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Duncan Curtis介绍《Jetpack Joyride》Facebook版本

发布时间:2012-05-15 15:29:18 Tags:,,

作者:Joe Osborne

办公室人员无需再利用上厕所的时间偷偷玩会《Jetpack Joyride》。开发公司Halfbrick如今已将这款热门iPhone和iPad游戏移植至Facebook,这是倍受大家喜爱的游戏作品。这和手机版本没什么差别,下面游戏执行制作人Duncan Curtis将进行进一步说明。

如今你可以基于浏览器体验《Jetpack Joyride》,这样当上司从你桌旁经过时,你就可以将页面隐藏起来。最近我们采访了Curtis,主要谈论《Jetpack Joyride》的Facebook移植工作。

Jetpack Joyride from blog.games.com

Jetpack Joyride from blog.games.com

Halfbrick为什么决定将《Jetpack Joyride》移植至Facebook?

我们认为这一平台存在众多潜在用户。这款游戏操作简便,它是款单个按键的游戏。你通过喷气发动机组件进行跳跃,点击按键,你就会上升,放开就会降落。这非常符合Facebook的休闲游戏风格。

去年涌现很多硬核游戏作品,这令我们觉得,游戏非常适合Facebook平台及其中的用户。我们推出的是《Jetpack Joyride》1.3.1版本。所以我们只是通过不同平台宣传自己的应用。

《Jetpack Joyride》和原来的iPhone & iPad版本有何不同?

这其实是同个游戏版本。我们所具备的技术条件让我们能够将游戏投放至各种平台。我们最终决定推出Facebook版本。

目前玩家在Facebook能够进行,但在iPhone无法实现的操作是,分享图片。在关卡最后,你会看到Barry射击科学家或避开激光和导弹的屏幕图(游戏邦注:你可以将此发布到自己的消息墙)。《Jetpack Joyride》通过排行榜将你的Facebook好友带入游戏当中。

游戏还让你能够在Facebook发布成就和高分。所以你可以通过关联方式获悉,“好友进展到什么程度,和他们相比,自己表现如何”,这不需要像iOS Game Center和OpenFeint的竞争味道那么重。

《Jetpack Joyride》如何在平台众多相同题材的杰出作品中脱颖而出?

我们的游戏具有一定知名度。我的意思是,《Jetpack Joyride》就是个杰出的推广渠道。这一平台已存在众多游戏作品,但这些并不一定是用户熟悉的,也会同时在iPhone进行体验的游戏作品。

这款游戏让你能够在工作时间悄悄进行体验(游戏邦注:主要通过Alt+Tabbed浏览器之类的方式)。你非常清楚游戏的具体类型,因为你在iPhone玩过这款游戏。在座位上拿出iPhone有点过于显眼。

Jetpack Joyride 02 from blog.games.com

Jetpack Joyride 02 from blog.games.com

《Jetpack Joyride》在Facebook的真实货币交易和iPhone是否有什么不同?

我们直接将内置付费方式替换成Facebook Credits。目前我们希望将其打造成无缝隙的体验,“若这是你在iPhone进行的操作,那么这也将是你在Facebook所要完成的内容。”我们有计划将Facebook版《Jetpack Joyride》打造成自主品牌,但在发行初期,我们希望向玩家呈现熟悉的感觉。

你们在实现两个版本间的跨平台体验方面还有没有什么其他计划,你怎么看待游戏领域的这一发展趋势?

是的,我们计划在《Jetpack Joyride》及未来其他作品中采取这一策略。我觉得若这确实具有可行性,其他排名前10的主流开发商也会纷纷这么做。若你推出的是诸如《水果忍者》或《Jetpack Joyride》之类的杰出作品,那么发行Facebook版本将是确实可行的选择。

很多游戏作品都无法在Facebook获得广泛关注——《Fruit Ninja Frenzy》的MAU约是700万,最高水平是800万。我们通过这款游戏发现庞大用户群体,这说明此游戏品牌在跨平台战略中表现突出。

我觉得这对潜在小型开发者来说将会非常艰难,这主要是因为和iPhone平台相比,入驻Facebook需要更多成本和技术挑战。随着游戏逐步变成自主品牌,就扩大用户规模和覆盖面而言,Facebook将是游戏品牌的合理选择。

Jetpack Joyride 03 from blog.games.com

Jetpack Joyride 03 from blog.games.com

相比IPhone,你们在Facebook的《Jetpack Joyride》玩家是否属于不同群体,毕竟这个不同的平台?

我们发现使用iPhone是更年轻的族群,而Facebook的用户则主要是《FarmVille》之类游戏的玩家。这有特定称谓,是诸如“足球妈妈”之类的东西,她们体验《FarmVille》或《宝石迷阵闪电战》之类的游戏,想要寻找新鲜的游戏内容。我们发现这一新用户群体以不同于iPhone用户的方式同我们的游戏展开互动。

关于Facebook版《Jetpack Joyride》,你还有没有什么要和大家分享?

