single item on the list with no regard for contents or quality. You have to ask yourself the question, why would anyone visit your game portal over Kongregate or Armor Games if you are simply republishing the exact same content? On Gambrinous Games, we're <strong>hand picking games that we really enjoy</strong> and sharing them with (hopefully, eventually) many like minded individuals. You won't see any mindless republishing over here.</p>
<h3>I want <em>that</em> one</h3>
<p>Once we've picked our favourite games, we don't jush throw the game up on the site and leave you guessing <em>why</em> we put it up there. <strong>We take the time to write a mini-review of the site and tell you what's actually good about the game that you're about to play</strong>. I think it's a nice personal touch to show that we've actually played the game, thought about it and enjoyed it enough to tell you about it. We also rate the game out of five stars, y'know, just to really <em>really</em> prove that we like it!</p>
<h3>Get that link juice flowin'</h3>
<p>Every game we publish comes with a developer link free inside! You won't have to dig right down to the bottom of the box for this one either, because it's right there beside the game. It's always nice to send a little bit of love back to the developers who have toiled hard to make each game, and hey, if you click on the in game ads, we might even get to send some <strong>cold hard cash lovin'</strong> too.</p>
<h2>But why bother? Kongregate is just fine and dandy!</h2>
<p>Sure, it's a competitive world out there. There are many excellent portals such as Kongregate, NewGrounds and Armor Games, and we're not expecting some kind of over-night meteoric success. We're mainly doing this, quite simply, because we <strong>frickin' love games</strong>. And like the desperate and needy nerds we are, we want you to revel in what we think are the best games out there and love them too.</p>
<h3>A grand don't come for free</h3>
<p>We do hope that eventually, one day, our little game portal will be able to pay for itself. We have two main revenue streams: the publisher's share from in-game ads and also the various ad banners and text that you see around the site. Sure, we're never going to be billionaires from it, but if we can generate any kind of income from this, we can re-invest it into making even better games. And hey, <strong>better games is good news for us all</strong>!</p>
<h3>Home, sweet home</h3>
<p>Gambrinous Games will also eventually become the platform for us to launch our own games. It's nice to have a place to call home, and home it will be for our games when we publish them.</p>
<p>So, head on over and check out <a href="http://www.gambrinousgames.com">Gambrinous Games</a> in the flesh. There aren't a whole lot of games over there at the moment, but we will be adding at least one game a week over the coming months. <a href="http://twitter.com/gambrinousgames">Follow our Gambrinous Games account on Twitter</a> to be notified whenever we add a new game!</p>
<p>Keep an eye out for Part II in the series which will take a technical look at just how exactly we built our game portal and what tools we used in the process. If you're even <em>thinking</em> about launching your own portal, you'd be a schmuck to miss it!</p>
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		<title>FUTURE SHOCK: Gaming in the Post Recession World</title>
		<link>http://feedproxy.google.com/~r/GambrinousBlog/~3/-k4NUTZF8go/</link>
		<comments>http://blog.gambrinous.com/2009/04/04/future-shock-gaming-in-the-post-recession-world/#comments</comments>
		<pubDate>Sat, 04 Apr 2009 22:49:47 +0000</pubDate>
		<dc:creator>Steve</dc:creator>
				<category><![CDATA[Comedy]]></category>

		<guid isPermaLink="false">http://blog.gambrinous.com/?p=165</guid>
		<description><![CDATA[A big thanks to our special guest writer Steve who's taken a look at the future of gaming. Enjoy!

