Happy Birthday iBomber

Happy birthday to you.  Happy birthday to you.  Happy birthday dear iBomber, Cobra’s hugely popular top-down WWII themed bomb-em-up for iOS.  Happy birthday to yooooouu.

We suspect we may now owe Warner Bros money for a public performance but, to be fair, screw them.  Their hired goons are likely yo be out turning over children’s parties, threatening family gathering and turning over picnic tables to extort their blood money from the innocent, rather than reading the world’s most popular website focused on the interactive entertainment and digital media industry in Scotland.  Fools.

Anyway, as you may have guessed, iBomber, the top-down iOS game of wholesale destruction and massive collateral damage has just turned three.  Originally released this week in 2009, the game has proved incredibly popular and spawned an entire franchise.  The most recent release, iBomber Defense Pacific was the biggest yet, launching simultaneously on both iOS and Valve’s terrifyingly huge and globe-bestriding digital distribution platform, Steam.

Cobra’s now planning TWO new games in the iBomber series, to be announced in July this year which promises to take iBomber into whole new realms of bombing.  We’re hoping for precision guided-ordnance and drone aircraft, which allow one to engage in illegal assassination of foreign nationals, or a wider range of tactical weaponry, such as bunker busters, runway ravagers or napalm.

In the meantime, why not sit and reminisce about the good old days, with a pint of wallop round the old joanna and raise a glass to the good old days with the original iBomber trailer.  We remember when all this was fields.  Blackened, burned, desolate fields.  And rubble.

Happy birthday iBomber.  As pioneering and aficionados of all that is good and right when it comes to games, we’re certain you’ll have bought and played iBomber before now.  However, to celebrate its third birthday, Cobra have thoughtfully made the game FREE for a limited period.  You could tell your non-iBombing chums.

New From YoYo Games – Froad – For iOS & Android

YoYo’s busy and efficient release schedule is back with the company’s latest title emerging for both Android and iOS.  Froad (is he/she a frog or a toad?  We may never know…)

In Froad, players are challenged to catch and nom down on tasty, tasty bugs – and avoid yucky horrid bugs, to keep Froad alive.

Keep him full, keep him happy.

Froad is another title in the simple, fast, pick-up-and-play style of game in which YoYo is rapidly making a name for itself.  The company’s previous titles – Karoshi, They Need To Be Fed, etc. are tapping into the appetite for fast, accessible games for smartphones.

YoYo’s game catalogue is now approaching 20 titles, covering a wide range of styles and genres – and formats, since the company is now publishing titles in HTML5.

You can buy Froad now on the Apple App Store and Android market for £0.69/$0.99.

Check out the video for the game here:

Scottish Companies Attend Mobile World Congress

The Courier has helpfully pointed out that several Scottish companies are attending the Mobile World Congress in Barcelona this week.   It just lists the ones from Dundee and Fife however.

Outplay, Tag, YoYo and Zendit are all highlighted, though there are 21 Scottish companies attending the event.

From The Courier:

A contingent of 21 Scottish companies are attending theMobile World Congress (MWC) in Barcelona — a show that attracts more than 60,000 delegates including representatives of the world’s leading technology firms — with the support of Scottish Development International.

Developers Outplay EntertainmentTAG Games and Yoyo Games of Dundee will all be showcasing their latest developments along with Dunfermline-based Zendit, a company which provides a platform for multi-channel internet applications.

Yoyo Games founder Sandy Duncan, a former vice-president of XBOX Europe who worked with Microsoft for 17 years, said it was essential that Scotland’s digital gaming talent found the global recognition it deserves.

He said his company had picked up work at a recent trade fair in Hamburg and he was flying out to the Games Developer Conference in San Francisco immediately after the Spanish conference where Yoyo was to be an exhibitor for the first time.

He said: ”The best-kept secret within the games industry is how prominent the games industry is within Scotland. I met with a guy this week who sold his company to AOL (America Online) for £100m and he asked what we were doing in Dundee.

”I had to explain to him that Dundee was full of games people. Conferences help to explain to people that Scotland is pretty much the centre of British games industry.”