我正在想个吸引眼球的口号。(笑)“将驾车游玩的乐趣带到Facebook?”,“绑上喷气发动机组件,在Facebook加入我们?”诸如此类的东西。我得再多想想。(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

Jetpack Joyride on Facebook, so you can sneak it in at work

by Joe Osborne

No longer shall cubicle dwellers have to steal away precious minutes of Jetpack Joyride in the bathroom. Developer Halfbrick has released the hit iPhone and iPad game on Facebook, which we like quite a bit. There isn’t much of a difference between it and the mobile version of the game, but executive producer Duncan Curtis might have successfully justified that for you.

You see, now you can finally play Jetpack Joyride in a browser tab that you can hide away when the big boss strolls beside your desk. We sat down with Curtis recently to learn more about Jetpack Joyride’s transition to Facebook and even helped him start to work out a catch phrase for the would-be Facebook hit.

Why did Halfbrick decide to bring Jetpack Joyride to Facebook?

We believe there’s a significant audience that can be reached there. This title is a phenomenally easy to use game–it’s a one-button game. You jump around with your jet pack, you press the button to go up, you let go to go down. And it really fits with the casual gaming that lives on Facebook.

We’ve seen some more of the hardcore titles come out over the last year or so that kind of lead us to think that this is a good fit for the platform and the audience. Our release coincides with the recent release of Jetpack Joyride 1.3.1. So, we’re just going across multiple platforms and promoting to our own applications.

How is Jetpack Joyride different from the original iPhone and iPad versions?

It’s actually the same version of the game. We have a set of technologies that allows us to put it on multiple platforms. So, with some small exceptions, and more exceptions to come as develop out the Facebook version later.

At the moment, the things that you can do on Facebook that you can’t do on the iPhone is share your photos. At the end of the level, you’ve got that cool screen cap of Barry shooting scientists or dodging lasers and missiles–you can post that to your Wall. [Jetpack Joyride] actually brings your Facebook friends into the game with leader boards.

[The game] also allows you to post achievements and high scores to Facebook. So, you can actually get that “where are my friends up to, how am I doing versus my friends” in a really connected fashion that doesn’t necessarily come through as strongly on Game Center and OpenFeint on iOS.

How does Jetpack Joyride differentiate itself from the already-established games in that sub genre on the web?

Well, we’re a known product. I mean, Jetpack Joyride is a phenomenal runner. There’s more available on the web already, but not necessarily games that people are familiar with and played on their iPhone as well.

This is going to be a game that you can sneakily get in while you’re at work with an Alt+Tabbed browser or something. And you’ll know the type of game that you’re playing because you’ve played it on iPhone. Sitting at your desk with your iPhone out is a little more obvious.

Is there anything different about how you’re handling real money transactions in Jetpack Joyride on Facebook from how it works on iPhone?

We’ve directly replaced in-app purchases with Facebook Credits. For the moment, we want it to be a seamless experience between “If this is what you’ve done on your iPhone, then this is what you’re going to do on Facebook.” There are future plans to make Jetpack Joyride Facebook into its own branding, but for its initial launch, we wanted people to have a familiar experience to what they’ve had with Jetpack Joyride.

Do you have any plans for cross-platform play between the two versions, and what do you think about that ongoing trend in gaming?

Yes, we are definitely looking at that for Jetpack Joyride and other future titles. I think we’ll keep seeing [this trend] for top ten developers, if that makes sense. If you’ve got titles that are phenomenally successful, like Fruit Ninja and Jetpack Joyride, then it makes sense to be releasing Facebook titles.

It’s hard to get traction on Facebook for a lot of different titles–Fruit Ninja Frenzy is already around 7 million monthly users and it peaked at about 8 million. And we’ve seen many millions of users through that title, which shows that the brand holds up well across platforms.

I think that will be hard for potentially smaller developers because of the costs and technical challenges to going onto Facebook compared to iPhone. As games become their own brand, Facebook is a logical next step for games in terms of increasing their audience size and reach.

Are you targeting a different audience on Facebook with Jetpack Joyride than you are on iPhone, given it’s a different platform?

We see a lot more younger people using iPhone and [on Facebook,] sort of the demographics that you see playing FarmVille and those sorts of titles. I believe certain terms are used, like “soccer moms” or those sorts of things, that play FarmVille or Bejeweled Blitz and they’re looking for another title to play. So yeah, we are seeing another portion of the market engaging with our brand in a way that didn’t necessarily happen on iPhone.

Is there anything else you’d like to get out there about Jetpack Joyride on Facebook?

I’m just trying to think of a cool catch line. [Laughs.] You know, “Take the joyride over to Facebook?” I dunno, “Strap on a jet pack and join us on Facebook?” Something like that? I’ll have to think about that.(Source:games.com


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