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	<title>Porter&#039;s World &#187; Design</title>
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	<description>The flash games industry, brought to you, by Porter.</description>
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		<title>Pixel Purge Postmortem</title>
		<link>http://blog.princeporter.com/pixel-purge-postmortem/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=pixel-purge-postmortem</link>
		<comments>http://blog.princeporter.com/pixel-purge-postmortem/#comments</comments>
		<pubDate>Thu, 28 Oct 2010 20:40:28 +0000</pubDate>
		<dc:creator>Porter</dc:creator>
				<category><![CDATA[Flash Industry]]></category>
		<category><![CDATA[Help]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Earnings]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[Kongregate]]></category>
		<category><![CDATA[Newgrounds]]></category>
		<category><![CDATA[Pixel]]></category>
		<category><![CDATA[Postmortem]]></category>
		<category><![CDATA[Purge]]></category>
		<category><![CDATA[Success]]></category>
		<category><![CDATA[Thoughts]]></category>

		<guid isPermaLink="false">http://blog.princeporter.com/?p=1470</guid>
		<description><![CDATA[Awhile back I took on a little bet with Ben Lowry, fellow game developer and founder of Playtomic. The name of the game I created for that bet was titled Pixel Purge. It&#8217;s come a long way since that time, and has turned into a rather successful flash game. Although the earnings for the game [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_1515" class="wp-caption alignleft" style="width: 250px"><a href="http://blog.princeporter.com/wp-content/uploads/2010/09/pixel-purge-header.png"><img class="size-full wp-image-1515" title="Pixel Purge" src="http://blog.princeporter.com/wp-content/uploads/2010/09/pixel-purge-header.png" alt="pixel purge header Pixel Purge Postmortem" width="240" height="180" /></a><p class="wp-caption-text">Pixel Purge</p></div>
<p>Awhile back I took on a little bet with Ben Lowry, fellow game developer and founder of <a title="Playtomic" href="http://playtomic.com" target="_blank">Playtomic</a>. The name of the game I created for that bet was titled <a title="Pixel Purge" href="http://www.kongregate.com/games/EpicShadow/pixel-purge" target="_blank">Pixel Purge</a>. It&#8217;s come a long way since that time, and has turned into a rather successful flash game. Although the earnings for the game weren&#8217;t nearly what I was hoping for, I did learn more in the few months developing /selling it than I have with any other project to date. I&#8217;ll now do a break down of how I thought of the game, my expectations, what worked, what didn&#8217;t, earnings, and more.</p>
<p><strong>ORIGINAL PLANNING</strong></p>
<p>The idea came to me where nearly all good game ideas come to me, sitting in the mall eating Taco Bell. It was nothing completely original, in fact, I simply wanted to create a better version of a flash game I had dumped a few hours into myself. That game was <a title="Cell Warfare" href="http://www.kongregate.com/games/Xdragonx10/cell-warfare" target="_blank">Cell Warfare</a>. Cell Warfare itself isn&#8217;t ground-breaking in any possible way, but it was at the time (in my opinion) the best arena shooter flash games had to offer. The first thing I did was play the game for a good hour or so, to get a feel of what worked and what didn&#8217;t. Here&#8217;s a short list of flaws with Cell Warfare, as found in my original GDD (Game Design Document) for Pixel Purge.</p>
<ul>
<li>The camera system in Cell Warfare was annoying. You moved closer to the edge of the screen at all times, not just when you reach the end of the arena. This feels cramped, and made the distance between the player and off-screen enemies unfair at times.</li>
<li>The collision detection in Cell Warfare is horrid. The ink splotches in particular are nearly game-ruining.</li>
<li>I found the yellow quick chasing enemies to be too fast. My deaths by them felt more cheap than my fault.</li>
<li>Some of the achievements were just silly/annoying. Dying from each type of enemy is not an achievement, it&#8217;s failure.</li>
<li>The game suffers extreme lag on older machines/laptops. Many people reported getting the impossible badge on Kongregate due to the slow down and their ability to navigate better while it lagged.</li>
<li>The controls in Cell Warfare felt slightly loose. They weren&#8217;t that bad, but they weren&#8217;t spot on.</li>
<li>At later levels in the game, some of the enemies have nearly impossible to see contrast with the background. This was reported by many users in reviews, and I noticed it myself when dying from an enemy I couldn&#8217;t see.</li>
<li>The music didn&#8217;t loop too well.</li>
</ul>
<p>That may seem like a big list, but I&#8217;m just being critical. Cell Warfare itself is a great game. It was made awhile ago, and has had a huge success on the web. That being said, the above were huge flaws. I wanted to create an arena shooter that addressed all those issues, and added to the core mechanic. Another game I looked at that was popular in the genre, was <a title="Amorphous +" href="http://www.kongregate.com/games/innocuousGames/amorphous?acomplete=amo" target="_blank">Amorphous+</a>. While I&#8217;m not as big a fan of Amorphous as I am Cell Warfare, I did recognize it&#8217;s success as an arena game. The one thing I found interesting about Amorphous + was it&#8217;s inclusion of a Bestiary. Despite a ton of mockery from fellow game developers at the fact that I put in a bestiary for only 10 enemies, it was actually very well received in the wild and I&#8217;m sure it gave it a slight boost in ratings. The last game I found inspiration from, was <a title="Vector Effect" href="http://www.kongregate.com/games/JuiceTin/vector-effect?acomplete=vector" target="_blank">Vector Effect</a>. I had previously enjoyed playing Vector Effect for a long while, but felt it was a bit more on the Geometry Wars side of gameplay, which was not what I was going for. I did however like the upgrade system, and that heavily influenced my decision making when thinking of how to do my own. Aside from finding flaws with the above games by tearing them apart, I also took note of what specifically worked, such as the bestiary. Here&#8217;s a list of what worked in Cell Warfare as found in my original GDD.</p>
<ul>
<li>Easy to jump in and play.</li>
<li>Clean menus.</li>
<li>Addictive arcade feel.</li>
<li>Achievements</li>
<li>Increased power based on achievements unlocked.</li>
<li>A sense of power is given to the player with every kill via screen shake, sounds, and animation.</li>
</ul>
<p>There were other positive features about Cell Warfare and Amorphous +, but to me, those were the highlights. Lastly, I had to determine what additions I would add to the game. Here&#8217;s the list of additions as found in my original GDD.</p>
<ul>
<li>Add a combo counter to increase the sense of power for the player.</li>
<li>Add the combo system into the scoring mechanic.</li>
<li>Add a more advanced bestiary with back-story, stats, images, and unlockable data.</li>
<li>Detailed data presented in game on total kills, deaths, shots fired, and other stats.</li>
<li>Tighter controls.</li>
</ul>
<p>In the end, not everything on these lists was included in the design of Pixel Purge, but all major issues were fixed, and most additions found their way in. Some additions were left out due to the growing size of the game, my interest in a sequel, and my lack of knowledge on exactly how well the game would be received. All in all, I think I picked a perfect place to cap what was going in, and what wasn&#8217;t.</p>
<p><strong>EXPECTATIONS</strong></p>
<p>My expectations for Pixel Purge were fairly high, but nothing outrageous. I had seen the success of similar flash games, read the reviews, old and new, and I knew that there was plenty of room for improvement, even among the best of the genre thus far. I knew that Cell Warfare had a solid 3.9x / 5.00 on Kongregate, a very high 4.1x / 5.00 on Newgrounds, and a solid 8.0 / 10 on ArmorGames. I figured with my addition, and the fact that the bar in quality had been raised since those games were created, that I had a fair chance at surpassing the scores on all sites by just a bit. As far as sponsorship earnings were concerned, I was looking to bring in about $5,000 with a primary sponsorship, and bring in another $1,000, &#8211; $3,000 in licenses and revenue. As far as viral spread went, I assumed that it&#8217;s high scores and views would correlate, I was wrong.</p>
