游戏邦在:
杂志专栏:
gamerboom.com订阅到鲜果订阅到抓虾google reader订阅到有道订阅到QQ邮箱订阅到帮看

每日观察:关注Crowdstar Girl系列及App Navi应用(3.12)

发布时间:2012-03-12 14:56:23 Tags:,,,

1. 继Top Girl和Social Girl这两款定向女性用户市场的Girl系列之后,Crowdstar再推出手机游戏Modern Girl,目前该游戏仅在加拿大的App Store市场进行测试。类似于Zynga的ville系列和Storm8的Story系列以及Pocketgems的Tap系列,Crowdstar的Girl系列也具有延续性的特征。

Modern Girl from blog.games.com

Modern Girl from blog.games.com

2. Epic首席执行官Tim Sweeney在GDC发言认为独立开发者应该深入挖掘Zynga可能不会介入的领域,众所周知不管是Farmtown对应的FarmVille,还是Social City对应的CityVille,抑或是Gardens of Time对应的Hidden Chronicles,Zynga都取得了异常杰出的成就。Tim Sweeney称,独立开发者需要有足够的应对方式,方能适应残酷的竞争环境。

3. 据Asiajin的消息称International Luxury Media推出了定向社交游戏和应用的专业杂志App Navi,定价650日元。

App Navi from asiajin.com

App Navi from asiajin.com

早在2010年12月2日,日本首款(有可能是世界首款?)手机社交游戏应用杂志Appli-Style(日文版)就正式在日本发售,该杂志由Eastpress出版发行,售价680日元(折合8美元)。

4. 在GDC会场,EA演示了即将在社交网络和移动端推出的游戏,这些领域的游戏主要由Playfish、Popcap和EA Mobile主导。这些游戏包括Mass Effect: Infiltrator(和Mass Effect 3在同一天推出)、Burnout Crash、Pogo Games、Zuma’s Revenge和Solitaire Blitz。

Mass Effect Infiltrator from onsoftware.en.softonic.com

Mass Effect Infiltrator from onsoftware.en.softonic.com

Burnout Crash! from onsoftware.en.softonic.com

Burnout Crash! from onsoftware.en.softonic.com

Pogo Games from onsoftware.en.softonic.com

Pogo Games from onsoftware.en.softonic.com

Zuma’s Revenge from onsoftware.en.softonic.com

Zuma’s Revenge from onsoftware.en.softonic.com

Solitaire Blitz from onsoftware.en.softonic.com

Solitaire Blitz from onsoftware.en.softonic.com

5. 3月9日,Mika Mobile在自己的Blogspot网页上发表博文简析了自己研发的游戏在Android Market的营运表现,他们在结论中表示工作室花了20%的时间和精力来研发和完善自己的Android版游戏,但实际的最终所得却只有他们整体营收所能得到的5%。

出于营收方面回报不利的考量,将放弃他们在Android市场方面的战略计划。

本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

1. Back in December, Crowdstar released Social Girl on iPhone and iPad, and now just a few months later, another installment in the female-centric “Girl” franchise has launched: Modern Girl. This newest installment offers very little in the way of updates from its predecessors (including Top Girl, another game available for mobile platforms).

The game, which is only available in the Canadian iTunes store as of this writing, throws you into the big city and asks you to make a name for yourself by hanging out at the best parties, dating the city’s most eligible bachelors and wearing the best clothes. You’ll complete quests along the way, and will need to pick out the perfect outfit for each occasion in order to really stand out from the in-game crowd.

As for dating, you’ll tap on your choice of a selection of mostly identical male characters and can then use some of your in-game currency to buy them a drink. Of course, your choice of guy mostly depends on the perks he can offer you in exchange – the types of clothing or accessories, cash or premium currency he can offer you, as examples. The shallowness of your choices shouldn’t really be surprising as the entire game is about making yourself a more appealing person aesthetically or to become more popular, not to actually make yourself a better person.

You can do various odd jobs to earn extra cash in Modern Girl, spending energy in the process, or you can spend your time on the dance floor, flirting with guys until your cash runs low. You’ll unlock additional areas as you play the game, and can fill out your closet with the latest and greatest items in the fashion world along the way.

