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	<title>SuperTommy - Tommy Leung &#187; Games</title>
	<atom:link href="http://www.supertommy.com/blog/category/videogames/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.supertommy.com/blog</link>
	<description>Game Marketer. Game Developer. Libertarian.</description>
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		<title>Book Review of Nintendo Magic</title>
		<link>http://www.supertommy.com/blog/2010/05/28/book-review-of-nintendo-magic/</link>
		<comments>http://www.supertommy.com/blog/2010/05/28/book-review-of-nintendo-magic/#comments</comments>
		<pubDate>Fri, 28 May 2010 18:04:01 +0000</pubDate>
		<dc:creator>Tommy Leung</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[ds]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[nintendo magic]]></category>
		<category><![CDATA[Osamu Inoue]]></category>
		<category><![CDATA[Wii]]></category>

		<guid isPermaLink="false">http://www.supertommy.com/blog/?p=282</guid>
		<description><![CDATA[Nintendo Magic is a book that every business person should read. Nintendo just might be the most widely successful company in this global economic downturn.]]></description>
			<content:encoded><![CDATA[<h3><strong>Nintendo Magic: Winning the Video Game Wars</strong></h3>
<p>There is one other book that talks about the business and history of Nintendo: Game Over: How Nintendo Conquered the World by David Scheff. That book is no longer in print. It hasn&#8217;t been in print for a long time. I have the 1999 paperback edition. I bought it used many years go. The cover is worn. It&#8217;s an old book and it shows.</p>
<p>I have several books on the history of video games. I love the industry. I don&#8217;t play nearly as much as I used to but, I grew up wanting to make video games. Video games had me at Mario.</p>
<p>When Nintendo Magic showed up as a recommendation for me on Amazon, I was intrigued. There are few books about the business side of video games and even fewer about specific companies and their successes. I was waiting for someone to write a book about the amazing success of the Nintendo DS and the Wii.</p>
<p>I have closely followed Nintendo ever since I was able to figure out how to use the internet to find information. So when Nintendo was warning of troubling times for the video game industry, I was listening. I was captivated by what Nintendo was publicly saying about the video game industry long before the success of the Nintendo DS and the Wii.</p>
<p><a href="http://www.associatedcontent.com/article/5426966/a_book_review_of_nintendo_magic_by.html?cat=19" target="_blank">Continued Exclusively at AssociatedContent</a></p>
]]></content:encoded>
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		<item>
		<title>Video Games Are Already Art</title>
		<link>http://www.supertommy.com/blog/2010/04/28/video-games-are-already-art/</link>
		<comments>http://www.supertommy.com/blog/2010/04/28/video-games-are-already-art/#comments</comments>
		<pubDate>Wed, 28 Apr 2010 19:04:23 +0000</pubDate>
		<dc:creator>Tommy Leung</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[games as art]]></category>
		<category><![CDATA[roger ebert]]></category>

		<guid isPermaLink="false">http://www.supertommy.com/blog/?p=251</guid>
		<description><![CDATA[Whenever Ebert claims that video games cannot be or are not an art form, a fire spreads through the games industry. As if Ebert is the gatekeeper to what is art.]]></description>
			<content:encoded><![CDATA[<p><strong>Refuting Roger Ebert&#8217;s &#8220;Video Games Can Never Be Art&#8221; from an Entirely Different Angle</strong></p>
<p>Not long ago, Roger Ebert wrote a blog post titled, <a href="http://blogs.suntimes.com/ebert/2010/04/video_games_can_never_be_art.html" target="_blank">Video games can never be art</a>. I was actually busy making a game so I never got around to responding to it. I just rolled my eyes and went back to work. Someone has to make these things that can never be art.</p>
<p>Roger Ebert and I sit on opposite ends of the &#8216;video games as art&#8217; debate. He adamantly believes that video games are not art and cannot be art. I don&#8217;t just think video games can be art, I believe they are art. I&#8217;ve long believed that video games are art and have even put it into writing. My favorite example for making the case being the Mass Effect series.</p>
<p>I am biased. I grew up with games. I love games; all of it, from the actual games to the industry of games. I make games for a living. There&#8217;s no denying it, I am biased.</p>
<p>That doesn&#8217;t mean Ebert is objective. We all know who he is. He is biased in the opposite direction. He is biased to film.</p>
<p>Whenever Ebert claims that video games cannot be or are not an art form, a fire spreads through the games industry. For one reason or another, we really want Ebert to tell us that video games are an art form. As if Ebert is the gatekeeper to what is art.</p>
<p><a href="http://www.associatedcontent.com/article/2931746/video_games_are_already_art.html?cat=19" target="_blank">Continued at Associated Content</a></p>
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		<title>Propaganda Presentation</title>
		<link>http://www.supertommy.com/blog/2010/03/31/propaganda-presentation/</link>
		<comments>http://www.supertommy.com/blog/2010/03/31/propaganda-presentation/#comments</comments>
		<pubDate>Wed, 31 Mar 2010 20:05:56 +0000</pubDate>
		<dc:creator>Tommy Leung</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[igda]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[nyc demo night]]></category>
		<category><![CDATA[propaganda lander]]></category>
		<category><![CDATA[smashworx]]></category>

		<guid isPermaLink="false">http://www.supertommy.com/blog/?p=217</guid>
		<description><![CDATA[I recently did a presentation with a coworker at the IGDA NYC Demo Night for Propaganda Lander. Propaganda Lander is an upcoming iPhone game that I've been working on for several months. It is about 98% done, we are just missing a few things before we submit to the App Store for review.]]></description>
			<content:encoded><![CDATA[<p>I recently did a presentation with a coworker at the <a href="http://www.smashworx.com/2010/03/nyc-igda-demo-night/" target="_blank">IGDA NYC Demo Night for Propaganda Lander</a>. Propaganda Lander is an upcoming iPhone game that I&#8217;ve been working on for several months. It is about 98% done, we are just missing a few things before we submit to the App Store for review.</p>
<p>At the IGDA NYC Demo Night, we shared our development experience working on the iPhone and making an independently funded title. I&#8217;m not sure if it was recorded but, I have written a blog post at SMASHWORX detailing much of the same things we shared in our presentation.</p>
<p><em>So here it is:</em></p>
<p>We made our Propaganda Lander presentation at the <a href="http://www.smashworx.com/2010/03/nyc-igda-demo-night/" target="_self">IGDA NYC Demo Night on March 29th</a>. Jess and I had a great time doing it and thoroughly enjoyed the conversations we had with other developers afterwards. So, for anyone who missed it or fell asleep during our presentation&#8211;I&#8217;m sure at least parts were boring&#8211;we are going to recap it here. In fact, we might offer a little more information than we were able to present in 15 minutes.</p>
<p style="text-align: center;"><a href="http://www.supertommy.com/blog/wp-content/uploads/2010/03/tommy_jess_converts_pl_logo.png"><img class="size-full wp-image-220 aligncenter" title="Tommy Jess Propaganda Lander Presentation" src="http://www.supertommy.com/blog/wp-content/uploads/2010/03/tommy_jess_converts_pl_logo.png" alt="" width="383" height="179" /></a></p>
<p>We kicked off the presentation with <a href="http://www.smashworx.com/2010/03/propaganda-lander-exclusive-trailer/" target="_blank">this trailer</a> and then went into a little Propaganda Lander history.</p>
<p><a href="http://www.smashworx.com/2010/03/demo-night-propaganda/" target="_blank">Continued at SMASHWORX</a></p>
]]></content:encoded>
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		<title>Most Notable Game Developers Conference Announcements</title>
		<link>http://www.supertommy.com/blog/2010/03/16/most-notable-game-developers-conference-announcements/</link>
		<comments>http://www.supertommy.com/blog/2010/03/16/most-notable-game-developers-conference-announcements/#comments</comments>
