Tag Archive for game

WGT Golf – the best flash game you aren’t playing

While I’m not a huge fan of golf games, I felt the need to write a short post about this game. World Golf Tour would have to be one of the most realistic golf games I’ve ever played, which is saying something because its a free,  online, multiplayer flash game that runs in your browser.

I find it particularly interesting because its as far from a normal flash game as you can get. It has the system requirements of some PC games and plays in a huge 1280X800 screen (minimum), whereas most flash games play in a tiny 600×400 window. I’d actually have to say that this is the most hardcore flash game I’ve seen, as in, it’s not created just to shoot some zombies for 5 minutes and then never come back. This is a full fledged, feature rich, realistic and eye popping game that you’d be happy with if you had just paid $100 for it at EB.

You could almost call it a MMOG (ok not quite), as there are tournaments run all the time where 1000’s of players compete to make the cut, qualify and win prizes. In fact WGT just ran a tournament alongside the US Open at Bethpage Black, they called it “the Virtual US Open Championship” and the winner gets a pass to next years tournament. The virtual US Open was played out over the same time period as the actual event, and it certainly adds to the interest level of the game and the event itself, as people who have played the online course a lot can watch the pros do it on TV and compare themselves. I can’t think of anything else like it, and its a great idea. Over 180,000 people also though it was a great idea and signed up to compete on the course. Only 200 people made the cut, and the winner, NASAGolfer, took the prize and received 2 tickets to the 2010 US Open at Pebble Beach.

Where all these people actually found out about the game is a mystery, and while I found it over 6 months ago, I can’t remember where either! You can even try a few searches on google for online golf and flash golf, but you’ll never find it! Odd!

WGT Golf uses a great little business model where the game itself is free, but has a micro transaction system if you’d like to buy new clubs. The Bethpage black course almost required some better clubs (you couldn’t even reach some fairways with basic clubs) but when they only cost $5-10 for a set, it’s good value.

So if you’re tired of the same shallow flash games that are released over and over again, and you like golf, I highly recommend giving this one a go. If nothing else the scenery is speccy!

Give it a go now… WGT Golf

Pre Release Hype for Flash Games

Aside from popular sequels, I don’t think I’ve ever received or read any form of pre release marketing for a flash game. It may have something to do with the size of the games, or the general idea that flash games are quick, disposable and not really worth doing much marketing of any kind. Or perhaps people are afraid that they will tip off ‘the competition’ to the kind of revolutionary game they are developing? That’s quite certainly the case for us!!

So for the last couple of months I’ve been mulling over exactly what to release about our supercalifragilistic game, which will both interest gamers but dissuade developers from making a clone before we do. As it stands, even though our programmer, Saxon is coding his first ever game in flex to what I think is a very high standard, I’m still concerned that someone with more time or a bigger team could see what we are making and do it before us. Whether this is a valid concern or not, I’m not sure, but to be safe we are going to start hyping the game around 1 month before release so that there is almost no way we can be cloned.

In an attempt to build hype for our game, and reach as many people as possible, I am planning on releasing a range of teasers, newsletters, videos, development journals and press releases in around 1-2 months time. In the beginning I expect we may only attract the attention of other game developers via the development journals, and then once we’ve announced the genre and general premise of the game, hopefully we can start to build a sizeable subscriber base to our newsletters, twitter followers and rss feeds. I’d imagine we will announce the game’s big ‘hook’ or selling point only 1-2 weeks before release.

I’m planning on trying some “War of the Worlds” kind of press releases, which are written as if the game’s events are actually occurring, except of course they are so absurd that the reader hopefully has their interest piqued and goes on to watch a posted youtube clip, screen shots or something similar. With any luck these might be successful enough to gain preview write ups in online mags or get dugg, and further build our subscriber base.

I’d also like to think that this game is kind of a “casual game for hardcore gamers”. I know many hardcore gamers play casual games (I’m one of them), but I’m still going to try pitching our game in this manner to try and bring more attention to the fact that flash games can be enjoyed by more hardcore gamers, and that they can have some level of depth.

Well that’s about enough rambling for now… I’ll have to try and get some links coming in now for this development journal, perhaps Emanuele Feronato will link to this or my other articles? If you are coming from his site, then huzzah!

Thanks for following, and sign up for our newsletter on the right, or follow me on twitter to receive more updates in the future.

If you have anything to contribute I’d love to hear from you. Have you tried your own form of pre release marketing for flash games before? Do I not know what I’m on about? Set me straight or give me your opinion!

