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19

One industry-sponsored study claims that only 22% of customers had a positive attitude toward social media advertising, and 8% of consumers abandoned an SNS (Social-networking sites) because of what they perceived as excessive advertising[1]. Schlosser, Shavitt and Kanfer reached the conclusion that users who "actively contribute content" view online ...


19

I personally witnessed the latter happening in Starcraft 2; a section of the achievements would have you win hundreds of games against their AI opponents (boring!) That presupposes that you're actually trying to get that achievement. Most people that get this achievement play AI matches in order to practice and get better at the game. Your overall ...


16

There's a lot of questions here, I'll try to answer as many as I can to the best of my ability. First: Is this a new concept? No. A lot of web games use "timeouts" in the form of terms, action points, or limiting the total amount of actions a player can do at once to a low number. This was true 13 years ago with the online game Utopia, and is still true ...


12

App development for Google+ looks to be similar to app development for Facebook. That is to say, you will likely be able to use any language or platform that allows the game to be played in a browser, and you will interface with the API via RESTful style requests (basically making an HTTP call to something like api.plus.google.com) My guess is that this ...


6

There is a great presentation by Ben Cousins called Playing To Win. On slideshare (with narration) - http://www.slideshare.net/bcousins/paying-to-win It describes the case of Battlefield Heroes game which was very popular but didn't monetize well and how they redesigned the entire virtual economy ecosystem to make it better. The main changes they did were: ...


6

Virality is usually measured by it's K-Factor. The two links in the wikipedia article there are helpful as well - the article on viral app objectives lays out things, and Jon Radoff's spreadsheet can be interesting to play with to figure out some of the interconnections between various factors. K-Factor represents the lifetime number of infections that a ...


6

I'm the creator of Trainyard for iOS. It's a puzzle game, and when players solve a puzzle, they can share their solution on Facebook, Twitter, or directly on the Trainyard site. I don't do in-app analytics, but I can tell you that players do use the buttons. You can do a simple twitter search to see the people that have tweeted from the game in the past ...


5

I think the Sword & Sworcery is a great example of how to effectively implement social media posting into a game. In this case it was strictly twitter, but I think they owe a large portion of their success to this feature. Instead of posting scores or progress in a traditional sense, all of the story in the game is broken into 140 character chunks, ...


5

Generally, very few games use "fuzzy" AI. Most games have AI that is heavily scripted, because if it isn't scripted, the AI will do completely crazy, insane things that no human would ever actually do (see: bugs in Oblivion with "Radiant AI"). It's easier to test scripted AI than to try testing fuzzy AI that might not react in any predictable manner. Even ...


4

The shortest answer is "no", Facebook almost never gives away such placement for free. This is, literally, where they get all their money; Zynga (the big game developer) is the largest source of revenue Facebook has. While not universally true, a good rule of thumb is that if you see it, its for sale. The largest amount I've ever gotten free was $100 in ...


3

We've got a chat for these things too, by the way. :) For talking to random strangers on the internet: From personal experience, it's better to be able to say "hey, look, want to help me improve this prototype?" than "I'm looking for someone to code a game with". People come and go: Don't be afraid to start something yourself! As for actually working on a ...


3

The best possible choice here is actually to find and meet other local game developers who are interested in working with you on a project. If you're not in a big city, then maybe you'll have to make a trip to one every month or so. If you're completely in the middle of nowhere, however, then you might need to look for people online. The best possible way ...


3

There's a simple formula you can use: estimatedCost = (hoursRequired * costPerHour) + additionalCosts The hoursRequired can range anywhere from a few hours for someone advanced making something very simple to hundreds of hours for someone very amateur making something very complex. The costPerHour will vary depending on the number of developers and their ...


3

Having never played the *Ville games, a "Timeout" sounds an awful lot like a "cooldown period", which is not a new concept - all sorts of games have cool down periods (rpgs, mmo, fps, etc). The cooldown period may just be longer for *Ville games. The other replies mention reasons why. As for Angry Birds.. particularly Rio - I seem to recall that when the ...