		<pubDate>Tue, 16 Mar 2010 22:38:52 +0000</pubDate>
		<dc:creator>Tommy Leung</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Game Developers Conference]]></category>
		<category><![CDATA[microsoft]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Playstation Eye]]></category>
		<category><![CDATA[Playstation Move]]></category>
		<category><![CDATA[Project Natal]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[Wii]]></category>

		<guid isPermaLink="false">http://www.supertommy.com/blog/?p=199</guid>
		<description><![CDATA[3 Most Notable Announcements at GDC 2010: Playstation Move, OnLive Dated, and FarmVille in 5 Weeks]]></description>
			<content:encoded><![CDATA[<p><strong>3 Most Notable Announcements at GDC 2010</strong></p>
<p>GDC is the annual Game Developers Conference that usually takes place in San Fransisco. Each year, thousands of game developers&#8211;large and small&#8211;attend the show to learn, see new things, and network. Some companies</p>
<p>take this time to make big announcements and show off new games. Rarely does a GDC come and go without notable announcements that will shape the rest of the year for games and this was not a rare year.</p>
<p>As a fan of games and a game developer, here are the announcements that were most notable at GDC 2010.</p>
<p><strong>Playstation Move</strong></p>
<p>Sony had originally shown off their answer to Nintendo&#8217;s Wii at E3 2009. At GDC 2010, they announced an official name, relative price point, and a release window. Sony&#8217;s motion controller has been named the Playstation Move. It will be under $100 and scheduled for release this Fall. Microsoft&#8217;s answer to motion gaming&#8211;Project Natal&#8211;is also scheduled to be released during the same window.</p>
<p>In all of this, Nintendo of America&#8217;s President and Chief Operating Officier, Reggie Fils-Aime, used the word &#8220;embarrassed&#8221; to describe what Sony and Microsoft are doing. Competition in the games industry is as tough as ever.</p>
<p>The Playstation Move uses the existing Playstation Eye camera with a wand-like controller&#8211;similar to the Wii&#8211;to detect and translate a player&#8217;s motion into a game. The Playstation Move is much more accurate than the Wii remote and should allow for interesting new game play mechanics originally dreamed up by the Wii like 1 to 1 sword control&#8211;or light sabers, whichever.</p>
<p><a href="http://www.associatedcontent.com/article/2790290/most_notable_game_developers_conference.html?cat=19" target="_blank">Continued at Associated Content</a></p>
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		<title>Pricing iPhone Games</title>
		<link>http://www.supertommy.com/blog/2010/03/14/pricing-iphone-games/</link>
		<comments>http://www.supertommy.com/blog/2010/03/14/pricing-iphone-games/#comments</comments>
		<pubDate>Mon, 15 Mar 2010 03:38:00 +0000</pubDate>
		<dc:creator>Tommy Leung</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[AppStore]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[iphone games]]></category>
		<category><![CDATA[iTunes]]></category>
		<category><![CDATA[iTunes Store]]></category>
		<category><![CDATA[plants vs zombies]]></category>
		<category><![CDATA[popcap]]></category>
		<category><![CDATA[prices]]></category>
		<category><![CDATA[pricing strategy]]></category>
		<category><![CDATA[super monkey ball]]></category>

		<guid isPermaLink="false">http://www.supertommy.com/blog/?p=163</guid>
		<description><![CDATA[Know your product, marketing objectives, and then determine a price.]]></description>
			<content:encoded><![CDATA[<p>The average price of an iPhone game is less than <a id="vk1g" title="$1.50" href="http://148apps.biz/app-store-metrics/?mpage=appprice">$1.50</a>. That buys very few things these days. You can&#8217;t get a cup of Starbucks coffee for $1.50. The iTunes Store culture is one of low prices. This precedent was set by Apple&#8217;s own pricing of music at $.99 a song. This is the price most App Store customers are accustomed to.</p>
<p>This might make sense for music where a CD traditionally cost $15 &#8211; $20 so the average price per song is about $.99. Take away the cost of producing CD&#8217;s, cases, and the label&#8217;s cut and the artist is probably better off. Games have traditionally had double digit prices depending on it&#8217;s platform and scale. PopCap sells <em>Plants vs Zombies</em> as a PC downloadable for $19.95. The same game on the App Store is $2.99.</p>
<p><a href="http://news.cnet.com/8301-17938_105-10365818-1.html" target="_blank"><img class="aligncenter size-full wp-image-184" title="PSP Mini Prices vs iPhone Prices" src="http://www.supertommy.com/blog/wp-content/uploads/2010/03/pspvsiphone.jpg" alt="" width="500" height="278" /></a></p>
<p>When <em>Super Monkey Ball</em> was released on the iPhone, it came with a $9.99 price tag. It is now $3.99 and the price range for high quality premium games have settled to around $6.</p>
<p>While the low expected price of games on the App Store is a problem for game developers, there is little good in complaining about it. The initial rush to iPhone game development was spearheaded by hobbyists and small game companies that had low costs and seemingly infinite upside. Almost any game could have succeeded by just being available on the App Store. Times have changed and the pricing strategies have to change with it.</p>
<p>The $.99 price point is not going to work for 99% of game developers. The quality bar has been raised so high that it is impossible to break even at $.99. Losing money on every game you make is the fastest way to no longer be in the business of making games. The App Store is not exempt from traditional pricing strategies.</p>
<p>Virtually every pricing strategy that has ever been developed in marketing apply to the App Store as they do to the sale of all products and services.</p>
<p><strong>Competitive Pricing</strong></p>
<p>The simplest and most logical pricing strategy is competitive pricing. This means you are going to set a price similar to or exactly the same as competitors in the market. This has been the predominant strategy applied across the board in the App Store.</p>
<p>Smart marketers who use this strategy don&#8217;t apply it across the industry. You will notice that not every beer is priced the same or every shampoo, detergent, orange juice, deodorant, etc. This is because each product is not the same. There are some products that are virtually identical and in those cases, you either need to differentiate or you match prices. Generally speaking, when a customer has to choose from two identical products, price is going to be the determining factor.</p>
<p><strong>Cost/Economy Pricing</strong></p>
<p>Cost pricing is coming up with a price based on your cost to produce plus a suitable mark up. This is a strategy that generally ignores the prices set by competitors in the market and is derived solely based on the company&#8217;s cost structure and goals. If each product costs $5 to make and you want a $2 profit on each sale, you would set a price of $7.</p>
<p><strong>Loss Leader</strong></p>
<p>A loss leader is a product that sells at a loss to spur customers to buy other higher priced items. This is usually done to bring customers to a store hoping they will also buy other things. Big chain stores do this often in their circulars and usually only have a limited amount of the advertised product.</p>
<div>This is a poor strategy if you only have one product.</div>
<p><strong>Penetration Pricing</strong></p>
<p>Penetration pricing is usually used to break into a new market or gain market share. Prices are set lower to attract customers and then raised later once significant market share has been gained. This happens a lot in cable TV where companies offer a low price for 6 months and then changes to the regular price thereafter.</p>
<p><strong>Premium Pricing</strong></p>
<p>This is the general pricing strategy for high end luxury items. This is also the most desirable pricing strategy as it has the highest profit potential. It is also the hardest to achieve because the product needs to be seen as highly unique in the eyes of the consumers. This also happens to be the traditional pricing strategy for Apple. Their products are built with a unique design and experience that can command generally higher prices.</p>