Hello. With the world economy currently getting its head flushed in a toilet thanks to those bullies "Credit Crunch", "Sub-Prime" and "Collapse in World Trade", and the growing threat this poses to our gaming future, I thought [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;"><em>A big thanks to our special guest writer Steve who's taken a look at the future of gaming. Enjoy!</em></p>
<p style="text-align: center;"><em></em><a href="http://blog.gambrinous.com/wp-content/uploads/post-recession1.jpg"><img class="size-full wp-image-180 alignnone" src="http://blog.gambrinous.com/wp-content/uploads/post-recession1.jpg" alt="post-recession1" width="398" height="248" /></a></p>
<p style="text-align: left;">Hello. With the world economy currently getting its head flushed in a toilet thanks to those bullies "Credit Crunch", "Sub-Prime" and "Collapse in World Trade", and the growing threat this poses to our gaming future, I thought I might suggest some possible alternatives that we may need to fall back on during the period that commentators will likely dub, "the lost years of gaming". By all means, smile and nod, but what will you do for fun when society as you know it has imploded, your only gaming challenge is avoiding the rape gangs, and you have to fight your former friends in mortal combat for <span style="color: #0000ff;"><a href="http://www.flickr.com/photos/janetgalore/245492154/" target="_blank">breakfast in a can</a></span>? So please join me as we look into the future with a list that should go some tiny way to preparing you for the dark age of gaming to come, and perhaps some eventualities you dared not contemplate.</p>
<p><span id="more-165"></span></p>
<h2>1: Deadly blood sport in which you are the prize</h2>
<p style="text-align: center;"><a href="http://blog.gambrinous.com/wp-content/uploads/atlantis.jpg"><img class="size-full wp-image-177 aligncenter" src="http://blog.gambrinous.com/wp-content/uploads/atlantis.jpg" alt="atlantis" width="315" height="255" /></a></p>
<p style="text-align: left;">You've stumbled across a seemingly abandoned stadium, but wait! Just as you enter the centre circle/fifty yard line, the flood lights suddenly snap on and you are temporarily blinded, stunned for just enough time to allow a marauding gang of punks on dirt bikes to encircle you. Congratulations, you are now part of a deadly blood sport in which you are the prize. Learn to avoid the maniacal shoulder padded goons with spinning chains, nets, tridents and flame-throwers in order to survive. With a little ingenuity and forethought, you can turn the tables on your tormentors, and the hunters will quickly become&#8230;the hunted (An ability to use your opponents weapons against them in an ironic way will also serve you well).</p>
<h2>2. Sonic.xls</h2>
<p style="text-align: center;"><a href="http://blog.gambrinous.com/wp-content/uploads/sonicxls.jpg"><img class="aligncenter size-full wp-image-181" src="http://blog.gambrinous.com/wp-content/uploads/sonicxls.jpg" alt="sonicxls" width="365" height="335" /></a></p>
<p>You've dusted off an old Asus you found in the rubble of a Dixons, the chief overseer has gone to bed, and now you can use some of that precious generator fuel to power that baby up and see what you can find to stave off the boredom. You grit your teeth through the slow load times, but after half heartedly playing a few games of Space Cadet Pinball, what else is there? Only a copy of "sonic.xls", a game you at best ignored, at worse reviled; but now as you begin to play, the simple joys of a hobbled Sonic the Hedgehog clone embedded in a spreadsheet begin to push the shadows from your mind, transporting you back to happier times, when you could afford to dismiss such tat.</p>
<h2>3. The Kaba Kick</h2>
<p style="text-align: center;"><a href="http://blog.gambrinous.com/wp-content/uploads/kaba-kick.jpg"><img class="aligncenter size-full wp-image-179" src="http://blog.gambrinous.com/wp-content/uploads/kaba-kick.jpg" alt="kaba-kick" width="424" height="270" /></a></p>
<p>A rare find in a world gone mad, but if you can lay your hands on it, the fun is limitless. A take on the perennial Russian Roulette game, except aimed at children, this "Hippo Kick" (Kaba is Japanese for Hippo) game was originally constructed in the Orient before making its way west in limited numbers. Don't look for it on established trade routes, only the most discerning Bazaars will stock it, and even then, at a price.</p>
<h2>4. Tomytronic 3-D Games</h2>
<p style="text-align: center;"><a href="http://blog.gambrinous.com/wp-content/uploads/tomy1.jpg"><img class="aligncenter size-full wp-image-182" src="http://blog.gambrinous.com/wp-content/uploads/tomy1.jpg" alt="tomy1" width="400" height="272" /></a></p>
<p>As the standard LCD games we knew and loved faded into obscurity due to no one ever having the right size of those "pill" batteries needed to play them, the "Tomytronic 3-D" stood against the tide, allowing all the children of the new world to be lost in a AA battery powered make-believe. Whether it was slaughtering sharks, racing cars or piloting a tank, by simply looking through the two eye-holes, the user was transported to a badly animated technicolor dreamscape reminiscent of the movie <em>Tron</em>. As well as the plentiful supply of AA batteries, these gaming devices have held up remarkably well due to the military grade plastics used in their construction. Military grade, it is said, because these were used by North Korean spec op. troops in training scenarios involving shark killing, car racing and tank piloting. The "Jungle Adventure" units however are said to be less durable by those that have come across them.</p>
