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	<title>untoldentertainment.com &#187; Game Ideas</title>
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	<description>We Make Flash Games</description>
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		<copyright>Copyright &#xA9; untoldentertainment.com 2011 </copyright>
	<managingEditor>ryan@untoldentertainment.com (untoldentertainment.com)</managingEditor>
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		<title>Dear Lady Gamers: What Do You Want From Me?</title>
		<link>http://www.untoldentertainment.com/blog/2011/09/06/dear-lady-gamers-what-do-you-want-from-me/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/09/06/dear-lady-gamers-what-do-you-want-from-me/#comments</comments>
		<pubDate>Wed, 07 Sep 2011 04:38:12 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[Game Ideas]]></category>
		<category><![CDATA[Original Games]]></category>
		<category><![CDATA[Spellirium]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3933</guid>
		<description><![CDATA[i was about to begin this article by saying &#8220;all my life, i&#8217;ve tried to make sense of the opposite sex&#8221;, but it sounded too trite and cliche. The truth is, i think &#8211; i honestly do think &#8211; that i have a pretty good grasp of women. i grew up the only child of [...]]]></description>
			<content:encoded><![CDATA[<p>i was about to begin this article by saying &#8220;all my life, i&#8217;ve tried to make sense of the opposite sex&#8221;, but it sounded too trite and cliche. The truth is, i think &#8211; i honestly do think &#8211; that i have a pretty good grasp of women.  i grew up the only child of a single-parent mom, and have lived a pretty estrogen-infused existence.  i know what it is to toll paint.  i have stenciled.  i&#8217;ve knitted.  i&#8217;ve made a macrame owl.  These are things i can not unlearn.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_09_06/owl.jpg" alt="Macrame Owl"></p>
<p>Or unsee.
</p></div>
<p>A very interesting conversation very nearly broke out on Facebook today, when i made the wild claim that our upcoming game, <b>Spellirium</b>, is <em>for the ladies</em>, and that i think &#8220;chicks&#8217;ll dig it&#8221;. The game was designed from the ground up to be female-friendly, in ways i will enumerate shortly.  But something  was eating at me: recently, when i made that same claim to a colleague, he said &#8220;Women will enjoy it, eh?  Why? Does it have any romance in it?&#8221;</p>
<p>The blood drained from my face a little. We&#8217;re still not too late in the game to pivot, but no, Spellirium does not actually have a romantic thread running through it, nor does it have a female lead.  i wondered: would these two shortcomings doom it?  Would women not be interested in my game because the lead character is a young white male who doesn&#8217;t romance it up at any point in the story?</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_09_06/fabio.jpg" alt="Fabio"></p>
<p>Help me, Fabio. You&#8217;re my only hope.
</p></div>
<h2>Chick Magnet</h2>
<p>First, a brief primer. Spellirium is a graphic adventure game, which means that the gameplay and the writing go hand-in-hand.  It&#8217;s set in the future, after a cataclysmic event has left civilization buried under a thousand feet of earth. It tells the story of a young apprentice tailor named Todd living a sheltered life in  a society where reading and writing have been outlawed, on pain of death. But Todd and the other tailors have a secret: they&#8217;re actually Runekeepers, secret curators of an underground library filled with forbidden writing. A short time after the Runekeepers set off on a mission leaving Todd alone,  one of them turns up dead. Brother Todd sets out on a quest to find out why.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_09_06/cottages.jpg" alt="Spellirium Runekeeper Cottages"></p>
</div>
<p>Spellirium was originally designed to be a casual downloadable game, the kind of title that a portal like Big Fish Games might carry.  When we were making a case for the game to our funders, we had to demonstrate that Spellirium would be a hit with a female audience, because Big Fish and their ilk cater primarily to older female customers.</p>
<p>Here are the pro-female elements we felt the game had going for it:</p>
<ol>
<li>It&#8217;s story-driven.  If we compare games to porn, they say that women prefer story and character development, while men just enjoy visceral close-ups of gnashing genitalia. If Gears of War is analogous to visceral, visual man-porn, something like Spellirium is far more gentle and female-friendly, with a focus on <em>why</em> the pool boy is visiting on that particular day.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_09_06/pizzaBoy.jpg" alt="Porn pizza boy"></p>
<p>Did somebody whose boss just fired her under suspicion of corporate espionage order a pizza?
</p></div>
<li>It&#8217;s a word game. i&#8217;ve actually been warned against admitting this &#8211; indeed, Big Fish Games and friends <a href="http://www.untoldentertainment.com/blog/2010/07/27/were-doomed/">dumped all over Spellirium</a> at Casual Connect two years ago <em>because</em> it&#8217;s a word game. Some of the portal reps called it &#8220;too cerebral&#8221;, and others cautioned that women don&#8217;t like to think when they play games &#8211; they just want to sit down and zone out (hence 50 different flavours of bubble-popping, jewel-matching and hidden object-finding on those sites).
<p>But i can&#8217;t deny it: Spellirium is all about making words, Scrabble/Boggle-style, to solve puzzles.  And my intuition was vindicated when we <a href="http://www.untoldentertainment.com/blog/2010/05/10/switching-to-tcaf/" title="Spellirium at the Toronto Comic Arts Festival">brought a very early build of the game</a> to the Toronto Comic Arts Festival two years ago; every guy who swung by the booth said &#8220;my girlfriend/wife/daughter would really enjoy that&#8221;, while every girlfriend/wife/daughter who passed by did a double-take and stopped to check it out.  And that&#8217;s when it was purely a word game, with no sign of plot or character development in sight.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_09_06/spellirium.jpg" alt="Spellirium Alpha"></p>
<p>Women to letter tiles: like moths to a flame.
</p></div>
<li>It&#8217;s dark fantasy.  Fact: women enjoy this genre.  They like <b>Labyrinth</b> and <b>The Dark Crystal</b> and <b>Pan&#8217;s Labyrinth</b> and <b>City of Ember</b> and <b>Buffy the Vampire Slayer</b> and <b>His Dark Materials</b> and the <b>Spiderwick Chronicles</b> and <b>Harry Potter</b> and <b>Lord of the Rings</b> and (perhaps unfortunately) <b>Twilight</b>. Women read those huge 10-book-long fantasy chronicles like <b>Dragonriders of Pern</b>. In particular, i think there&#8217;s something about <em>dark</em> fantasy that women prefer over straight-up elf-ridden <em>high</em> fantasy. Women are drawn in by stories that have an air of mystery, seduction, evil, or &#8230; for lack of a better word, <em>purple</em>.
</ol>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_09_06/ravenhearst.jpg" alt="Ravenhearst"></p>
<p>Quoth the raven, &#8220;Enter your credit card number.&#8221;
</p></div>
<h2>But It&#8217;s a Straight-Up Sausage Party</h2>
<p>The two main characters in Spellirium are male. One is a young man. The other is a big blue monster.  The third member of the group is a woman &#8211; a <em>hard</em> woman they call The Hunter, who dresses in the pelts of the animals she kills and skins.  She has a big red scar through her left eye, because i was self-conscious about making her too pretty. She&#8217;s self-sufficient and vindictive, and is motivated by revenge.  She doesn&#8217;t take any crap from the main character.  i wrote her this way because i wanted a strong female character who <em>isn&#8217;t</em> subdued by the boyish charms of the male lead, and who <em>doesn&#8217;t</em> succumb to his wily advances, and who <em>will</em> put a bullet up his nose if he tries to come any closer.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_09_06/hunter.jpg" alt="Spellirium: The Hunter"></p>
<p>Three concept sketches of The Hunter. We went with the one on the left. The blunderbuss was non-negotiable.
</p></div>
<p>Will women like her? i have no idea.  Will they still enjoy the game, even though the two leads are male?  No clue.  Will they be less interested in Spellirium because there&#8217;s no love story?  i really don&#8217;t know.  That&#8217;s kind of why i&#8217;m writing this article.  i want to hear from women who play games.  Is any of this stuff important to you?</p>
<p>The only other significant female character is The Mystic, who is an old fortune-teller, which i do realize is the female equivalent of the Magic Negro.  Part of the fun of Spellirium is that it breaks the fourth wall on a regular basis; any time i (the author) introduce a stock character, Todd and company are going to call me out on it in the game dialogue.</p>
<p>Indie dev Michael Todd introduced me to the Bechdel Test today while we were discussing this.  In order to pass the test, your script has to have:</p>
<ol>
<li>at least two women in it,
<li>Who talk to each other,
<li>About something other than a man.
</ol>
<p>As currently scripted, Spellirium fails the Bechdel test at point #2.  Women: have i fallen out of your good graces, or is there still a chance that you&#8217;ll play this game and others like it?</p>
<p>Word.</p>
<p><b><a href="http://www.spellirium.com">Sign up for the Spellirium Newsletter</a></b>. The newsletter contains new screenshots and juicy game gossip that you won&#8217;t find anywhere else.  Tuesday is Ladies&#8217; Night.</p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/blog/spellirium-designer-diary/"><img src="http://www.untoldentertainment.com/games/spellirium/promotional/designerDiary/designerDiaryTagImage.jpg"></a></p>
</div>
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		<title>Untold Entertainment Goes Forth</title>
		<link>http://www.untoldentertainment.com/blog/2011/08/07/untold-entertainment-goes-forth/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/08/07/untold-entertainment-goes-forth/#comments</comments>
		<pubDate>Sun, 07 Aug 2011 20:50:34 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Bidness]]></category>
		<category><![CDATA[Canadian Media News]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Game Ideas]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[Kahoots]]></category>
		<category><![CDATA[Original Games]]></category>
		<category><![CDATA[Pimp My Portal]]></category>
		<category><![CDATA[ponycorns]]></category>
		<category><![CDATA[Spellirium]]></category>
		<category><![CDATA[TOJam]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[ZombieGameWorld.com]]></category>
		<category><![CDATA[Zombies]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3895</guid>
		<description><![CDATA[When Untold Entertainment Inc. turned three last year, we were reeling from the fallout of the global economic collapse. It&#8217;s been a slow, difficult recovery, and we still have a lot of work left to do, but i&#8217;m happy to say we&#8217;ve nosed out of the tailspin. This was a landmark year for Untold; we [...]]]></description>
			<content:encoded><![CDATA[<p><center><br />
<img src="http://www.untoldentertainment.com/blog/img/2011_08_07/untoldGoesForth.png" alt="Untold Entertainment Goes Forth"><br />
</center></p>
<p>When Untold Entertainment Inc. <a href="http://www.untoldentertainment.com/blog/2010/08/09/untold-entertainment-turns-three/">turned three last year</a>, we were reeling from the fallout of the global economic collapse. It&#8217;s been a slow, difficult recovery, and we still have a lot of work left to do, but i&#8217;m happy to say we&#8217;ve nosed out of the tailspin. This was a landmark year for Untold; we are poised to have an absolutely incredible fifth year going forward.  If last year was our <em>Empire</em>, this year is our <em>Jedi</em>.  Bring on the Ewoks, baby.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_07/ewok.jpg" alt="Ewok"></p>
<p>Yub nub, motherf*cker.