<p><strong>Price Skimming</strong></p>
<p>Price skimming is the act of releasing a product at a relatively high price where only a small percent of the market is willing to afford it. This is usually because it is the only product of its kind at the time and competitors have not yet entered the market. Once more competitors offer the same or similar product, prices start to come down. This is the general pricing strategy in technology and electronic products like flat screen televisions.</p>
<p><strong>Determining Price</strong></p>
<p>There are literally tons of other pricing strategies and hybrids of each other. These are the basics for a general understanding of pricing. The best pricing strategy for the App Store is going to depend on the company and the products. EA&#8217;s pricing strategy is not going to be the same as a five man game company.</p>
<p>It would be safe to say that you do not want to price at $.99 as there is no where left to go after that and as more premium titles are released, $.99 is going to come to mean low quality. When you don&#8217;t know much about two similar products, the higher priced one is assumed to be the better one.</p>
<p style="text-align: center;"><a href="http://www.pinchmedia.com/blog/paid-applications-on-the-app-store-from-360idev/" target="_blank"><img class="aligncenter size-full wp-image-186" title="Average Downloads vs Prices" src="http://www.supertommy.com/blog/wp-content/uploads/2010/03/price1.png" alt="" width="583" height="437" /></a></p>
<p style="text-align: center;">
<p>A pricing strategy should fit within an overall marketing strategy. It is impossible to come up with a good pricing strategy without knowing what the marketing goals are. Prices that are too high or too low can derail an entire marketing plan from achieving business objectives. Poor pricing can also make or break a business.</p>
<p>Luckily, in the App Store, prices can be easily and quickly changed. A poor price may not be terminal but, there are still lost profits at stake.</p>
<p>Know your product, marketing objectives, and then determine a price.</p>
]]></content:encoded>
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		<title>3 Principles for Successful Facebook Games</title>
		<link>http://www.supertommy.com/blog/2010/01/31/3-principles-for-successful-facebook-games/</link>
		<comments>http://www.supertommy.com/blog/2010/01/31/3-principles-for-successful-facebook-games/#comments</comments>
		<pubDate>Sun, 31 Jan 2010 18:11:37 +0000</pubDate>
		<dc:creator>Tommy Leung</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Associated Content]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[facebook applications]]></category>
		<category><![CDATA[FarmVille]]></category>
		<category><![CDATA[Social network]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://www.supertommy.com/blog/?p=131</guid>
		<description><![CDATA[Online social networks changed the world. King of thee networks is Facebook. Facebook's user base is greater than the population of the United States and they have overtaken MySpace in popularity. Entire companies have been built on top of Facebook's platform. Facebook changed the world in the last decade.]]></description>
			<content:encoded><![CDATA[<p><em>Excerpted from an exclusive article I wrote for Associated Content:</em></p>
<p>Online social networks changed the world. King of thee networks is Facebook. Facebook&#8217;s user base is greater than the population of the United States and they have overtakenÂ MySpaceÂ in popularity. Entire companies have been built on top of Facebook&#8217;sÂ platform. Facebook changed the world in the last decade.</p>
<p>The popularity of Facebook Applications has spawned a ton of games that currently flood our Live Feeds. Few days pass without a mention of a quiz result or a lost brown cow. The early days of Facebook Applications allowed for successes likeÂ VampiresÂ and Werewolves. Those were Neanderthal apps. Apps can no longer become successful by being incredibly annoying.</p>
<p><strong>The Facebook audience has evolved.</strong></p>
<p>Facebook Applications are only going to get more complex as features become standard. People expect to see their friend&#8217;s high scores and how they rank. They expect to be able to interact with their friends. Zynga&#8217;s model has become the standard for what a Facebook game can do.</p>
<p>This makes success for new apps more difficult. A couple of guys in their spare time can&#8217;t make a game on the scale of FarmVille. Zynga and other large social network game giants can only be defeated at their own game by each other. The little guys trying to break in will need to find a road less traveled.</p>
<p><a href="http://www.associatedcontent.com/article/2643137/3_principles_for_successful_facebook.html?cat=15" target="_blank">Continued at Associated Content</a></p>
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		<title>Avoiding iPhone Game Obscurity</title>
		<link>http://www.supertommy.com/blog/2009/12/29/avoiding-iphone-game-obscurity/</link>
		<comments>http://www.supertommy.com/blog/2009/12/29/avoiding-iphone-game-obscurity/#comments</comments>
		<pubDate>Tue, 29 Dec 2009 05:31:39 +0000</pubDate>
		<dc:creator>Tommy Leung</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Marketing]]></category>
		<category><![CDATA[AdMob]]></category>
		<category><![CDATA[App Store]]></category>
		<category><![CDATA[call of duty]]></category>
		<category><![CDATA[design by a knife]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[iphone games]]></category>
		<category><![CDATA[iShoot]]></category>
		<category><![CDATA[robert bowling]]></category>
		<category><![CDATA[shazam]]></category>
		<category><![CDATA[social media]]></category>
		<category><![CDATA[Sun Microsystems]]></category>
		<category><![CDATA[wired]]></category>
		<category><![CDATA[youtube]]></category>

		<guid isPermaLink="false">http://www.supertommy.com/blog/?p=120</guid>
		<description><![CDATA[There are few categories as popular as the Games section of the App Store. There are more Games than any other category. At over 20,000 strong, avoiding obscurity will be a challenge.]]></description>
			<content:encoded><![CDATA[<p>There is no shortage of iPhone developers. There is no shortage of iPhone applications. With <a href="http://148apps.biz/app-store-metrics/" target="_blank">over 100,000 apps</a>, there is no shortage of extra features. It makes me wonder how I ever lived without my iPhone. I use Google Maps to get around. I share picture perfect moments using the Facebook App. I use the Subway Map app to get around NYC. I use Shazam&#8217;s tiny elfin librarians to tell me the name of songs. I use the Chase Mobile App to check account balances.<a href="http://www.supertommy.com/blog/wp-content/uploads/2009/12/iphonegames.png"><img class="alignright size-medium wp-image-122" title="iPhone App Store Games" src="http://www.supertommy.com/blog/wp-content/uploads/2009/12/iphonegames-200x300.png" alt="" width="200" height="300" /></a></p>
<p>You name it, there&#8217;s an app for that. A year from now, you name it, and there will be apps for that and the ten other things you didn&#8217;t think of.</p>
<p>These are all conveniences iPhones owners have enjoyed. I have taken these services for granted. I don&#8217;t worry about where anything is anymore, I can find it on Google Maps. All of this convenience is fantastic for the consumer, while those trying to sell apps on the iPhone are finding it harder to stand out.</p>
<p>The most competitive category is Games. There are few categories as popular as the Games section of the App Store. There are more Games than any other category. At over 20,000 strong, avoiding obscurity will be a challenge.</p>
<p>But not only that, you need to have a lasting impression. You may have created the hottest iPhone game to date but, what is going to stop someone from releasing a $.99 clone? How do you ensure a cheaper clone isn&#8217;t going to eat away at your sales and market share?</p>
<p>Take the once popular <a href="http://www.naughtybits.com/archives/iShoot/" target="_blank">iShoot</a>. It made $800,000 in five months and prompted its creator, Ethan Nicholas, to leave his job at Sun Microsystems. iShoot has since been <a href="http://www.newsweek.com/id/216788/page/2" target="_blank">buried by competitors and copycats</a>. Nicholas says it&#8217;s &#8220;terrifying&#8221; and that iShoot&#8217;s success was &#8220;pure luck&#8221;.</p>
