Jul 212011
 

Title slideThis was my talk delivered yesterday at Casual Connect Seattle — somewhat shorter than my usual, as it was a 25 minute slot. The topic was designing for games-as-a-service; a lot of folks are migrating from casual games into social games right now, and need to know more about what the design best practices are.

I ended up reaching back to the Laws of Online World Design and many other older materials both mine and of others, on the grounds that it was likely to be new and perhaps educational for many who have been doing fire-and-forget software in the casual space.

I am fairly sure that the conference will be posting video of the presentation — they normally do — so keep an eye out for that. In the meantime, here’s the deck in a few formats:

I did try uploading it to Slideshare, but boy, did it mess up the fonts. I take a lot of care with the graphic design of my decks, and it was just too ugly to tolerate. 🙂 I am sure I could figure it out given time, but I don’t have said time. So if someone else wants to take the PPT and get it uploaded in a way that actually resembles the PDF, go for it.

The slides should be pretty self-explanatory, but the core message is not unlike the much more detailed version of things I put forth in my recent blog on on Marketing.

Nintendo vs Apple and social gaming

 Posted by (Visited 11378 times)  Game talk  Tagged with: , , , ,
Apr 082010
 

Reggie Fils-Aime of Nintendo thinks that Apple isn’t a viable profit platform for games. The picture for game developers on iPhone certainly isn’t all rosy — the App Store has effectively recreated all the bad elements of retail, without the profit margins.

On the other hand, there are literally 50,000 games and entertainment apps for the iPhone and iPad. Fifty. Thousand. Number for the DS? More like 2500.

And now, Apple’s taking a big big hint from the networked, connected world, and introducing a gaming social network to the iPhone OS.

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