</p></div>
<p>Here&#8217;s a look at the Year That Was.</p>
<h2>2010</h2>
<p><b>August</b></p>
<p>Last fiscal ended on a dark note.  We were struggling through <b>Spellirium</b>, our post-apocalyptic puzzle adventure game, as various production problems saw the budget sapped with very little to show for our efforts.  The year ahead had us planning to complete service projects in the hope that we&#8217;d bank enough margin to continue working on the game.</p>
<p><center><br />
<img src="http://www.untoldentertainment.com/blog/img/2011_08_07/spellirium.png" alt="Spellirium"><br />
</center></p>
<p><b>September</b></p>
<p>My book was published!  Unity 3D Game Development by Example: A Beginner&#8217;s Guide is a great introduction to game development, computer programming, and Unity 3D itself, which is a super-powerful game engine for creating on a wide variety of platforms.  Thanks to you all for buying a copy, or for recommending the book to your friends.</p>
<div class="displayed">
<p><a href="http://www.packtpub.com/unity-3d-game-development-by-example-beginners-guide/book/mid/2709105s93kf?utm_source=untoldentertainment.com&#038;utm_medium=affiliate&#038;utm_content=authorsite&#038;utm_campaign=mdb_004881"><img src="http://www.untoldentertainment.com/blog/img/2011_03_29/unity3dGameDevelopmentByExample.jpg" alt="Unity 3D Game Development By Example"></a></p>
</div>
<p><b>Fall</b></p>
<p>We launched <b><a href="http://www.untoldentertainment.com/blog/2010/10/31/jinx-3-escape-from-area-fitty-two/">Jinx 3: Escape from Area Fitty-Two</a></b> on YTV.com.  Jinx 3 was the first game to use UGAGS, the Untold Graphic Adventure Game System.  It supported multiple playable characters, an inventory system, a subtitle system, game variable control, and a &#8220;puppet&#8221; guidance system, which enables the developer to write commands to build in-game cutscenes.  Jinx 3 was the first UGAGS game we developed, but the second one to launch, after Heads.</p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/blog/2010/10/31/jinx-3-escape-from-area-fitty-two/"><img src="http://www.untoldentertainment.com/games/jinx3/featured.jpg" alt="Jinx 3: Escape from Area Fitty-Two" /></a>
</div>
<p>i spoke about UGAGS at <a href="http://www.untoldentertainment.com/blog/2010/10/23/ryan-goes-to-camp/">Gamercamp Level 2.0</a>, a Toronto convention celebrating the joy of video games.</p>
<p>October saw the publication of a now-infamous article about the <a href="http://www.untoldentertainment.com/blog/2010/10/19/canadian-vortex-game-competition-named-a-scottish-team-to-win/">Vortex Game Development Competition</a>, where the previous year&#8217;s winners were revealed to have never worked on the winning game.</p>
<p>i experimented with a feature called <a href="http://www.untoldentertainment.com/blog/linkbait-tuesdays/">Linkbait Tuesdays</a>, where i used the <a href="http://linkbaitgenerator.com/index.php">Linkbait Generator</a> to spit out randomized titles for blog posts.  It wasn&#8217;t much appreciated by my readership, and didn&#8217;t appreciably increase blog traffic, so i killed the feature.</p>
<p>On Hallowe&#8217;en, we launched our second free games portal called <a href="http://www.zombiegameworld.com">ZombieGameWorld.com</a>.  If you know the song about the old woman who swallowed the fly, you&#8217;ll understand our challenge with these portals.  We built <a href="http://www.wordgameworld.com" title="Word Game World - Play the Best Free Word Games Online">WordGameWorld.com</a> in order to attract a word game-playing audience, so that we could control the site&#8217;s ad inventory and find an audience for Spellirium.  When the site suffered from flagging traffic, i decided to build a <em>network</em> of game portals; ZombieGameWorld.com was ostensibly created to help drive traffic to WordGameWorld.com, which should drive traffic to Spellirium.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_07/oldLady.jpg" alt="Old lady who swallowed a fly"></p>
<p>She swallowed the spider to catch the fly.  i don&#8217;t know why she swallowed the fly. i guess she&#8217;ll die?
</p></div>
<p>To round out the fall, i <a href="http://www.untoldentertainment.com/blog/2010/11/27/movember-2010/">grew a beard</a> to win hockey tickets, despite not enjoying hockey.  i spoke at an <a href="http://www.untoldentertainment.com/blog/2010/11/03/the-mistake-i-make/">interactiveontario luncheon</a>. And i wrote an article for Mochiland.com on the disgraceful refusal by contracting companies to <a href="http://www.untoldentertainment.com/blog/2010/11/24/where-credit-is-due/">credit their Flash game developers</a>. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_07/movember.jpg" alt="Ryan Henson Creighton's epic moustache"></p>
<p>Why wouldn&#8217;t you want your game to be associated with this guy?
</p></div>
<p><b>Winter</b></p>
<p>As the cold weather set in, i took a position at a private college teaching Unity 3D game development.  i had hoped for a better experience than i had at Hervé Velasquez School for the Digitally Inclined, but no such luck: halfway through the course, which was dubbed Programming II (the students had supposedly been taught Flash/Actionscript for <em>four months</em> prior to my arrival), i had to dial everything back and re-teach programming basics to them.  And by basics, i mean stuff like &#8220;What does the &#8216;=&#8217; symbol do?&#8221; and  &#8220;What is a variable?&#8221; </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_07/name.jpg" alt="name"></p>
<p>What &#8230; is your NAME?
</p></div>
<p>The class was only eight students, but i had no fewer than two of those students&#8217; parents call or email me to ask why little Billy was getting low grades on tests. YaRly.</p>
<p>In this, i further proved the thesis in my contentious What&#8217;s Wrong with Ontario Colleges articles (<a href="http://www.untoldentertainment.com/blog/2010/02/18/whats-wrong-with-ontario-colleges-part-1/">Part 1</a> and <a href="http://www.untoldentertainment.com/blog/2010/02/23/whats-wrong-with-ontario-colleges-part-2/">Part 2</a>). Helicopter parenting and failure aversion have created a generation of non-functional kids, which i later dubbed <a href="http://www.untoldentertainment.com/blog/2011/05/18/the-most-useless-generation/">The Most Useless Generation</a>. My diagnosis is that many college undergrads have escaped high school without ever understanding <a href="http://www.untoldentertainment.com/blog/2011/08/07/how-to-be-a-student/">How to Be a Student</a> (an article i wrote while teaching last winter, which i&#8217;ve only just posted now that i&#8217;ve put some distance between myself and the situation).  </p>
<p>In the interest of helping young people be more successful, i offered <a href="http://www.untoldentertainment.com/blog/2010/11/10/my-prescription-for-more-successful-students/">My Prescription for (More) Successful Students</a>, which my students all ignored, and i wrote a serious of articles called <a href="http://www.untoldentertainment.com/blog/flash-and-actionscript-911/">Understanding Programming</a> to explain programming basics, which my students also ignored.  Oh well. As the saying goes, you can lead a horse to water, but sometimes you just have a retarded horse.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_07/retardedHorse.jpg" alt="retarded horse"></p>
</div>
<h2>2011</h2>
<p><b>Spring</b></p>
<p>In 2011,  we launched an exciting blog series called <a href="http://www.untoldentertainment.com/blog/pimp-my-portal/">Pimp My Portal</a>, detailing our struggles to drive traffic to ZombieGameWorld.com and WordGameWorld.com.  The hook here was <b>The World&#8217;s Most Meager Marketing Budget</b>, a pot of just $100 that i spent on Fiverr.com to buy testimonial videos to promote the site, the rationale being that search loves video.  The Old Lady who Swallowed the Fly reared her ugly head again, as i found that i had no audience to watch the videos to go to the portal to go to the OTHER portal to find out about Spellirium.  The Pimp My Portal series is ongoing.</p>
<p>Around this time, we were commissioned by The Centre for Skills Development and Training to produce a series of games to help teach workplace skills to 15-30-year-olds. The resulting game, <a href="http://www.untoldentertainment.com/blog/2011/06/22/summer-in-smallywood/">Summer in Smallywood</a>, enabled us to make a number of improvements to UGAGS, including auto-save, debug tools, navigation meshes, saved game profiles, and threaded conversations. We&#8217;re looking forward to working further with The Centre in the coming year to expand our educational gaming experience.</p>
<div class="displayed">
<p><a href="http://www.summerinsmallywood.ca"><img src="http://www.untoldentertainment.com/blog/img/2011_05_21/smallywoodTitle.jpg" alt="Summer in Smallywood by Untold Entertainment" /></a></p>
</div>
<p>In March, i admit i was feeling a little bit desperate and squirrely.  Work was trickling into the shop in fits and starts, and i was really wondering whether renewing our lease would be wise.  Wild-eyed and hungry at GDC, i was overcome with the need to let the world know <em>i am here</em>, like the tiny Whos living on a speck on a clover stalk, who ultimately issue a resounding YOPP! to show the jungle animals that they exist (and to keep from getting boiled in beezlenut oil).</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_07/horton.jpg" alt="Horton"></p>
<p>A game dev&#8217;s a game dev, no matter how small.
