Monthly Archives: January 2009

Best Games of 2008: A Peek Behind the Curtain

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Do you ever wonder how your favorite game was made? Who came up with the idea? What’s involved in taking a concept and turning it into hours of gameplay for you to enjoy?

The Scoop is here to help you answer some of these questions. We’ve talked to the Publishers and Developers of our Best Games of 2008 and asked them to share their creative process with us.

Building Games is certainly a collaborative, team endeavor. Even though there is usually one giant brain behind every great game, in the words of Arthur Humphrey, Virtual Villagers - The Secret City, “It takes a lineup of talented artists, engineers and producers to bring these games to life.”

After speaking to the companies behind the Best Games of 2008 to find out what is involved in a game’s development, they all had one thing in common: great stories to share. The typical day (if this even exists) of a Game Developer/Publisher includes the following components: brainstorming ideas, lots of meetings, problem-solving, and content design. I think Phill Simon, Creative Director and Co-founder of Mondo Studios, may have said it best: “Think, write, manage, design, think, test, design, repeat”.

Angel Inokon, Producer on Dream Chronicles 2-The Eternal Maze, described her job “a little like being a midwife, except, well, it’s for games, not babies…equally messy though.” Angel is certainly not the only one with a sense of humor. I started to think about her quirky comparison and suppose it most likely rings true to a lot of people in the games industry. Developing a game is a lot like having a baby. You first “conceive” the idea for a game and then find support to help you grow the plan. Then, once the foundation has been laid, there is a lot preparation to be done and obstacles that you had never imagined when you first started. Now the gameplay has changed and things you thought would be so easy are just a little more painful and scary than originally anticipated. Then finally, it all comes together and you can see that all of the work you put into developing this beautiful creation has paid off and your baby is there for the world to see.

Across the board, the publishers and developers seem to work long, hard hours. But most importantly, they all love their jobs. “Apart from the waking up and going to sleep part, there really isn’t a typical day,” says Christian Holland, Creative Director, Drift ‘n’ Burn 2 My Racer.

Inspiration for each of our winning games has one common source from which ideas were drawn: nature and everyday life. Vitaliy Kit, CEO of Absolutist, got his idea for the game Patchworkz! from the patchwork above the bed in his grandma’s house.

The hit game Amazing Finds was inspired by the love of going to flea markets. “I looked at one of the stalls and realized that a flea market would make a great backdrop for a hidden object game. The setting is almost tailor made for such an experience, all sorts of different objects arranged artfully in a small space. It seemed natural,” said Phill Simon.

The Carrie the Caregiver series has a very specific origin. A few years ago, Rob Gordon of Article 19 got back in touch with an old schoolmate. They hadn’t seen each other in many years and were now both married with children. They started a light email dialog about parenthood. It touched on the joys, the pains and the more comic aspects of raising kids. Pretty soon they started writing in game-like term such as “What’s the reward for taking two kids to the park by yourself?” and so on. It became clear that there was a game in all this, and no one had ever really featured babies in a title. Carrie was soon born.

Like most projects, game ideas evolve over time. Take Dan Chao’s story of Cooking Dash for example. “When I had written a prototype awhile back, it was a pretty far cry from what the game is today. However, once Aliasworld started development on the project, the core gameplay didn’t change much at all. Adding some key power-ups helped increase how much the player could handle. It also provided a few different strategies, which really helped it become a great game instead of just a good game.”

Fashion Solitaire began as a much more traditional Klondike-style game according to Daisy Pilbrow, Producer. Making outfit design more of a focus resulted in a switch to a more flexible mahjong style. In the downloadable version, Large Animal Games also added a full featured clothing designer where you can choose from different articles of clothing, add colors and patterns, and can use your very own designs in the solitaire game-play. This feature, as well as the ability to send photos to friends, were late additions to the downloadable version.

One of the challenges of creating a new game, is making it stand out from the great content already on the market. The recipe for success for our racing game winners, such as Burnin’ Rubber 2 and Rumble Town Racing, was the incorporation of more content into the game, like different tracks, a bigger selection of cars, rolling pit stops and the introduction of new environments to create a more cinematic feel.