<h2>5. Dodge the Lava</h2>
<p style="text-align: center;"><a href="http://blog.gambrinous.com/wp-content/uploads/carpet.jpg"><img class="aligncenter size-full wp-image-178" src="http://blog.gambrinous.com/wp-content/uploads/carpet.jpg" alt="carpet" width="330" height="288" /></a></p>
<p>You probably played this as a kid, probably enjoyed it very much, you didn't think you would have to resort to it again. Refresher course for those of you who forgot; scavenge a gaudy looking carpet (some furniture also helps) and then attempt to make it across to the other side of the room without falling to a horrible searing death in the "lava" below. Use light coloured areas of the selected carpet as safe zones, if you fall in, these are the areas where the magma/toxic ooze has cooled enough for you to survive. However take note that these areas are subject to time limits, and you must leave them within the specified period, usually one or two seconds. The best players are said to be those with the ability to persuade their opponents that their Everything Proof Suit could have totally withstood the lava for longer than everyone is saying, and that it so wasn't two seconds.</p>
<p>There you have it, you are now "prepared" for just a tiny fraction of the terrifying possibilities of life without computers, electricity, decks of cards, and even love. Perhaps even prepared for life in <span style="color: #0000ff;"><a href="http://www.youtube.com/watch?v=lo-5Dzdvn7c" target="_blank">The Hell-Zone</a></span>.</p>
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		<title>Top Talks from GDC '09</title>
		<link>http://feedproxy.google.com/~r/GambrinousBlog/~3/_O1WpwCLV7c/</link>
		<comments>http://blog.gambrinous.com/2009/03/26/top-talks-from-gdc-09/#comments</comments>
		<pubDate>Thu, 26 Mar 2009 22:59:17 +0000</pubDate>
		<dc:creator>Colm</dc:creator>
				<category><![CDATA[GDC]]></category>
		<category><![CDATA[Game Development]]></category>

		<guid isPermaLink="false">http://blog.gambrinous.com/?p=145</guid>
		<description><![CDATA[Unfortunately we're not over in San Francisco right now for the 2009 Game Developers Conference which is happening all this week &#8211; maybe next year! However we have been following the coverage &#8211; there's been some excellent talks, many of which you can enjoy even if you weren't there. Here's my pick of the most [...]]]></description>
			<content:encoded><![CDATA[<p>Unfortunately we're not over in San Francisco right now for the 2009 <a href="http://www.gdconf.com/">Game Developers Conference</a> which is happening all this week &#8211; maybe next year! However we have been following the coverage &#8211; there's been some excellent talks, many of which you can enjoy even if you weren't there. Here's my pick of the most interesting ones so far:</p>
<p><span id="more-145"></span></p>
<h3>Simon Carless on Indie Sales stats</h3>
<p>A very in-depth presentation by Simon Carless (chairman of the Independent Games Festival) where he has collated all the sales stats he can find for indie games split across Xbox Live Arcade, Playstation Network, WiiWare, the iPhone, and PC:</p>
<blockquote><p>- A recent interview (March 2009) revealed that <strong>early puzzle title Enigmo</strong> has <strong>now sold 810,000 units</strong> (as cheaply as $0.99 for many of them, though)<br />
- <strong>Super Monkey Ball sold 500,000 units as of November 2008</strong> at as high as $9.99 (!!) &#8211; MAJOR EXCEPTION due to early adoption<br />
- Even for newer titles on a day by day basis, stats are impressive: <strong>iShoot was #1 in the App Store</strong> on January 11th 2009 with <strong>17,000 downloads at $2.99 each</strong> &#8211; in one day &#8211; <strong>$35,700 to developer</strong>.</p></blockquote>
<p>And here's all his slides as he has kindly <a href="http://www.gamesetwatch.com/2009/03/gdc_independent_games_sales_st.php">uploaded them</a> for our enjoyment.</p>
<div id="__ss_1181207" style="width: 425px; text-align: left;"><a style="font:14px Helvetica,Arial,Sans-serif;display:block;margin:12px 0 3px 0;text-decoration:underline;" title="Independent Games Sales: Stats 101" href="http://www.slideshare.net/simoniker/independent-games-sales-stats-101?type=powerpoint">Independent Games Sales: Stats 101</a><object width="425" height="355" data="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=gdc09101talk-final-090322145601-phpapp01&amp;rel=0&amp;stripped_title=independent-games-sales-stats-101" type="application/x-shockwave-flash"><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><param name="src" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=gdc09101talk-final-090322145601-phpapp01&amp;rel=0&amp;stripped_title=independent-games-sales-stats-101" /><param name="allowfullscreen" value="true" /></object></div>
<h3>Ron Carmel of 2D Boy explains what it cost to make World Of Goo</h3>
<p>A particularly interesting talk by one of the creators of last year's massive indie hit World Of Goo, where he basically answers the question 'How much money do you need to start an independent game studio?' (Answer: $116,000). They also spill the beans on where all the revenue has come in for World of Goo (Steam vs WiiWare vs others).</p>