<p>Pure luck is not going to work for a business selling games on the App Store. Relying on luck to run a business is the surest way to the land of businesses-that-were. And I&#8217;m not sure all businesses go to heaven.</p>
<p>Luckily, the solution is as old as time: marketing. Why do you buy Tide instead of Acme Brand? They may have exactly the same quality and stain fighting power but, Acme Brand isn&#8217;t going to hold a candle to the power of Tide.</p>
<p>There was a time when only a handful of games were on the App Store. The best games sold well in those prehistoric times. Those days are long gone. You can release a game on the App Store tomorrow and it&#8217;ll be in the company of a hundred other games. Only a small fraction of all iPhone users are going to know your game came out. People can&#8217;t buy what they don&#8217;t know about!</p>
<p>This is logical reasoning but, not everyone is on board. In an interview with Wired, Austin Sarner, CEO of Design by a Knife, <a href="http://www.wired.com/gadgetlab/2008/09/indie-developer/" target="_blank">said this</a>:</p>
<blockquote><p>&#8220;Basically everybody&#8217;s on the same level once they submit an iPhone app. Unlike traditional marketing, there&#8217;s no ad campaign: A user just sees what he sees in the iPhone store, and the applications kind of have to sell themselves to some extent.&#8221;</p></blockquote>
<p>Sarner&#8217;s philosophy is that great content drives App Store success and not &#8220;marketing&#8221;. Sarner is a developer by profession so this an understandable point of view. Sarner confuses advertising with marketing and doesn&#8217;t realize that developing a great product is a fundamental function of marketing.</p>
<p>It is inaccurate that there is no advertising behind iPhone games. EA didn&#8217;t come to the party without their advertising muscle. And with hundreds of games being added to the App Store every week, the clutter alone will make you invisible no matter how good your game is.</p>
<p>It is suicide to release an app and hope it will be magically discovered. Only 7% of iPhone users download through iTunes, 62% knew what they wanted, 60% browsed the top lists, and 46% were from word of mouth <a href="http://www.readwriteweb.com/archives/how_do_iphone_users_find_new_apps.php?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed:+readwriteweb+(ReadWriteWeb)&amp;utm_content=Google+Reader" target="_blank">according to AdMob</a>. The 62% who knew what they wanted heard it somewhere first. It didn&#8217;t come to them in a dream.</p>
<p style="text-align: center;"><a href="http://www.supertommy.com/blog/wp-content/uploads/2009/12/admob_iphone_survey.png"><img class="size-full wp-image-124 aligncenter" title="AdMob iPhone Survey" src="http://www.supertommy.com/blog/wp-content/uploads/2009/12/admob_iphone_survey.png" alt="" width="500" height="375" /></a></p>
<p>If you are convinced that making the greatest iPhone game in the world, releasing it to the App Store, and then <a href="http://www.macworld.com/article/134044/2008/06/iphone_apps.html" target="_blank">praying</a> it will sell is a viable strategy, I have two words for you: good luck. You are going to need it.</p>
<p>However, if you want a viable business, there is a <em>better way</em>.</p>
<p>Game developers worldwide will disagree and hate this but, marketing has to be part of the development process from day one. You can&#8217;t create a game and then sprinkle some marketing pixie dust as an after thought. That&#8217;s the equivalent of wearing a blindfold, spinning around a few times, and then trying to hit a pinata. You have no idea where the target is. You are going to miss.</p>
<p>The development process starts with an audience. You need to target someone. You don&#8217;t need to go after the same audience as everyone else, but you need an audience. Who is going to buy your game? You need to make a game for them. You can make a game for yourself, but that&#8217;s not a business&#8211;it&#8217;s a hobby. Doing things in that fashion means it&#8217;ll always be a hobby.</p>
<p><a href="http://www.supertommy.com/blog/wp-content/uploads/2009/12/ea-logo.jpg"></a>Your game needs to be characteristic of your company brand&#8211;your company does have a brand right? There is a reason EA has multiple brands. Each brand has its own image and their games reflect that. EA Games caters to a more traditional audience, EA Sports develops games for the sports audience, and EA Play is solely focused on the casual market.</p>
<p>Engage with the community. If your audience is there, you need to be there <a href="http://www.pocketgamer.biz/r/PG.Biz/feature.asp?c=11907" target="_blank">engaging them</a>: blogs, forums, YouTube videos, LinkedIn groups, Facebook groups, etc. If your audience is there, you need to be there. Being engaged does not mean spamming. Join the conversations and use your company as the name of contact or end each comment noting your company. Don&#8217;t be obnoxious. Be informative, helpful, and provide useful discourse.</p>
<p>Marketing your game is a full-time job. People who solely work on the development side find this difficult to swallow. In their world, they are doing the hard work. Their point of view isn&#8217;t without merit. Without them, there would be no product at all.</p>
<p>To make things worse, it is difficult to accurately measure the impact marketing has on your business. You may never know how or if someone who interacts with your marketing ends up buying your product. In fact, they might not buy your product at all. They might talk to ten other people about their experience with your company and then one or more within those ten may end up buying. We cannot accurately measure this.</p>
<p>For people who are used to concrete and visible patterns, marketing may as well be voodoo. However, this doesn&#8217;t make marketing less important. It does mean marketing requires a different mindset than that of development.</p>
<p>Social medias has allowed us to monitor our audience&#8217;s thoughts, concerns, and feelings in real time. This lets us adjust our marketing efforts on the fly if it isn&#8217;t working or is having a negative effect. You need to be constantly monitoring your audience. It isn&#8217;t just a matter of marketing during a release&#8211;you will end up like iShoot. Cultivate your audience and develop a community.</p>
<p>Infinity Ward, the makers of Call of Duty, understands the importance of a strong community. They have a community manager, Robert Bowling, whose sole job is to monitor the Call of Duty audience. Without him, Modern Warfare 2 may not have become the <a href="http://www.news.com.au/technology/modern-warfare-2-launch-blows-away-hollywood-with-record-sales/story-e6frfro0-1225797223135" target="_blank">highest grossing entertainment release of all time</a>. The game would have done well no matter what. Call of Duty has a history, the first Modern Warfare was excellent, the hype surrounding Modern Warfare 2 was spectacular, it was a high quality product, and Call of Duty is a known entity&#8211;a brand. But, would it have done as well without marketing? Of course, we can never actually measure it but, I&#8217;m willing to bet marketing made the difference between one of the highest grossing and the highest grossing.</p>
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		<title>Dora Saves the Crystal Kingdom</title>
		<link>http://www.supertommy.com/blog/2009/08/21/dora-saves-the-crystal-kingdom/</link>
		<comments>http://www.supertommy.com/blog/2009/08/21/dora-saves-the-crystal-kingdom/#comments</comments>
		<pubDate>Fri, 21 Aug 2009 19:33:57 +0000</pubDate>
		<dc:creator>Tommy Leung</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[dora saves the crystal kingdom]]></category>
		<category><![CDATA[Dora the Explorer]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[Nickelodeon]]></category>

		<guid isPermaLink="false">http://www.supertommy.com/blog/?p=116</guid>
