Back to university!

Friday, March 5th, 2010

Yesterday we were invited to assist to an act organised by our former university, LaSalle, in which their new Innovation Park was presented to companies, investors, entrepreneurs and other institutions. The idea behind the Park is to provide back up for innovative projects started by students, establishing collaborations with big companies to ensure that original and viable ideas turn out into profitable businesses.

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The act was supported both by big international companies and new start-ups, some of which were displaying a small sample or demo of their product, all mixed up with student projects that came from within the university. We spent a while watching the 3D cinema screen which was displaying an aninmation modelled after the first scene of Mirror’s Edge, looking pretty much as the PS3 3D demos we could try at last year’s GDC in San Francisco.

After the keynotes we were invited to enjoy some good food and live music, while socializing and networking with some of the assistants. It was nice to meet again a few known colleagues and teachers, getting to know other entrepreneurs from our university and also having the opportunity to chat with Digital Legend’s (The makers of games as Kroll) CEO Xavier Carillo, which had been part of the previous keynote.

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All in all the act was pretty interesting and we had a nice time spending the evening at the university, something 4 or 5 years ago was routine during the weeks previous to final exams. Now if only we have had free beer back then…

The Pictures of Quiz Game Land

Friday, February 26th, 2010

Today we’ll talk a bit about one of the later tasks during the making of Quiz Game Land, which was both entertaining and laborious: taking pictures.

In the 1.4 version of Quiz Game Land we introduced what we called “visual questions”, which consist in displaying a picture and asking the player about it. With this, we intended  to add a little bit more of variety to the battles of questions, since one could get tired of so much text. An example is shown below.

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The idea was nice, so we started to think about the type of questions which could take advantage of having a picture. Identifying pieces of hardware was a no-brainer, so we took out all of our gaming stuff and shot around 150 pictures during a couple of days. It was kind of fun going through all of the consoles, controllers, cartridges and games, but it also was a bit of a mess dealing with all the cables, boxes and plastics and getting them in their place again when we were finished.

Here there are a few pictures of the first day of photo shooting (with some fancy colours),while  preparing the consoles to be nicely captured for the game.

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Gathered boxed hardware for the shooting.

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Ready to go, Nintendo handhelds on the front.

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Wouldn’t the VB be cooler in this colour? Maybe not…

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Can you recognize all of them? Sure you can!

After taking pictures of the consoles, we went on with the games, controllers etc. The arcade hardware (none is shown here) was a bit tricky to shoot, due to its large size and the small size of the picture to be displayed in the game, but in the end all was nicely included. After that, we went over all the pictures, selected the best looking ones and edited them in order to remove all kind of logos, text and images (such as cart labels) which could easily give away the answer to the question.

In the end the result was good and, together with the silhouette guessing questions and a few miscellaneous ones, we managed to introduce around 250 visual questions in the game. The only downside of the update was to surpass 10MB in size, due to the weight of the pictures, which is the limit to download the game via 3G network.

Battle of the Elements: teasing the characters

Friday, February 19th, 2010

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Time for some more details on our upcoming game: Battle of the Elements! This time we’re teasing you with the silhouettes of the playable characters in the game.

Each of our mighty heroes is originary from a different country and has his own background, personality and motivations to search for the four legendary elements of unknown powers. Making use of their abilities, they will have to travel around the world and face each other in intense Battles of Elements in order to fulfil their ambitions.

Which one will be your choice?

More details coming soon!

Introducing Battle of the Elements

Friday, February 12th, 2010

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After more than a loooooong year of development, we’re excited to finally introduce our brand new upcoming game: Battle of the Elements.

Battle of the Elements is an exciting action puzzle game with a completely original gameplay mechanic, which will make players think as quickly and intensely as they move their fingers. With an engaging background story, several selectable characters, different game modes, original soundtrack and colorful animated graphics, Battle of the Elements is our most important and ambitious project yet.

The game is right now in late Alpha development stage and we will be moving it to Beta testing in a few weeks, so we’re expecting to release Battle of the Elements really really soon (provided that the Apple’s approval process doesn’t take as long as the development itself ;) ). Oh and the game will be released fot Apple’s iPhone and iPod Touch (for the moment…) with multi language support.

We will be posting more information and details on Battle of the Elements during the next weeks, so stay tuned!