2

As already answered, for "classical" social games (in the same way that the current FarmVille and Zynga games), the future is probably something between Flash and HTML5/JS. For example, another popular title from Zynga, Mafia Wars, is designed in HTML and JavaScript. Also, the web-based version of HOMM, Heroes of Might and Magic Kingdoms (by Ubisoft) is ...


2

HTML5/javascript may be the future of social gaming. Flash has a few issues right now that could conceivably get worse. Namely, it has security issues and does not work on apple mobile devices. In theory there is no reason you could not implement a game such as FarmVille ENTIRELY within the browser as opposed to using a flash plugin, but the market ...


2

So, I'm not sure what you mean by "virality". I'm going to assume you mean, "I want to track how often my players recommend my game to their friends and track how many of those recommendations turn into conversions." Check out Google Analytics and Omniture. They provide a great way to track stats across a variety of platforms and also provide ways to ...


2

One possibile explaination is to encourage players to return to the game later, presumably because it can produce more ad revenue (for ad-supported games, possibly depending on the terms of the ad contract), increased mindshare, or a more diverse social population. The latter is especially important for games with a strong social component. Another ...


2

I sincerely doubt that such a game engine exists. A.I. for example, is very domain specific and you probably won't find an engine that provides the A.I. you need out of the box. Also: The interest in JavaScript by game-developers just started to increase with HTML5 and the iOS platform. Don't expect to find any mature game-engines implemented in JavaScript ...


2

In my opinion, the number of achievements is not important, what is important is that there is something for everyone. In my mind, there are two objectives for achievements in games. Keep people playing (to gain more achievements) Give palyers bragging rights Without servicing both goals adding achievements is not worth the effort. As long as you have ...


2

What TYPE OF PLACE does one go? Forums or social media sites. There are already sites designed for that purpose. The type of places you want to go are the ones where these gamers are. Search the web for similar indie RTS games. Find out where people are talking about those games and start with that community. Don't spam. Just partake in the ...


1

Not being able to substitute words like in English is not a real problem, because while in English you have this problem less often, it is still there: "There was a man named %name%. He liked kids..." - female names won't work here. Instead you could try to have fun with a more complex approach. "There was a %person1.sexAndAge%. %person1.personalPronoun% ...


1

There is not one silver bullet. You can use an event driven paradigm: Whenever something happens in your game that can be relevant for a quest, raise an event. Define classes for your quests with event listeners to react to these events. Store the currently active quests (and their status and parameters) in a database When initializing your game state, ...


1

Purely speculation here but... The Google App Engine supports Python, Java and Go for site development. It wouldn't be unreasonable to suggest Google will give all three GAE languages the right hooks for Google+ application development. My current approach is to use GAE and Users Python API, since to use a Google+ app you will have to authenticate with a ...


1

Boring old DHTML (HTML4, JavaScript and CSS) combined with a server language like PHP have powered hundreds of very successful multi-user casual games - all those pre-Zynga-era games where you manage a kingdom / space fleet from static menus. Kingdom of Loathing doesn't use any plug-ins, I don't think. In fact, the Flash elements of Farmville are really a ...


1

I don't think anyone can give you a definitive answer to this one. You need to weigh up a number of factors and rate them based on your projects requirements. Licence terms: Are you required to link/mention the provider? Features: leader boards weekly/monthly/etc, achievements, matchmaking, etc. Platform availability: iOS, Android, WinPhone7, and Web ...


1

I have developed and sponsored (the flash game version of selling) an online board game which I made in 5 days. It is called Quintarow Online. My method was to use the development tool called Multimedia Fusion 2 which allows you to very speedily prototype game ideas. A working engine of Quintarow Online was developed in about three hours. The software has ...


1

Vassal is an open-source Java engine, I believe. Might not be too difficult to port to JS/HTML5. Aves is put out by Dextrose, but that just got acquired by Zynga, so I don't know any availability for it.


1

The only way to really test it is to measure the outcome of those messages. Eg is there a way to correlate the number of tweets to the number of new downloads. Speaking purely about twitter, the easiest way to measure virality is to see how often a tweet gets retweeted. For example, I have a website whendidyoujointwitter.com - it has a 'tweet this' type of ...



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