Among the major companies that will be at MWC next week are Qualcomm Ventures, HTC, Nokia, Orange, Microsoft and Intel Capital.

SDI chief executive Anne MacColl said: ”We know the skills, innovation and expertise Scotland has in mobile technology are world-leading.

You can read the whole article on the Courier website.  We’ll be sure to post the full list of companies just as soon as we find out who they are.

If you’re in Barcelona this week, why not send a quick show report into your friendly neighbourhood Scottishgames for a post-gig roundup?

Data Driven Analytics – What Social Games Do

The team at Huzutech in Glasgow posted a fascinating piece on the use of data analysis and metrics in the social gaming space on their blog last week.

We checked it was OK to re-post the piece here and present, for your pleasure and delight, Huzutech on social gaming and designing by data analysis…

You can find the post over on the Huzutech blog – and we’d recommend checking it out.

 

The IPO of San Francisco social games giant Zynga at the end of 2011 highlighted just how polarised opinion is when it comes to this new area of gaming.

The social games scene exploded in last year.  The number of games on the market increased beyond all expectations, as did the variety of games – from simple word and puzzle titles, through to massively multiplayer adventures.

This expansion drew in huge numbers of players and led to massive growth in revenues, from subscriptions, the sale of virtual goods and advertising.

It culminated in late 2011, with Zynga’s initial public offering which valued the company at over one billion dollars.  Not too bad for a company which is not yet five years old.

Despite all of the success however, there remains a lot of cynicism over the future of the social games sector and the long-term value of the games themselves.

Many developers and publishers working within the existing games industry have expressed doubt over many aspects of social gaming.

The fact social games are free-to-play is seen as unsustainable and damaging the value of the game itself.  If a player does not have to pay for a game, the argument states, then they simply don’t value it.

The reliance of social games on the various social platforms (such as Facebook) ties their future into the ongoing success of that platform.  If the network runs into problems (over issues such as privacy), starts to lose large numbers of users, or makes major changes to its support for games, then titles using that network can run into problems.

Then there are the actual games.  Perhaps not surprisingly for a creative industry, this is one of the most fiercely held contentions regarding the social market.  Social games, it is claimed, lack any sort of artistic merit.  They are cynical marketing tools, which use psychological tricks to keep players coming back for more, in order to get them paying.  In short they’re not creative, fun or ‘designed’ in the same way as console, pc or even mobile games, but designed and driven entirely by numbers.

Are any of these claims valid, or even fair?  In part, yes.  However, some of these issues are being viewed in the worst possible light, possibly thanks to the sweeping changes and huge differences social gaming has introduced into the wider games industry.

The social gaming market is something entirely new.  Less than five years ago, it did not exist.  The fact it does now is down to Facebook opening it’s Application Programme Interface (API), which allowed developers worldwide to go and create their own content for the rapidly growing social network.

On any new device, technology or platform which supports consumer facing software, games have very quickly become the most popular type of content.  From the iPhone and Apple App Store, to digital interactive television to social networks, gaming it seems that users are discovering the joys of simple, short and low cost ways to play.

However, the market for these new forms of gaming operate very differently from the existing console and PC sectors.  The most successful games in new social, casual and mobile markets are free.  At least initially.  Users who are looking for smaller, simpler forms of gaming are certainly not going to pay £30/$40 up front for a game they don’t know they’ll enjoy.  While much lower price points ($0.99) have appeared on some markets, the most successful games are those which allow users to download and play them for free.

This business model requires an entirely different approach to creating and marketing a game.  In the ‘traditional’ games market, once the player has bought the game, whether they enjoy it or finish it is almost irrelevant (until you come to release the sequel).  The free-to-play (F2P) model, has to encourage players to return, to play the game again and again, so that new content, new virtual goods and new abilities can be unlocked or ‘sold’ from within the game itself.

Many companies are pushing ahead with this model to great effect.  New levels, new items, character customisation and rare/exclusive items can be sold to enthusiastic players and generate as much, if not more than simple up-front game sales.  Other companies have found success with an up-front payment and then in-game purchases.  Others still have made their entire game free-to-play but have included advertising links within the game.