<p>As the flash game market becomes harder and harder to stand out in, so does the reality of my financial expectations. To help pitch my game on FGL, I did up my first ever trailer. I&#8217;m not entirely sure how helpful it was for sales, but I&#8217;m decently sure it did indeed help. Either way, I learned my way around basic video editing, and it came out pretty well.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/e5dCXp2a3q4?fs=1&amp;hl=en_US" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/e5dCXp2a3q4?fs=1&amp;hl=en_US" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><strong>RECEPTION</strong></p>
<p>As I had originally anticipated, the game was a rather large success (on some grounds, but not all, more on that soon). The game was originally released with a seven day exclusivity to ArmorGames, and had an 8.2 or so. Reviews were great, bugs were reported, and fixes were in place as soon as possible, all was well. We made a substantial number of improvements to the game during this seven day exclusivity, and this resulted in an even more solid product during the viral release. The score on Newgrounds upon launch was as predicted, in the 4.2x region. This won it a daily 1st place award, as well an an unexpected weekly 5th place award. On Kongregate it pulled out of judgement with a strong 4.2x as well, but when scaled, this was a much more successful score than on Newgrounds. All in all, it&#8217;s initial release was a huge success.</p>
<p style="text-align: left;">As weeks passed, the game continued to live strong. We had launched with medals on Newgrounds, and were then given four badges on Kongregate. We also got a very accurate, and mostly positive review from <a title="Pixel Purge Review" href="http://jayisgames.com/archives/2010/09/pixel_purge.php" target="_blank">JayIsGames</a>. Youtube videos of people playing, hacking, and reviewing the game were also popping up, which is always fun to see. We got a ton of PM&#8217;s from users on sites saying they loved the game, wanted a sequel, and many even listed suggestions. After about 3 weeks in the wild, we&#8217;ve hit a little over 1 million views and 1.7 million plays. Views are how many times the game is loaded, plays are how many times people actually jump into a game. For more stats on that, you can view the <a title="Pixel Purge Stats" href="http://playtomic.com/stats/873-pixel-purge" target="_blank">public reports</a>. The scores as of writing this are finally starting to set in stone, and are as follows. Newgrounds is sitting on a very high 4.45 / 5.00 rating, with a review score of 9.5 / 10 with over 350 reviews. Kongregate has a very solid 4.14 / 5.00, a very respectable score. ArmorGames has the game sitting on a very high 8.3 / 10, nothing record shattering, but definitely way above average. All in all, the scores are excellent, the reviews make me proud of what I do, and the game is loved by most who play it.</p>
<p style="text-align: center;">
<p><strong>WHAT WORKED</strong></p>
<p>As we&#8217;ve seen, the game is a pretty huge success in the eyes of the players. So what exactly made it work? Well, if you go back to the beginning of this post, you&#8217;ll see most of the answer. All the fixes that were noted from other games, and all the features added are what makes this game tick. Most importantly, the game is easy to jump into and play. The menus are neat, the controls are simple, and there really isn&#8217;t much that can confuse even the slowest of people on the internet. You may be thinking that the gameplay and graphics are the core factor in this game&#8217;s success, but I assure you having simplistic controls and making the game accessible is just as, if not more important than anything else.</p>
<p>Next we have the genre. From my research, I found that action games that stayed simplistic did incredibly well. Cell Warfare and Amorphous+ were tried and proven examples. I knew this was more than coincidence, it was factual. I stayed true in design to these games, and as anticipated, it worked. The game was very action-packed, had large enemies, and great explosions. I&#8217;ve seen some pretty horrible games add the above and be relatively successful because of it. Add those features to a good game, and you get success.</p>
<p>Lastly, this game has enormous amounts of polish. Most people glancing at the game don&#8217;t even notice the sheer amount of detail in the game, but I assure you it&#8217;s there. Here&#8217;s a small list of polish that helps this game stand above the rest in the crowd.</p>
<ul>
<li>The thunder and lightening effect adds huge ambiance.</li>
<li>Silhouetted enemies in the background add great detail (watch closely when lightening flashes).</li>
<li>Intro story with pictures, text, and voice acting.</li>
<li>Particle effects on the main menu buttons when hovering add a sense of high production value.</li>
<li>Parallax scrolling gives the game world more depth, making the player feel more immersed.</li>
<li>Explosion effects are randomly generated and not a single animation.</li>
<li>The large blue particle effect ring when leveling up adds a sense of accomplishment to the player.</li>
<li>The level-up sound when leveling adds a sense of accomplishment to the player.</li>
<li>The screen shakes when taking down larger enemies, further immersing the player into the game world.</li>
<li>The upgrade menu spinning adds a great deal of polish to what would otherwise be a boring, unoriginal upgrade menu.</li>
<li>50 achievements give the player a reason to keep playing, and reward them while doing so.</li>
<li>The added bestiary adds back-story to the world, and the enemies that live within it, further immersing the player into the game world.</li>
</ul>
<p>There are definitely more touches of polish in there, but those are most of the big ones. Weather this list looks impressive or not, without the above, Pixel Purge wouldn&#8217;t be half the game it is. All of these features combined, and only combined, are what makes this game as successful as it is.</p>
<p><strong>WHAT DIDN&#8217;T</strong></p>
<p>As you can see, a lot went well with the game. That being said, some things didn&#8217;t. The most complained about feature of the game is that we only gave the player a single life. For one reason or another, the idea of giving the player 3 lives or more never occurred to me. I myself am a pretty hardcore gamer, and believe that when you die, you die. That being said, I kept the game on the difficult side, it&#8217;s just what I like. As far as the games success goes, adding some extra lives probably would have helped the game be a bit more casual.</p>
<p>While we&#8217;re on the subject of casual, I&#8217;ll now add that I basically bombed that in nearly every possible way. The game may have been easy to jump into, and easy to play, but that&#8217;s about all I did right as far as casual gaming goes. Not adding a campaign was probably the worst decision made in the entire creation of the game. The reason this wasn&#8217;t added is because the entire project was supposed to be much smaller in size, and it just wasn&#8217;t part of the formula. Keeping it as a simple arcade game meant small, at least, that was the plan. The reason a campaign mode is needed in this kind of game, is because casual gamers need a short-term sense of gratification. Killing enemies in Pixel Purge is rewarding. There&#8217;s a giant explosion, a sweet sound effect, and particles fly everywhere. That only lasts so long though, and the next sense of achievement is getting a high score, when you die. There&#8217;s nothing between those points, nothing to keep the player satisfied and feeling achieved every few minutes. Adding a campaign would have solved this issue entirely. In addition, it also would have allowed me to scale the difficulty much easier, create some more unique gameplay, add some bosses, and an actual ending to the game. The voice acting intro to the game was great, but the story basically ends there. Players felt cheated when there wasn&#8217;t an equally awesome ending to the game.</p>