If you loved the other installments in Crowdstar’s Girl franchise, you’ll likely love Modern Girl as the basic gameplay hasn’t been altered that much. However, if you want more depth in your mobile gameplay experiences, don’t say we didn’t warn you.

Have you tried out any of Crowdstar’s “Girl” titles? Did you like the simplistic gameplay presented in them? Have you tried Modern Girl for yourself? What do you think of this newest entry in the franchise? Sound off in the comments.(Source:games

2. On Thursday, Epic CEO Tim Sweeney participated in a panel at GDC about the current indie game development scene, and how it’s reminiscent of the old days of garage development. Sweeney pointed out that building an independent game is still about a bunch of developers making their creative visions come true with 2D pixel-based graphics, though there are obviously major differences between the monetization methods of the ’80s and today. That’s why, Sweeney says, indies must be vigilant against having their ideas ripped off.

Sweeney was joined on the panel by Jordan Mechner (the creator of Prince of Persia), John Romero (the designer of DOOM and the co-founder of Loot Drop Games), Markus “Notch” Persson (creator of Minecraft), and Adam Saltzman (creator of Canabalt). Salzman said that it’s gratifying to work independently to realize your own creative vision instead of working on someone else’s idea, whereas Romero suggested to aspiring developers should dig up some resources on programming and get to work. “You don’t have to wait for permission,” he said.

But the panel also discussed the darker side of independent game development, especially about how easily your ideas can get yoinked by the Big Guys who make mobile and social games. Sweeney suggested that indies can guard themselves by thinking and working creatively. “We came to the decision early on to make games that a Zynga couldn’t clone,” he said. “We’ve always tried to find that special sauce.”

In fact, Sweeney added, given the rapid changes that the gaming landscape has been going through, it’s best to think about re-invention and innovation constantly. Facebook has been a hot gaming platform for a couple of years now, but even that’s quickly beginning to change as developers break free.

“Be prepared to reinvent yourself every few years,” Sweeney suggested.(Source:gamezebo

3. International Luxury Media [J] has launched the social application and game information magazine “App Navi” from January 31st.  The price is 650 yen.

“App Navi” is the 6th social game information magazine in Japan.  The first issue, as well as featuring popular titles such as “Dragon Collection,” “Gundam Royale,” “Chou Shinwa Batoru” (Great Myth Battle), and so on, contains original columns and interview articles, and 23 game titles’ limited item serial codes printed in double-leaved annexes.(Source:asiajin

4. Outside of the Moscone Center, home of GDC 2012, I took a look at a few of EA Mobile’s newly released and upcoming apps releasing for iOS, Android, and Facebook.

Games from Playfish, PopCap Games, and EA Mobile were on display. Playfish was demoing an update to The Sims Social. PopCap Games was showing off Zuma’s Revenge for iPad and Solitaire Blitz for Facebook. Pogo Games was showing their Android version of their Pogo Games app. Electronic Arts were showing off a few new titles like Mass Effect: Infiltrator and Burnout Crash! for iOS.

Mass Effect: Infiltrator

Released the same day as Mass Effect 3, ME: Infiltrator is a parallel side-story to the main game. You take the role of a rogue Cerberus agent who is assisting Shepard by collecting intel.

ME: Infiltrator is the first game that I’ve played on the iPad that used on-screen controls intelligently. Normal movement is still controlled by using both thumbs to move and aim, but when combat starts, you stick to cover and touch enemies to aim. Rather than having to jump from cover and manually aim, ME: Infiltrator slows down time and allows you to fine-tune your aim. It’s easy and it works.

Visually, the game looks like the Mass Effect universe. Developed by the same team that made Dead Space, ME: Infiltrator is an impressive looking game. Graphics are sharp and detailed and animations are some of the smoothest I’ve seen. I believe that a developer has finally made the correct controls for touch-input.
Burnout Crash!

I didn’t get a chance to play Burnout Crash, but I did watch some gameplay. It takes a step back to older Burnout gameplay where you try to create the biggest accident possible for the most points. You start with a car driving towards an intersection and direct its initial path. Once the action starts, swiping the screen can cause additional explosions and multipliers.