		<description><![CDATA[I recently finished this Dora the Explorer game for Nickelodeon. It was quite a few months of work as the only programmer on the project. The game has about seven mini-games separated by three side-scrollers.]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft" src="http://www.supertommy.com/images/portfolio/dorack.png" alt="Dora Saves the Crystal Kingdom" />I recently finished this <a href="http://www.nickjr.com/games/dora-saves-crystal-kingdom.jhtml?path=/games/dora-the-explorer/all-themes/all-ages/index.jhtml" target="_blank">Dora the Explorer game</a> for Nickelodeon. It was quite a few months of work as the only programmer on the project. The game has about seven mini-games separated by three side-scrollers.</p>
<p>I don&#8217;t normally do games for such a young audience so it was interesting. The game mechanics were quite dumbed down. The games themselves were pretty simple: counting, pattern matching, etc. There should be a desktop game coming out for PC and Mac&#8211;that is where the bulk of the work is.</p>
<p>I think the game turned out pretty good. It was games like this one that has had me so busy the past several months.</p>
<div class="zemanta-pixie" style="margin-top: 10px; height: 15px;"><a class="zemanta-pixie-a" title="Reblog this post [with Zemanta]" href="http://reblog.zemanta.com/zemified/7a0a8827-419e-4841-af3d-2216f0f83957/"><img class="zemanta-pixie-img" style="border: none; float: right;" src="http://img.zemanta.com/reblog_e.png?x-id=7a0a8827-419e-4841-af3d-2216f0f83957" alt="Reblog this post [with Zemanta]" /></a><span class="zem-script more-related pretty-attribution"><script src="http://static.zemanta.com/readside/loader.js" type="text/javascript"></script></span></div>
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		<title>SpongeBob: Demolition Sponge</title>
		<link>http://www.supertommy.com/blog/2009/02/24/spongebob-squarepants-demolition-sponge/</link>
		<comments>http://www.supertommy.com/blog/2009/02/24/spongebob-squarepants-demolition-sponge/#comments</comments>
		<pubDate>Tue, 24 Feb 2009 17:42:41 +0000</pubDate>
		<dc:creator>Tommy Leung</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[demolition sponge]]></category>
		<category><![CDATA[spongebob]]></category>
		<category><![CDATA[spongebob squarepants]]></category>
		<category><![CDATA[this is pop]]></category>

		<guid isPermaLink="false">http://www.supertommy.com/blog/?p=103</guid>
		<description><![CDATA[The latest game that I finished for Nickelodeon is live now. I blogged about it on the company website as well. It was a pretty short project. I was the only programmer behind it. We worked with THIS IS POP. The producer was Georgia Perris--my favorite one there.]]></description>
			<content:encoded><![CDATA[<p>The <a href="http://spongebob.nick.com/games/play/spongebob-demolition/" target="_blank">latest game</a> that I finished for Nickelodeon is live now. I <a href="http://www.tinymantis.com/2009/02/24/spongebob-squarepants-demolition-sponge/" target="_blank">blogged about it</a> on the company website as well. It was a pretty short project. I was the only programmer behind it. We worked with <a href="http://www.thisispop.com/" target="_blank">THIS IS POP</a>. The producer was Georgia Perris&#8211;my favorite one there.</p>
<p>Check the game out, there are no codes. The power-ups are pretty cool. The Queen and King jellyfish as also interesting. Shooting hordes of jellyfish is entertaining in its own right.</p>
<p><!--noadsense--></p>
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		<title>How To Get Into The Game Industry</title>
		<link>http://www.supertommy.com/blog/2009/02/17/how-to-get-into-the-game-industry/</link>
		<comments>http://www.supertommy.com/blog/2009/02/17/how-to-get-into-the-game-industry/#comments</comments>
		<pubDate>Wed, 18 Feb 2009 00:30:32 +0000</pubDate>
		<dc:creator>Tommy Leung</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[breaking in to games]]></category>
		<category><![CDATA[game career]]></category>
		<category><![CDATA[game college]]></category>
		<category><![CDATA[game industry]]></category>
		<category><![CDATA[game school]]></category>
		<category><![CDATA[job in games]]></category>
		<category><![CDATA[video game job]]></category>

		<guid isPermaLink="false">http://www.supertommy.com/blog/?p=97</guid>
		<description><![CDATA[There is no road map for getting into the industry. Unlike other professions like lawyers and doctors where you know you need to go to law school or medical school, no such sure-fire route exists in the games industry. I think that it is one of the great advantages to the industry.]]></description>
			<content:encoded><![CDATA[<p>Working in the video game industry had always been a dream of mine. I grew up with video games. It was probably my favorite past time as a kid. I have some pretty fond memories of winter breaks from school playing video games with my younger brother. That was what we did all day. It kept us entertained for hours on end.</p>
<p>Christmas was always an exciting time because we would get new games. Then, we would then have winter break to play them to death. The weather would be cold outside. We had no money to go anywhere. Life was simple and the only thing we cared about was beating the next level. Eventually, I got older and had a social life. My brother also got much better than me at playing games so, time to retire!</p>
<p>Being a person who likes to make things, playing all these video games only made me want to make them. I also made comic books, websites, and cartoons&#8211;well, I tried to make them. If I find it interesting, I&#8217;m going to want to make my own.</p>
<p>When it came time think about college and&#8211;if you believe your high school adviser&#8211;your future, I was convinced that I wanted to make video games. I love the industry so, why not? To make a long story short, I did end up in the video game industry. I had written about that <a href="http://www.supertommy.com/blog/2008/06/14/how-i-got-into-the-game-industry/" target="_blank">story before</a>&#8211;feel free to read it.</p>
<p>Before I went to college, I spent a great deal of time looking into how I could break into the industry. I bought books on the subject and looked in every online crevice  for information. Now that I&#8217;ve spent over a year and a half making games professionally, I think I can offer some advice.</p>
<p><strong>What College?</strong></p>
<p>The usual suspects looking for advice on breaking into the game industry are high school students. I was one of them. I think a college education is nice to have. However, I don&#8217;t think college teaches you much of what you need to perform any job in the real world.</p>
<p>I still think one should go to college for the experience. At the very least, you&#8217;ll meet useful people. I don&#8217;t believe one needs to go to a college that specializes in producing students with video game degrees. I went to the <a href="http://www.uat.edu" target="_blank">University of Advancing Technology</a> in Tempe, Arizona for one year. I was pursuing a degree in Game Design.</p>
<p>UAT is a pretty small school. They have great contacts and all the students are after similar things. Like-minded people were there in abundance. I place more importance in being able to understand a wide range of subjects. While one would be able to develop a really focused skill set for making video games, they would be lacking in everything else.</p>
<p>I didn&#8217;t really want to become a monkey or a small cog in a big machine.</p>
<p>It is also important to remember that the college experience is a one-time deal. I wouldn&#8217;t look so far ahead into the future and forget about that. It doesn&#8217;t even matter what degree you are pursuing&#8211;although a degree in sociology is likely going to be difficult to apply to games.</p>
<p>I have a BA in Marketing from <a href="http://www.pace.edu" target="_blank">Pace University</a>. If you want to make games, you are likely going to also be interested in graphic design, programming, or some technology field. A business degree will also work since all game companies are still a business. Communication degrees tend to have a lot of overlap with marketing&#8211;especially in the PR department.</p>
<p>Your best bet is to study what you really want to study. Chances are, you won&#8217;t know what it is and you&#8217;ll change your mind during your college career. Getting into the game industry has very little to do with what college you went to. It has a lot to do with how knowledgeable you are of the industry and how much you participate in the community.</p>
<p><strong>How do I get Experience?</strong></p>