<p>Lastly, the viral distribution of the game leaves something to be desired. If you look at the <a title="Public Reports" href="http://playtomic.com/stats/873-pixel-purge" target="_blank">public reports</a>, you&#8217;ll see that the game only has a little over 1 million views. Many games that are significantly worse in the eyes of the player do 20x the amount of traffic Pixel Purge is pulling. There are a number of reasons this happened, and the most valuable part of this entire project was learning them. First off, having a space theme for this genre of game greatly reduces sponsor interest and viral distribution. I&#8217;m not exactly sure what it is, but a space theme hinders a games success more often than not. Proof of this would be comparing our last game <a title="Traverse" href="http://www.kongregate.com/games/EpicShadow/traverse" target="_blank">Traverse</a>, to <a title="Numz" href="http://www.kongregate.com/games/ShooterMG/numz" target="_blank">Numz</a>. Numz has a very similar rating to Traverse, however it&#8217;s viral distribution and earnings far exceed Traverse. Although the above reasons do hinder the viral distribution of the game, I believe there&#8217;s another reason the actual views are so low. If you look at the public reports, you&#8217;ll notice that the average play time is above 18 minutes for each user, that&#8217;s rather impressive. I believe that the replay value that was added, just wasn&#8217;t enough. The views mostly consisted of players leaving right off, or staying a full 40 minutes to an hour and beating the entire game in every possible way. In a sense, it&#8217;s possible the game was so fun that it was beaten in a single play and left little reason to come back for the average, casual player.  Between the difficulty of the game, the lack of a campaign mode, and the space theme, Pixel Purge just isn&#8217;t all that casual and doesn&#8217;t offer a reason to keep coming back, and that&#8217;s what killed it&#8217;s earnings.</p>
<p><strong>EARNINGS</strong></p>
<p>The actual time spent working on the game was roughly 3-4 weeks of solid 8+ hour days from two people. Keep in mind that I&#8217;m not an advanced programmer and still have a lot to learn, so every project for me is a combination of work and learning, more so than for most people. In the end, the money earned was barely worth half the time spent.</p>
<p>When the game went up on Flash Game License, it almost immediately received it&#8217;s first bid of $500. Bidding then climbed slowly, and eventually halted around $2,000.  The two competing sponsors were <a title="PlayedOnline" href="http://www.playedonline.com/" target="_blank">PlayedOnline</a>, and <a title="ArmorGames" href="http://armorgames.com/" target="_blank">ArmorGames</a>. Bidding eventually drew to a halt, so I decided to personally message both sponsors to work out a final deal. I tried pushing for roughly $4,000, or a value of around $2,000 + a performance deal, but neither sponsor was up for it. I eventually got PlayedOnline to offer me $2500, and Armor to offer $2250, I chose Armor. The reason I went with the lower value and Armor, is because I felt that the Armor branding, distribution they could offer our game, and the relationship I would start with Dan, would be worth far more than $250. I still stick to that decision today, and feel that my new-found relationship with Dan of ArmorGames will go much further in the near future. I will admit that I was at first extremely pissed with the low value of the primary sponsorship earnings when I saw the games huge success on Newgrounds, Kongregate, Armor, and so on, but my realizations listed above about how the game isn&#8217;t very viral, casual and so on, quickly cleared that up.</p>
<p><a href="http://blog.princeporter.com/wp-content/uploads/2010/10/pixel-purge-earnings-graph.png"><img class="aligncenter size-full wp-image-1666" title="Earnings" src="http://blog.princeporter.com/wp-content/uploads/2010/10/pixel-purge-earnings-graph.png" alt="pixel purge earnings graph Pixel Purge Postmortem" width="480" height="370" /></a></p>
<p style="text-align: center;">
<p style="text-align: left;">Primary Sponsorship &#8211; $2250<br />
Non-Exclusive Licenses &#8211; $1425<br />
Kongregate Contests &#8211; $400 (Weekly 2nd and monthly 6th)<br />
Kongregate Ad Revenue &#8211; $343</p>
<p style="text-align: left;">Total Earnings (To Date)- $4418<br />
My Share (To Date)- $2209</p>
<p><strong>CONCLUSION</strong></p>
<p>The biggest disappointment with the entire project is that I was hoping for this game to be my lucky break. I was really hoping that Pixel Purge would bring us a bit more cash, and give me a chance to finally work on some more ambitious projects that I&#8217;ve had in mind for some time now. Although the earnings aren&#8217;t bad, a lot of additional post-production work went into raising the earnings to where they are now, which was more time dumped into an already finished game. Despite the somewhat low earnings, I did gain a lot of knowledge from this project. Hopefully with that new-found knowledge I can crank up the earnings on some of my upcoming projects, and eventually get to creating games I&#8217;d like to. Overall, I learned a ton, I&#8217;ve read hundreds of very inspiring reviews, and I know that I have what it takes to go big. This game may not have given me the break I&#8217;ve been looking for, but it&#8217;s definitely paved the way for such a thing to happen.</p>
<p><strong><br />
</strong><strong> </strong></p>
]]></content:encoded>
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		<item>
		<title>What Not To Do (Vol 3)</title>
		<link>http://blog.princeporter.com/what-not-to-do-vol-3/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=what-not-to-do-vol-3</link>
		<comments>http://blog.princeporter.com/what-not-to-do-vol-3/#comments</comments>
		<pubDate>Wed, 14 Oct 2009 18:13:16 +0000</pubDate>
		<dc:creator>Porter</dc:creator>
				<category><![CDATA[Flash Industry]]></category>
		<category><![CDATA[Help]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Do]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[Issues]]></category>
		<category><![CDATA[Not]]></category>
		<category><![CDATA[Sluggish]]></category>
		<category><![CDATA[Speed]]></category>
		<category><![CDATA[What]]></category>

		<guid isPermaLink="false">http://blog.princeporter.com/?p=1003</guid>
		<description><![CDATA[One of the biggest mistake game developers make, is having a game that isn&#8217;t fun, even though it is in fact playable. Sometimes this is caused by something rather simple, such as the game running sluggish. Although lag is a huge issue in many games, that&#8217;s not what I&#8217;m referring to, I simply mean the [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_343" class="wp-caption alignleft" style="width: 250px"><img class="size-full wp-image-343" title="What Not To Do" src="http://blog.princeporter.com/wp-content/uploads/2009/07/what-not-to-do1.png" alt="what not to do1 What Not To Do (Vol 3)" width="240" height="180" /><p class="wp-caption-text">What Not To Do</p></div>
<p>One of the biggest mistake game developers make, is having a game that isn&#8217;t fun, even though it is in fact playable. Sometimes this is caused by something rather simple, such as the game running sluggish. Although lag is a huge issue in many games, that&#8217;s not what I&#8217;m referring to, I simply mean the game plays too slow, the action doesn&#8217;t come fast enough. If ever there was something you don&#8217;t want to do in game design, this is it, because today&#8217;s players have even less patience than those of the past. In addition, you&#8217;ll find yourself working weeks, even months on a game, only to have absolutely no sponsor interest, and not an idea why such is the case. If you really think this doesn&#8217;t apply to you, read on. Notice I didn&#8217;t say &#8220;One of the biggest mistake <em><strong>new</strong></em> game developers make&#8221; in my opening statement, that&#8217;s because even world famous companies make these mistakes, everyone does time to time.</p>
<p>The best example of a game that has been entirely broken from sluggish gameplay is Final Fantasy VI on the PS1; it came with Final Fantasy V in the Final Fantasy Anthology collection. Final Fantasy VI, as many of you may know, is one of the most impressive RPG&#8217;s of it&#8217;s time, and by no means a bad game. Aside from being impressive, it also had a <em>lot</em> of random battles, which was fine on the SNES, but absolutely horrid due to load times between battles on the PS1. It never should have been ported in my opinion; the down time spent just waiting is so immense that it honestly ruined the game, I didn&#8217;t play more than an hour into it. I&#8217;ll remind you that when I first got it, I was psyched to play one of my classic favorites again, and have no problems with turned based battles and random encounters; the remake however, was unplayable to my standards. Although the above issue is mostly due to hardware, the company was aware of the issues before releasing the game, it was just poor judgment on their part to ever port the game.</p>