</p></div>
<p>To that end, i pulled some shenanigans at the conference, which came to be known as the famous <a href="http://www.untoldentertainment.com/blog/2011/03/05/holding-the-bag-how-i-gamed-gdcs-top-social-game-developers/" title="GDC Coin Stunt">GDC Coin Stunt</a>.  The <a href="http://www.untoldentertainment.com/blog/2011/03/15/have-you-met-my-friend-spike/">resulting press</a> on most major online games sites greased the wheels for what was to be our greatest victory yet.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_07/coinsShirt.jpg" alt="i have all the coins shirt"></p>
</div>
<p>Over the years, we&#8217;ve found it so difficult to drive enough steady Flash game development work that we haven&#8217;t been able to bank enough time or enough money to do our own thing.  To date, the only chance we seem to get is TOJam, an annual weekend-long Toronto game jam, during which we always produce a complete and original game.  Indeed, nearly every title in the <a href="http://www.untoldentertainment.com/games/">Original Games</a> section of our portfolio is a TOJam game, completed in one weekend by <em>me alone</em>.</p>
<p>This year, we used UGAGS to create <b><a href="http://www.ponycorns.com">Sissy&#8217;s Magical Ponycorn Adventure</a></b>.  i worked on the game with my 5-year-old daughter Cassandra.  It was no accident that i was wearing my &#8220;I have all the coins&#8221; T-Shirt in the TOJam group photo this year. After the game went live, it went viral, initially being featured on many of the same sites that covered the coin stunt. In the few months since its launch, the ponycorns game has gone on to become an international sensation (i just granted an interview to a Japanese newspaper this week!).  </p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/games/sissy/"><img src="http://www.untoldentertainment.com/blog/img/2011_05_23/cassieAndDaddy.jpg" alt="Cassie and Daddy"></a></p>
<p>[photo by <a href="http://www.flickr.com/photos/brendanlynch/tags/tojam6">Brendan Lynch</a>]
</div>
<p>With the ponycorns game, we took a very important step to improving our viability as a dev studio by launching the game on the <a href="http://itunes.apple.com/us/app/sissys-magical-ponycorn-adventure/id445696590?mt=8">Apple iPad</a> and the <a href="http://appworld.blackberry.com/webstore/content/45781">BlackBerry Playbook</a>. On the third day of its launch week, Sissy&#8217;s Magical Ponycorn Adventure was featured by Apple in its New &#038; Noteworthy section.</p>
<p>Ponycorns also drove us to develop our first alternate revenue stream based on our original IP.  We launched the <a href="http://untoldentertainment.com/store/">Untold Booty</a> merchandise store with a number of different ponycorns-based SKUs, and have been very happy with the results.  </p>
<p>Throughout the year, i remained active with the IGDA Toronto Chapter, organizing some well-received events including the speed dating-style Game.Set.Match, the Open Mic Night rant session, Straight Outta TOJam: Pint-sized Postmortems, and the Fund in the Sun workshop. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_07/posters.jpg" alt="IGDA Toronto Chapter posters"></p>
</div>
<p>Through the spring, we developed a great puzzle/platformer game called <a href="http://www.untoldentertainment.com/blog/2011/07/29/spladder/">Spladder</a>, which currently runs on a number of kids&#8217; broadcaster sites &#8211; YTV.com. TVO.org and CBBC.co.uk among them.</p>
<p>We launched a new games portal called <a href="http://www.tdgameworld.com" title="Tower Defense Game World - Play the best free tower defense games">TowerDefenseGameWorld.com</a> and filled it with free tower defense games, because it&#8217;s difficult to prove a theory about a network of games portals lending each other traffic if you only have two portals.  We also gave a major upgrade to ZombieGameWorld.com by expanding it to feature zombie games and goodies on other platforms.</p>
<p>i know an old lady who swallowed a horse.  She&#8217;s dead, of course. </p>
<p><b>Summer. Future.</b></p>
<p>We&#8217;ve come full circle.  Spellirium remains unfinished, but we&#8217;re finally spending time on it again.  We poked Kahoots with a stick to see if it was still twitching. Thankfully, it is! We&#8217;ve made some creative changes to it to spare a fellow indie game dev company some unpleasant legal strife; look forward to a Kahoots-related announcement in the coming months.  </p>
<p>i&#8217;m writing the 3.x update to my Unity 3D book, which will be ready shortly (send me an email and i&#8217;ll add you to our notification list when the update is released).</p>
<p>Going forward, our plan is to leverage the success of the ponycorns game to make major in-roads into game development and education for kids (see our article on CBC.ca).  i&#8217;m preparing a pilot project with Cassie&#8217;s elementary school this fall.  We&#8217;re preparing the unstoppable UGAGS engine for a business-to-business, and then consumer, release &#8211; expect it to have a kid-friendly interface.    We&#8217;re polling people for their interest in an iPhone/iPod version of the game (send us an email!).  i&#8217;ll be delivering my conference session <a href="http://www.fitc.ca/events/presentations/presentation.cfm?event=118&#038;presentation_id=1656" title="Ponycorns: Lightning in a Jar">Ponycorns: Lightning in a Jar</a> at the Screens festival this fall, and at other conventions throughout the year.  Ponycorns is being translated into Japanese in anticipation of the Sense of Wonder Night at the Tokyo Games Show.  </p>
<p>Untold Entertainment&#8217;s fifth year will be filled with low-life panda bears, daily word puzzles, gamesByKids, and more great articles about game development and education, peppered with rude jokes and stolen LOLcat pictures.  Thanks so much for your support, everyone!  i&#8217;m really looking forward to writing an amazing recap next year.</p>
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		<title>The Tiniest TOJammer</title>
		<link>http://www.untoldentertainment.com/blog/2011/04/29/the-tiniest-tojammer/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/04/29/the-tiniest-tojammer/#comments</comments>
		<pubDate>Fri, 29 Apr 2011 06:04:24 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Game Ideas]]></category>
		<category><![CDATA[Original Games]]></category>
		<category><![CDATA[TOJam]]></category>
		<category><![CDATA[Toronto]]></category>
		<category><![CDATA[Video Games]]></category>

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		<description><![CDATA[After a tumultuous delay, the TOJam registration form is currently live! What was the hold-up? Remember that scene from Lord of the Rings, where Gandalf battles the ferocious Balrog and they wrestle each other off a cliff? Well, imagine that Gandalf is TOJam organizer Jim McGinley, the Balrog is the new database system for TOJam, [...]]]></description>
			<content:encoded><![CDATA[<p>After a tumultuous delay, the <a href="http://www.tojam.ca">TOJam</a> registration form is currently live!  What was the hold-up?  Remember that scene from Lord of the Rings, where Gandalf battles the ferocious Balrog and they wrestle each other off a cliff?  Well, imagine that Gandalf is TOJam organizer Jim McGinley, the Balrog is the new database system for TOJam, and i&#8217;m a really sexy elf.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_29/sexyElf.jpg" alt="Ryan Creighton is a sexy elf"></p>
<p>Go on: imagine it.
</p></div>
<p>Seriously, if you want to attend TOJam and you haven&#8217;t signed up yet, i don&#8217;t know why you&#8217;re over here reading this crummy blog. Space is limited.  <a href="http://www.tojam.ca">Go sign up now</a>.  Like, <em>right now</em>.  i&#8217;ll wait.</p>
<h2>Party of One</h2>
<p>This&#8217;ll be the first TOJam that i haven&#8217;t done all by my lonesome.  After creating <a href="http://www.untoldentertainment.com/blog/2007/04/26/two-by-two/">Two By Two</a>, <a href="http://www.untoldentertainment.com/blog/2008/05/12/here-be-dragons/">Here Be Dragons</a>, <a href="http://www.untoldentertainment.com/blog/2009/05/05/bloat/">Bloat.</a>, and <a href="http://appworld.blackberry.com/webstore/content/38777?lang=en">Heads</a> single-handedly, i&#8217;ve finally roped someone into spending an entire weekend with me in a room full of sweaty nerds building video games.  And better than that, she&#8217;s a <em>girl</em>.  How did i do it?</p>
<p>i&#8217;m her legal guardian.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_29/cassie.jpg" alt="Spawn of Creighton"></p>
<p>Behold my progeny!
</p></div>
<p>This year, i&#8217;m teaming up with my five-year-old daughter Cassandra to create a game called <b>Sissy&#8217;s Magical Ponycorn Adventure</b>, which is a magical adventure game featuring ponycorns.  (At this point, i usually have to stop and explain to people what a &#8220;ponycorn&#8221; is, which dismays me &#8230; a ponycorn, <em>clearly</em>, is a single-horned pony &#8211; a pony/unicorn.  A ponycorn.  You see?  Was that so difficult?)</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_29/ponycorn.jpg" alt="Ponycorn"></p>
<p>Get some fekkin&#8217; imagination, you freaks.
</p></div>
<p>Cassie, who is a great little artist, will be drawing the game&#8217;s pictures in crayon, and i&#8217;ll be scanning them in and trying to shoehorn them into a sensible game experience.  Because the handicap is so high on this one, i won&#8217;t be building the whole thing from scratch.  i didn&#8217;t approach my first TOJam this way &#8230; i was determined to build Two By Two from &#8220;scratch&#8221;, starting with nothing and using Flash to build the game from the ground up.</p>
<p>Having proven that i can do it, over the years i&#8217;ve grown less and less dogmatic about TOJam.  For last year&#8217;s game, Heads, i used UGAGS (the Untold Graphic Adventure Game System), as a sort of proof that the time and money we spent building the engine wasn&#8217;t a total waste.  (It wasn&#8217;t! Heads was our very first release on the Blackberry Playbook, and we&#8217;ve gone on to use UGAGS in other projects).  When i got thinking about it, even using Flash is a bit of a cheat.  i didn&#8217;t write that software, and it does a lot of heavy graphics lifting for me.  i also didn&#8217;t build the computer, or smelt the metals used in its creation.  There&#8217;s only so much &#8220;scratch&#8221; that you can start from.</p>
<p>So this year, Cassie and i will be using the <a href="http://www.citrusengine.com">Citrus Engine</a> to make our ponycorn-themed puzzle platformer game. i&#8217;m not even starting from scratch with the Citrus Engine &#8211; i&#8217;ll be re-skinning an existing game that i completed for a client.  i&#8217;ll even be using some artwork that Cassie already drew months ago, because it&#8217;s <em>adorable</em>.  (&#8220;What&#8217;s that, honey?  An alien?  A slug?  A jelly bean?&#8221;  &#8220;No &#8211; it&#8217;s you and me and Mommy.&#8221;)   As is required for any weekend game jam, we&#8217;re keeping our ambitions reined way in; if we come out the other side of this thing with a title screen and one functional level, i&#8217;ll be happy.  </p>
<p>i&#8217;ve also got Cassie slated to do some voice acting for the game, which will toally rock. Unless someone&#8217;s planning to one-up her, Cass will be the youngest developer ever to attend and work on a game at TOJam.</p>
<p>And i&#8217;ll be the sexiest elf in the room. </p>
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		<title>TOJam Sixy Times Announces its Theme</title>
		<link>http://www.untoldentertainment.com/blog/2011/04/20/tojam-sixy-times-announces-its-theme/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/04/20/tojam-sixy-times-announces-its-theme/#comments</comments>
		<pubDate>Wed, 20 Apr 2011 15:47:09 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Canadian Media News]]></category>
		<category><![CDATA[Game Ideas]]></category>
		<category><![CDATA[Ideas]]></category>
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		<category><![CDATA[TOJam 6]]></category>
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		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3629</guid>
		<description><![CDATA[Long-time readers of this blog know i&#8217;m an avid fan of TOJam, the Toronto independent game jam, which takes place every year either on Mother&#8217;s Day or during student exams, or at some other inconvenient time. It&#8217;s very difficult to schedule an event free and clear of other competing calendar dates, but the organizers think [...]]]></description>
			<content:encoded><![CDATA[<p>Long-time readers of this blog know i&#8217;m an avid fan of <a href="http://www.tojam.ca">TOJam</a>, the Toronto independent game jam, which takes place every year either on Mother&#8217;s Day or during student exams, or at some other inconvenient time.  It&#8217;s very difficult to schedule an event free and clear of other competing calendar dates, but the organizers think they&#8217;ve pulled it off this year: the sixth iteration of the jam, &#8220;TOJam Sixy Times&#8221;, runs the entire weekend from May 13th to 15th 2011.  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/borat.jpg" alt="Borat"></p>
<p>Congratulations to Borat, who apparently won the competition to name this year&#8217;s jam.
