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Two great Flash-related postsJuly 6th, 2009 |
There’s two great posts related to Flash surfacing today:
CoderHump.com has an open letter to Adobe asking for them to make Flash the default console for the web. This is a developer-centric post, focusing on weaknesses of Flash as a generic platform for game development:
Adobe, make Flash like unto a console! Give us consistent performance! Give us excellent tools! Flex Builder is not that great, Adobe. Your compilers could be a lot better, too. Don’t worry too much about lots of fancy features. People who have to have super high end 3d and do not want to run everywhere will use tools like Torque or Unity that do 3d really well. Be everywhere, run well, be easy to develop for, and you will be loved and well rewarded.
Adobe, I have a vested interest in you succeeding. Please listen to my words. I have spent years developing game middleware on a variety of platforms. Now I am working with Flash. If Flash dominates the game industry, it will be possible for me to afford to eat.
A lot of the gems aren’t in the post, but in the comment thread that follows — worth reading.
And the inimitable Dan Cook of Lost Garden has a wonderful analysis of the business models behind Flash game development and where they are broken — and what a developer can do to fix it.
When you design your game, pick three or four revenue streams and build them into your game. Here are some categories of users that you may want keep covered.
- People who don’t want to pay: Advertising is a good option to keep around. A few hundred bucks is still money in the bank.
- People who are interested in more of the same: Once you’ve established the value of your game, some players want more. Give them more levels, more puzzles, more enemies in exchange for cash.
- People who are interested in status or identity improvements: Some people see games as means of expression and identity. Give them items that let them express themselves or customize their experience.
- People who have limited time: Some people live busy lives and want to consume your game when they desire and how they desire. Cheat codes, experience multipliers and other systems that bypass the typical progression all help satisfying this customer need.
Looks like this is just part one of a lengthier series of articles — I look forward to the next one!

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