<p><img class="aligncenter size-medium wp-image-149" title="worldofgoo" src="http://blog.gambrinous.com/wp-content/uploads/worldofgoo-300x168.jpg" alt="worldofgoo" width="300" height="168" /></p>
<p>Read the <a href="http://www.offworld.com/2009/03/indie-games-summit-ron-carmel.html">full summary</a> now, it's totally worthwhile.</p>
<p>Edit: 2D Boy put their slides from this presentation up on their blog, grab them <a href="http://2dboy.com/public/eyawtkagibwata.pdf">here</a>.</p>
<h3>Stardock CEO on why hardcore PC games are still totally viable</h3>
<p>Brad Wardell, the CEO of Stardock (publisher of Sins of a Solar Empire, among others) gave a talk detailing why hardcore strategy games can still do extremely well. Check out the numbers:</p>
<blockquote><p><em>Galactic Civilizations II</em></p>
<ul>
<li>$1.2 million budget (original plus two expansions)</li>
<li>$500,000 marketing</li>
<li>$500,000 distribution</li>
<li>$10 million revenue</li>
</ul>
<p>"I'll go out on a limb and say a ten-to-one ratio of investment to earnings is good," joked Wardell.</p></blockquote>
<p>Nice to see the big numbers! Read the <a href="http://www.shacknews.com/featuredarticle.x?id=1092">full summary</a> here.</p>
<h3>Fez and World of Goo developers talk about promoting your game without a budget</h3>
<p>Another extremely interesting one, this time with Kyle Gabler (World of Goo) and Phil Fish (Fez) talking about how to drum up hype for a game on the usual marketing budget of the indie game developer (zilch of course!). If you don't know what Fez is (it's only due to be finished sometime this year, after all) have a look at this video:<br />
<object width="480" height="295" data="http://www.youtube.com/v/-H54u4VmDFc&amp;hl=en&amp;fs=1&amp;rel=0&amp;ap=%2526fmt%3D18" type="application/x-shockwave-flash"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/-H54u4VmDFc&amp;hl=en&amp;fs=1&amp;rel=0&amp;ap=%2526fmt%3D18" /><param name="allowfullscreen" value="true" /></object></p>
<p>Some good points in their presentation (#1 being "Don't spend money &#8211; just talk. Give interviews, do podcasts, meet people, etc"). Have a look at <a href="http://gdc.gamespot.com/story/6206649/">this summary on GameSpot</a> or this <a href="http://www.untoldentertainment.com/blog/2009/03/24/gdc-09-tuesday/">even better one by Untold Entertainment</a> (the World of Goo / Fez talk is about halfway down).</p>
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		<title>Multiplayer vs Single Player: Opposite Design Goals</title>
		<link>http://feedproxy.google.com/~r/GambrinousBlog/~3/dKO860NSvQk/</link>
		<comments>http://blog.gambrinous.com/2009/02/15/multiplayer-vs-single-player-opposite-design-goals/#comments</comments>
		<pubDate>Sun, 15 Feb 2009 18:37:50 +0000</pubDate>
		<dc:creator>Colm</dc:creator>
				<category><![CDATA[Game Development]]></category>

		<guid isPermaLink="false">http://blog.gambrinous.com/?p=112</guid>
		<description><![CDATA[As we design our first game we've been forced to look at the differences between how a single player game is played compared to a multiplayer (PvP) one. The goals of the player are often opposing, the rewards for playing are different, and how the player deals with setbacks is different. Since we are building [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_120" class="wp-caption aligncenter" style="width: 268px"><img class="size-full wp-image-120" title="2001 Hello Dave" src="http://blog.gambrinous.com/wp-content/uploads/2001_hello_dave.png" alt="No matter how smart the AI, it's not the same as a human opponent!" width="258" height="300" /><p class="wp-caption-text">No matter how smart the AI, it&#39;s not the same as a human opponent!</p></div>
<p>As we design our first game we've been forced to look at the differences between how a single player game is played compared to a multiplayer (PvP) one. The goals of the player are often opposing, the rewards for playing are different, and how the player deals with setbacks is different. Since we are building a single player tactics game now but will later be expanding on it to deliver a multiplayer, PvP version this means we have to walk a difficult tightrope. We want the single player game to work and we want the gameplay to transition later on.</p>
<h3>The Single Player Tactical Game</h3>
<p>Our short term goal is to build a simple tactical turn-based game where you start with a team of rookies, and fight battles against the computer to progress. You can earn new skills for your units, and money to expand the team or buy better equipment in between battles. We also want to keep it as simple as possible so we can get a fully working game published and 'done'.<span id="more-112"></span></p>
<h3>The Persistent PvP Tactical Game</h3>
<p>Our long term goal is to build an exciting PvP tactics game with persistent units. Again you take control of a gang of recruits, poorly equipped and unskilled to begin with. The only way to advance your units is to take on other human players in tactical turn-based battles. As you win (or lose) games your units will gain skills and you will gain money to recruit more units or buy nicer toys for your existing ones.</p>
<h3>Different Design Goals</h3>