Keeping things interesting wasn’t hard for a game like The Daily Diff, being the only daily online spot-the-difference game in the world. Perhaps one of the reasons for this game’s success is using actual pictures from our audience. Sarah, Shockwave’s Daily Diff Master-Illusionist, let us in on exactly what she’s looking for in a photo to use. “I look for images that have a lot going on in them: a certain amount of detail and busyness is necessary to allow 10 differences to be made. Most spot-the-difference games have only 5 differences. Favorite subject matter for Daily Diffs include city scenes, buildings, boats, interiors, playgrounds, cars and general clutter. It’s great if a photo has lots of vibrant colors, varied shapes and crisp focus - an image that keeps your eye moving. “

Others tried to increase the player’s game strategy elements, like allowing a player to create their own plan of action for serving each customer in Ranch Rush. Dream Chronicles 2-The Eternal Maze did this by increasing the involvement of the user - allowing them to choose which clues are most important to solve, and by increasing the variety of puzzles (image, sound, logic, word, and nature). The most important element was to get the users as immersed as possible in the entire gaming experience.

It was obvious to me, after reading the feedback from our winners, that these individuals are a cut above the rest: incredibly creative and forward-thinking leaders in their field. We have only touched on a portion of what a game goes through before it’s published and what makes one game stand out among the rest. Stay tuned as we dig deeper with our game developers throughout the year.

Check out all the ‘08 Winners: Best Download Games | Best Online Games

Inside Shockwave: Klingon Ships, Sean Connery and Developing Games with Cam Daly

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Welcome to the very first edition of Inside Shockwave on The Scoop.  Every day the team here at Shockwave is working on how to make the website, games and overall experience the most fun and functional they can be for you.  We’d like to invite you to get to know us, and what goes into making Shockwave the place where you’re free to play!

Today we’ll lift the curtain to shine the light on the mastermind behind our great online content… Cam Daly, Director of the Shockwave Games Studio - and a man of many talents.  In between thinking about and playing games all day, programming Klingon ships and impersonating Sean Connery, Cam found some time to chat with The Scoop.

The Scoop: Thank you so much for talking the time to talk to Scoop readers today!

Cam: My pleasure!

TS: Can you please de-mystify what it is that you and your team of producers do out here at Shockwave?

Cam: I work with a wonderful team of producers, sharing the hard job of making fun and playing games all day! I know, it’s tough, but someone has to do it.  That someone is a “producer,” who is really a jack of all trades (and hopefully a master of a few).  To be a producer, you need to have a thorough understanding of the design and creation of games so it helps to be a gamer. Producers deal with almost all the different departments in the company - sales, finance, engineering, legal, marketing and of course the site team - so they need to be good communicators as well.

TS: So how long have you been masterminding content here at Shockwave?

Cam: I’ve been with the company for almost five and a half years, but didn’t start “masterminding” it until a couple of years ago.  I first started as a Producer and worked up to my current position as Games Studio Director.

TS: That is quite a climb! Can you share with us some of the most memorable experiences along the way?

Cam: Definitely.  In our first office space back in the “old days” where we had fewer people in less space, the Engineering and Operations guys used to blast music on Friday afternoons when things were all under control and set up for next week.  There was more than one spontaneous sing-along to Journey or Boston.  I’ve never experienced that at any prior job!  On the business side, the first time we had a single game get 500,000 plays in one day (Drift n Burn in June ‘07) was amazing. The realization that we have had some games that are played just as much as $20 million console titles is crazy and great.

TS: Wow, that is quite amazing!  Did any of the Friday sing-alongs ever inspire any Shockwave content now or concepts for the future? 

Cam: We actually considered making some karaoke type content but it has never done well on the web so we decided to invest elsewhere.  We’ve been discussing ideas about party time management but haven’t made any decisions yet.  There is a whole field there of common experiences which are relatively untapped in the game industry.

TS: Well, I hope that Shockwave will tap into it soon!  So did the dream of being Games Studio Director make your heart sing as a little boy?

Cam: I’ve been a gamer for my entire life and started making simple games in junior high… The first one I made with a friend was the Enterprise against a Klingon ship. The whole game was written in BASIC (a programming language) and just consisted of these two blocky outlines of ships moving past each other.  You had to hit the space bar at the right moment when you were lined up to shoot them before they shot you but it became very predictable. Over the years since then, I have made quite a few games while at different companies but have discovered that you can only do so much as a single programmer.  I made the transition to being a producer when I came to Shockwave and have found that I prefer working on games from a higher level. Now that I am a Director, I can influence the development of dozens of games in different phases of development and help plan the next generation of content. So to answer your question, when I was a little boy I didn’t know enough about the possible career choices in game development but have been happy to get to where I am now!