<p>Getting experience is the problem for everyone trying to get a job. There is no way to get real experience without doing it for real. Finding internships at game companies would be the surest way to get a feel for how things work.</p>
<p><em>Internships</em></p>
<p>I&#8217;m not a big fan of interning but, it is a proven method. I interned for a game company once before I went to college. All I did was test a game.</p>
<p>In my experience, if there is work to be done, we are usually too busy to figure out what to give to an intern who might not know anything. That is why I don&#8217;t find much real value from interning. It is still a good experience and you get something to put on your resume. The most important benefit are the contacts you&#8217;ll make.</p>
<p>I found my internship by using Gamasutra&#8217;s <a href="http://www.gamasutra.com/php-bin/contractor_display.php?category=1" target="_blank">list of game companies</a>. You can sort the list by City or State so I looked for all the game companies in New York and sent them internship requests. Most companies didn&#8217;t respond to me but, one of them did. And one was all I needed.</p>
<p><em>Learning on Your Own</em></p>
<p>My preferred way of getting experience is to actually make a game. There is an abundance of resources online for making games. Learn how to use the tools and create your own game. That is a learning experience unlike any other. You&#8217;ll never know how it feels to make a game from beginning to end without doing it.</p>
<p>Doing is the best simulation for the real thing. It will be more complicated on the job because there are other people in charge of quality and creative. Where you might let some defect slide, the client will not. There is also money on the line&#8211;that always changes things.</p>
<p>If you are someone who is just incapable of understanding all this technology mumbo jumbo, you can still get experience by doing. You just need to do something different. I made websites about the video game industry. I tried to compete with GameSpot or IGN&#8211;it didn&#8217;t work. It was still a good experience. I got to understand the industry very well by reading and reporting the news on a daily basis.</p>
<p>I also got to understand some of the business workings of the industry as I made contacts with the PR departments of companies like Eidos, Ubi Soft, and Midway for review copies of games. It was a fun time and I figured out that being a game journalist was not for me.</p>
<p>All you need to figure out is what you want to do in the game industry and do something that relates. If you can&#8217;t do the technical, work on the non-technical.</p>
<p><strong>Useful Resources</strong></p>
<p>Since I never got any formal schooling in making games, I had to find a lot of resources to learn on my own. Most of it had to do with passion. If you really want to do it, there are few things that can stop you. Since I spent time learning how to make games and being a part&#8211;a very small part&#8211;of the industry media, I can share resources on both.</p>
<p><em>The Technical</em></p>
<p>On the technical side, <a href="http://www.gamedev.net" target="_blank">GameDev.net</a> is a great site. I spent most of my time looking through their resources for programming. They also have information about art, sound, design, etc. It is a huge treasure trove of information.</p>
<p>Many tutorial sites that I used have since disappeared. However, Flash was not a big player for games back then. The explosion of Flash games have really changed the landscape. Making games and allowing other people to instantly play them is now easier than ever. All you need is a web browser.</p>
<p>I recommend <a href="http://www.kongregate.com" target="_blank">Kongregate</a>&#8216;s set of <a href="http://www.kongregate.com/labs" target="_blank">tutorials</a> for making Flash games. I am working on a series of tutorials myself but, they aren&#8217;t ready yet. You can also put your game on Kongregate and have people play and rate it. If you don&#8217;t know about Kongregate, look at them as the YouTube of games.</p>
<p>There is also Microsoft&#8217;s <a href="http://creators.xna.com/en-US/" target="_blank">XNA platform</a>. They have a huge amount of information about making games for XNA that will play on both the XBOX 360 and Windows. I never had that opportunity to put games on an actual console. I think XNA is great way to learn.</p>
<p>Games built in XNA for the XBOX 360 can also be put on the XBOX Live Marketplace if the community deems it worthy.</p>
<p><em>The Not So Technical</em></p>
<p>I consider the not so technical side to be the business side. So that could be a journalist, a writer, an analyst, a PR person, etc. Everything that doesn&#8217;t need advanced technical know-how. There are very few to zero resources for telling you how to be a game journalist.</p>
<p>You would go through the same steps as any journalist, except you need to be knowledgeable in games. That is the same for all other non-technical positions. There aren&#8217;t any real resources for becoming a game analyst, journalist, or PR person. Those are all disciplines that are not unique to games.</p>
<p>I would keep abreast of the industry news and be active in the community. Reading <a href="http://www.gamasutra.com" target="_blank">Gamasutra</a> and being a member of the <a href="http://www.igda.org" target="_blank">IGDA</a> would be a good start. The IGDA has chapters all over the country that meet regularly; join one of them and get to know the professionals in your area.</p>
<p>You will want to make a name for yourself as someone who understands your field as it relates to video games. A great way to do that is to blog. Blog about game journalism. Write editorial pieces and publish them yourself. Write about marketing in the game industry.</p>
<p>The prerequisite to writing is that you need to know about your topic. So a marketer is going to have to understand marketing and a journalist about journalism.</p>
<p><em>Resources for Everyone</em></p>
<p>The IGDA has a special <a href="http://www.igda.org/breakingin/" target="_blank">Breaking In</a> section. It looks about the same as when I was looking for information so I don&#8217;t know how updated it is. Their <a href="http://www.igda.org/breakingin/resource_links.htm" target="_blank">Web Links in the Resources</a> section has information for everything you can imagine.</p>
<p><a href="http://www.gamasutra.com/features/game_design/19981211/get_started1.htm" target="_blank">Ernest Adams</a> is a well known industry veteran who speaks about breaking into the industry. He has a book titled <a href="http://www.amazon.com/Break-Into-Game-Industry-Making/dp/0072226609/ref=sr_1_1?ie=UTF8&amp;s=books&amp;qid=1234560651&amp;sr=8-1" target="_blank">Break Into The Game Industry</a>&#8211;I bought and read that book. He would be the de facto expert on the subject as he has probably written the most about it.</p>
<p><strong>Industry Expos</strong></p>
<p>I always wanted to go to E3&#8211;<a href="http://www.e3expo.com" target="_blank">Electronic Entertainment Exposition</a>. It was my dream as self-proclaimed game journalist. I never did get to go and it is now a shell of its former self. E3 is no longer the extravagant spectacle that it used to be.</p>
<p>E3 isn&#8217;t open to the public and only people who are affiliated to the industry are allowed to get in. I don&#8217;t know exactly what qualifies and what doesn&#8217;t. Working in the industry would certainly qualify&#8211;I would hope.</p>
<p>The other big industry gathering is GDC&#8211;<a href="http://www.gdconf.com/" target="_blank">Game Developers Conference</a>. GDC is really where business gets done. A lot of industry players attend. Where E3 is more of a show for big game companies to demonstrate their new titles to the press, GDC is where the attention is on the game developers.</p>
<p>It is always good to experience an industry event for yourself. Those who love games will always find it incredibly pleasant to be in such an environment. There are other small conventions and shows that take place as well.</p>
<p>One in New York annually&#8211;didn&#8217;t happen last year due to some economic issue&#8211;is <a href="http://www.digitallife.com/newyork/" target="_blank">Digital Life</a>. I was there every year since I found about it. You almost always end up leaving the show with some free stuff&#8211;shirts and other promotional materials. Who doesn&#8217;t like free stuff?</p>