<p>Why is it so hard to make a game 'system' that will work well for both audiences? In both cases you need to keep individual battles tactical, fun, and challenging; you also want the longer term team-building in between battles to have depth and keep the player interested and wanting to play another battle.</p>
<p>In the single player game each battle is basically a puzzle: a tactical challenge where a clever player can easily outwit the computer AI. The difficulty level is  ramped up by giving the computer more and more of an advantage in later battles, be that more units, better units or other ingame factors.  The player is generally able to save &amp; load their game, so if things go awfully wrong and they lose several units in one turn they will just load and try things a different way. You really want to avoid this: you want a game that can be played without constantly saving &amp; reloading in case of mistakes, which effectively removes the challenge. Gregory Weir recently published an <a href="http://ludusnovus.net/2009/02/09/failure-friendly-gameplay-in-crayon-physics-deluxe/">excellent column</a> on failure, difficulty, and punishment in games that touches on this; worth a read.</p>
<p>This means removing (or minimising) some of the key things that have the <em>opposite</em> effect in a PvP environment. You need to make the game more arcadey and forgiving, and less nailbiting and random. For example, in the PvP game system when you take out a unit in battle there should be a small chance of permanent damage, be it death or some sort of crippling injury. In a PvP environment this is great fun! You have the fun factor of occasionally wrecking your opponent's best units while even if you are winning a battle you could lose a much-loved and skilled up unit at any time. Add in a community around the battles (like a forum) and you can mock &amp; gloat, or vow revenge! This also only works in a PvP game as there is no mid-battle saving and loading; everything that happens is final.</p>
<p>Another thing that works well in a PvP tactics game but would only lead to frustration in the single player version is randomness. If you are playing against a human player and gain the upper hand in a game without any randomness you have effectively won the battle. It may take a while, but as long as neither player makes any tactical mistakes the game is going to go your way in the end. This makes it no fun for the losing player who is nevertheless forced to play out the game.</p>
<div id="attachment_143" class="wp-caption aligncenter" style="width: 310px"><img class="size-medium wp-image-143" title="weewar" src="http://blog.gambrinous.com/wp-content/uploads/weewar-300x240.png" alt="Weewar: blue has just ensured victory but the game goes on" width="300" height="240" /><p class="wp-caption-text">Weewar: blue has just ensured victory but the game goes on</p></div>
<p>A perfect example of this is <a href="http://weewar.com">Weewar</a>, a fun web-based multiplayer clone of the Battle Isle series of games, which unfortunately suffers from this problem. Add in randomness (or at least a way to hide your units and surprise your opponent) and it's worthwhile for the losing player to play on; through either good luck or great skill they may be able to turn the battle around!</p>
<h3>Our Approach</h3>
<p>What we're going to do is go for a slightly more arcadey system for the single player game, and then add things like randomness and permanent unit removal into the mix when we develop the PvP game. One way of helping people transition between the rulesets would be to have an unlockable 'hardcore' mode available once you beat the single player game; this would enable permanent unit death and disable in-battle saving. Naturally it would be much harder (and more frustrating) &#8211; but you would only be playing it if you really like the game and it would both give the game replayability and let players get used to some of the ideas we want in the PvP version.</p>
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		<title>Flash Development With Flex</title>
		<link>http://feedproxy.google.com/~r/GambrinousBlog/~3/eZIZOEbIagM/</link>
		<comments>http://blog.gambrinous.com/2008/12/28/flash-development-with-flex/#comments</comments>
		<pubDate>Sun, 28 Dec 2008 19:00:02 +0000</pubDate>
		<dc:creator>Colm</dc:creator>
				<category><![CDATA[Flash]]></category>
		<category><![CDATA[Flex]]></category>

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		<description><![CDATA[Flex is a free development framework from Adobe that can compile your work into both Flash movies (which run on any browser), or into AIR desktop applications that can run on any operating system. With Flash being almost universal on browsers it has always been a great way to deploy interactive or rich media applications [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.adobe.com/products/flex/overview/">Flex</a> is a free development framework from Adobe that can compile your work into both Flash movies (which run on any browser), or into AIR desktop applications that can run on any operating system. With Flash being almost universal on browsers it has always been a great way to deploy interactive or rich media applications online; Flex makes it much easier to do this, especially if &#8211; like us &#8211; you are from a programming rather than a design background (the traditional creators of Flash content).  Flex has a lot of built-in components to help make what they call RIAs (Rich Internet Applications), which are basically spruced up web applications delivered via Flash. Here's a great example of a sweet-looking app built with Flex, <a href="http://twittervision.com/maps/show_3d">twittervision 3D</a> which shows live Twitter tweets on a 3D globe. Very nicey.<br />