It looks like a port of the PlayStation Network and Xbox Live Arcade game, but adds touch controls. There does look like more direct control in the action by using touch, and the crashes in Burnout were always fun to cause.
Pogo Games

A bundle of games, Pogo Games is already out on iOS. Electronic Arts is releasing the Android app in April.

The game is free to download with ads. But you can unlock the game for $1.99 to remove ads. There is also a Club Pogo subscription that has additional bonuses for $5.99/month or $39.99/year.

Pogo Games includes five different games that cater to different interests. I demoed the solitaire, word combination, and blackjack game and they work well as quick casual games. They may not interest people who like really involved mobile games, but as a pick-up-and-play, it’s a perfect experience.
Zuma’s Revenge

There isn’t anything really new in the iPad version of the game. Zuma’s Revenge includes 60 levels and 70 challenge modes. Really, it’s just having Zuma’s Revenge on iPad.
Solitaire Blitz

PopCap is releasing another Facebook game, Solitaire Blitz. A timed solitaire game, you have multiple decks of cards and you have to clear all the cards. There’s no inclusion of suites, you just have to follow the card order.

There isn’t a head-to-head gameplay, but your scores are displayed against your friends. Solitaire Blitz has in-game transactions for power-ups. My quick demo of the game makes me think that it’ll attract a lot of people on Facebook, being focused on casual players.

EA Mobile and the development studios are releasing a wide variety of apps for mobile. From the games I saw, they’re covering all their bases.(Source:onsoftware

5. Some folks recently sent us news that the 50mb limit of Google’s market has been lifted.  Here’s the info straight from the horse’s mouth:

http://android-developers.blogspot.com/2012/03/android-apps-break-50mb-barrier.html

Unfortunately, the same app size limit still exists.   It’s still going to require the same technique developers have been using to circumvent the limit for quite some time.  The .apk will need to be under 50mb, but can download further data after the fact.  The improvement here is that Google is now offering to host up to 4GB of extra data, and that any secondary download is more tightly integrated with the market itself.  These are welcome improvements, but due to the way Battleheart is built, it would require a significant amount of time to implement.

As near as I can tell, a complete removal of any size limits is never going to happen due to the way the android market must download apps into a finite download cache (somewhere between 30-50mb depending on the device) which must exist on the device’s internal storage.  Many devices don’t have much internal storage, and the exact amount can vary wildly, so if the cache has to stay, it would have been great to be optionally placed on the device’s roomy SD card as needed, and its size greatly increased.  This seems like a better solution to me, but I’m not privy to the inner workings of the Android market.  I’m sure there are reasons why they chose the approach they did.

We could re-engineer how Battleheart accesses its data to work with this new system.  This isn’t an impossible task, but it doesn’t make a lot of sense to dedicate resources to it.  For one, we’re in the middle of production on another game, and can’t simply drop everything to implement this because Google finally delivered on a year-old promise.  And secondly, as I mentioned on Twitter, our Android apps aren’t making money.  A few people took offense to the bluntness of this statement, so I’ll clarify in more delicate terms.  There’s a big difference between generating revenue, and “making money” – It’s not that they haven’t generated income, but that income is offset by the additional support costs the platform has demanded.  Where did your dollar go?  We spent about 20% of our total man-hours last year dealing with Android in one way or another – porting, platform specific bug fixes, customer service, etc.  I would have preferred spending that time on more content for you, but instead I was thanklessly modifying shaders and texture formats to work on different GPUs, or pushing out patches to support new devices without crashing, or walking someone through how to fix an installation that wouldn’t go through.  We spent thousands on various test hardware.  These are the unsung necessities of offering our apps on Android.  Meanwhile, Android sales amounted to around 5% of our revenue for the year, and continues to shrink.  Needless to say, this ratio is unsustainable.

From a purely economic perspective, I can no longer legitimize spending time on Android apps, and the new features of the market do nothing to change this.  While this news may be disappointing, I hope people can accept that we’ve done everything we can reasonably do to bring our apps to as many potential players as possible, despite the obstacles.

Thanks for reading, and for your understanding.(Source: mikamobile


上一篇:

下一篇: