Casual Games Technology Hurdles for Newcomers

February 26, 2008

Before Lex Venture, my previous experience on game development was mostly on Flash/Shockwave small games and a 3D playable demo of a DirectX 9 game (which never came close to Alpha, but it was nice).

This article is aimed on developers of other game trends and markets (core 3D, indie, mobile, etc) who plan to give PC casual game genre a try on future projects, like we did. When you are going to develop quality casual games using hardware accelerated technologies, the following hurdles must be considered early on the project.

 

1. Integration with the OS

Many casual players talk on instant messengers, send e-mail, write on Facebook and things like that while playing the game. They ALT+TAB frequently, they use the windowed mode frequently, and everything must go smoothly when an IM window pops in. The present “Internet generation”, by the way, is much used to multi-tasking, so this behavior will only be more present in the future. Therefore:

  • Players like windowed mode. Make sure it’s in your game options.
  • The memory usage must be low, to avoid OS hangs when the user ALT+TAB from your game on a 256-RAM computer.
  • If the user is on the windowed mode, the game must be completely paused - including music and particles - when someone poke the player on IMs, or when the download manager pops a message, etc. If the user is using full-screen it’s open to debate if the game should minimize or keep the game running and allow the “blip” sound of the IM warn the user.
  • Unpausing must be also very straightforward, the user must simply click on the window.

2. Old computers / on-board video cards

Casual gamers don’t update the hardware often. In fact, since they also play while working, they will use terrible on-board video cards. Expect hardware compatible with old DirectX 7 or 8 – on some cases, not even that, and the game will need software-render. Remember that “Windows-ready” computers with on-board video-cards tend to not support OpenGL very well - some of them completely suck on OpenGL mode. So if you’re running under Windows, don’t risk: use DirectX or software render.

RAM limitation is also and important topic, especially if the on-board video card is using a piece of it through some shared video memory schema. Commonly, it will reserve 64 MB of RAM.

3. Save game / Load game

Save games on casual games works differently from core titles. The save game is associated with a player “account”, not with a save slot. More important, since casual game sessions are short (10-15 minutes) but frequently (more than 5 times a day), the user must be able to quickly quit and return later with the very same state he left. So, save games must be recorded every game turn or every couple of minutes without hanging the gameplay.

 

4. Loading screens

Load screens should present smooth animations that indicate the amount already loaded - like filling bars and walking characters. It helps to keep players waiting. However, to successfully implement smooth animations during loading times (which, you know, hangs a lot!), we will spell the magical word: “multithread”.

Multithread is not easy! Even when implemented only for these loading times. By the way, don’t multithread on casual games for anything else - dual core PCs are still not as widespread as the casual market requires. An exception would be if you are aiming for XBOX Live Arcade or other present-gen console network.

 

5. Mini-games variety

On the present standards of casual games, you should think on adding variety to gameplay – mini-games, bonus levels and special levels with different mechanics. You have to foresee the possibility of switching the gameplay mechanics between stages. Don’t overlook this analysis - it will really add to development time and force you reworking many codes if you later decide to integrate mini-games on the project without planning for it since the beginning. In our case, implementing the Boss Battle of Lex Venture later added roughly 2 months to the schedule.

 

6. Switch fullscreen/windowed

On a number of 3D games, you have to restart the game if you want to make the fullscreen/windowed transition. game developers already know why - the game needs to destroy the fullscreened 3D video device and create a new windowed one, hence re-creating every mesh, texture, scene nodes, particles of your game state. Hence some core games tell the player to restart the game so changes can “be applied” and the whole thing will be re-created naturally on the next load.

Asking the core player to restart his 3D game is acceptable on some cases – asking the casual player to do the same is not. Either your engine support switching, or you will have to program an engine wrapper and make the game on top of it, to facilitate the switch fullscreen/windowed feature.

 

7. 3D technology and 2D graphics

I like 3D graphics! But casual players don’t care if the graphic is either 3D or 2D. Graphics just have to give the game the proper look, make it unique and allow the game to run on casual players’ machines. That’s the tricky part, because they could be using a crappy video card and have DirectX 9 fancy graphics slowly emulated on software - or, more commonly, not even rendered!

Put as much 2D graphics as you can, even if on 3D billboards. Use 3D meshes for specific objects which will provide that unique feel on the game - but always keep poly count under control. Those old days of obsessively counting polygons are back. :) On Lex Venture we used 3D for letters and board platforms, which were cubic and rectangular forms with very few polys.

Also, take a look on my previous article on fancy and lightweight 2D graphics.

 

8. Security Wrappers and Setup Packs

That is a must on a market dominated by the downloadable try-before-buy model. The technology - engine or framework - you chose must be completely compatible with the main DRM solutions for casual games. True there are many proprietary DRMs you won’t have access to test your technology, like PlayFirst’s, Big Fish’s and Mumbo Jumbo’s. But others like Softwrap, Trymedia and Game Shield are available for use after signing up.

Also, wrapping things and creating setup packs takes time. Specially if you are trying to use the most advanced security functions, which might demand changes on your code. If you don’t have a publisher to do it for you, reserve yourself at least two weeks on that, not counting the approval time of the DRM provider if it’s necessary (like with Trymedia).