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<h3>The Old Way &#8211; Flash</h3>
<p>When Flash first came out all you could really do was make animated movies with it; anything more interactive was simply impossible until they built a scripting language called ActionScript into the player. Over the years each new version of the Flash Player (we're up to 10) has included more and more 'programming' functionality; nowadays you can literally do anything you like in Flash, from extremely complex games with physics engines &amp; 3D rendering to media players which stream content like YouTube uses to play videos.</p>
<div id="attachment_106" class="wp-caption aligncenter" style="width: 310px"><img class="size-medium wp-image-106" title="flash_professional" src="http://blog.gambrinous.com/wp-content/uploads/flash_professional-300x234.png" alt="In Flash, code needs to be wedged into a frame on the movie timeline" width="300" height="234" /><p class="wp-caption-text">In Flash, code needs to be wedged into a frame on the movie timeline</p></div>
<p>However from a developer's point of view Flash Professional (the program for creating Flash content) has always been designer-focused due to it's heritage in animation. It uses a point &amp; click style interface with a timeline that you 'play' forwards and layers you can place content in; adding scripting was something you did after you laid out your artwork &amp; worked on your animations. Basic things from the programming world like debugging help, integration with version control, etc are all sadly lacking from the Flash experience. Any developer who's had to try and debug a fiddly problem in Flash will surely agree the platform can be a frustrating mess!</p>
<h3>The New Way &#8211; Flex</h3>
<p>Flex is a step away from this mess by Adobe; it's a programmer-friendly framework that lets you develop entirely in code using a rich IDE which will then compile into a Flash movie exactly like one made the old way. Except when this one breaks you have a chance of finding out WHY it's doing it!</p>
<div id="attachment_107" class="wp-caption aligncenter" style="width: 310px"><img class="size-medium wp-image-107" title="flex_builder" src="http://blog.gambrinous.com/wp-content/uploads/flex_builder-300x226.png" alt="Flex: nothing but code; the ladies agree this way is better" width="300" height="226" /><p class="wp-caption-text">Flex: nothing but code; the ladies agree this way is better</p></div>
<p>It is now at release 3.0 as of February 2008, using ActionScript 3.0 which is the scripting language used by Flash Player 9 and 10. It also includes a HTML-like component language called MXML which lets you use built in components quite easily in a 'visual programming' kind of way; you can drag &amp; drop components, edit properties, that sort of thing. If anyone's from a .net background like myself MXML is very like using .net components in and around your HTML. For us though it's all ActionScript as visual programming is almost never a worthwhile exercise. So far we're finding it the best way to develop Flash.. ever!</p>
<h3>All For Free</h3>
<p>The <a href="http://www.adobe.com/products/flex/flexdownloads/">Flex SDK</a> is available for free for everyone, which is a great move. It lets you compile your Flex code from the command line into Flash .swfs or into AIR desktop apps. You could literally get going with just notepad, the SDK, and their online documentation. I really wouldn't recommend it though!</p>
<h3>Surely There's Something Better Than Notepad?</h3>
<p>How are Adobe meant to feed their children if they aren't selling Flash Professional to designers at $700 a pop? Well they are doing just that with Flex too. They have made an excellent Flex IDE called <a href="http://www.adobe.com/products/flex/features/flex_builder/">Flex Builder</a> which they are selling for $250 (standard edition) or $700 (professional). But if you are a student or work in education you can get a free license of Flex Builder Pro just by uploading a scan of your student ID <a href="https://freeriatools.adobe.com/flex/">here</a>, which is a great deal. We're using Flex Builder and I'd definitely recommend it.  There's also a free open-source IDE called <a href="http://www.flashdevelop.org/community/viewtopic.php?t=23">FlashDevelop</a> which I've heard great things about, and it's built specifically to work with the Flex SDK.</p>
<h3>Have You Guys Actually Made Anything?</h3>
<p>We've had this question from a few friends now! Yes we have, but it's not very good yet :) So far we've made some prototype code for our game to learn how to draw sprites, animations, scrolling, tiling of backgrounds, keyboard &amp; mouse interaction, music and sound, preloaders, pathfinding, that kind of thing. The problem is that it's all very rough and particularly nasty-looking; very soon we're going to start cranking out the 1st draft of the actual game and we'll be cleaning everything up then.</p>