</p></div>
<p>TOJam is not a competition. It&#8217;s rather more like camp &#8230; hot, sweaty nerd camp fueled by energy drinks and candy bars.  Every year, the organizers <em>suggest</em> that each game feature a Toronto-specific sound effect, and a picture of a goat on a pole (rendered any way the game&#8217;s artist chooses).  Here&#8217;s the goat in all its glory:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/goat.jpg" alt="Borat"></p>
<p>God help us if the photographer ever comes knocking to collect royalty payments for five previous years of jam games.
</p></div>
<p>Here&#8217;s the goat&#8217;s appearance in some of the TOJam games i&#8217;ve developed over the years:</p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/blog/2007/04/26/two-by-two/"><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/twoByTwo.jpg" alt="Two By Two"></a></p>
<p>TOJam 2: <a href="http://www.untoldentertainment.com/blog/2007/04/26/two-by-two/">Two by Two</a>
</div>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/blog/2008/05/12/here-be-dragons/"><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/hereBeDragons.jpg" alt="Here Be Dragons"></a></p>
<p>TOJam 3: <a href="http://www.untoldentertainment.com/blog/2008/05/12/here-be-dragons/">Here Be Dragons</a>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/heads.jpg" alt="Heads"></p>
<p>TOJam 5: Heads
</p></div>
<p>Each TOJam also features a suggested theme.  Past themes have included &#8220;Cheese&#8221;, &#8220;<a href="http://www.untoldentertainment.com/blog/2009/04/28/de-fine-balance/">Scale</a>&#8220;, and &#8220;<a href="http://www.untoldentertainment.com/blog/2010/04/04/somethings-missing-at-tojam-5/">Missing</a>&#8220;.  This year&#8217;s theme is &#8220;What Just Happened?&#8221;  As i do every year, i&#8217;d like to riff on the TOJam theme and explore its possibilities.</p>
<h2>Windbag</h2>
<p>The <em>very</em> first thing that comes to mind when i hear &#8220;What Just Happened?&#8221; is Fred Willard in A Mighty Wind:</p>
<p><center><br />
<iframe title="YouTube video player" width="640" height="390" src="http://www.youtube.com/embed/D421N6xlisg" frameborder="0" allowfullscreen></iframe><br />
</center></p>
<p>Wha&#8217; Happened??  Ha ha ha ha.  This is one of those movie lines i repeat all the time, and no one knows what i&#8217;m talking about.  What are its ramifications for game design?  None!  But Fred Willard rocks my world.</p>
<h2>WTFism</h2>
<p>Like &#8220;Cheese&#8221;, the &#8220;What Just Happened?&#8221; theme gives a lot of room for WTFism.  You can pack your game with ton of nonsensical crap that leaves the player saying &#8220;What Just Happened?&#8221;  This is kind of a cop-out.  Or maybe it&#8217;s because i&#8217;m old.  i used to watch terrible movies and teevee shows just to laugh at them, but when you get old enough that you really start to feel your time on Earth is tragically limited, you tend to gravitate more towards entertaining yourself with stuff that&#8217;s <em>actually</em> worth your time. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/hotThrottle.jpg" alt="Hot Throttle"></p>
<p>Hot Throttle is about naked men who think they&#8217;re cars, and &#8230; uh, yeah.
</p></div>
<h2>The Scene of the Crime</h2>
<p>A much more literal interpretation of the theme might involve a game where the player is shown the aftermath of an event, and has to work backwards to figure out what caused the event.  This would likely be a plot-driven graphic adventure-style game, maybe in the vein of <b>Déjà Vu</b>, where you wake up in a bathroom stall with amnesia.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/dejaVu.png" alt="Deja Vu"></p>
<p>i don&#8217;t remember if i HAVE any money!
</p></div>
<p>Unfortunately these days, starting a point n&#8217; click game with amnesia is a hackneyed trope used in nearly every free Escape the Room Flash game i&#8217;ve played.  At the risk of calling <em>every</em> game contrivance a cop-out, i&#8217;ll happily call this one out too: amnesia is a tired device that should be given a 10-year breather in video games, or until somebody can do something interesting with it.</p>
<p>In the case of the Escape the Room games, the situation&#8217;s even more dire, because the games all begin with &#8220;You are trapped in a room and you don&#8217;t know who you are&#8221;, and end with &#8220;You got out of the room!&#8221;  There&#8217;s no character or plot development whatsoever &#8230; just a key inexplicably hidden behind a scrap of wallpaper, and a VCR code in the breakaway leg of the couch.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/escape.jpg" alt="Escape the Room"></p>
<p>While we&#8217;re at it, let&#8217;s give Escape the Room games a 10-year breather too.  Or 100 years.
</p></div>
<h2>Memory Game</h2>
<p>The trouble with a graphic adventure game where you&#8217;re trying to figure out What Just Happened is that it&#8217;s probably not going to be very replayable, and it has a big spoil factor on it.  Take something like The Sixth Sense by M. Night Shamalamadingdong: if you haven&#8217;t seen it, and someone spoils the ending for you by revealing that Bruce Willis has a penis, you may not enjoy the movie when you finally get around to watching it.  You may not even bother watching it at all.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/penisVader.jpg" alt="Penis Vader"></p>
<p>Spoiler: Bruce Willlis&#8217;s penis is Luke Skywalker&#8217;s father.
</p></div>
<p>Same deal with our hypothetical graphic adventure game: once someone tells you that What Just Happened is that the Evil Dr. Douchebag created a murder machine that killed everyone over five feet tall, and that THAT was the mysterious detail linking all of the survivors, the game might be less fun to play.</p>
<p>Here&#8217;s a less plot-heavy, more replayable game that&#8217;s simpler to program in a weekend: there&#8217;s a child&#8217;s memory game that we play at birthday parties, where you lay out a number of objects on the table.  Everyone stares at the table for one minute. Then you tell all the kids to close their eyes, and you take an item away.  The kids have to guess what&#8217;s missing.</p>
<p>What Just Happened?  Mommy stole the fork.</p>
<h2>Time-Bending</h2>
<p>The past-tense of the What Just Happened theme may lend itself to a game involving time-bending or time-travel, a la Braid, or Back to the Future Part II on the NES.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/bttf.png" alt="Back to the Future"></p>
<p>What Just Happened?  You wasted fifty bucks.
</p></div>
<p>Picture Super Mario Bros., and you show the player the level AFTER he&#8217;s gone through it: certain blocks are smashed, certain goombas are squished &#8230; and the player has to run through the level smashing all the same blocks and squishing all the same goombas in an effort to re-create the endgame state he&#8217;s just seen.</p>
<p>It would be way more interesting if you did this with more of a puzzle platformer, where there are switches and doors and traps and contrivances, which would make the re-creation far more interesting (ie &#8220;How did i get the pile of blocks to fall on top of that platform?  What order do i have to do things in to get that to happen like that?&#8221;)</p>
<h2>Word Association</h2>
<p>You could bend the &#8220;rules&#8221; a bit and play around with the words in the theme.  &#8220;What Just Happened?&#8221; could be the title about a Marmaduke-like dog named What.</p>
<p>Your game could be about a crusading judge on an alien planet, and you have to determine the ways in which he&#8217;s meted out justice by learning the aliens&#8217; legal system.  &#8220;What Thing that is <em>Just</em> Just Happened?&#8221;  Meh.  It&#8217;s a stretch.</p>
<p>And as long as i&#8217;m stretching:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/hairpin.jpg" alt="What Just Hairpin?"></p>
<p>What Just Hairpin?
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/sluttyDress.jpg" alt="Slut Just Happened"></p>
<p>Slut Just Happened
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/joust.png" alt="What - Joust Happened?"></p>
<p>What &#8211; Joust Happened?
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/hutt.jpg" alt="Hutt Just Happened"></p>
<p>Hutt Just Happened
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/staircar.jpg" alt="What? Just Hop-On"></p>
<p>What? Just Hop-On
</p></div>
<p>Whatever you decide to pull together for your TOJam game, just keep in mind the rules i&#8217;ve learned from four previous jams:</p>
<ol>
<li>Keep it simple enough to finish.
<li>Finishing is everything.
<li>If you want to get any love from players, either on the final night of the Jam or at the public TOJam Arcade, your game MUST be fast to learn, and easy to pick up and play.  If you have to sit next to the player and explain how to control the game or what&#8217;s going on or what that squiggly shape is supposed to represent, you&#8217;ve failed. So:
<li><em>Very strongly consider</em> reserving a number of hours in the jam to build some sort of in-game tutorial to help the player understand your game, so that you don&#8217;t have to hand-hold.