<p>Final Fantasy may be a console game, but that doesn&#8217;t mean that flash games can&#8217;t suffer the same consequences. In fact, flash games are more susceptible to failing because of this, due to the low patience of casual gamers. As some of you may know, I review a lot of games over at <a title="Flash Game License" href="http://www.flashgamelicense.com" target="_blank">FlashGameLicense</a>; you would be surprised how many games suffer from slow paced gameplay. Slow gameplay issues I&#8217;ve encountered vary. I&#8217;ve seen action games where the tank moved far too slow, sliding puzzle games where the block moved too slow, games where the player could outrun the bullets shot by his own weapon, and more. As cool as a game could be where you have some power that allows you to slow down time and run around bullets, that wasn&#8217;t what this game was going for, and that called for very obvious failure. You may think all of these are novice mistakes, but there are some very professional games out there with this issue, some that suffer horribly, others that could have benefited from an increase in speed in certain aspects.</p>
<p>All of this may sound like another novice mistake that you&#8217;re probably telling yourself you&#8217;ll never do, but I guarantee that somewhere in your future works, there will be a time when one of your games is severely hurt, or hindered by such an issue. The biggest reason for this, is that most developers generally don&#8217;t even notice these issues, this is usually due to a curtain of illusion that is thrown over a developer when they work on their own games; we as developers become oblivious to some of the most obvious faults with our games and will never notice them until told by an outside source. If you ever suspect that you&#8217;re game could in fact suffer from such an issue, take a look at <a title="Four Second Frenzy" href="http://princeporter.com/105-Four-Second-Frenzy.html" target="_blank">Four Second Frenzy</a> or <a title="Grid 16" href="http://princeporter.com/58-Grid16.html" target="_blank">Grid 16</a>, they are fast paced from start to finish, exactly what the market loves. You may be thinking, well I have a puzzle game, or a defense game, same applies; even tower defense games,  such as <a title="Flash Element TD 2" href="http://princeporter.com/82-Flash-Element-TD-2.html" target="_blank">Flash Element TD 2</a> offer the ability to speed up the game once you&#8217;ve got things under control. No matter what genre your game is, there are always moments when things can get dull, not always due to gameplay elements, but how slowly they&#8217;re presented. No matter how open minded about your game you think you are while testing, get others to test the game and give you feedback; you&#8217;re far better off being surprised with testers catching sluggish gameplay, rather than your players when the game goes live.</p>
<p><a title="Part 1" href="http://blog.princeporter.com/what-not-to-do-vol-1/" target="_blank">Part 1</a> || <a title="Part 2" href="http://blog.princeporter.com/what-not-to-do-vol-2/" target="_blank">Part 2</a> || Part 3</p>
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		<slash:comments>6</slash:comments>
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		<title>Classic Games</title>
		<link>http://blog.princeporter.com/classic-games/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=classic-games</link>
		<comments>http://blog.princeporter.com/classic-games/#comments</comments>
		<pubDate>Sat, 03 Oct 2009 05:48:55 +0000</pubDate>
		<dc:creator>Porter</dc:creator>
				<category><![CDATA[Flash Industry]]></category>
		<category><![CDATA[Help]]></category>
		<category><![CDATA[Classic]]></category>
		<category><![CDATA[Core]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Develop]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Foundations]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Pacman]]></category>

		<guid isPermaLink="false">http://blog.princeporter.com/?p=881</guid>
		<description><![CDATA[Games have evolved a lot over the years, so much in fact that some developers have begun to forget to focus on the basics in game design. Classic games have been around since the days people camped outside bars to play Pacman, yet despite their age, they still remain popular today. Modern games are often [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_895" class="wp-caption alignleft" style="width: 250px"><img class="size-full wp-image-895" title="Classic Games" src="http://blog.princeporter.com/wp-content/uploads/2009/10/classic-games.png" alt="classic games Classic Games" width="240" height="180" /><p class="wp-caption-text">Classic Games</p></div>
<p>Games have evolved a lot over the years, so much in fact that some developers have begun to forget to focus on the basics in game design. Classic games have been around since the days people camped outside bars to play <a title="Pacman" href="http://princeporter.com/321-Pacman.html" target="_blank">Pacman</a>, yet despite their age, they still remain popular today. Modern games are often frowned upon for taking too much time making things shiny, and not enough time making things fun. I&#8217;m in no way against modern gaming, but it&#8217;s my honest opinion that very few developers do things right these days.</p>
<p>Now you may be thinking I&#8217;m just nostalgic for oldschool games, especially with me releasing games such as <a title="Tower of Greed" href="http://princeporter.com/321-Pacman.html" target="_blank">Tower of Greed</a> and praising Super Mario World all the time, I can assure you this isn&#8217;t the case. I am nostalgic for classic games, I won&#8217;t deny that, but I take that into consideration when observing games and my thoughts still stand true. Every modern game in existence today builds itself upon ideas that have already been done. New games may expand upon these foundations, but the foundations are always the same. There are certain fundamentals within games that please us over and over again, from game to game, they&#8217;re just disguised differently each time. Puzzle games make us think, then give us gratification upon completion, that&#8217;s what makes them good, always has, always will be. Action games keep us entertained because we can move quickly, explore, use cool abilities, kill things, experience a challenge, never have a dull moment, the list goes on.  Contra on the NES may not be Ninja Gaiden 2 on the Xbox 360, but the same elements exist, and without them the game would fail. What made Mario so great? You explored (went to new worlds and found secrets), collected coins, avoided tricky situations (were presented challenge), and had a definite ending that was to give you gratification upon completion. Mario hasn&#8217;t changed since it&#8217;s first game, Super Mario Galaxies may have tons of shiny new features, but those core elements all exist, and the game designers are definitely taking those into consideration when designing the game.</p>
<p>Let&#8217;s take a look at a new game that really utilizes what I&#8217;m getting at. <a title="Grid 16" href="http://blog.princeporter.com/game-review-grid-16/349/" target="_blank">Grid 16</a> is an amazing flash game, built almost entirely on a collection of classic mechanics. It adds the neat twist of switching between 16 games as you go, but if you were tossed even 100 crappy games, would you care that it was switching between them? Grid 16 is successful in part by it&#8217;s creative switching mechanic, but mostly due to the fact that it presents a bunch of proven games to you all at once. Everyone loves pong, even if for just a few seconds, it&#8217;s great fun. Platforming has been around forever, still stands strong to this day. Dodging has been a core element of games such as Pacman and <a title="Space Invaders" href="http://princeporter.com/234-Space-Invaders.html" target="_blank">Space Invaders</a>. As you can see, Grid 16 basically is the classics, nearly all of them tossed into one game.</p>
<p>Okay, so all games are built upon the same core foundations, what does this mean? In short, study your classic games, they are a limitless source of knowledge pertaining to what makes all games great. Combining your knowledge of what makes the classics so great, while keeping the <a title="Importance of Originality" href="http://blog.princeporter.com/the-importance-of-originality/105/" target="_blank">importance of originality</a> in mind, is exactly what makes a successful game. If you&#8217;re looking for a bit of something to get you into the classic games, I suggest watching the movie &#8220;<a title="The King of Kong" href="http://www.imdb.com/title/tt0923752/" target="_blank">The King of Kong</a>&#8220;, it was recently suggested to me and I loved it; it&#8217;ll definitely open up your eyes to how the gaming world used to be, and perhaps give you ideas of where you can take things in the near future.</p>
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		<title>Becoming A Game Developer (Part 1)</title>
		<link>http://blog.princeporter.com/becoming-a-game-developer-part-1/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=becoming-a-game-developer-part-1</link>