Lite version vs in-app purchase

Friday, February 5th, 2010

Reaching the final steps of development of our upcoming iPhone/iTouch games, we’ve recently been discussing about how we’re going to market them: is it better to release a free lite version accompanied by a full paid one, or a single free version with a full-upgrade option? While the first method is still the most used among developers, in-app purchases are becoming increasingly popular in new products. Let’s try to find out why.

Here’s a breakdown of the advantages and disadvantages we found of each of these distribution models:

Lite + Full version

  • Pro: The Lite version can be trimmed down to a lighter package (by deleting non-available content), making it a 3G feasible download even if the full version is not.
  • Pro: The full version can appear in the “paid-apps” AppStore listings.
  • Pro: Separate reviews for lite and full app: usually reviews are higher for paid apps, since people think twice about purchasing it and make sure it’s what they’re looking for.
  • Con: The full version can easily be pirated and illegally distributed, reporting us server costs but no income or AppStore presence.
  • Con: Two different Apps have to be released and maintained.

Free upgradeable version

  • Pro: Piracy is drastically reduced, since the App is already free and In-App purchases need account verification.
  • Pro: We only have to care about delivering and maintaining one single app instead of two.
  • Pro: More and unified downloads, since people love free stuff, which mean more presence and visibility in the App Store.
  • Pro: The upgrading process is easier than downloading 2 separate apps, which may attract more customers.
  • Con: In-App purchases require iPhone OS 3.0 or later, so users with older firmwares wouldn”t be able upgrade our game.
  • Con: Anyone can leave a review on your game, even though they have not tried the full version.

With reports of illegal copies accounting up to 80% of the total downloads of some applications, it seems that the anti-piracy measure is the strongest benefit of delivering free-upgradeable Apps. However, the 3.0 OS restriction directly reduces the amount of potential customers who could be buying our games, even those who are just curious to try out the free versions. According to this adMob report, there’s still a significant number of users with older firmwares (especially among iPod Touch users) which we definetely wouldn’t want to miss.

In our current developer status it looks like the rest of the points don’t actually make a difference to us, or at least not as significant as to choose one method over the other since both have their valid pros and cons. Interestingly so, this reasoning left us with no clear answer on our initial question, which is probably also happening to lots of other iPhone developers out there.

Only time will tell us which is the right direction to take, so, until then, we will closely be watching how the iPhone market evolves and leave this complicated decisions to our beloved market analyst: Mr. Brainosaur.

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Hello iPad!

Thursday, January 28th, 2010

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After lots of rumors and speculation, Apple finally presented their iPad officially. Hooray! And with all the press coverage it has gathered, absolutely everyone should be aware of it by now… even if he doesn’t want to (but who wouldn’t? everyone loves Apple now!).

As iPhone/iPod developers we were thrilled to know that Apple was expanding the “i” family, but now that we’ve got it here we ask ourselves if it’s really something to get excited about, especially after all the “meh” first impressions that it has caused among the press. Well, since we’re not experts in market analysys and all we care for the iPad are games, we do have quite some interest in this new platform for several reasons:

  • SDK: making it cross-compatible between iPhone and iPad means that our framework will be compatible from day 1, making the transition between platforms incredibly easy.
  • Compatibility: iPhone games might not look great double scaled to the iPad resolution, but even so our already published  games will be available in a new platform with no extra cost at all.
  • App Store: although there are quite a number of things we don’t enjoy about it (submission process, content objections etc.) it has been proved to be a great way to distribute games worldwide for small companies like ours.
  • Increased resolution: we discarded some game ideas because of the limited resolution of the iPhone screen, which we might consider again for the iPad. Furthermore, being just over the double of the iPhone’s (480×320 to 1027×768), it will be relatively easy to prepare graphic resources to be compatilbe with both platforms.
  • Pricing: expecting it to be priced around the 1000$ mark, it’s  nice to see that Apple has adopted a more aggressive pricing strategy on this one.