All of these models are still in their early days, but indications so far are that with care and attention to when and how players are approached, they are willing to buy new content on an ongoing basis.

These points of payment however, have become contentious within the wider games industry, thanks to the data which social games companies can gather from players.  Unlike the PC and console market, where a player’s contact and interaction with the developer/publisher is limited, social games run and interact on a server, so the player is in almost constant contact with the company behind the game.

This gives the social games company far, far more information on how their players act within the game – down to individual mouse clicks, progress through the game and items used.

Many social games companies are using this data to refine and hone their titles, to make them more appealing, more compelling and dare we say – addictive.  This allows them to look for revenue on an ongoing basis, keep users engaged and make sure their players are still their players in the months to come.

This focus has lead to some criticism from the wider games industry that the social market, rather than being creative or driven by design, is actually being driven by data analysis and marketing.  Many developers are looking upon this as a negative thing, taking away much of the creativity and ‘art’ of other forms of gaming.

None of which is strictly fair.  A game which relies upon more ‘casual’ players has to be accessible, simple to pick up and easily understood.  A game which relies upon players returning many times, so that in-game purchases can be made, has to be compelling and addictive – though oddly enough it does NOT have to be ‘fun.

The data on when and how players take part in games, gives social developers the opportunity to really focus on getting players into the game, keeping them playing and encouraging paid transactions.  In turn, this understanding gives social games companies certain rules and mechanisms which can be used in new games and built into experiences which should keep players even more engaged and offer more opportunities for revenue.

There is a case to be made that the console and PC games companies, given access to the same data, would be adopting broadly similar approaches to development and design.  Major console games cost tens of millions and increasingly, hundreds of millions of dollars to create.  The publishers behind those games are not gambling with those sums of money.  They’re focusing just as much on what worked, what was popular and what players will pay for as the companies working on social games.

Does this mean that data analysis can replace the human element and creativity in game design?  Clearly not.  Data analysis can only take you so far.  Since the social games market is still so young, there’s simply no data on long-term use or user response.  Nor can data analysis reveal what isn’t yet on the market.  While many of the leading social games have pulled in millions of players, many more have yet to give games a try.  What is it going to take to address these potential gamers of the future?

Data analysis is a useful tool.  It can help make identify problems in games and allows developers to refine and polish their titles, but it won’t necessarily help create exciting, innovative and unique new experiences which don’t yet exist

As for the new business models being explored by social games companies, again there’s no real long-term data.  However, there are other platforms and indications that virtual good and in-app purchases are being accepted by users worldwide as interesting and valuable.

The mobile markets from Apple and Android feature a variety of apps, not just games, which feature in-app purchases, subscriptions, advertising funded titles and virtual goods.  If the platform is trusted, the revenue model convenient and the content perceived as having value, then consumers seem willing to pay for it.  Even ‘rental’ models for online movies, music and publications are beginning to make an appearance.  Its up to the creators to ensure that their content is seen to have that value.

Online, existing virtual communities such as Moshi Monsters and Club Penguin have also shown that new revenue models can work – even for audiences of a much younger age.

In short, it seems that the opportunities to move away from the traditional retail model is being explored – successfully – by a large number of companies across the online, mobile, social and casual markets.  Which has to be good news for the brand owners, media companies and intellectual properties now looking seriously at these new areas of entertainment for new revenue streams and opportunities to interact with consumers in a new and more interactive ways.

Finally, the concern about relying on a single platform – such as Facebook – is a valid one.  While social networks are still a new phenomenon, there is already substantial evidence that all networks are transient.  Previously booming communities such as Bebo and MySpace have shrunk to a shadow of their former selves.  Yet, Facebook has in many ways rewritten the rules for social spaces.  The open API and critical mass of users suggests this network will be around for a significant time to come.

Which does not, however, make it the only platform in town.  Users are increasingly choosing their own entry point to the Internet.  Some people are Twitter fans and never touch, Facebook.  Others have migrated to Google+.  In many countries around the world, Facebook is not the leading social network by a large margin.