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		<title>Making Money From Your Game</title>
		<link>http://feedproxy.google.com/~r/GambrinousBlog/~3/7s9Tvqc7nj0/</link>
		<comments>http://blog.gambrinous.com/2008/11/18/making-money-from-your-game/#comments</comments>
		<pubDate>Tue, 18 Nov 2008 01:34:09 +0000</pubDate>
		<dc:creator>Colm</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Money]]></category>

		<guid isPermaLink="false">http://blog.gambrinous.com/?p=19</guid>
		<description><![CDATA[We want to build up this part-time game development gig into a successful business, so we have to think about how to make this profitable from the beginning! Here's how we are going to monetise the games we are working on &#8211; if you are a game developer (or thinking of becoming one) this should [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_92" class="wp-caption aligncenter" style="width: 279px"><a href="http://blog.gambrinous.com/wp-content/uploads/mario_coin.png"><img class="size-medium wp-image-92" title="mario_coin" src="http://blog.gambrinous.com/wp-content/uploads/mario_coin-269x300.png" alt="Itsa Money!" width="269" height="300" /></a><p class="wp-caption-text">Itsa Money!</p></div>
<p>We want to build up this part-time game development gig into a successful business, so we have to think about how to make this profitable from the beginning! Here's how we are going to monetise the games <a href="http://blog.gambrinous.com/2008/11/05/whats-the-plan/">we are working on</a> &#8211; if you are a game developer (or thinking of becoming one) this should be very helpful to you too!</p>
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<h2>Casual Flash Game<strong><br />
</strong></h2>
<p>The first game we are building is a casual flash game: playable within a browser without a powerful gaming PC and immediately ready to play without a big download. There is a huge, huge market for flash games with literally hundreds of millions of people playing them every day &#8211; in fact <a href="http://www.casualgaming.biz/news/27874/Flash-games-market-almost-double-the-size-of-console-market">more people play games online than on consoles</a>! The downside is that while console gamers are used to shelling out giant wads of cash for games (or even measly extra controllers), online punters have gotten used to getting things for free. Despite this there are still opportunities to make some serious cash:</p>
<h3>Advertising<strong> </strong></h3>
<p>Wherever there are eyeballs looking at something, there are brands paying to advertise to them. Online gaming is a natural fit for this. One way of ad-enabling your casual game is to add in-game advertising (companies like <a href="http://www.mochiads.com/">MochiAds</a>, <a href="http://www.gamejacket.com/">GameJacket</a> or <a href="http://www.cpmstar.com/">CPMStar</a> make this very easy), while another good way is to host the game on your own site and serve ads beside it using Google AdSense. Both ways will make you good money, but only if you can get millions of people to play your game. The most popular games have made tens of thousands of dollars from advertising alone &#8211; some of which were games made by a single developer in a couple of months! Have a look at these examples of cash made from ads in casual games:</p>
<ul>
<li><a href="http://www.forbes.com/technology/2008/07/22/casual-games-mochi-tech-personal-cx_mji_0722mochi.html">Bloons (2 developers) making $30,000 a month</a></li>
<li><a href="https://www.mochiads.com/community/forum/topic/total-money-made/79487">MochiAds forum thread about revenue totals</a></li>
<li><a href="http://www.emanueleferonato.com/2008/10/28/the-experiment-one-year-later/">1 developer, over $4,500 in 1 year</a></li>
<li><a href="http://blog.elite-games.net/blog4.php/2008/10/31/cash-stats-october-2008">1 developer, over $1,700 in 1 month</a></li>
</ul>
<p>If you do make a super-popular hit you can make a lot of money this way, however it's not easy and the payout for less popular games is hardly enough to make you quit your day job! Have a read of Ryan of Untold Entertainment's excellent <a href="http://www.untoldentertainment.com/blog/2008/06/10/pimp-my-game-part-1-armor-games/">Pimp My Game</a> series of articles where he puts a game he made in 48 hours through the various ways of making money &#8211; I think it's up to $17 of sweet, sweet profit so far.</p>
<h3>Sponsorship</h3>
<p>The most popular gaming sites (called portals) are making money hand over fist from advertising; so much so that they are willing to spend a pretty penny to sponsor games. A game sponsor will generally get their logo and a 'more games' link back to their portal inside your game, and in return will give you an up front cash payment (from $500-1000 for a very simple game to thousands or even 10k+ for something really good). If your game is popular they will get many more visitors, making their portal even more valuable to their advertisers.</p>
<h3>Licensing</h3>