</ol>
<p>i can&#8217;t tell you how many times i&#8217;ve sat down to play a TOJam game and have thought &#8220;What Just Happened?&#8221;, as in &#8220;how did a team of six people just spend an entire weekend building a game where i can&#8217;t figure out what the heck is going on?&#8221;  This year, let&#8217;s keep the mystery of what just happened <em>thematic</em>, and create a great crop of games where the goals and controls are clear as crystal. </p>
<p>See you at the jam!</p>
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		<title>What Every Video Game Industry Hopeful Needs to Know</title>
		<link>http://www.untoldentertainment.com/blog/2010/10/21/what-every-video-game-industry-hopeful-needs-to-know/</link>
		<comments>http://www.untoldentertainment.com/blog/2010/10/21/what-every-video-game-industry-hopeful-needs-to-know/#comments</comments>
		<pubDate>Fri, 22 Oct 2010 00:59:33 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Bidness]]></category>
		<category><![CDATA[Game Ideas]]></category>
		<category><![CDATA[Rants]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3093</guid>
		<description><![CDATA[i&#8217;m tired of talking to students and people&#8217;s kids about their video game industry ambitions. i think from now on, i&#8217;ll just link them to this video and be done with it: (huge thanks to @cartoondutchie for helping me save my breath)]]></description>
			<content:encoded><![CDATA[<p>i&#8217;m tired of talking to students and people&#8217;s kids about their video game industry ambitions.  i think from now on, i&#8217;ll just link them to this video and be done with it:</p>
<p><center><br />
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/IVQM6RJfK4U?fs=1&amp;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/IVQM6RJfK4U?fs=1&amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object><br />
</center></p>
<p>(huge thanks to <a href="http://www.twitter.com/cartoondutchie">@cartoondutchie</a> for helping me save my breath)
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		<title>The Psychological Science of Bilking Money</title>
		<link>http://www.untoldentertainment.com/blog/2010/07/13/the-psychological-science-of-bilking-money/</link>
		<comments>http://www.untoldentertainment.com/blog/2010/07/13/the-psychological-science-of-bilking-money/#comments</comments>
		<pubDate>Tue, 13 Jul 2010 23:00:30 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[Game Ideas]]></category>
		<category><![CDATA[Monetization]]></category>
		<category><![CDATA[Original Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=2678</guid>
		<description><![CDATA[DID YOU TOTALLY KNOW that in addition to creating Spellirium, a word puzzle/adventure game hybrid, we&#8217;re also working on a top secret project behind closed doors and blacked-out windows? While wearing masks and sunglasses? This is pretty much the only way to keep your game a secret. i have cooked up two monetization plans for [...]]]></description>
			<content:encoded><![CDATA[<p>DID YOU TOTALLY KNOW that in addition to creating <a href="http://www.untoldentertainment.com/blog/spellirium-designer-diary/">Spellirium</a>, a word puzzle/adventure game hybrid, we&#8217;re also working on a <em>top secret project</em> behind closed doors and blacked-out windows? While wearing masks and sunglasses?</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_07_13/darkman.jpg" alt="Darkman"></p>
<p>This is pretty much the only way to keep your game a secret.
</p></div>
<p>i have cooked up two monetization plans for this magical mystery game &#8211; two separate versions of the product that i am considering releasing <em>simultaneously</em>, in an effort to maximize moneyification, which is absolutely not a real word.</p>
<p>Here they are:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2010_07_13/models.jpg" alt="Monetization Models"></p>
</div>
<p>The game has 50 levels.  In both options, the player gets to play the first five levels for free.  That&#8217;s where the two plans diverge.</p>
<h2>Option 1</h2>
<p>You pay 99 cents to access the remaining forty-five levels.  The game includes a shop where you buy items that essentially serve as cheats. Buying these items is <em>optional</em>, and you will only need them if you kind of stink at the game.  These items will be sold via microtransactions.  More powerful items will cost more money.  They are single-use consumable, which means they disappear after one use.  Prices range perhaps between 10-50 cents.</p>
<h2>Option 2</h2>
<p>You pay <em>five whole dollars</em> to buy the remaining forty-five levels outright.  All purchases from the shop are made with the currency you earn in-game, so they are &#8220;free&#8221;.</p>
<p>Yes, there are lots of other ways we could do this. Conspicuously missing is <b>Option Greedy</b>, where we charge five bucks AND charge for items.  There&#8217;s also <b>Option Risky</b>, where we don&#8217;t charge for the game at all, and hope to make it up on virtual item sales alone.  Finally, there&#8217;s <b>Option Stupid</b>, where we don&#8217;t charge for anything and keep our fingers crossed that Mochi Ads will really start paying off in a few decades.</p>
<p>So i&#8217;ll put it to you!  If i release these two versions of the game simultaneously, which do you think will perform better?  Of course, if you think this is a terrible plan, please speak up in the Comments section.</p>
<p>Note: There is a poll embedded within this post, please visit the site to participate in this post's poll.
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		<title>Thoughts on Practical Tips for Independent Game Development</title>
		<link>http://www.untoldentertainment.com/blog/2009/10/02/thoughts-on-practical-tips-for-independent-game-development/</link>
		<comments>http://www.untoldentertainment.com/blog/2009/10/02/thoughts-on-practical-tips-for-independent-game-development/#comments</comments>
		<pubDate>Fri, 02 Oct 2009 14:27:42 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Game Ideas]]></category>
		<category><![CDATA[Interrupting Cow Trivia]]></category>
		<category><![CDATA[Kahoots]]></category>
		<category><![CDATA[Original Games]]></category>
		<category><![CDATA[Rants]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1875</guid>
		<description><![CDATA[For at least a decade, all my game development endeavors had one thing in common: none of them were ever finished. With these words, indie game developer Jacob A. Stevens established himself as my soulmate, and endeared himself to my heart forever. From this point forward, i will be there to peer into his kitchen [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p>For at least a decade, all my game development endeavors had one thing in common: none of them were ever finished.</p></blockquote>
<p>With these words, indie game developer Jacob A. Stevens established himself as my soulmate, and endeared himself to my heart forever.  From this point forward, i will be there to peer into his kitchen through the shrubbery outside his house, as if locked in a trance.</p>
<p>That is to say, i can&#8217;t recommend Jacob&#8217;s Gamedev.net article <b><a href="http://www.gamedev.net/reference/business/features/indieTips/">Practical Tips for Independent Game Development</a></b> highly enough.  Our experiences and opinions are so common, i have to wonder if he actually dug through my trash and assumed my identity to write the piece.</p>
<p>Hang on a tick &#8230;</p>
<p>Alright, i&#8217;ve just looked out my kitchen window and have discovered that Jacob is actually peering through my shrubbery at <em>me</em>.  i&#8217;ve waved to indicate that he can come inside, but i think he just wants to watch.  <em>Oo-er</em>, missus.  Soul mates indeed.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2009_10_02/peepingTomKitteh.jpg" alt="Peeping Tom Kitteh"></p>
</div>
<p>Jacob drops so many truth bombs throughout the article that i believe he should be arrested and tried for <em>truth crimes</em>.  Here are a few salient points that stood out while i read:</p>
<h2>Build the Game, Not the Infrastructure</h2>
<blockquote><p>It’s easy to get distracted by tasks that don’t directly contribute to the final product, like building tools and editors. Hardcode the levels.</p></blockquote>
<p>i&#8217;ve spoken to many a fledgling game developer who&#8217;s said &#8220;our engine is 75% complete!&#8221;  Good for you.  How&#8217;s your <em>game</em> doing?  We technically-minded perfectionists (myself included) are often so caught up in making pretty, slick tools that by the time we burn out on a project, we haven&#8217;t actually produced something a person can <em>play</em>.  It&#8217;s far better to have something tiny, playable and rough around the edges than a slick level editor that you abandoned at 75%. </p>
<h2>Are You Sure You&#8217;re Cut Out For This?</h2>
<blockquote><p>Lots of people <em>think</em> they want to make games.</p></blockquote>
<p>To quote Jack Black, &#8220;i&#8217;ve got sour news for you, Jack. It&#8217;s not that easy.  Are you willing to make the commitment to rock-hard tasty abs WASHER-BOARD STYLE, <em>glistening in the sun</em>??&#8221;  The classic fable of the little red hen comes to mind &#8211; everyone wants to <em>play</em> games, and everyone wants to <em>have made</em> games, but very few people are actually equipped to deal with the mental and physical anguish involved in mak<em>ing</em> games.  At the end of the day, most of us are ducks, cats and pigs, rather than little red hens.</p>
<p>&#8220;Who will help me code the user interface?&#8221;<br />
&#8220;Not i,&#8221; said the <em>practically everybody</em>.</p>
<p>Just because you enjoy eating ice cream, doesn&#8217;t mean you&#8217;d enjoy working for minimum wage in an ice cream factory!  Try on game development in small doses, and decide &#8211; <em>really decide</em> &#8211; whether you want to play games, or make them.</p>
<h2>Self-Propulsion</h2>
<p>In trying to find the right people to partner up with, even if those people have never made a game before, Jacob says:</p>
<blockquote><p>The key is to look for demonstrated self-motivation.</p></blockquote>
<p>We have a saying in our family: <em>the drive is the talent</em>.  None of us are particularly good artists, musicians, programmers, businessmen, jugglers or bow-hunters, but we do possess a heaping helping of <em>drive</em>, or ambition.  That drive is what possesses us to go ahead and <em>learn</em> bow-hunting when it&#8217;s called for.  And though we may not emerge the world&#8217;s best bow-hunters on the other side, at the end of the day we <em>got it done</em>.  We&#8217;re like those characters in <b>Heroes</b> who can absorb other superheroes&#8217; abilities.  Or we&#8217;re like the writers of <b>Heroes</b> who re-trained to become accountants just to escape their jobs on that show, because it friggin&#8217; <em>stinks</em>.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2009_10_02/heroesSucks.jpg" alt="Heroes Sucks"></p>
<p>Fo realz, <b>Heroes</b> writers. Please go do something constructive with your lives.
