Tag: Console
Being Compared To A Console Game
by Porter on Apr.19, 2010, under Flash Industry
Ever played an amazing flash game, I mean, a truly excellent game, that just happened to be built for flash player? I have, only a few times, but they exist. I came across yet another one of those games recently, Remnants of Skystone, and I realized something, something that really disappoints me and pushes me away from this industry at times. Flash games that are of insane quality, often get judged far more harshly, and on the same level you would expect from a console game.
What happens, is that the game has so much polish, and so much content packed into it, that it works it’s way into the players minds to be treated as a console game. The player becomes far more picky, far more judgmental, and completely loses any ability on how to compare this new, quality game, to the far less quality flash game they played a half hour beforehand. This results in players dropping a 3 or 4 vote (often times lower) on Newgrounds or Kongregate, when they just handed out a 4 or 5 to a game half as well put together or polished just moments before.
It’s almost a compliment to receive such harsh judgment, but at the same time, it can be a punch in the face. For instance, if you don’t grasp that your game is so great that it’s receiving the effects of this odd psychological anomaly, you’ll likely be very angered by the reviews and less-than-deserving scores. The real insult comes when you see one of those games that directly attacks the addictive and power hungry nature of players, with a higher score. It’s annoying both as an observational player, and as a developer to see this sort of thing happen; it’s just discouraging.
I know I’m not the almighty judge who gets to decide what is and isn’t a great game, but I’m going to lay down my personal and well thought out opinion on a few games, and give some examples of what I’m talking about. Let’s take a look at the most recent victim of this behavior, Remnants of Skystone. The game’s quality is absolutely amazing for a flash game. As a game in general, it’s still impressive. It has it’s flaws, I won’t deny that, but as a flash game, it’s among the best that the flash platform has ever seen. Despite this, it’s current score as of writing this, is a 3.88 on Kongregate. Here’s what really gets me, I’ve seen dress-up games with a score almost as high as this game. This might be fine and all, if the character customization screen alone wasn’t one of the best dress-up games I’ve ever seen; that’s not even looking at the RPG elements, the exploration, the platforming, the art, the towns, the quests, the co-op play, the “float” customization (your personal room), and so on. My point, single elements of this game are better than most flash games out there, and as a package, it’s amazing; yet it’s judged on the level of a console game, and put below many lesser games by score as a result. Another great game that suffers the wrath of this effect, is Drift Runners 2. The game itself is one of LongAnimals best, is significantly better designed than the first game, yet has extremely low ratings and reviews compared to the first, and what what you’d expect to see from it. There’s a few minor faults such as oil spills not effecting the opponent cars, but such small flaws shouldn’t outweigh the quality build this game offers. Those games aside, I’m sure you’ve all encountered an amazing game with reviews dropping zero’s because of something tiny, while the rest of the game is excellent; be it your own game, or one you played.
Overall, there really isn’t too much you can do about the issue, it’s just a bit of human psychology that’s out of our control. The best thing we can do is make sure that every little aggravating wrinkle in our game is removed before launch, because it’s those tiny things that will somehow change the votes of players, despite the amazing features the rest of the game has to offer. I guess we developers should just sit back, and accept the compliment, as backhanded as it may be.
Flash Game Design Vs Console Game Design
by Porter on Aug.09, 2009, under Flash Industry, Help

Both Games, Different Designs
Throughout the last few years I’ve studied what works in the flash gaming community and what doesn’t. There is without a doubt a number of tactics to be followed to ensure that your game is fit for this industry. Such tactics exist because there is a clear difference in how game design for the flash industry works when compared to game design for console systems. Everything from the difficulty to the controls used must be thought out differently when developing a flash game, not doing so could result in a great game, in the wrong market.
As much as I hate to admit it sometimes, there really is a difference in flash game design in comparison to console game design. Games developed for flash must be far more casual in most cases, and even when not casual must be developed entirely differently in other aspects. The controls in your game must be very clear, and very simple to use. Most flash game players don’t have enough hand eye coordination to press two or three different buttons as well as the arrow keys or WASD keys to move, it’s just too complicated and takes more time to get used to than most players have or are willing to give. Aspects such as difficulty must be decreased significantly in order to appeal to the majority of players. A good way to go about this is to make what you think is easy, hard, and move from there.
Flash game players have far less of an attention span compared to console players as well, for numerous reasons. Firstly, they don’t pay for your game, so they don’t feel compelled to stick around and get their money’s worth out of it. Secondly, there’s a lot more games out there, every day tons of new flash games come out, if your game doesn’t impress them very quickly, they’ll move on to the next one without thinking twice. Another reason your first impression must be so important is due to a games pre-release exposure. Flash games get very little exposure before release, if any. Console games will have trailers, articles, tons of talk among gamers for months to come, some times years. This allows users to have more patience when trying out the game, because they know it gets good from what they’ve seen. With a flash game however, they don’t know what’s coming, and if you don’t impress them right off, they’re not about to stick around and find that out.
The above brings quite the issue to any developers plate, especially those in favor of retro games. Many developers such as myself have a craving to develop games in the style of NES and SNES games, challenging, minimal instructions, and fun. The issue with this however, is that although such a game can be a top notch game in general, the flash industry isn’t always the best place for it due to the above reasons. If someone was to develop a new IP and have it play nearly identical to a hit SNES or NES game, it will do alright in the flash industry, but never live to it’s full potential in comparison to a non-flash platform. Games such as these just aren’t meant for the web, at least if you’re looking to get the money the game quality deserves. Such games in my opinion belong on systems such as the Nintendo DS or Sony PSP, or perhaps on Xbox Live Arcade.
With the above in mind, I urge all developers to really just develop what they want. I’m in no way saying you shouldn’t make games such as Tower of Greed or Raider Episode 1, I’m simply warning you of the financial consequences of doing so. I myself will never stop trying to perfect a balance of both, but it certainly isn’t an easy one and I’ll lose out on a lot of potential revenue in the process. Either way, with the above knowledge you can further your planning methods in game development when trying to maximize your profits for your final product; remember though, it’s not all about the cash, making games for fun is where it’s at.