How Piracy can Break an Industry - the Brazilian Case

February 15, 2008

I’ve been reading about Nintendo urging governments for more actions against game piracy around the world. Their claim specifically mentions Brazil. I’d like to add more information about this country (since I live here :D).

This is a short story of how piracy broke an once prosperous industry, and hopefully it can be a warning for the game industries of other countries.

The 8-16 bits Era

During the 8 bits and 16 bits era, Brazil had a strong presence of Sega products through partnership with a local company, Tec Toy. The Master System and later the Mega Drive (Genesis) systems were hits. Tec Toy made localizations of major titles like Phantasy Star and Riven (with voices dubbed for Portuguese!). Growth and media awareness was high - to the point a very popular TV show (Programa Silvio Santos) had a video-game competition around Sega games like Sonic.

In 1993, Nintendo arrived officially in the market with a join venture with the biggest toy-maker, Estrela, and a major electronic devices maker, Gradiente. Super NES was officially released, and one could find official cartridges in major super-stores, pretty much the way Americans buy games at Wal-Mart. The market was promising and realistic analysis projected a size of US$ 1 billion for the first years of the 21th century.

Playstation Era: piracy runs rampant

Then it came the Playstation. It was a shift for the industry globally, and even if not officially released here, it was expected to be imported and compete with local manufactured systems. Fair enough. But what happened next was completely different from a healthy competition.

The CD-based platform allowed piracy to take over the official players with incredibly cheap and low-quality copies of games. The government did nothing to stop it - on the contrary, taxes over games was (and still is) so high it was impossible for shop owners to sell at a competitive price. So they just stopped selling entirely. Why insisting on something so difficult if store spaces can be filled with more salable products?

Playstation was never released officially in Brazil, but smuggled units became wildly popular and replaced official systems. Every Playstation-owner had CD-cases filled with pirated games. The joint-venture of Nintendo bankrupted, and Tec Toy came very close to close doors as well.

Smuggled Playstation 2 units consolidated piracy afterwards.

Game market today

Game piracy is endemic: 94% of PC retail games and nearly 100% of console games are pirated. Not even the richest youth of the country bothers to buy original console games, which cost US$ 98. Like everyone else they can easily spot illegal street vendors selling pirated games for US$ 8 or less. On online-distributed games, even low-cost Brazilian titles in Portuguese like Brasfoot (US$ 7) and CaveDays (US$ 14,5) are hacked by piracy-dedicated blogs, foruns and Torrent sites.

The outcome: Brazilian game market is estimated to be around US$ 52 millions. A pathetic performance for the 8th biggest economy in the world.

Illegal street vendors and cops

Cops and illegal street vendors. Business as usual.

I applaud Microsoft for making a bold attempt to bring XBOX 360 in 2006, the first console officially released here in many years. I also applaud the few Brazilian game developers for the courage to struggle in such a hostile market. They are incredibly talented, could do wonders, but have only four options to survive as developers: subscription-based online games, mobile gaming, advergaming or exporting.

What about Nintendo claim?

Nintendo should forget about having any support from the Brazilian government. Because even if congressmen hear the claims, they will first have to combat the ever-increasing DVD piracy problem. What happened to games is happening with the DVD industry - street vendors with pirated copies will break it. Even the President was cough watching pirated movies!

Could we write better laws? We already have good laws regarding copyright infringement. But police say “there are worse crimes to combat”. And that’s probably true: we also have good laws regarding homicide, but just 1% of murderers are solved in Brazil.

o

An actor of a widely-pirated movie, “Tropa de Elite”, goes after an illegal street vendor!


Second Lives

February 10, 2008

So, I was doing some sort of a research about Second Life and its possibilities for game developers, and I found several other “Second Lives” clients. The graphics of Entropia Universe impressed me, but I think the hardware requirement is high for more casual players. “There” seems to be more casual and friends-oriented, and Active Worlds seems to be more focused on build-your-dreamed-house features (which is interesting considering the success of Home Sweet Home and The Sims).

What really cough my attention was Red Light Center, a sex-oriented 3D environment. Undoubtedly, the porno industry has presence in other 3D worlds, but this one presents a very curious strategy for subscriptions: you may log in, interact and visit almost any place the world for free - but you only get access to the really hot stuff - virtual sex and orgies - by paying the VIP account, 20 bucks month.

I mean, “hot stuff” for those who can get excited with low-poly 3D models screwing… ;)


Lex Venture is released!

February 2, 2008

My first casual title is released, Lex Venture! It’s a fun word game that features a mix of puzzles with a Scrabble-like mechanics. Download the 1-hour trial here:

http://www.interama.net/lex/LexVenture_Setup.exe

Check out some screenies:

Lex Venture, First Tutorial Lex Venture, The Neighborhood Lex Venture, A Boss Battle Lex Venture, Tip Item Lex Venture, Bomb Lex Venture, The Town Map Lex Venture, A Comic Lex Venture, The Thief Lex Venture, The Beach Lex Venture, Main Menu

Also, more information about the game can be found on these sites:

http://www.lexventure.com

http://www.interama.net/?page_id=12&langswitch_lang=en

Hope you like it! :)