Still, as many have pointed out, and even if we only care about games, there are a few questions that we can’t ignore when considering the future and viability of this platform:

  • Concept: the iPad is essentially a big iPod Touch, not a replacement for a laptop,  or a console, or a phone, or a music player… not even for a portable eBook reader? Does it really have a target consumer? Moreover, will this consumer be using it regularly after acquiring it?
  • Controls: the accelerometers are a nice idea for controlling a small and light handheld device, but we’re not so sure about it when it comes to something bigger and heavier which one has to hold with both hands during a whole game.
  • Camera: where has it gone? Not really essential for most of the games, but augmented reality experiments could definitely benefit from a higher screen resolution.
  • Pricing: sure it’s cheaper than expected, but it’s still more expensive than a PS3, PSP, Xbox 360 and even a laptop, while some could feel it offers less, if different, features.

Knowing that it comes from Apple, it’s hard to think that the iPad can be a commercial failure, but it’s still possible that it becomes a second line product such as the Apple TV. Only time will tell but, as developers, we can’t afford to ignore it, especially since the big players are already presenting their high budget productions and, as time goes by, it will become harder and harder to get some visibility for independent companies like ours.

So… Hello iPad!

The problem of difficulty

Friday, January 22nd, 2010

How hard is easy and how hard is hard?

That’s a question we asked ourselves a few times when discussing the difficulty of Quiz Game Land: on one had, we wanted a game that would provide a real challenge to hardcore gamers, but on the other hand we also wanted to appeal a wider audience, since the iPhone is more of a casual gaming platform. In the end, we decided to try and make everyone happy by including questions that ranged from pure basic knowledge (i.e. What’s the color of Mario’s cap?) to the most specific gaming facts (i.e. How is the 3r installment of the Knightmare saga known as?).

Was it a good idea? Let’s find it out with the help of some info we’ve gathered since the game was released.

Quiz Game Land has about 1000 gaming questions, categorized in 8 levels of difficulty. At the beginning of each game,  players are asked to select between 3 difficulty levels  (easy, normal and hard) to start a 3-stage journey with questions ranging from levels1 through 5, 2 through 6 and 3 through 8 respectively, where difficulty rises as stages are completed and only the final boss asks the highest level questions.

Apparently this was a nice way to please all potential customers, but along with the game’s first user-reviews came the first complaints about the game being easy. D’oh! Asuming that it was true, we quickly started writing harder questions for the first update, but a few weeks later we were surprised to see that, according to our stats, most of the people were playing the game in Easy and weren’t able to reach the end. Up to date, this has been the trend among our players as we illustrate in the following charts:

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Percentages of players by level

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Percentages of players by level and reached stage

As it can be seen, the lower difficulty level is the most popular and the hardest the least. It’s important to note however, that players playing in Normal and even Hard are more successful in the game, reaching more frequently stage 2 and 3 than those playing in Easy.

On a different registry, the fact that the questions are segmented in 8 difficulty levels results in fewer questions per level, which, although the game uses weighted probability algorithms to elude repetition, leads to a higher chance that a question is asked again in a following game. This is not a problem for players who usually get through a couple or three stages, but those always stuck on the first stage can have the feeling that there are not enough questions in the game.

To sum up, we have the following facts to analyze Quiz Game Land’s difficulty:

  • Some customers complained about the game being too easy.
  • But the stats show that the majority of players find the game too hard.
  • Users playing in higher difficulty levels are more successful.
  • If fewer difficulty levels were made, keeping the same number of questions, there would be less repetition in the first stages.

So, did we get it right or wrong? Unfortunately it’s still not easy to tell since, although it seems pretty clear that our costumers prefer playing on Easy, we wonder if that is precisely because our game is still unknown for the vast majority of hardcore gamers who own an iPhone (if they actually do). Given that Quiz Game Land was largely ignored by most of the gaming-specific press, it is certainly a plausible reasoning. We will still be supporting Quiz Game Land but, for the moment, our next games are being designed for a more casual market.

On a final note, according to our online records no one has been able to defeat the real Game Master yet, which rises a further question: is Quiz Game Land really too hard even for hardcore gamers? We think not. Probably the correct question to ask ourselves is related to the previous conclusion: are enough hardcore gamers playing this game?

But that’s an answer that only the real Game Master knows…

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Welcome to our Development Blog!

Thursday, January 21st, 2010

Welcome to our new Development Blog!

From now on we will be using this blog to post updates on our work in progress, details on our games, future projects,  random thoughts and all sorts of stuff related with our activity. Actually we were planning to open this blog a while ago, but we were either too busy or too lazy to do so…

Anyway, we hope you enjoy it!