Tag: Vs
Them’s Fightin’ Words (Part 1)
by Porter on Apr.13, 2010, under Flash Industry
Greetings fellow members of the flash game industry. Word on the street is everything this blog has to offer isn’t all it’s cut out to be. Ben Lowry, AKA FlashGameLicense member Benologist, founder of SWFStats, has called me out on my lack of actual work. My perception of our numerous debates, simply put, is that he claims I’m all talk, and no action. Although I’ve created or co-created Stabika 1, Stabika 2, Stabika 3, Dominus Void, Gravibounce, Tower of Greed, Traverse (being released this week by Ninja Kiwi), and a few others that were contract work or not worth mentioning, there may be some truth to that statement. I in absolutely no way work “full time”. Creating flash games is indeed how I pay my rent (with very little help from revenue earned on this site), however I live a very affordable lifestyle which requires very little funds from me. I simply work enough to get by and enjoy a very social life; which is exactly what I’ve tried to accomplish. That being said, I in absolutely no way feel that my lack of releases disqualifies me from sharing (and knowledgeably so) anything on this blog.
So here’s what’s going down; Beno decided that it would be great to give me the rest of the month to come up with something sale worthy. I’m to do everything except for the art, which my partner Andrew will cover. If I’m to succeed in creating a game “sell-able” by April, he’s going to give me $100 USD. If I fail at doing so, he can continue to run his pompous mouth to me about how I never work and I’m all talk, and I’m not to consume any amount of alcohol for 2 weeks. Although I could easily win this bet on a technicality of creating something incredibly simple and “sell-able”, I’m actually going to knock something out of decent quality; at least by the standards of 2 weeks worth of game development.
Before you guys get the wrong idea about the relationship between Benologist and I, let me explain a bit about how this bet came to be. First off, Benologist is a business man. He makes games for money, and almost always no other reason. I almost always make games for fun, unless I’m in need of quick cash, in which case I’ll pull something together to get me some rent money for a few months. Having these different views creates a lot of tension between us during conversation, and very often results in a heated debate. These heated debates generally just die down, with either me or Benologist going back to work, or Benologist choosing a new target within the FGL chat room to badger. Either way, the relationship between the two of us isn’t exactly mortal enemies, sometimes it’s just fun to have a rival or pseudo enemy of sorts. That being said, he does talk a lot of crap about me, and he is an arrogant prick, egotistical, and an ass more often than not, and if I didn’t talk just a little bit of crap about him, this wouldn’t be nearly as fun, so let it begin; compliments to JJWallace for the wonderful art below,
I’m definitely looking forward to seeing how the bet turns out, I love proving people wrong when a worthy opportunity arises. In addition, I don’t need that $100, and to prove this, I’ll be framing the check or $100 bill he sends and sharing it with you all as soon as it’s in my hands. Overall, I’ll take this opportunity to not only prove him wrong, but to grab some extra cash for myself. I’ve already got an idea of what I want to do, so it’s about time I stop writing this and get to work. Check back often, as I’ll be updating my progress every few days up until the final day on April 30th. If you’re taking sides, or just have something to say, be sure to do so; can’t ever get enough entertainment.
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.