		<comments>http://blog.princeporter.com/becoming-a-game-developer-part-1/#comments</comments>
		<pubDate>Fri, 28 Aug 2009 02:22:25 +0000</pubDate>
		<dc:creator>Porter</dc:creator>
				<category><![CDATA[Flash Industry]]></category>
		<category><![CDATA[Help]]></category>
		<category><![CDATA[Artist]]></category>
		<category><![CDATA[Becoming]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Developer]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Quality]]></category>
		<category><![CDATA[Skill]]></category>

		<guid isPermaLink="false">http://blog.princeporter.com/?p=453</guid>
		<description><![CDATA[There&#8217;s a lot of work needed in order to become a game developer. People often feel that if they have an artist who can animate, and a programmer who knows the language, that they&#8217;ve got a team ready to produce quality  games. In reality, those skills are just the tip of the iceberg. A team [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_816" class="wp-caption alignleft" style="width: 250px"><img class="size-full wp-image-816" title="Becoming A Game Developer" src="http://blog.princeporter.com/wp-content/uploads/2009/08/becoming-a-game-developer.png" alt="becoming a game developer Becoming A Game Developer (Part 1)" width="240" height="180" /><p class="wp-caption-text">Becoming A Game Developer</p></div>
<p>There&#8217;s a lot of work needed in order to become a game developer. People often feel that if they have an artist who can animate, and a programmer who knows the language, that they&#8217;ve got a team ready to produce quality  games. In reality, those skills are just the tip of the iceberg. A team ready to produce games may be true, but nothing at all says those games are going to be of quality. It takes a lot more than knowing the coding language you&#8217;re using, or being an excellent artist; game design itself should be thought of as the third skill required along side programming and art.</p>
<p>I myself excel in my ability in game design. I admittedly lack in programming skills greatly in comparison to what I wish I knew, but I make up for that with my ability to both detect what makes a great game, and how to build one. I find it odd that most teams don&#8217;t feel they need a project manager of sorts, someone who understands how games work, what games are good, and what it takes to make them. The team doesn&#8217;t necessarily need someone dedicated specifically to this, but one of the artists or preferably programmers should have this skill.</p>
<p>The reason I give this position so much credit, other than the fact that it&#8217;s my strong point and I&#8217;m proud of it, is that it truly is a concept that I hope more teams embrace. We&#8217;ve all come to accept that average art won&#8217;t do, if you get higher quality art you&#8217;ll see your game value multiply by at least two-three times, if not significantly more. That being the artist&#8217;s job, we can look at the programmer now. The programmer is supposed to know what the game needs, then program it. They simply look at a set of instructions and bring the game to life. The last position, again in my opinion usually the secondary skill of the programmer, if not both members, is to know what it takes to make a great game. This however does not mean that the artist cannot have the mind set of a programmer and contain these skills as well, I simply imply that I believe them to be more common among programmers. They need to get over the hype of the game idea and analyze if the game will actually be quality fun; far too many games work as far as functionality, but when it comes to fun they&#8217;re simply a bore.</p>
<p>You may be wondering why I suggest that the programmer is the one who holds the magic of the third skill, the answer is simple. The programmer generally knows how the game works from the ground up. They must know how the ideas suggested will co-exist with ideas currently out there, and leave room for ideas to come. That being said, the programmer really shouldn&#8217;t be some guy reading an instruction manual on how to build the game, he should be deciding how the game itself is built. This can be done with a firm knowledge of programming, however it&#8217;s significantly easier if you possess the skill of understanding how games are built, as well as what makes them fun.</p>
<p>If you&#8217;ve already got these skills present within your team, you&#8217;re in great condition. If you lack these skills however, I highly suggest you look into partnering with somebody who has experience and understands the above concepts. They may seem like common sense at first, but it&#8217;s things like this that make the difference between the average games on the net and the big hits. I&#8217;ll continue on these thoughts with follow-up articles elaborating on how you can gain such skills yourself or refine what skills already exist. In the mean time, check out some other useful articles such as, <a title="The Importance of Plot" href="http://blog.princeporter.com/?p=366" target="_blank">The Importance of Plot</a> and <a title="Game Inspiration" href="http://blog.princeporter.com/?p=297" target="_blank">Game Inspiration</a>, to help get yourself prepared for becoming a better game developer.</p>
<p><a title="Becoming A Game Developer" href="http://blog.princeporter.com/becoming-a-game-developer-part-1/453/" target="_self">Part 1</a> || <a title="Becoming A Game Developer" href="http://blog.princeporter.com/becoming-a-game-developer-part-2/665/" target="_self">Part 2</a> || <a title="Becoming A Game Developer" href="http://blog.princeporter.com/becoming-a-game-developer-part-3/783/" target="_self">Part 3</a></p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
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		<title>Flash Game Design Vs Console Game Design</title>
		<link>http://blog.princeporter.com/flash-game-design-vs-console-game-design/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=flash-game-design-vs-console-game-design</link>
		<comments>http://blog.princeporter.com/flash-game-design-vs-console-game-design/#comments</comments>
		<pubDate>Mon, 10 Aug 2009 04:03:07 +0000</pubDate>
		<dc:creator>Porter</dc:creator>
				<category><![CDATA[Flash Industry]]></category>
		<category><![CDATA[Help]]></category>
		<category><![CDATA[Blog]]></category>
		<category><![CDATA[Console]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[difference]]></category>
		<category><![CDATA[DS]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PSP]]></category>
		<category><![CDATA[Vs]]></category>
		<category><![CDATA[Xbox]]></category>

		<guid isPermaLink="false">http://blog.princeporter.com/?p=301</guid>
		<description><![CDATA[Throughout the last few years I&#8217;ve studied what works in the flash gaming community and what doesn&#8217;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 [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_374" class="wp-caption alignleft" style="width: 250px"><img class="size-full wp-image-374" title="Both Games, Different Designs" src="http://blog.princeporter.com/wp-content/uploads/2009/08/flash_vs_console.png" alt="flash vs console Flash Game Design Vs Console Game Design" width="240" height="180" /><p class="wp-caption-text">Both Games, Different Designs</p></div>
<p>Throughout the last few years I&#8217;ve studied what works in the flash gaming community and what doesn&#8217;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.</p>
<p>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&#8217;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&#8217;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.</p>
<p>Flash game players have far less of an attention span compared to console players as well, for numerous reasons. Firstly, they don&#8217;t pay for your game, so they don&#8217;t feel compelled to stick around and get their money&#8217;s worth out of it. Secondly, there&#8217;s a lot more games out there, every day tons of new flash games come out, if your game doesn&#8217;t impress them very quickly, they&#8217;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&#8217;ve seen. With a flash game however, they don&#8217;t know what&#8217;s coming, and if you don&#8217;t impress them right off, they&#8217;re not about to stick around and find that out.</p>
<p>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&#8217;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&#8217;s full potential in comparison to a non-flash platform. Games such as these just aren&#8217;t meant for the web, at least if you&#8217;re looking to get the money the game quality deserves. Such games in my opinion belong on systems such as the <a title="Nintendo DS" href="http://www.nintendo.com/ds" target="_blank">Nintendo DS</a> or <a title="PSP" href="http://www.us.playstation.com/PSP" target="_blank">Sony PSP</a>, or perhaps on <a title="Xbox Live Arcade" href="http://www.xbox.com/en-US/live" target="_blank">Xbox Live Arcade</a>.</p>