<p>On the west coast there is the <a href="http://www.eforallexpo.com/" target="_blank">E for All Expo</a>. Like Digital Life, E for All is really for the fans. You mainly go there to try out the new things that companies are offering. Doesn&#8217;t hurt to stay up to date on the new happenings in the industry!</p>
<p><strong>Last Words of Inspiration</strong></p>
<p>There is no road map for getting into the industry. Unlike other professions like lawyers and doctors where you know you need to go to law school or medical school, no such sure-fire route exists in the games industry. I think that it is one of the great advantages to the industry.</p>
<p>At heart, we are still a bunch of kids playing with toys. We make things that are fun. We entertain. We are open. We don&#8217;t have massive barriers to entry. It is the diversity of the people that has led to our growth and innovations.</p>
<p>No one can come up with a set of steps that you need to take to end up at an EA or Activision. All you really need is a love of games and persistence.</p>
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		<title>Geo Challenge</title>
		<link>http://www.supertommy.com/blog/2009/02/05/geo-challenge/</link>
		<comments>http://www.supertommy.com/blog/2009/02/05/geo-challenge/#comments</comments>
		<pubDate>Thu, 05 Feb 2009 20:43:27 +0000</pubDate>
		<dc:creator>Tommy Leung</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[facebook games]]></category>
		<category><![CDATA[fb apps]]></category>
		<category><![CDATA[fb games]]></category>
		<category><![CDATA[geo challenge]]></category>
		<category><![CDATA[playfish]]></category>

		<guid isPermaLink="false">http://www.supertommy.com/blog/?p=94</guid>
		<description><![CDATA[My latest Facebook addiction is this game: GEO Challenge by PlayFish. They are responsible for other popular Facebook games like Who Has the Biggest Brain and Word Challenge.]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;">My latest Facebook addiction is this game: <a href="http://www.facebook.com/apps/application.php?id=23438505508" target="_blank">GEO Challenge</a> by PlayFish. They are responsible for other popular Facebook games like<em> Who Has the Biggest Brain</em> and <em>Word Challenge</em>.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-95" title="geochallenge" src="http://www.supertommy.com/blog/wp-content/uploads/2009/02/geochallenge.png" alt="GEO Challenge" width="500" height="345" /></p>
<p style="text-align: left;">The game is basically a set of four mini-games where your knowledge of world geography is tested. I am generally not very good with geography and have learned quite a bit from this game already. The four mini-games is matching flag with country, matching land mass to country, locating cities, and locating landmarks. I do best in landmarks and worst in flags.</p>
<p style="text-align: left;">If you haven&#8217;t tried this game already, I think you should. You&#8217;ll at least learn a something from it and it is fun. As of this writing, I have a score in the 18,000&#8242;s&#8211;some people have scores in the hundreds of thousands.</p>
<p style="text-align: left;">UPDATE: A few hours after I posted this, my high score is in the 22,000&#8242;s. This game is addictive.</p>
<p style="text-align: left;">&lt;!&#8211;noadsense&#8211;&gt;</p>
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		<title>AS3 Calls to JavaScript</title>
		<link>http://www.supertommy.com/blog/2008/08/26/as3-calls-to-javascript/</link>
		<comments>http://www.supertommy.com/blog/2008/08/26/as3-calls-to-javascript/#comments</comments>
		<pubDate>Wed, 27 Aug 2008 00:22:21 +0000</pubDate>
		<dc:creator>Tommy Leung</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[actionscript 3]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[javascript]]></category>
		<category><![CDATA[web programming]]></category>

		<guid isPermaLink="false">http://www.supertommy.com/blog/?p=80</guid>
		<description><![CDATA[So, I was doing a project that needed a Flash movie--coded in AS3--to make some calls to JavaScript for functionality that JavaScript is more capable of doing. There are various FSCommands that you can use in ActionScript but, nothing really suited my needs. I had some JavaScript functions that needed to be called when certain things happened in the Flash movie.]]></description>
			<content:encoded><![CDATA[<p>I don&#8217;t write nearly as much programming help posts than I could be. There seems to be so much of them out there as it is. However, when I come across something that I think isn&#8217;t all that well known or clearly discussed, I feel compelled to release that information into the great unknown of the Internet.</p>
<p>So, I was doing a project that needed a FlashÂ movie&#8211;coded in AS3&#8211;to make some calls to JavaScript for functionality that JavaScript is more capable of doing. There are various FSCommands that you can use in ActionScript but, nothing really suited my needs. I had some JavaScript functions that needed to be called when certain things happened in the Flash movie.</p>
<p>The quickest method I found for doing this is simply using <code>navigateToURL()</code>. You simply make a call to <code>javascript:FUNC()</code>wth target of <code>_self</code>. More specifically:</p>
<blockquote><p><code>navigateToURL("javascript:FUNC()", "_self")</code></p></blockquote>
<p>That&#8217;s it. :)</p>
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		<title>Tips for Developing Facebook Games</title>
		<link>http://www.supertommy.com/blog/2008/08/08/tips-for-developing-facebook-games/</link>
		<comments>http://www.supertommy.com/blog/2008/08/08/tips-for-developing-facebook-games/#comments</comments>
		<pubDate>Fri, 08 Aug 2008 23:49:41 +0000</pubDate>
		<dc:creator>Tommy Leung</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[social games]]></category>

		<guid isPermaLink="false">http://www.supertommy.com/blog/?p=70</guid>
		<description><![CDATA[The Facebook Platform has created a whole new market for online games and start ups such as the Social Games Network (SGN) and Zynga. I wrote about developing Facebook Applications a while ago as a overview of my experiences. Some of my apps are games and some are not--I'm a game developer so I prefer making games.]]></description>
			<content:encoded><![CDATA[<p>The Facebook Platform has created a whole new market for online games and start ups such as the Social Games Network (SGN) and Zynga. I wrote about <a href="http://www.supertommy.com/blog/2008/06/19/developing-facebook-applications/">developing Facebook Applications</a> a while ago as a overview of my experiences. Some of my apps are games and some are not&#8211;I&#8217;m a game developer so I prefer making games.</p>
<p>While going through my blog traffic data, I saw search terms specifically about developing games on Facebook. That leads me to believe that someone is looking for information about that. I have some of that knowledgeÂ to share!</p>
<p>I generally make games for Facebook using Flash and ActionScript. There really isn&#8217;t a good way to make really interactive games using web languages and Flash is fairly powerful for 2D casual game experiences.Â You can find a list of the Facebook gamesÂ that I&#8217;veÂ made or had a hand in from my <a href="http://www.supertommy.com/blog/2008/06/19/developing-facebook-applications/">developing Facebook Applications</a> article.</p>
<p>There are basically three real games on that list: <a href="http://apps.new.facebook.com/flipcupchallenge/" target="_blank">FlipCup Challenge</a>, <a href="http://apps.new.facebook.com/samssolitaire/" target="_blank">Sam&#8217;s Solitaire</a>, and <a href="http://apps.new.facebook.com/sheeptycoon/" target="_blank">Sheep Tycoon</a>. Sheep Tycoon is by far the prettiest because there was a real artist on that project&#8211;the other two I just slapped some art together to get the game out quickly. I&#8217;m not really an artist.</p>
<p><span id="more-70"></span></p>
<p><strong>Using Facebook API From Flash</strong></p>
<p>Figuring out how to best make calls to the Facebook API from Flash was one of the first things we had to deal with. In Sheep Tycoon, the high score table shows up in the Flash part of the game opposed to FlipCup or Sam&#8217;s Solitaire where I just did it in PHP. There are a whole bunch of Flash Facebook API&#8217;s&#8211;I didn&#8217;t like any of them.</p>