TS: Looks like you’ve been in games ever since the early days.  What has been the strangest job experience that you’ve had along the way?

Cam: That’s an easy one! At my second job out of college, I worked on games and multimedia pieces for museum exhibits.  The company that I worked for got a huge job at the new Petronas museum that was opening in the Petronas Towers in Kuala Lumpur, Malaysia. I was the lead engineer and was sent to Malaysia for the final install, only to discover that the technology integration company which was doing work that connected to our exhibit Macs had made some terrible choices.  I ended up being stuck in Malaysia for 11 weeks during a series of political protests which showed up on CNN.  So each day I would turn on the T.V., see the images of the burning cars and water cannons being used on protestors, then look out my 20th floor hotel window and see the smoke rising from that same action a couple of miles away.  That was also when Sean Connery laughed at my Sean Connery accent.  But that’s another story.

TS: Oh, I love Sean Connery!  We will need to devote a whole other to that story to do it justice.  So you like to impersonate celebrities, but if you could actually be a video game celebrity, who (existing or yet to be created) would you be?

Cam: Technically, I’ve already been in a video game but I am fairly certain that nobody ever saw me.  When I worked on a NASCAR racing game a few years back, one of the artists put head shots of all of the staff member into the game as flaggers, pit crew or track side officials. I think I ended up being the guy who carries the spare tires…  For a while I used to do “collaborative story telling” with some friends (like playing Dungeons & Dragons except with no rules, dice, boards, etc) and one of them is now a successful Hollywood screen writer.  So when he gets around to writing the movie about the stories that we told, I’ll be in them.  At that point I’ll be the shadowy character who knows more than anyone else about what is going on, but can’t ever be contacted due to plot reasons.  It will, of course, be a mega hit and become a video game.

TS: That’s great; you are truly a man with a plan!  So speaking of plans, can you shed some light on the great content you have planned for Shockwave in the future?

Cam: I don’t want to promise anything which I can’t deliver on, but we are working on an incredible slate of games!  There will definitely be more of Sara and her Spa, Carrie will return and Blocky will be back!  On the action side we have a few racy surprises up our sleeves.  Before Bed (recently launched) is the first example of our “Family co-play gaming” strategy which allows a parent and child to play the game together with controls and interaction appropriate to their skills and maturity.  All of this is just to whet your gaming appetite… there are lots of games that I cannot talk about yet but they are really juicy!  We will keep releasing great games for our audience to play and enjoy but always love new ideas, so please let us know if the gaming creative genius strikes you!

TS: Do you have any final words that you would like to share with the readers of The Scoop?

Cam: Take time to get to know your fellow Shockwavers (Cam’s Shockwave profile), and be vocal - we want to hear what you like (or dislike) about our content as we strive to make more fun and games!

TS: Thank you for joining us today, we’ll let you get back to making games.

Great Games for the Lunar New Year

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On January 26th, the Chinese will ring in the Lunar New Year with firecrackers and bottle rockets that will light up the night sky until the wee hours of New Year’s morning. We’re welcoming the Year of The Ox by lighting up Shockwave with beautiful red and gold lanterns.

Shockwave is based in the foggy city by the bay with a rich Chinese culture and each year we look forward to all the Lunar New Year festivities. One of the most grand is the San Francisco Chinese New Year Parade, which has been dazzling the city for more than 140 years. Sparkling floats fill the streets, acrobats fly in the air, martial artists amaze with their skill, and the gorgeous lion dances wow the spectators well into the night. The beating of the drums and music mixes with the roar of firecrackers as the San Francisco Chinatown throws the largest celebration of Asian culture outside of Asia.

Liong: The Dragon Dance

To get a head start on all the festivities, we at Shockwave like to immerse ourselves in Asian culture through a variety of free online games. Slipping into a Mah Jong trance is super relaxing with three new puzzles released every 24 hours in Daily Mah Jong.

This week we’ve also got some great games to choose from in Deals and Specials.

You can try these games for free or save big in the spirit of the New Year when you buy.

See you in the Year of the Ox!

My Tribe, a Mini Review

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When I first saw My Tribe from Grubby games, I was skeptical. It looks almost exactly like Virtual Villagers. In fact, there’s no way not to call it a clone. I loved Virtual Villagers, so I was prepared to hate My Tribe. It appeared to be a blatant rip-off., but this is one book whose cover I misjudged because My Tribe is a fantastic clone. As much I liked Virtual Villagers, I found it to be a bit inaccessible. I thought the game was a little harsh. But My Tribe was much easier to play and I found myself getting more things done, and getting them done quicker. The tutorial is nothing less than excellent. I was instantly hooked and maybe that was because of the voice-over narration. The voice is soothing and bright. Grubby Games did a fine job of casting.