<p>Portals need the games developers are building, particularly the good games that get players coming back again and again. So much so that many will license your game for their site, paying you a fixed fee to get to host your game (and sell ads around it). Between sponsorship and licensing many casual game developers have reported matching the earnings they see from in-game ads (all three methods can and should be done together). <a href="http://www.flashgamesponsorship.com">FlashGameSponsorship</a> is a great site that explains in detail how sponsorship and licensing your game to portals can work for you. The same people have also built <a href="http://www.flashgamelicense.com/">FlashGameLicense</a> which lets you show off your game and invite sponsorship/licensing offers from game portals; I've heard great things about it and we will be using it when our casual game is ready.</p>
<h3>Selling To Customers</h3>
<p>The above revenue channels all rely on giving your game away; how about the traditional, proven method of asking gamers to buy your game? Some developers are doing just that. Naturally you need to make a pretty good game to justify the cost to a market of gamers used to getting things for nothing. How about the best-looking arcade game I've ever seen in Flash, <a href="http://www.rocksolidarcade.com/games/robokill/">RoboKill</a>? They have a demo playable online and you can unlock the full version by paying $10. I'd love to know how successful this has been for RockSolidGames!</p>
<h3>Be A Portal</h3>
<p>If they are happily paying out large amounts in sponsorship for simple games you can bet your right arm they are making even more money themselves! So you could certainly try hosting other people's games w/ advertising and see how it pays &#8211; we may even try it down the line. MochiAds give you access to <a href="http://www.mochiads.com/publishers.html">free games for your site</a> as long as the developer gets to show their in-game MochiAds &#8211; this would be an excellent source for games if you wanted to try being a portal without spending too much up front.</p>
<h2>Persistant Game World<strong><br />
</strong></h2>
<p>Our long term <a href="http://blog.gambrinous.com/2008/11/05/whats-the-plan/">plan</a> is to build a multiplayer tactics game with persistent units hosted on our site. This will make for a much more compelling, exciting game &#8211; and it also gives us way more ways to earn money from our happy gamers:</p>
<h3>Community</h3>
<p>The game should be free to play for everyone as you need to grow a community around a multiplayer game or it will never get anywhere (particularly with our generous marketing budget of 2 shillings and an old shoe). You can use ads on the site to get a little bit of revenue, but practically speaking you will not get the millions of players you need to make you those <a href="http://untoldentertainment.com/blog/2008/04/26/the-myth-of-ad-supported-mmos/">fistfuls of hot, sweaty cash</a>.</p>
<h3>Subscriptions</h3>
<p>You then offer an enhanced version of the game at a price for people who are really into the game. Enhanced can mean extra functionality, or new races/ingame stuff only available to subscribers, or even just cosmetic bonuses like getting an 'I Rock' badge on their profile.  One thing that is important to us is to totally avoid making players who <em>don't </em>subscribe be unable to compete on a fair playing field in the multiplayer game &#8211; we will never make it so you feel you have to pay to be able to do well. That said many online games do exactly that so it certainly is a (slimy) way to encourage subscriptions.</p>
<h3>Sell In-Game Thingies</h3>
<p>That's right, thingies. One very interesting alternative to subscription-based revenue is to use micro-transactions to directly sell in-game stuff to your players. This can be anything from enhanced items to the ludicrously popular cosmetic stuff- special pirate hats for your players, or a custom badge for your profile. This model of providing the game for free and then selling extras to enthusiasts can really scale up moneywise and there are a lot of examples of it doing extremely well. Just look at Maple Story which <a href="http://lsvp.wordpress.com/2008/05/27/nexons-maplestory-sold-30m-of-digital-goods-in-the-us-in-2007/">made over $30M in 2007</a> from selling in-game clothes and <em>hair makeovers! </em>We'll be thinking very carefully about this model vs subscriptions when we are getting ready to launch our persistant game.</p>
<h2>Alternative Revenue Ideas</h2>
<p>Those are the most obvious ways of earning money from your game, but that's not quite the end of the story.</p>
<h3>Sell to Other Developers</h3>
<p>Once you have a lovely, polished game engine you have the option of licensing this out to other developers for a tidy fee. You could also do this with smaller components, like a map editor or similar. Flex in particular doesn't have much in this space but must have a large amount of prospective customers. We may consider this, depending on just how lovely, extensible and useful our work ends up being!</p>
<h3>Blog -&gt; ???? -&gt; Profit</h3>
<p>Writing a blog can directly (eg ads) and indirectly (referrals to your game, free PR, getting 'noticed') make money for you. We don't intend to ever directly try and make money from this blog but it will be interesting to see what else comes up!</p>
<h3>Sell The Company</h3>
<p>You can't really plan for this one or count on it happening, but sometimes small independent game companies get bought out by bigger companies, making their founders filthy rich and smug to boot. I'll let you know if it happens to us!</p>
<p>Have any other ideas about this topic? Post a comment!</p>
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