</div>
<p>When i got my first job in the games industry, i was hired for my drive.  It certainly wasn&#8217;t for my artistic or programming talent &#8211; i had neither.  And i had never made a game before in my life.  But there&#8217;s a lot to be said for motivation.  i don&#8217;t know if this is an ingrained quality in a person, or whether it can be practiced and improved upon.  Either way, i&#8217;d be more likely to partner with, say, a decent and motivated artist than a fantastic artist who was somewhat of a slouch.</p>
<h2>U Ay-yi-yi</h2>
<blockquote><p>A common misconception is that a great game starts with a great idea.  StarCraft, Zelda, and Resident Evil are genius games because their creators painstakingly refined the details of the games until they were virtually flawless. </p></blockquote>
<p>My opinion here may be due to the current struggles we&#8217;re facing with our games, but in my up-to-the-minute opinion, the very best strategy is this: start with a game concept so small, you figure there&#8217;s no possible way it could possibly stand on its own as a complete game.  Then build it &#8211; that&#8217;s the easy part.  Then go build the UI &#8211; the buttons, the title screen, the win and lose conditions, the log in, the sign-up, the high scores, the level selection screen, the error messages, the credits and the modal dialogues.  If you fail anywhere, <em>that&#8217;s</em> where it&#8217;s gonna happen.  You can always go back later and expand the game idea, but bear this in mind:  10% of the work is building the game, while 90% of the work is building everything <em>surrounding</em> the game.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2009_10_02/wow.jpg" alt="World of Warcraft UI Design Nightmare"></p>
<p>There&#8217;s a reason &#8220;Game UI Designer&#8221; is an entirely distinct profession.
</p></div>
<p>i can tell whether i&#8217;m going to enjoy a free online game within the first three seconds. If care and attention have been paid to the intro logos, the title screen and the Play button, i know i&#8217;m in good hands.  But if i see an unincluded font outline on that Play button, or an amateurish load bar, i don&#8217;t stick around long.</p>
<p><em>If</em> you put together a <em>complete</em> game, with all the fixings that i mentioned above (registration and high scores are optional, of course), <em>then</em> you can go back and start building out your game&#8217;s features.  In fact, if i were to teach game development to students, i&#8217;d be tempted to have them <em>start</em> with the front-of-house donut, and work in the actual gameplay once all that jazz was in place.  Your appetite for feature creep will be a LOT lower once you consider all the UI you&#8217;ll need to support it.</p>
<h2>Why Haven&#8217;t You Launched Any Games?</h2>
<p>Case in point: both of our original games in our development queue, <b><a href="http://www.untoldentertainment.com/blog/kahoots-designer-diary">Kahoots™</a></b> and <b><a href="http://www.untoldentertainment.com/blog/interrupting-cow-trivia-desiger-diary/">Interrupting Cow Trivia</a></b> have been finished for <em>months</em>.  We haven&#8217;t worked on the <b>Kahoots™</b> gameplay since about February. This whole time, we&#8217;ve been programming the dozens of dialogue pop-ups and screens that <em>facilitate</em> the gameplay.  And we just released a <a href="http://www.untoldentertainment.com/blog/2009/10/01/first-look-interrupting-cow-trivia-background-art/">first look at <b>ICT</b>&#8216;s graphics and theme</a> yesterday &#8211; now we&#8217;re faced with the grim task of doodling up the scads of checkboxes, input fields, windows, prompts, scrollbars and messages that comprise the game&#8217;s visuals.</p>
<p>So you want to be a solo indie game dev?  Start out by testing your passion for being an indie UI designer, and see where that takes you! </p>
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		<title>Introducing Spellirium</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/18/introducing-spellirium/</link>
		<comments>http://www.untoldentertainment.com/blog/2009/09/18/introducing-spellirium/#comments</comments>
		<pubDate>Fri, 18 Sep 2009 13:41:36 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Game Ideas]]></category>
		<category><![CDATA[Original Games]]></category>
		<category><![CDATA[Spellirium]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1705</guid>
		<description><![CDATA[i&#8217;m very excited to announce Spellirium, an epic word puzzle adventure game. Spellirium will do for word games what Puzzle Quest did for Bejewelled. You will play in a fantastic dark fantasy world armed with a small wooden grid of letter tiles &#8211; the SpellCaster &#8211; which can change reality with the words you spell. [...]]]></description>
			<content:encoded><![CDATA[<p>i&#8217;m very excited to announce <b>Spellirium</b>, an epic word puzzle adventure game.  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2009_09_18/spelliriumLogo.jpg" alt="Spellirium Logo"></p>
</div>
<p><b>Spellirium</b> will do for word games what <b>Puzzle Quest</b> did for <b>Bejewelled</b>.  You will play in a fantastic dark fantasy world armed with a small wooden grid of letter tiles &#8211; the SpellCaster &#8211; which can change reality with the words you spell. </p>
<p><b>Spellirium</b> has been in our development queue since we founded Untold Entertainment.  We were so booked up with contracts that we couldn&#8217;t get cracking on it.</p>
<h2>Budge It</h2>
<p>In fall 2008, we applied for a provincial government grant called the Screen-Based Content Initiative.</p>
<blockquote><p><b>Me:</b> i can haz munny?<br />
<b>Government:</b> Noz.</p></blockquote>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2009_09_18/usuck.jpg" alt="You suck!"></p>
</div>
<p>The jury rejected <b>Spellirium</b> for a few reasons:</p>
<ol>
<li>the $150k (!) budget was too large for a casual game prototype
<li>we failed to adequately assess market risk
<li>we did not include project oversight in the budget (ie we didn&#8217;t include a role for a producer or a project manager)
<li>we weren&#8217;t clear enough about what we were building
</ol>
<h2>I Get Knocked Down, But I Get Up Again</h2>
<p>Later the next year in Spring 2009, we came back with a 70+ page document for <b>Spellirium</b> and applied for the Interactive Digital Media Fund, also offered by the Ontario government.  This time, our project description was meaty and picture-laden at 25 pages.  We included time and money for a producer.  We wrote a solid market analysis.  And we reduced our budget to around $80k, half of which the government would front if we were approved.</p>
<p>Once more, our application for <b>Spellirium</b> was rejected.  Here are a few of the reasons:</p>
<ol>
<li>the budget was too small
<li>the jurors were not confident that we could produce a game of sufficient quality at the $20 price point we proposed
<li>one juror played the very early proof of concept version of the game, and didn&#8217;t like it
</ol>
<p>Needless to say, it takes a considerable amount of time and effort for a little two-man shop to keep itself going <em>and</em> to write up enormously demanding applications like these.   The government invited us to re-submit <b>Spellirium</b> for another review some time in November.  The prospect of going through this process a third time is harrowing, and we could use your help!</p>
<h2>Introducing the Rubber Room</h2>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2009_09_18/rubberRoom.jpg" alt="The Rubber Room"></p>
<p>It looks so cozy!
</p></div>
<p>We want to address that one juror&#8217;s concern about the <b>Spellirium</b> prototype, so we&#8217;ve made it available to you to play in the <a href="http://www.untoldentertainment.com/blog/category/games-rubberroom/">Rubber Room</a>, the new section on the site where we&#8217;re putting all of our gameplay experiments and half-baked ideas.  We would LOVE for you to try out the prototype, and then give us feedback.  Let us know if you like it or if you don&#8217;t like it, and give us details either way.  <em>If you are a lurker</em>, now&#8217;s the perfect time to stop lurking and post a comment, because we could really use your help!</p>
<p>Your feedback will help us decide whether or not to carry on with <b>Spellirium</b>.  And if we DO decide to keep at it, your comments will help shape our next application to the IDM Fund.</p>
<p>Thanks so much, everyone!</p>
<p><a href="http://www.untoldentertainment.com/blog/2009/09/17/spellirium/">Try our new game Spellirium and tell us what you think!</a></p>
<p>Word.</p>
<p><b><a href="http://www.spellirium.com">Sign up for the Spellirium Newsletter</a></b> to go even deeper into the creative process behind the game. The newsletter contains a first look at exclusive artwork and juicy details about <b>Spellirium</b> that you won&#8217;t find anywhere else!</p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/blog/spellirium-designer-diary/"><img src="http://www.untoldentertainment.com/games/spellirium/promotional/designerDiary/designerDiaryTagImage.jpg"></a></p>
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		<title>Cash Cow Part 2</title>
		<link>http://www.untoldentertainment.com/blog/2009/08/19/cash-cow-part-2/</link>
		<comments>http://www.untoldentertainment.com/blog/2009/08/19/cash-cow-part-2/#comments</comments>
		<pubDate>Wed, 19 Aug 2009 13:52:02 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Game Ideas]]></category>
		<category><![CDATA[Interrupting Cow Trivia]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1484</guid>
		<description><![CDATA[In the thrill-a-minute first installment of this article, we revealed the strategy for the FREE half of our upcoming Flash game Interrupting Cow Trivia. Short attention span? Here it is in a nutshell: we&#8217;ve built our own membership system and some hooky features to pull players from free-to-play portals back to our site, where we [...]]]></description>
			<content:encoded><![CDATA[<p>In the thrill-a-minute <a href="http://www.untoldentertainment.com/blog/2009/08/16/cash-cow-part-1/">first installment</a> of this article, we revealed the strategy for the FREE half of our upcoming Flash game <b><a href="http://www.untoldentertainment.com/blog/2009/06/19/interrupting-cow-trivia-alpha/">Interrupting Cow Trivia</a></b>.   Short attention span?  Here it is in a nutshell:  we&#8217;ve built our own membership system and some hooky features to pull players from free-to-play portals back to our site, where we can cultivate them as customers.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2009_08_17/ernie.jpg" alt="Bert and Ernie Here Fishy Fishy Fishy">
</p>
<p>HeeeeeeEEERE FISHY FISHY FISHY!!
</p></div>
<p>But man cannot live by site traffic alone.  With the advent of numerous microtransaction systems for Flash games, including <a href="http://www.mochimedia.com">MochiCoins</a>, <a href="http://www.gamersafe.com">GamerSafe</a>, <a href="http://www.heyzap.com">HeyZap</a>, and <a href="http://www.nonoba.com">Nonoba</a>, there now exists a simple framework that will allow us to take money from our players.</p>
<p>There are three levels of players in <b>Interrupting Cow Trivia</b>: Hobos, Members, and Owners.  Let&#8217;s take a look at each in turn:</p>
<h2>Hobos</h2>
<p>These are the players who hop off the nearest freight train, bindle in tow, looking for a free entertainment hand-out.  They&#8217;ve chalk-marked various areas of the Internatz where people are most likely to help them out with a hot entertainment meal and a warm barn to sleep in for an hour &#8211; namely free-to-play portals like <a href="http://www.addictinggames.com">Addicting Games</a>, <a href="http://www.newgrounds.com">Newgrounds</a>, and <a href="http://www.kongregate.com">Kongregate</a>. Hobos are not loyal to us.  They&#8217;ll take their entertainment any way they can get it.  Our primary concern is to convert these shiftless Hobos to productive Members of our game&#8217;s society.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2009_08_17/hobo.jpg" alt="Hobo">
</p>
<p>Beggin&#8217; yer pardon ma&#8217;am.  Where are the free games at?