Deuteros on Amiga Forever

The other day I shelled out a bargain $30 for Amiga Forever which comes with a bunch of old games and a really easy to use interface. I used to play around with WinUAE (and I believe Forever may use it) but this is so much easier. The first game I wanted to check out was Deuteros, one of my favorite games from ‘back in the day’. I got sidetracked with Kick Off and then Ports of Call, and eventually sought out the glorious space game…

I’m about to attempt a kind of review of this game, but its going to be difficult, since I’m not sure if my fond memories cloud my judgment! So I load up the game and am greeted by the quirky animated logo…

Deuteros

Deuteros

This is so cool, and I can’t believe no other games (?) ever did it. It’s one of the many small details that makes the game take on its own unique feel and atmosphere.

In fact the detail throughout the entire game, from the interface to the sound all come together with such skill that you almost forget that you are playing through gameplay sequences that would be considered as boring as making paint dry, if it were attempted today. Ok, maybe not that bad, since I did play it for a good 3 hour stretch (and found it hard to stop). I’m not sure exactly what made me want to, but here is what the gameplay consists of for most of the game:

– Train dudes, press “advance time”
– Research part, advance time
– Build part, advance time
– Launch ship, advance time, deploy part 1 of 8 (no advance time needed!!)
– Shuffle personnel around in a very drawn out, annoying process.
– Build new base on new planet and repeat above.

Yep, the advance time button is hideously annoying! There are some frustrating and boring tasks, and there’s very little action. But this game, for something made in caveman times, has some serious immersion and atmosphere. It really feels like you’re part of a post-apocalyptic space faring people. The visuals ooze style and flair, the ship designs are awesome and the interface screens (particularly earth’s flaming surface) are works of art. The midi sounds are brilliant, each screen has its own sound – beeps for research, oppressive industrial sounds for mining, and super cool mechanical ship loading sounds. The boring task of launching a ship into orbit is almost made fun with the noise and gloomy Giger-esque ship interior (complete with rear view screen for some reason).

Deuteros

Deuteros

I think another factor that really adds to the immersion is the interface. You’ll rarely ever see any text interface which is just a functional “button” floating in space attached to a “game interface”. In Deuteros the main interface is a mess of wires and screens, eyeballs and globes. You don’t just press “launch ship”, you’re inside the ships cockpit, and the launch button is on the actual console. So you get the feeling that you are moving around in the game environment, rather than commanding things from a distance, unattached to anything.

So far I’ve progressed to meeting the Methanoids, and have built up a stockpile of resources to wage war on them, however during their first few attacks I’ve been beaten back pretty badly (man this is a hard game!). I swear they knew I was stockpiling, damn cheat computer! I think I’ll need to adjust my strategy next time…

Well I hope you enjoyed my hastily written, unplanned and so called review of one of my favorite Amiga games, Deuteros. It’s a great trip down memory lane, and if you somehow missed it I highly recommend checking it out!

Now… can I implement these design features in our game… humm…

The BS Team

I’d like to share a brief history on Binary Space’s dynamic duo. Ok so we are yet to prove our dynamicness but our first game hopefully will! BS is coded and creativized by Saxon Druce and Jay Weston, both of us PC game developers from way back. We worked together at Ratbag Games on games such as PowerSlide and Dirt Track Racing from the late 90’s until the early naughties, myself doing art and game design for 5 years, Saxon coding until the coke ran out (a few years).

Saxon left Ratbag and continued coding away as a contractor for the intervening years at various places including the defense department and big name mining companies. I started a texture library company, Hyperfocal Design with another Ratbag employee. It took a few years to get going (because I was incredibly slack and poor at motivating myself) but is now a decent earner. Through Saxon’s contracting and my own business experience we luckily have some business sense and legal experience, which will always come in very handy.

During the last few years I certainly started feeling the creative itch coming back after being pretty burnt out and disenchanted you might say with AAA class games development. Plus while I’m quite happy with Hyperfocal, there is little in the way of creativity – its almost purely a business exercise. I actually made one possibly foolish attempt at starting a PC title, which I’m quite glad didn’t work out now, because I’m not sure I’ll ever be keen to lead a large company with many people’s jobs in my hands! That attempt got as far as getting funding for the concept phase but not much further.

At this time I increasingly found ideas for game concepts popping into my head, so I’d share them with friends between breaks in front of the 360, and thought how cool it’d be if someone made it. Yeah, the same old story with many gamers I guess. I’m not sure what actually changed to make me decide to give it a go for real, perhaps because the latest idea I had I felt would be so much fun… I’d also recently been forwarded or somehow came across a few flash games that really surprised me with their game play, graphics and cool factor. Two of those games were definitely “The Last Stand” and “Dino Run”. One of the best things about making small scale games like this is that you can make lots of them in a short time, and you aren’t constrained by publishers, deadlines, execs or existing IP/licenses. While I was a game designer at Ratbag, I realized that I wasn’t ever going to have the sort of creative control I wanted. Its just the nature of the beast. Now if my game design’s fail I have no one else to blame, however!