<p>With the above in mind, I urge all developers to really just develop what they want. I&#8217;m in no way saying you shouldn&#8217;t make  games such as <a title="Tower of Greed" href="http://princeporter.com/241-Tower-of-Greed.html" target="_blank">Tower of Greed</a> or <a title="Raider Episode 1" href="http://princeporter.com/252-Raider-Episode-1.html" target="_blank">Raider Episode 1</a>, I&#8217;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&#8217;t an easy one and I&#8217;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&#8217;s not all about the cash, making games for fun is where it&#8217;s at.</p>
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		<title>Game Review: Raider Episode 1</title>
		<link>http://blog.princeporter.com/game-review-raider-episode-1/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=game-review-raider-episode-1</link>
		<comments>http://blog.princeporter.com/game-review-raider-episode-1/#comments</comments>
		<pubDate>Wed, 29 Jul 2009 18:20:28 +0000</pubDate>
		<dc:creator>Porter</dc:creator>
				<category><![CDATA[Flash Industry]]></category>
		<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[1]]></category>
		<category><![CDATA[Classic]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Developer]]></category>
		<category><![CDATA[Epsiode]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[NES]]></category>
		<category><![CDATA[Raider]]></category>
		<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://blog.princeporter.com/?p=299</guid>
		<description><![CDATA[They just don&#8217;t make games like they used to, or do they? Some developers do indeed make them like they used to and Raider Episode 1 is proof. Raider Episode 1 looks and feels like an incredibly refined NES game. It offers incredible challenge, simple controls and tons of platforming goodness. In my opinion, Raider [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_328" class="wp-caption alignleft" style="width: 250px"><img class="size-full wp-image-328" title="Raider Episode 1" src="http://blog.princeporter.com/wp-content/uploads/2009/07/raider_episode_1.png" alt="raider episode 1 Game Review: Raider Episode 1" width="240" height="180" /><p class="wp-caption-text">Raider Episode 1</p></div>
<p>They just don&#8217;t make games like they used to, or do they? Some developers do indeed make them like they used to and <a title="Raider Episode 1" href="http://princeporter.com/252-Raider-Episode-1.html" target="_blank">Raider Episode 1</a> is proof. Raider Episode 1 looks and feels like an incredibly refined NES game. It offers incredible challenge, simple controls and tons of platforming goodness. In my opinion, Raider Episode 1 has definitely come the closest any flash game has ever come to delivering the challenge and feel of a a great classic NES game.</p>
<p>As I mentioned, Raider Episode 1 offers an incredibly challenging experience. It is by far too challenging for any casual flash gamer, but it delivers an experience unlike any other flash game on the net today. The level design is fantastic, the enemies simple, yet fun, and the distance between check points far enough to nearly drive you crazy, but close enough to keep you addicted and trying over and over when you die and start at the last one. The art is very retro, but refined to appeal to those who dislike pure 8-bit graphics, which is a smart move since I&#8217;ve found that points are often taken away in the public&#8217;s eye if you go too retro. The music is awesome and the sound effects incredibly retro and fitting. There are 3 difficulty modes for players to select, the easiest still being a bit too hard for casual flash gamers, and the hardest challenging the most hardcore NES veterans. For those who really desire a challenge, the game awards you a rank after completion which ranges from E to S, S being the best. This rank will be saved to your computer and read in when playing future installments of the game as well. Regardless of the difficulty selected, there is enough difficulty in this game to satisfy anyone with a thirst for challenge.</p>
<p>Unlike most NES games, Raider Episode 1 does in fact have a story. It&#8217;s going to be slowly introduced throughout five episodes. You play as Arkus Zei, a space pirate in need of some currency. Arkus is told of a rumor regarding a great ship filled with relics from a civilization that long ago destroyed themselves. Out of curiosity you pursue the coordinates you were told and indeed arrive upon a large ship. You must navigate this ship in search for relics and escape with the loot. You are armed with a close range sword and a long ranged blaster to defeat any threats you encounter. In addition to the default story, players will be able to see a slightly altered version of the story in the final installment, if their rank throughout all five episodes meets the requirements. The story is interesting enough and most will enjoy the additional content, and those who don&#8217;t can simply skip it. All in all it&#8217;s a nice addition that helps wrap up the package for this great game.</p>
<p>Overall there can&#8217;t be enough said to do this game justice. The game did suffer some rather low ratings on the net, but that&#8217;s unfortunately the result of developers holding the hands of players and making things too easy in modern day games. In the end, Raider Episode 1 is perfect for anyone looking to go back to the NES days or a great challenge, definitely give this game a fair play, you won&#8217;t regret it.</p>
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		<title>Game Inspiration</title>
		<link>http://blog.princeporter.com/game-inspiration/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=game-inspiration</link>
		<comments>http://blog.princeporter.com/game-inspiration/#comments</comments>
		<pubDate>Wed, 29 Jul 2009 01:44:56 +0000</pubDate>
		<dc:creator>Porter</dc:creator>
				<category><![CDATA[Flash Industry]]></category>
		<category><![CDATA[Help]]></category>
		<category><![CDATA[Classics]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Elements]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Inspiration]]></category>
		<category><![CDATA[Mechanics]]></category>
		<category><![CDATA[NES]]></category>

		<guid isPermaLink="false">http://blog.princeporter.com/?p=297</guid>
		<description><![CDATA[Game inspiration is one of the most important aspects of game design. Inspiration can be found in a wide variety of things, ranging from classic or modern games, to a real life event that you witnessed or read about. Such things help make the designer passionate about the project, and this passion generally fuels a [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_322" class="wp-caption alignleft" style="width: 250px"><img class="size-full wp-image-322" title="Inspiration" src="http://blog.princeporter.com/wp-content/uploads/2009/07/inspiration.png" alt="inspiration Game Inspiration" width="240" height="180" /><p class="wp-caption-text">Inspiration</p></div>
<p>Game inspiration is one of the most important aspects of game design. Inspiration can be found in a wide variety of things, ranging from classic or modern games, to a real life event that you witnessed or read about. Such things help make the designer passionate about the project, and this passion generally fuels a much stronger creative process and higher willpower to complete the project at hand. No matter how well you can program, or how well you can do art, having proper inspiration will definitely boost the outcome of your projects.</p>
<p>There is definitely a difference in flash game design Vs console game design, but that&#8217;s an entirely different topic, one to come in a few days at that. Regardless of these differences, inspiration can be found nearly anywhere. I personally find games that reside on the classic systems to hold the most inspiration. Not only are these games the most fun and most challenging, they are the most diverse with their use of basic gameplay mechanics as well as creativity of combining those mechanics. Games such as <a title="Shatterhand" href="http://www.youtube.com/watch?v=Dr0KJaw24Eo" target="_blank">Shatterhand</a> on the NES executed elements such as platforming, customizable power-ups, gravity switching, boss battles, and much more, something that many games just don&#8217;t go to such lengths to do anymore, especially flash games. Although nostalgia definitely plays a part, I think there&#8217;s a deeper reason for why games like <a title="Super Mario World" href="http://www.youtube.com/watch?v=azpSVs0e6qM" target="_blank">Super Mario World</a> and <a title="Super Metroid" href="http://www.youtube.com/watch?v=w9JypxfkGug" target="_blank">Super Metroid</a> are still remembered so well today, they were simply better games with far more thought put into them. I can&#8217;t think of a single modern game that captures my imagination as well as <a title="Little Nemo: The Dream Master" href="http://www.youtube.com/watch?v=vxnJ7mBrEAk" target="_blank">Little Nemo: The Dream Master</a> did, and it&#8217;s reasons such as this that make classic games far more inspirational for me.</p>
