(Notes from Flash in the Can conference)
Flash 8 AdverGaming Development- Sam Rivello. www.rivello.org
casual games — extremely simple gameplay — allow gameplay in short bursts — 2d, abstract graphics — generally mouse-based
Trial-purchase business model
-try
-buy
-[subscribe…?]
right now: $6b online gaming
2009 — est. $9.8n billion annually
consumer type — 29% casual = $2 to $3 billion a year
Bejewelled is the “crowning achievement” in casual games
the more abstract a game, the longer its shelf life —up to a point
flash games — extremely low development overhead, compared to PC/Console games.
[look up code for surrounding/lasso-ing with a mouse]
how long should the game be played? length of visit
how often should the game be replayed? number of visits
design game to be update-able — keep it fresh
8 weeks seems to be the standard lifetime of a (version of a) casual game
-proposal — just put in enough info to get them to accept the idea. Not so much that the idea appears inflexible . don’t get bogged down in the details.
-pitching the game can be more difficult than building the game
“high frequency gameplay” : Won’t play long, but will play frequently.
-are you measuring number of gameplays, or length of gameplays?
-remember to explicitly point out what is NOT in the game
-Make sure you are specific about WHO OWNS THE CODE!!!!
-review rounds
-payment schedule
-secure assets
-begin programming
-work directly with ONE POINT of client contact
-agree upon a maintenance contract/schedule — update game on a regular schedule — new questions, new power-ups, that kind of thing. Keeps eyes coming back
-DO A POST-MORTEM!!!!!!!!!!!!!!