There are opportunities outwith the world’s biggest social network and new channels, communities, networks and routes to market are appearing on an almost daily basis.  So while Facebook may currently by the ’800lb gorilla’ in social gaming, developers, media companies and brand owners need to take a step back and ensure they’re addressing the broadest possible audience.

The bottom line in this new ‘mainstream’ gaming market is that the consumer is king.  You need to be active in the channels they’re using.  You need to be creating games they want to play.  You need to find revenue models that they trust and are comfortable using.

Consumers are increasingly technology agnostic.  They want their favourite content on all of their devices and the artificial barriers created by different devices will start to disappear even more quickly, allowing Facebook users to compete against iPhone owners, Android users, Google+ members and even the new generation of Internet connected televisions.

Far from being a bubble, a fad or a niche, the rise of the social games market is revealing a future for interactive entertainment which is more open, challenging and exciting than it’s ever been before.

Regardless of the platforms, the design methodology, the business models and the routes to market, the future promises to be all about games.  Who knows, there may even be room for fun!

You can find Huzutech online, on Twitter, Facebook or LinkedIn.

What’s Hot & Wet & Steamy?

A lovely cup of tea, obviously.  Which is the main component of Cobra’s dreamy Storm In A Teacup, which is now available on Steam to download for your PC or Mac.

If you’ve not come across the game before, it’s a charming, whimsical and slightly surreal platformer in which a young lap in a teacup must negotiate a lush cartoon landscape, avoiding enemies and using a rather sweet inertia control system to reach the end of each level.  Think Little Big Planet meets Mario.

Storm In A Teacup is both sweet and pretty.  It’s available now on Steam for the extraordinarily moderate price of £2.54.

Go git it, cowboys.

Farewell to all that…

Have a very Happy Christmas, readers.  We’ll be posting over the holidays, but would like to thank you all for flying Scottishgames.net in 2011 and look forward to your ongoing patronage in 2012.

Till then have a lovely holiday, complete with presents, mince pies and much love.

Brian…

GTA IV Hits 22M Sales – Series Now At 114M In Total

If you were in any doubt whatsoever, that the Grand Theft Auto games are really quite popular, the latest sales figures should clear that right up.

GamaSutra reports that in a presentation to a financial conference yesterday, Take 2′s Strauss Zelnick revealed the lifetime sales for a number of the company’s leading franchises.

The most recent Grand Theft Auto title, GTA IV, which was released in April 2008 has so far sold over 22 million copies worldwide.  This puts the game ahead of the previous title, GTA: San Andreas, which had sold 21.5 million by the end of 2008.

In total however, the sales for the Grand Theft Auto franchise overall, since the original title was released in November 1997, have now reached 114 million copies.

The entire Grand Theft Auto series has, of course, been designed and developed in Scotland since the original game was created by DMA Design in Dundee.  Rockstar North, based in Edinburgh is still the developer for the overall franchise (a couple of handheld titles aside), making GTA an entirely Scottish phenomenon.

And it IS a phenomenon.  According to the lawsuit raised several years ago, Scotland’s other global cultural export, the Bay City Rollers, sold a mere 70 million records worldwide.

Congratulations to all concerned.  We look forward to a statement of acknowledgement from the Scottish parliament and a proper blue plaque.

Doing Good, Caring For Kids, Playing Games – So You Don’t Have To…

Long time friend of Scottishgames, talented artist, banner contributor and all round good egg Sarah Morris is putting her life on the line to play 24 hours of gaming – non-stop – to raise money for the Royal Sick Kids Hospital in Edinburgh.

As part of the Extra Life charity, Sarah is promising to play a staggering 24 hours of the staggeringly difficult Dark Souls (sequel to the notoriously hard Demon Souls) – and is looking for sponsors to help her raise $800.

However, being a talented type and the very soul of generosity, Sarah isn’t just looking for cash.  She’s offering prizes – original artwork – for those willing to donate:

So in order to help raise the money I will be putting my arty talents to good use by giving out art prizes for the lovely people that help me reach my goal.

There will be 3 main prizes for the people that pledge the largest amount, all the prizes will be done drawn by yours truly.