</p></div>
<p>There are two important points that i want to make here on the care and handling of Hobos. The first is that you should always relentlessly tease a Hobo.  You should constantly remind a Hobo of all the fun he could be having if he became a Member.  The benefits of Membership should be obvious, and compelling.  The process of becoming a Member must be simple.</p>
<p>The second is that you should never make Members&#8217; options invisible to Hobos.  Members and Hobos should always see the same buttons, the same interface.  If ever a Hobo clicks on a button to access a Members-only feature, that&#8217;s where you hit him with the &#8220;Sorry!  This feature is for Members only!&#8221;  This pop-up is a great opportunity to list a few other benefits of Membership, and to provide a fast link to the Membership sign-up page.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2009_08_17/pyramid.jpg" alt="Pyramid">
</p>
<p>The boys in the stats lab spent weeks on this
</p></div>
<p>Hobos are our frontline &#8211; the bottom of the pyramid.  There will always be far more Hobos hitting <b>Interrupting Cow Trivia</b> than Members.  One big difference between a Hobo and a Member is usage:  while Hobos represent a high number of unique visits, Members will account for a larger percentage of repeat visits. Members come back for seconds. Another difference is that Hobos are anonymous, but Members give us their email addresses.  That crucial differences opens up a dialogue between us and our players &#8211; we can send newsletters and surveys, send special offers, and personally connect with our customers.</p>
<p>We mentioned in the last article how we turn a Hobo into a Member, but here&#8217;s a quick refresher.</p>
<h2>Members</h2>
<p>Both Hobos and Members can play the game for free, but only Members can:</p>
<ol>
<li>Display their board avatar next to their names during the game
<li>Be tracked on the leaderboards
<li>Build a cumulative score across repeat visits
<li>Quickly <b>Challenge a Friend</b> from their Friends/Foes list
</ol>
<p>There are two other features in the queue that leverage membership in a powerful way, but these are enough for now.  Since Membership is free and compelling, it&#8217;s quite easy to convert a Hobo to a Member.  But converting Members to Owners (paying players) is the real challenge.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2009_08_17/proceed.jpg" alt="Proceed">
</p>
</div>
<h2>Owners</h2>
<p>Both Hobos and Members can play <b>Interrupting Cow Trivia</b> for free.  When you click to join a multiplayer game, you&#8217;ll to see a 15-second ad served up by <a href="http://www.mochimedia.com">MochiMedia</a>. Then you get to play through x questions.  i haven&#8217;t decided on this number. There are ten questions in a round.  If you have any ideas here, please let me know!</p>
<p>After they play those x questions, Hobo and Member alike are unceremoniously BOOTED from the game back out to the lobby.  If x questions were enough to show Hobos and Members a good time, they will click to re-join a game, at which point we show them another 15-second ad. And so on.</p>
<p>So in-game advertising is the first revenue stream for <b>Interrupting Cow Trivia</b> and, based on our <a href="http://www.untoldentertainment.com/blog/feature-articles/pimp-my-game/">past experience</a>, the weakest.  We&#8217;re including it in the game to make money in a very indirect way.</p>
<p>Fact: ads are annoying.  i don&#8217;t like watching them, and most likely neither do you. But ads pay the bills.  What do you do if you want to consume media without watching ads?  You either steal it, or you pay for it.  With its multiplayer integration, <b>Interrupting Cow Trivia</b> will likely be a hard game to steal, so that leaves paying for it.</p>
<p><center><br />
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/O8OPxZvCAuw&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/O8OPxZvCAuw&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object><br />
How much would you pay to not have to watch this ad?<br />
</center></p>
<h2>Charge Once or Charge Often?</h2>
<p>So an Owner is a Member who pays for the game.  There were a few different ways we could go on this.  Do we charge a one-time fee, or do we charge a monthly subscription?   Well, the idea of a one-time fee doesn&#8217;t excite me because i know i&#8217;ll have to keep writing trivia packs to keep the game fresh.  i&#8217;ll be sinking hours and hours of work into the game past the point of conversion, yet i&#8217;ll only ever have the x dollars that Player A paid me.  What if the game really takes off and it&#8217;s popular for ten years?  i can&#8217;t constantly sink hours of development into a game that doesn&#8217;t constantly sink money back into my bank account to fund that development.</p>
<p>The other problem with a one-time fee is that i don&#8217;t think people will pay it.  What if i charge $10 for <b>Interrupting Cow Trivia</b>?  That&#8217;s a total rip-off, because it&#8217;s a Flash game.  And we all know that Flash games are free.  Plenty of other games to play that don&#8217;t gouge me for my hard-earned money.  Screw you, Untold Entertainment.  How DARE you?</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2009_08_17/pugilist.jpg" alt="Pugilist">
</p>
<p>Why i oughta &#8230;
</p></div>
<p>But let&#8217;s look at a subscription model.  Let&#8217;s say we low-ball it and charge people a buck a month to become owners.  A buck a month &#8211; that&#8217;s RIDICULOUSLY inexpensive.  And we can even give them a month for free if they opt for a year&#8217;s subscription.  So a year&#8217;s worth of Ownership on <b>Interrupting Cow Trivia</b> runs them $11.  And i think that since we changed the player&#8217;s perception, and have hit that magical 99 cent mark for game content (even though we&#8217;re charging it multiple times), we&#8217;ve gone from an unattractive flat fee of $10 to a dynamic, monthly fee of $1, which comes out to $11 with the free bonus month, which is <em>one dollar more</em> than the flat fee would have been.</p>
<p>And with the short attention span of gamers these days, i sincerely doubt that anyone is going to stick with the game for over a year.  But for those few adoring players who do, we&#8217;ll see a fresh, crisp $11 bill in our account when the year is up.</p>
<p>Let me stop myself, because i really want to hear your opinions:  good idea, or bad idea?  Is $1 a month too low, or are we hitting the nail on the head here?  If it were your game, what would you do?</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2009_08_17/suggestionBox.jpg" alt="Suggestion Box">
</p>
<p>Let us know!
</p></div>
<h2>MochiCoins Subscriptions?</h2>
<p>So we&#8217;ve begged the question: how do you handle subscriptions with one-off currency systems like MochiCoins and GamerSafe?  i&#8217;m going to come right out and admit here that from this point on, i&#8217;ll be borrowing a lot of strategy from OOO (Three Rings) and their ground-breaking game <b><a href="http://www.puzzlepirates.com">Puzzle Pirates</a></b>.</p>
<p>Picture a game where the player can buy a sword. The sword is time limited &#8211; it degrades every time the player uses it, and eventually it breaks and becomes unusable.  The player is effectively renting that item with real money.  In <b>Puzzle Pirates</b>, you buy a gamer badge that allows you to play certain mini-games for a month.  Once the month is done, you have to buy the badge again if you want to enjoy unfettered acess to those games again.  It&#8217;s the same concept as the sword, so as long as you&#8217;re set up to offer rentable/degradable items, you&#8217;re set up to handle subscriptions.</p>
<p>In this way, we can sell an item (badge, hat, medal, crown &#8211; whatever) that makes the player an Owner for a certain period of time.  <b>Interrupting Cow Trivia</b> will likely sell 1-month, 6-month and 1-year items (remember: one month free when you commit to a year).</p>
<p>But why stop there?  Three Rings shares their financial info, and it&#8217;s no secret that <b>Puzzle Pirates</b> has pulled in a lot of well-deserved booty for the team.  So let&#8217;s borrow one more idea from them: a content schedule.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2009_08_17/puzzlePirates.jpg" alt="Puzzle Pirates">
</p>
<p>Yarr!  Thar be plunder!
</p></div>
<p><b>Puzzle Pirates</b> has a few mini-games that are available to Hobos right off the front page of the site &#8211; no need to download the game client.  Inside the client, there are a number of mini-games that are available to (non-paying) Members on a rotating schedule.  For example, the Drinking mini-game is playable on Tuesdays and Fridays.  The Poker mini-game is playable on Mondays and Saturdays, and so on. What the <b>Puzzle Pirates</b> gamer badge actually does is it allows Members to play any mini-game on any day, breaking players free from the content schedule.  Of course, there are leaderboard hooks and in-game money-earning incentives that make this an even more attractive item to buy.</p>
<p>We will build the same type of content schedule for <b>Interrupting Cow Trivia</b> by splitting the content packs across different days: Music Trivia will be playable on Tuesdays and Fridays, Movie Trivia will be playable on Mondays and Saturdays, and so on.  The secret to keeping traffic up is to offer your most popular content on both your highest- and lowest-traffic days.  If Movie Trivia is the most popular, we need it available on the site so that the biggest number of Hobos can enjoy it.  We also want it on our lowest-traffic day, so that it will boost traffic on that day.</p>
<p>So now there are three compelling benefits to converting from Membership to Ownership:</p>
<ol>
<li>No annoying ads
<li>Play for as long as you like without being interrupted
<li>Get access to all trivia packs on all days
</ol>
<p>And it&#8217;s a realtive cinch to add one more benefit: when we release a new trivia pack, Owners get to play it first for, let&#8217;s say, two weeks.  (Maybe a month?  i dunno.  You tell me.)</p>
<p>So the benefits of converting from a Hobo to a Member are clear and compelling, and conversion is easy.  The benefits or converting from a Member to an Owner are clear and compelling &#8230; but there&#8217;s obviously that enter-your-credit-card-and-part-with-your-hard-earned-monays barrier that we have to overcome. But all of us Flash devs eyeing microtransactions are facing that same problem.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2009_08_17/mochi.jpg" alt="Mochi Media Mascot">
</p>
<p>Would you trust this guy with your credit card number?