<p>I used the classics as my first example, but that&#8217;s definitely not where your inspiration needs to start or stop. I find inspiration in many other games, flash games included. A small list of games that have really reached out to me and sparked my creative process include (but are not limited to), <a title="Castle Crashing the Beard" href="http://princeporter.com/157-Castle-Crashing-the-Beard.html" target="_blank">Castle Crashing the Beard</a>, <a title="Chronotron" href="http://princeporter.com/159-Chronotron.html" target="_blank">Chronotron</a>, <a title="Closure" href="http://princeporter.com/94-Closure.html" target="_blank">Closure</a>, <a title="Don't Look Back" href="http://princeporter.com/165-Dont-Look-Back.html" target="_blank">Don&#8217;t Look Back</a>, <a title="Drakojan Skies Acolytes" href="http://princeporter.com/102-Drakojan-Skies-Acolytes.html" target="_blank">Drakojan Skies Acolytes</a>, <a title="Fishing Girl" href="http://princeporter.com/50-Fishing-Girl.html" target="_blank">Fishing Girl</a> and <a title="RiadenX" href="http://princeporter.com/4-RaidenX.html" target="_blank">RaidenX</a>. All of these games are top notch in production value, but most importantly are incredibly inspirational. When I look at Castle Crashing the Beard, I instantly think of River City Ransom for the NES and what could be done to combine these two games. The smooth 2D fighting Castle Crashing the Beard offers, combined with the RPG elements, variety of attacks, and explorative gameplay <a title="River City Ransom" href="http://www.youtube.com/watch?v=gwU_NupaT-s&amp;feature=related" target="_blank">River City Ransom</a> offers would create one of the best flash games the net has ever seen. It&#8217;s this kind of inspiration that game designers need, they need to be able to look at a few different games, figure out how to combine the best elements those games offer, and then evolve upon the idea. If developers would just stop repeating what&#8217;s already been done and proven to work, and just take a risk like designers of the past did, we would see modern games that rival, or even surpass those of our past.</p>
<p>Games are definitely a great place to find inspiration for game design, but believe or not it can easily be found elsewhere. Inspiration can be found basically anywhere, such as books, movies, dreams, and even a real life situation. A simple day dream can turn into a full fledged idea if you can relate the scenario to a game you&#8217;ve played before, or if you can pick a few basic mechanics that would fit well with the scenario. For instance, if you day dream about jumping over tall buildings in giant leaps, you probably don&#8217;t want to build a puzzle game, you may however look into what popular platforming tricks have been used and think of how you can turn the concept into something fun. As far as real life scenarios go, I&#8217;ve caught myself staring off at a scenery over the lake that had fog over the mountains, and then proceeded to coming up with a random RPG oriented world with a fair amount of depth all pertaining to this one scene. As corny as that sounds, it&#8217;s a great place to start. That idea, combined with a game I played on a PS1 demo disk nearly 10 years ago sparked an even further  idea, one I&#8217;ll eventually bring out someday.</p>
<p>As you can see, inspiration can be found basically anywhere if you&#8217;re looking for it. Not everybody can remember every mechanic of NES games they played 10 years ago, or stare across a lake and get a brilliant idea, but with a bit of work and desire, I&#8217;m sure there&#8217;s plenty of inspiration to be found. Game design is as open as writing, it&#8217;s not set in stone. Just because things have been done, and certain things continue to be an unofficial standard, there&#8217;s nothing stopping  you from going completely out of the ordinary and pulling something new together. All in all, there&#8217;s plenty of inspiration to be found; if you weren&#8217;t seeing it all that clearly before, perhaps this article will open the way.</p>
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		<title>Making Games For Fun</title>
		<link>http://blog.princeporter.com/making-games-for-fun/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=making-games-for-fun</link>
		<comments>http://blog.princeporter.com/making-games-for-fun/#comments</comments>
		<pubDate>Tue, 30 Jun 2009 04:11:50 +0000</pubDate>
		<dc:creator>Porter</dc:creator>
				<category><![CDATA[Flash Industry]]></category>
		<category><![CDATA[Help]]></category>
		<category><![CDATA[Category]]></category>
		<category><![CDATA[Creating]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Fun]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Making]]></category>
		<category><![CDATA[Quality]]></category>

		<guid isPermaLink="false">http://blog.princeporter.com/?p=220</guid>
		<description><![CDATA[Game design to me is and always will be something I do for fun, as it should be for everyone. I know this may sound like incredibly obvious information, and it may be, but too many people don&#8217;t understand or practice the importance of this. The flash industry is full of people trying to score [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_225" class="wp-caption alignleft" style="width: 250px"><img class="size-full wp-image-225" title="Making Games For Fun" src="http://blog.princeporter.com/wp-content/uploads/2009/06/stabika.png" alt="stabika Making Games For Fun" width="240" height="180" /><p class="wp-caption-text">Making Games For Fun</p></div>
<p><span>Game design to me is and always will be something I do for fun, as it should be for everyone. I know this may sound like incredibly obvious information, and it may be, but too many people don&#8217;t understand or practice the importance of this. The flash industry is full of people trying to score some extra cash, and it definitely lacks a fair amount of people designing games for the sole reason of bringing their ideas to life. There are many reasons for creating flash games, money should be nearly the last on that list. Game design should be about fun, not some extra cash.</span></p>
<p><span>There are many reasons to make games, and with these reasons generally comes 3 different categories that all games fit into. The first is practice games, games designed mostly to give the developer more experience as they evolve as a game designer. These games are usually started just so that the developer can dive into some new material to build their skills. In the end many of these games come out with a decent quality and it would be a waste not to unleash them upon the world. The second category games fit into, is games created to earn extra cash. This isn&#8217;t to say the developer didn&#8217;t have fun creating the game, however the original incentive and much of the planning of the game was highly based around bringing in some cash. The last category is games made for fun. A skilled developer creating a game entirely for the sake of fun will see far more success than the other two categories will, and, as the name implies, have more fun.</span></p>
<p><span>The developer creating games for fun truly puts themselves in the eyes of the gamer, and because of this creates everything exactly how the gamer would want it. Developers always try and view their games from an outside perspective of the gamer, but this is much easier said than done. The ultimate way to overcome this obstacle is to create your game because you&#8217;re passionate about it, you want to play the final version, you want it to have the features you imagine, you are it&#8217;s biggest fan and somehow in control of molding it exactly how you please. A successful game that was created purely for fun is <a title="Super Mario 63" href="http://www.newgrounds.com/portal/view/498969" target="_blank">Super Mario 63</a>, a very huge hit on the net at the time of writing this. Another decent hit at the time was <a title="Stabika Episode 2" href="http://princeporter.com/7-Stabika-Episode-2.html" target="_blank">Stabika Episode 2</a>, with over 1.3 million plays on <a title="Crazy Monkey Games" href="http://crazymonkeygames.com/" target="_blank">CrazyMonkeyGames</a> alone. I created Stabika for fun, I put in far more hours than I got paid for, and I didn&#8217;t care at all, it was a blast to make. I was learning, I was having fun, that&#8217;s what it should always be about. It&#8217;s this mindset that allows developers to create truly amazing games, games that go big and rise in the ranks of best games of all time.</span></p>