I had a pretty good look at various articles on the biz side of flash games (man’s gotta make a living somehow) and it seemed to be becoming reasonably profitable. So I thought to myself “I can’t code to save myself, making games is no fun on your own, and that Saxon dude could really code!”, so I emailed Saxon and asked if he ever considered making games again. The short version is he did, so we are. It’s good for me, because I’ll read the comments in his code (and even the actual code, which makes my brain bleed) and realize that few other flash developers would be so lucky to have someone with so much experience and coding skillz. And lucky for Saxon too I spose, cos programmer art is ugly!

So I think we have a pretty dang good team, and I can’t wait to show you our first game…

Flash Game Development Journal

I’ve read a few great development diaries from other people such as Emanuele Feronato and I thought I’d do my own for Binary Space and for any other developers who are walking down a similar path. I’m not sure yet exactly what I’ll write about week to week, so I’ll just write when I feel I have something interesting to talk about.

Small Biz
At the moment our game is at very early stages, and we’re familiarizing ourselves with how the whole industry works. There’s just the two of us, a programmer and myself (artist/designer), so the whole thing is run very much like a small business I suppose, with the owners doing a bit of everything whilst trying to steer the ship. So yes we are in this to make money as well as make fun games. I have another business that is doing well, so I can afford to spend as much time as I like on the game. I’d say its one of the harder things to do, trying to perform your main roles whilst trying to figure out how to host a website, what is a CPM, what is a CPC, whats a good CPM/CPC, how much bandwidth will we need, what’s our game going to be worth, what’s a good company name and a million other little things. But I feel like I’m getting a reasonable handle on all of this now, so I’ll be writing about my expectations, thoughts and plans, without giving too much away about our game in the short term!

Numbers and Best Case Scenarios
I must admit I’m a little surprised at the numbers for flash games, specifically: the low cpms for advertising and high game hosting fees almost cancel each other out, and depending on various factors, my maths say that we will be either making a small loss on our homepage or a small profit. I’ve looked at a ton of dedicated host options and content delivery networks, both of which are fairly expensive. Then there’s also Mochi’s free hosting option, which I’m looking into closely. I can’t help but think there must be a catch, so I’ve emailed them to confirm!

Home Page Numbers
If we look at some exact numbers, a successful game can do 30 million plays in a year, and I’ve heard from other developers that they still get up to 5-10k visits a day one year after their game is released.
For this example, I’m going to take Mochi’s standard CPM (money they pay per 1000 views/plays) as a very reasonable 0.50c, and I hear Adsense is roughly the same for entertainment. So for the home page, getting 10k visits a day (yes this is best case scenario), you should expect to make an un-whopping $10 a day or roughly $3500 a year, possibly double or triple that daily rate in the first few months of release, I’m yet to pry too much into other developers to get this figure. Guessing numbers of views on your home page is always going to be mega-ballpark because it all depends on sponsor deals, your own marketing efforts, whether you were Dugg, how good your game is, and so on. So say $1-5k on your home page a year per great game…

Outside the Home Page
For everything outside your home page, you’ve got sponsorships and mochiads. For a game that does 30,000,000 plays, mochi might give you around $10,000, and you might manage another 5-30k from sponsor deals again depending on how much they like your game. I have little idea what the upper limits are for these guys, obviously they will be trying to part with as little money as they can, whilst you will be asking for as much as possible. Flashgamelicense.com is certainly a good site, in that it definitely creates a bit more competition among sponsors to get your game.

Wrap Up
So for a killer flash game you might make tops, $50k a year. That’s using the standard advertise, sponsorship, mochi route that most people take. Depending on how long it takes you to make this game, 50k is either paltry or awesome. Either way I swear money must be getting left on the table somewhere. I mean, 30 million or so plays in a year or two – that’s a really, really big number. If you did that in other game industries, you’d have a massive hit on your hands, but with flash you might make an average wage. Yes the scales are much different, but when you work out an hourly earn, its pretty average. Plus when you consider that other free games like Mafia Wars on Facebook are killing it to the tune of millions a month, the same should be possible to at least some extent with flash games.

You could say its a combination of a flooded market, mostly sub par games, and unfortunately low advertising rates that causes it, and that’s possibly true. However I’ve been in business for a little while, and while I mainly want to make fun games, I also find it fun and challenging to make money! So while our first game will follow the tried and true, standard portal/advertising/sponsorship formula, that will just be to get our bearings, get some experience under our belts, and then we already have some plans for something different for the next game.

Stay tuned and thanks for reading.

Other Sites
If you’d like to read some existing dev blogs/reports then:

Emanuele Feronato
Fun Face

Elite Games
Gaming your way
and
Gamasutra: “Wheres the Cash in Flash”
… are all great places to start.