But Grubby Games did a fine job on everything in creating My Tribe. They didn’t simply clone a game, they improved upon a formula and made it more user-friendly and more fun. And this is no surprise. Grubby is one of the most underrated game developers out there.  They are incredible designers. Their Professor Fizzwhizzle games are genius. The attention to detail in their games is always superb and My Tribe is no different.

From the get-go My Tribe feels more inviting and more empowering than Virtual Villagers. The soothing female voice makes you feel safe and secure. Choosing your own island is a nice touch too and you have full access to the island right away. As I said, the game’s tutorial is excellent. It guides you through all the necessary tools and tasks of the game rather quickly. Now, this is not a typical download game. Unlike a match-three or a time management type game, My Tribe takes more patience. It’s not about instant gratification – though there is enough of that to sustain game play. In a game like My Tribe (which ‘persists’ while you’re NOT playing it) you have to take a different approach.

The game is about establishing a thriving, healthy community of people on a small, uninhabited island. You are given several people to start – a mixture of males and females who can have children to increase your island’s population. You must find food, explore the island to exploit its natural resources and develop technology and skills that will help grow your community and keep it going strong. In My Tribe this is relatively easy. The game is foolproof, and I did not have that depressing experience of coming back later to find that my tribe had all perished (like I did the first time I played Virtual Villagers). And this is important in a game like this because a big part of the game is about what happens while you were gone.

I recommend playing My Tribe in small doses for maybe thirty to sixty minutes at  a time and then putting it down for a few hours and coming back to see how things have changed.

Each tribe member can be put to a specific task (gathering wood, building, fishing, farming etc) and I like that in My Tribe you can set each ‘person’s’ priorities. The entire user-interface for My Tribe, from the map functions to the on-screen buttons and controls, are very well designed. It is not at all intimidating to find information, mix potions, make new clothing for your islanders or build structures. The game is very kind to the player. The overall vibe is gentle, soothing and pleasant. I never felt punished or stupid, or, that I didn’t have control over the game environment. To me this is the hallmark of a great casual game.

Grubby did an excellent job with leveling and progression of game play. The system of rewards and bonuses is well conceived and well-tuned. I particularly love how they use ‘Stardust’ and ‘Moondust’ – two objects that randomly (and frequently) fall from the sky. These objects are universal catalysts and helpers that give the player all kinds of boosts and extra powers. There are many mysterious objects to explore and unlock too. The game is filled with intrigue and feels very deep.

There feels like so much to do in My Tribe and so much to discover. And the game is just a joy to play, not just because of its premise (establishing a new community through hard work, teamwork and the resources at hand feels like a poignant allegory for our troubled times) but because it is so well produced. Grubby Games is a developer to watch and My Tribe is a great game.

-Vinny.

Take a peek behind the scenes of Shockwave.com at The Shockwave Spark, an online gamers blog that keeps you up to date on the coolest titles, the hottest deals, and other newsworthy and buzz worthy tidbits. Get the scoop on the latest in online games, you'll have the chance to ask questions, comment on recent posts, and chat with the rest of the gaming blog community.

Of course, we appreciate your feedback on our gaming blog, including all your game suggestions. But, there's a lot of it! So, while we read every single one of our members' comments, we can only do so much. We'll get to as many requests as possible, but usually don't get a chance to respond to everyone individually. This is one popular online gamers blog! Check back each week and we'll post a response that addresses the most commonly requested games.

For even more fun, check out Club Shockwave and Shockwave® UNLIMITED. As a member of Club Shockwave, you'll have access to exclusive versions of the best games around, including Free Cell, Mahjong, Bingo, Daily Jigsaw, Solitaire, and more. When you play games, you'll earn tokens, win trophies and have a chance to play instant win scratchers or enter sweepstakes for big cash prizes! With Shockwave® UNLIMITED you'll receive access to exclusive online games and downloads for a low monthly fee, unlimited play on all downloadable games, no ad interruptions on all games, and brand new Flash games each week. Plus, you'll have full access to all of the great online features of Club Shockwave, including multiplayer games like Bingo.