<p>The solution we came up with is to make a 0&#215;0 iframe&#8211;basically invisible&#8211;on the canvas page and load a PHP script that would do all the Facebook API calls. So, if we needed to add a new high score to our database, we would load the script in the invisible iframe. This works for sending notifications or doing any sort of Facebook API call.</p>
<p><strong>Getting the Friends</strong></p>
<p>Although I didn&#8217;t find doing this all that complicated,Â I did see a search term for it in my traffic data. The easiest way to accomplish this is to just get the user&#8217;s friend ID&#8217;s in PHP and then passing it into the game using flashvars. I don&#8217;t see many cases where the user&#8217;s friend list will change while the game is being played. Once you have the friend ID&#8217;s in the game you can do whatever you want with it. We used it to show the list of your friend&#8217;s high scores in Sheep Tycoon.</p>
<p>The game takes the friend ID&#8217;s from flashvars. When we need to get the high scores, we pass the same ID&#8217;s to our PHP script that does all the database work and then returns the data in XML form for Flash to read.</p>
<p><strong>Dealing with High Scores</strong></p>
<p>You can display the high scores inside the game or you can display as a PHP page. I will generally opt to do the latter because thereÂ are lessÂ steps involved. PHP will get the data and display the data while Flash has to call a PHP script to get the data and then display it. However, displaying the high scores as part of the game itself is a better experience.</p>
<p>The semi-tricky aspects with high scores is how to record them and assign global ranks to each player. I&#8217;ve used time as a tie-breaker for scores that are identical. If you got the score first, you will stay above the person who got the score second. MySQL has been our database of choice and you can use ORDER BY with more than one field so it would be: ORDER BY score, time.</p>
<p>In FlipCup Challenge, each user has a global rank that is determined by their high score. This rank changes as players get new high scores. Updating everyone&#8217;s global rank every time someone managed to get a new high score didn&#8217;t seem like a good idea.</p>
<p>Firstly, to calculate the global rank, I figured out the number of rows that had a score higher than the score we are looking to get a new rank for. With that information, we&#8217;ll know that the rank will be something lower than the row count. We then find all the scores that are the same as the score we are using and then determine where it fits in there. With those two pieces of information we can calculate the right rank.</p>
<p>In order to make sure the scores are correct when anyone goes to look at the Scoreboard in FlipCup, we also update the ranks of all your friends when your rank changes. Global ranks are also recalculated every time you view the Scoreboard page. This will ensure that all the global ranks will be correct when someone is viewing it.</p>
<p>I&#8217;m sure there are better ways for determining global ranks than this but, for FlipCup&#8217;s purposes, it works fine. The main objective was to make sure the pages loaded fast so the code had to do the work quickly.</p>
<p><strong>Experiment</strong></p>
<p>Game developmentÂ on Facebook is still in infancy. I&#8217;m not aware of many sites dedicated to providing information about games and Facebook. The games themselves are still rather primitive as most don&#8217;t really tap into the potential of social networks. I believe social networks are a powerful tool that can help spread new games andÂ gameÂ ideas.</p>
<p>I have not looked much into development on the &#8220;new&#8221; Facebook even though I have switched to it and my links above point to the new Facebook. My apps are still working fine so I am not too concerned. The marketing and growth of apps are going to be affected. The chance of a Zombies-esque app proliferating is very unlikely in this new environment.</p>
<p>I will continue to create games for Facebook and other social networks. There are some ideas I have floating around&#8211;some of which I am working on. Experimenting with different ideas is the best any of us can do as this is a new road to travel. Do feel free to share your thoughts in the comments. :)</p>
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		<title>Sheep Tycoon</title>
		<link>http://www.supertommy.com/blog/2008/08/08/sheep-tycoon/</link>
		<comments>http://www.supertommy.com/blog/2008/08/08/sheep-tycoon/#comments</comments>
		<pubDate>Fri, 08 Aug 2008 19:20:51 +0000</pubDate>
		<dc:creator>Tommy Leung</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[sheep tycoon]]></category>
		<category><![CDATA[tinymantis]]></category>

		<guid isPermaLink="false">http://www.supertommy.com/blog/?p=69</guid>
		<description><![CDATA[I had did some of the programming on this game for Facebook and now we've made a version of the game available for the general internet. The high scores for this version of the Facebook version will be different. I happen to hold the highest score on this version and the second highest on the Facebook version as I write this. Play it!]]></description>
			<content:encoded><![CDATA[<p><center><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://fpdownload.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=9,0,0,0" width="640" height="480" id="sheeptycoon" align="middle"><param name="allowScriptAccess" value="sameDomain" /><param name="movie" value="http://games.mochiads.com/c/g/sheep-tycoon-web-edition/SheepTycoon_for_Portals.swf" /><param name="quality" value="high" /><param name="bgcolor" value="#000000" /><embed src="http://games.mochiads.com/c/g/sheep-tycoon-web-edition/SheepTycoon_for_Portals.swf" quality="high" bgcolor="#000000" width="640" height="480" name="mosquito" align="middle" allowScriptAccess="sameDomain" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" /><br />
</object><br />
</center></p>
<p>I had did some of the programming on this game for Facebook and now we&#8217;ve made a version of the game available for the general internet. The high scores for this version of the Facebook version will be different. I happen to hold the highest score on this version and the second highest on the Facebook version as I write this. Play it! :)<br />
Â </p>
]]></content:encoded>
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		<title>AS3 KeyboardEvent</title>
		<link>http://www.supertommy.com/blog/2008/08/02/as3-keyboardevent/</link>
		<comments>http://www.supertommy.com/blog/2008/08/02/as3-keyboardevent/#comments</comments>
		<pubDate>Sat, 02 Aug 2008 06:40:36 +0000</pubDate>
		<dc:creator>Tommy Leung</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[3]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[actionscript 3]]></category>
		<category><![CDATA[addeventlistener]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[keyboardevent]]></category>

		<guid isPermaLink="false">http://www.supertommy.com/blog/?p=64</guid>
		<description><![CDATA[I've been working with ActionScript 3 a little bit more as of late and one rather confusing problem that seems to come up often is one with KeyboardEvent--it doesn't seem to always work. The solution that I've come up with is to always add the KeyboardEvent listener to the stage of the root.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been working with ActionScript 3 a little bit more as of late and one rather confusing problem that seems to come up often is one with <code>KeyboardEvent</code>&#8211;it doesn&#8217;t seem to always work. The solution that I&#8217;ve come up with is to always add the <code>KeyboardEvent</code> listener to the <code>stage</code> of the <code>root</code>.</p>
<p>So, you will want to use <code>addEventListener</code> in the main class:</p>
<blockquote><p><code> stage.addEventListener(KeyboardEvent.KEY_DOWN, KeyDown);<br />
stage.addEventListener(KeyboardEvent.KEY_UP, KeyUp);</code></p></blockquote>
<p>And that&#8217;s it! This way has worked well for me so far. I actually use a <code>KeyManager</code> class to initialize the events and the stage is passed to that class.</p>
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