First prize: A digital illustration done and also a small personalized Pixel Art Avatar for their twitter account.
Second and third prizes: Personalized Pixel Art avatars for their twitter accounts.

But I haven’t forgotten about everyone else. Anyone that pledges over $20 will be given a choice of one of four pixel art images.

Sweet!

Sarah is not only very sweet, very charitable and a kick-ass gamer, willing to put her health and social life on the line, but she’s a seriously good artist.  It would definitely be worth getting a hold of some artwork before she gets involved in some massive game and ends up more famous than you.

You can find out more and donate money over on Sarah’s Extra Life page…

[Image above by the equally frighteningly clever Andrew Macdonald]

Storm In A Teacup – New From Cobra

Storm In A Teacup, the latest title from Cobra is now live on the Apple App Store.  A physics-based platformer, the game challenges users to ‘explore amazing, dream-like worlds. Solve puzzles, avoid pitfalls and beat the bad guys’.

The game has just been updated, adding 10 new bonus levels, a brand new Challenge mode, customisation options, allowing you to tailor exactly what Storm looks like, plus additional story elements.

The game has been getting some decent reviews from the media, so the new update promises to increase the physics based fun to new levels (literally, there are new levels in there…)

You can find Storm In A Teacup on the Apple App Store for for £0.59.  It’s available for iPhone/iPod and iPad.  If you need a little more persuasion, there’s even a Lite version available for free.

Or you can check out the game in action on YouTube…

Introducing – Deep Pixel

Ladies and gentlemen, please welcome a new company to the Scottishgames family.  Deep Pixel is an independent studio, based in the glamorous west end of Glasgow.

The company’s first project is a genuine, honest-to-goodness book.  Unity 3 Blueprints is a guide to the hugely popular Unity technology, being used by developers and studios worldwide.  It contains instructions and information to build four different games projects, with art resources, sound effects and materials all available for download direct from the Deep Pixel website.

Like any self-respecting company, Deep Pixel has a vision.  Unlike Scottishgames, it’s not a vision of pink elephants, hoovering up the last bag of wasabi peas at the bar, but concerns the future of gaming itself:

Deep Pixel is primarily a digital games developer, focussing on mobile and indie games platforms.  Our mandate is not just to create fun gaming experiences, but ones that also engage the player on an emotional level.  Strong core mechanics, accessibility and polish are what we want the hallmarks of our games to be.  If you find the right balance of all these ingredients, then the end result has a strong identity and definitive ‘feel’ that projects it above the competition in an already crowded market.

With which only the most egregious and corporate could argue, we’d say.

Not only that but, when cornered, founders Craig Stevenson and Simon Quig were happy to give us quotes about Deep Pixel, if only to make us go away.

CRAIG told us, “Simon and I have been very fortunate to have the opportunity to kick off Deep Pixel with the release of our Unity 3D book, which aims to bring game development to the entry level of indie game creation. The four “blueprints”, as we call them lay the groundwork for some classic game mechanics, which can be taken and implemented right across the game development board. We hope readers can take these lessons and go on to create some really kick-ass games!”

Quite.

SIMON, meanwhile, commented, “We tried not to put too much of our own stamp from a stylistic standpoint on the four games within the book.  The plan was to give each enough personality to feel fun and appealing, whilst leaving them open for the user to experiment with and adapt at their will.  Going forward as a games studio with our own Intellectual Property, our chief concern is the production of a cohesive player experience, in terms of the game rules, colour palette, movement and sound.  Getting these elements to marry up perfectly is what elevates an average game to ‘water-cooler’ title status.  If we can set a mood in which people become deeply immersed, then I think we’ve done our job.”

Deep Pixel is now open for business, Unity 3 Blueprints – A Practical Guide To Indie Game Development is now for sale on Amazon.com and the company website is here.

If you know anyone who’s interested in game development, or is considering a job in the games industry, then buy them the book for heaven’s sake.

Deep Pixel has, of course, also been added to Scottishgames’ utterly comprehensive Who’s Who section, making them very official indeed.

Welcome guys.

Buy the book.