<p><span>As I&#8217;ve already said, this is common knowledge, but it truly isn&#8217;t practiced as much as it should be. I entered the flash industry making games for fun, with absolutely no idea I could be making money off of what I was creating. I was very picky about how smooth stuff ran, I was constantly upgarding features and I worked very fast, because I was passionate about my work, my fun. It wasn&#8217;t until much later that I found out I could get money for my projects and started seeking sponsorships. Regardless of the cash, I always try to create games that are fun that I&#8217;ll enjoy playing. I&#8217;ll admit that I take extra time thinking of how to increase earnings in the eyes of the sponsor, but all of this comes after one thing, creating a great game, for fun.</span></p>
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		<title>Physics Based Games</title>
		<link>http://blog.princeporter.com/physics-based-games/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=physics-based-games</link>
		<comments>http://blog.princeporter.com/physics-based-games/#comments</comments>
		<pubDate>Thu, 18 Jun 2009 05:46:32 +0000</pubDate>
		<dc:creator>Porter</dc:creator>
				<category><![CDATA[Flash Industry]]></category>
		<category><![CDATA[Help]]></category>
		<category><![CDATA[Box2D]]></category>
		<category><![CDATA[Civiballs]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Dynamic]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[Physics]]></category>
		<category><![CDATA[Puzzle]]></category>
		<category><![CDATA[Splitter]]></category>
		<category><![CDATA[Sponsorship]]></category>
		<category><![CDATA[Systems]]></category>

		<guid isPermaLink="false">http://www.blog.princeporter.com/?p=133</guid>
		<description><![CDATA[I&#8217;m sure nearly everyone reading this is aware of the success that physics based games have been bringing in. Games such as Splitter, Super Stacker, Fantastic Contraption, Totem Destroyer and Civiballs have done amazingly well on the net thus far. There&#8217;s clearly something majestic about these games in the eye of the player, but what [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_136" class="wp-caption alignleft" style="width: 250px"><img class="size-full wp-image-136" title="Physics Games" src="http://blog.princeporter.com/wp-content/uploads/2009/06/Physics-Games.png" alt="Physics Games Physics Based Games" width="240" height="180" /><p class="wp-caption-text">Physics Games</p></div>
<p>I&#8217;m sure nearly everyone reading this is aware of the success that physics based games have been bringing in. Games such as <a title="Splitter" href="http://princeporter.com/179-Splitter.html" target="_blank">Splitter</a>, <a title="Super Stacker" href="http://princeporter.com/114-Super-Stacker.html" target="_blank">Super Stacker</a>, <a title="Fantastic Contraption" href="http://princeporter.com/126-Fantastic-Contraption.html" target="_blank">Fantastic Contraption</a>, <a title="Totem Destroyer" href="http://princeporter.com/61-Totem-Destroyer.html" target="_blank">Totem Destroyer</a> and <a title="Civiballs" href="http://princeporter.com/199-Civiballs.html" target="_blank">Civiballs</a> have done amazingly well on the net thus far. There&#8217;s clearly something majestic about these games in the eye of the player, but what is it? Do they feel that the game is better because it offers realistic physics which are rarely seen in games? Does the general public (dare I say it) enjoy using their brains to solve puzzles using real life knowledge? There&#8217;s something about these games that really draws players in, and because of that, sponsors too.</p>
<p>Many developers have heard of the <a title="Box2D" href="http://www.box2d.org/" target="_blank">Box2D physics engine</a>, the power behind nearly all of these highly successful physics games. Many developers enjoy using this amazing tool, while others put it down for one reason or another. Regardless of developers opinions, it&#8217;s clear that the games produced with Box2D that were given a decent amount of effort pay off very well. Civiballs is the highest paid sponsored game by <a title="King" href="http://www.king.com/" target="_blank">King.com</a>, and many other physics games are up there among other sponsors. Many developers like to use <a title="Gemcraft" href="http://princeporter.com/68-Gemcraft.html" target="_blank">Gemcraft</a> as the ideal example of a successful game, which it certainly is, but what many of them don&#8217;t know, is that some of these physics based games have sold for more, a lot more. Without a doubt, games such as Gemcraft have a ton of more work put into them, but somehow these physics games with a significantly lower effort put into them (not low, just lower) are doing amazingly well along side them. With this newly found info to many of you, you may want to think twice about ignoring Box2D any longer, unless you prefer making less money for more work. That&#8217;s not to say developers should all flock to physics games and abandon others, but I&#8217;d love to see some more creative takes on the genre, and I&#8217;m sure sponsors would be willing to dish out the cash, judging by recent sales of similar games.</p>
<p>Let&#8217;s take a closer look at a physics game and dissect it, let&#8217;s try and figure out what makes these games so successful. <a title="Dynamic Systems" href="http://princeporter.com/270-Dynamic-Systems.html" target="_blank">Dynamic Systems</a> is a brand new game (at the time of writing this) that was sponsored for a price that definitely sits up among the top paid for games. The goal is to guide a small metal ball to the bucket in each stage using various tools such as dominoes, bouncing platforms, metal rails and more. My first impression of this game&#8217;s success, as with most physics based games, is that it&#8217;s incredibly user friendly. I&#8217;m against hand-holding in most cases, but it actually works in these kind of games and I know from experience in game design that players love to have things spelled out for them, at least at first. There really isn&#8217;t any confusion to be found within the first few levels, new elements are introduced one by one and in very easy scenarios. The trick here is that the difficulty would be boring if it was the same over and over, however since a new mechanic is introduced every level for some time, the difficulty is completely disregarded, a smart move in level design. Once you&#8217;ve learned every mechanic the game has to offer, it&#8217;s up to you to think on your own and solve the puzzles combining your newly found knowledge. From a player perspective, I believe I can see why these games do so well. Most flash game players are complete novices at games, they don&#8217;t like a huge challenge, especially at first. These games teach you everything you need to know step by step in a way that isn&#8217;t boring, nor does it actually appear to be a tutorial you would normally click through, despite the fact that the first few levels indeed are just a tutorial in disguise. Aside from that, I believe the realistic approach of using physics, something we encounter every day in the real world, really appeals to gamers. I believe they feel like the developer has done a good job mimicking the real world and that impresses them. Not only that, the real physics makes them feel comfortable because they&#8217;re already aware of many of the reactions they will get in the game, because it&#8217;s based on what they live with every day in the real world.</p>
<p>Regardless of my opinion on why these games are successful, they certainly do well. Players love them time after time and the games seem to recieve a higher number of views than their surrounding games on nearly all portals. Weather you&#8217;re a fan of Box2D or not, I would recommend giving it a look. If you&#8217;ve got a creative mind and the ability to use this library, you&#8217;re certain to come out with some very nice cash in the next few months. On a complete side note, I recently said that achievements were going to be the next big thing in flash games, now it seems that real physics is the new trend, sponsors better check their bank accounts when developers start using both.</p>
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