</p></div>
<h2>Brother, Can You Spare a Die?</h2>
<p>If you&#8217;ve had any experience with Hobos, you&#8217;ll know that most never pay.  And especially in the free-to-play Flash free-for-all, i think there are many Hobos who have a tremendous fear of commitment.  Can i really expect them to plunk down a whole shiny dollar for an entire month&#8217;s worth of play?  Hobos are moths that will flit from shiny game to shiny game.  If i really want to make a go of this thing, i need to come up with a way to take money from shiftless Hobos.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2009_08_17/hobo2.jpg" alt="Hobo">
</p>
<p>You hold him down &#8211; i&#8217;ll take his wallet.  (Wait &#8230; where&#8217;s his wallet?)
</p></div>
<p>My limited research into micropayments has turned up evidence that offering multiple types of payments will net you more cash than one rigid payment system, like our subscription scheme.  So alright &#8211; this is a little nuts, but try it on for size:</p>
<p>Hobos and Members click to join a multiplayer <b>Interrupting Cow Trivia</b> game. They&#8217;re served a 15-second ad.  They get to play through x questions before they get booted back out to the lobby.</p>
<p>BUT &#8230; there is a die.  The player rolls this die to earn bonus questions.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2009_08_17/die.jpg" alt="Die">
</p>
<p>No, Mr. Bond.  i expect you to DIE!
</p></div>
<p>Let&#8217;s say that watching the 15-second ad buys you 15 questions. You play 15 questions, you get booted out to the lobby.  But <em>after</em> the ad and <em>before</em> you jump into the game, you click to roll the bonus die.  The number you roll adds to your question count.  So if you roll a six, you get to answer 15 + 6 = <b>21</b> questions before getting booted out to the lobby.</p>
<p>Suddenly, Hobos feel that they&#8217;re getting away with something.  If they roll a high number, they can buck the system.  They&#8217;re really only allowed to answer 15 questions, but one sweet roll will keep them in the game longer than they&#8217;re supposed to be in there.  This ability to stick it to the man will really resonate with Hobos.</p>
<p>So what are we going to sell to Hobos and Members?   <em>More dice</em>.</p>
<p>Hobos and Members can, for a nominal fee, purchase another die.  Suddenly, players have the potential to roll a 12 &#8211; max 6 pips on the standard die, and max 6 on the purchased die.  15 + 12 = <b>27</b> questions before getting the bum&#8217;s rush.  A die will cost maybe fifty cents.  That&#8217;s HALF the cost of the extortionist monthly subscription fee.  Players can buy multiple dice &#8211; we may even sell three dice for a discount in a bundle &#8211; to stay in the same play session longer.</p>
<p>Dice, of course, are degradable.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2009_08_17/metalDice.jpg" alt="Metal Dice">
</p>
<p>Don&#8217;t ask ME.  Maybe they rust?
</p></div>
<h2>I Second That Emotion</h2>
<p>The folks who are <em>really</em> raking in the dough with micropayments are the ones who build up the player&#8217;s passion and sting him for cash at the most fervent, crucial moment:  Alright, i&#8217;ve spent two hours playing this game.  i have ZERO continues left, and i NEED to buy the Implausibly Large Gun for $1.50 to get to the next level where there&#8217;s a Save Point.</p>
<p>Emotional impact.  Impulse buys.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2009_08_17/wolfShirt.jpg" alt="Airbrushed Wolf Shirt">
</p>
<p>OMG &#8211; i HAVE to have it!!
</p></div>
<p>One way we could do this with <b>Interrupting Cow Trivia</b> is to offer some kind of incentive &#8211; say, a Double Points day &#8211; on certain trivia packs.  Answer questions from the Music Pack and earn double points.  Of course, today is Friday, and the Music Pack is only available to Hobos and Members for free on Saturday.  But man, i just GOTTA get in there to earn those double points to increase my player rank and overtake Member <a href="http://www.untoldentertainment.com/boards/memberlist.php?mode=viewprofile&#038;u=53">markergreen</a> in the leaderboards.  </p>
<p>i click the Music Pack, and the pop-up tells me that i can pay the subscription fee to access ALL trivia on ANY day of the week.  But who am i &#8211; Ritchie Rich?  i can&#8217;t afford a subscription.</p>
<p>But wait &#8211; there&#8217;s one more option available to me.  Apparently, i can pay fifty cents &#8211; HALF the cost of a month&#8217;s subscription &#8211; for a Day Pass.  That&#8217;ll get me into the Music Pack to earn my double points.  Deal of the Century!</p>
<p>Of course, this might have the opposite effect on the discerning consumer.  &#8220;i can pay fitty cents for a single day, or one dollar for an entire month?  A month is, like, <em>thirty-five days</em> or something. That&#8217;s a way better deal.  And who knows what other double points promotions they&#8217;ll have this month?  i&#8217;m going to pay the buck.&#8221;</p>
<p>And then:</p>
<p>&#8220;Waaait a second &#8230; you mean i get <em>one month free</em> if i buy an annual pass?  That&#8217;s, like, a 40% savings!&#8221;</p>
<p>And finally:</p>
<p>&#8220;HOLD ON!  There&#8217;s a DONATE button??  So i can actually dump two months&#8217; salary into this game to show my gratitude and appreciation to the amazingly talented developer?  Well clearly, that&#8217;s the best deal of all!&#8221;</p>
<p>You should come live inside my brain.  It&#8217;s a good time.</p>
<h2>Armchair Presidents</h2>
<p>i&#8217;ve lovingly detailed all this strategy to you because i&#8217;m lucky enough to have some of the smartest people in the industry visting this blog.  i&#8217;d really like your feedback on whether this plan is solid, or whether you think we&#8217;ll crash and burn.  i would, of course, be thrilled if you knew of any brilliant ways to monetize <b>Interrupting Cow Trivia</b> that i haven&#8217;t thought of.  </p>
<p>And if this article has spurred any thoughts towards how you can monetize YOUR upcoming game, superb!  Our game world may be filled with Hobos, but curiously, there&#8217;s an awful lot of money stuffed into those bindles.</p>
<p>Moo.</p>
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		<title>De Fine Balance</title>
		<link>http://www.untoldentertainment.com/blog/2009/04/28/de-fine-balance/</link>
		<comments>http://www.untoldentertainment.com/blog/2009/04/28/de-fine-balance/#comments</comments>
		<pubDate>Wed, 29 Apr 2009 01:42:11 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Game Ideas]]></category>
		<category><![CDATA[TOJam]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1241</guid>
		<description><![CDATA[Every year, the organizers of TOJam (the city&#8217;s annual orgiastic game design bacchanal) choose a theme to guide the goings-on. Last year&#8217;s theme was CHEESE. Most of the Jam&#8217;s participants took the directive literally. There were games about blasting towers of cheese, games about digging through cheesy substrata, and games about entire seas of cheese. [...]]]></description>
			<content:encoded><![CDATA[<p>Every year, the organizers of <a href="http://www.tojam.ca">TOJam</a> (the city&#8217;s annual orgiastic game design bacchanal) choose a theme to guide the goings-on.  Last year&#8217;s theme was CHEESE.  Most of the Jam&#8217;s participants took the directive literally.  There were games about <a href="http://www.tojam.ca/games_2008/cheese_is_war.asp">blasting towers of cheese</a>, games about <a href="http://www.tojam.ca/games_2008/choon.asp">digging through cheesy substrata</a>, and games about entire <a href="http://www.tojam.ca/games_2008/seas_of_cheese.asp">seas of cheese</a>. Entire <em>seas</em> of em!</p>
<p>i was a little surprised that no one went for the broader definition of cheese, a la &#8220;camp&#8221; or &#8220;corn&#8221;.</p>
<p>This year&#8217;s theme is SCALE, which offers many more possibilities.  i thought i&#8217;d run down the different uses of the word to provide this year&#8217;s Jammers with some inspiration:</p>
<h2>1. To Climb</h2>
<p>Make a game about:</p>
<ul>
<li>scaling a building (Rampage, anyone?)
<li>scaling a wall (like Achilles in the Trojan War!  &#8230; or Spider-Man, for you plebs)
<li>scaling a rock face of a mountain
</ul>
<h2>2. A Horny Skin Plate</h2>
<p>Make a game about:</p>
<ul>
<li>a snake!
<li>a lizard!
<li>a fish!
<li>a pangolin!  Because they&#8217;re <em>weird</em>.
</ul>
<p><center><br />
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</center></p>
<h2>3. To remove plaque from the teeth.</h2>
<p>Make a game about:</p>
<ul>
<li>An amateur dentist (i think Adult Swim already did this, but i can&#8217;t find the link)
</ul>
<h2>4. A device for weighing things.</h2>
<p>Make a game about:</p>
<ul>
<li>Weighing things!  (the best example i can think of is at <a href="http://www.vectorpark.com/">VectorPark</a> &#8211; click the icon with the snowman)
<li>the astrological Libra sign is a pair of scales. Some kind of horoscope game/
<li>the figure of blind justice holds a pair of scales
<li>the Wii Balance Board is a (barely) high-tech bathroom scale
</ul>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2009_04_28/blindJustice.jpg" alt="Blind Justice">
</p>
<p>Couldn&#8217;t you see Blind Justice kickin&#8217; ass in a God of War-style game?
</p></div>
<h2>5. A representation of proportionate size.</h2>
<p>This is the one that comes to mind most naturally, i think.  Make a game about:</p>
<ul>
<li>things that are big and things that are little.  (yawn)
<li>i dunno.  This is the most obvious one, so it&#8217;s the least appealing to me.
</ul>
<h2>6. A graduated system of wages or rates.</h2>
<p>As in &#8220;pay scale&#8221;.  Do a game about:</p>
<ul>
<li>Santa&#8217;s elves viciously competing for corporate bonuses
<li>a union worker bumping off employees with more seniority so that he can earn a higher wage
<li>a tycoon game about managing the wages of sweatshop workers
</ul>
<h2>7. An ordered progression of musical notes.</h2>
<p>Make a game about:</p>
<ul>
<li>That scene from the Sound of Music where Julie Andrews teaches the children to sing &#8220;do re me&#8221;.  ACTION-PACKED!!
<li>Some crazy avoid-the-obstacle game that takes place on top of a gigantic piano keyboard.  Remember Bumble Boogie?
</ul>
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</center></p>
<p>There are other definitions, i&#8217;m sure.  My point is that before you do some take on <b>Shadow of the Colossus</b> this weekend at the Jam, consider your options!  They are many and varied.</p>
<p><a href="http://www.tojam.ca/home/default.asp">TOJam</a> is this weekend, May 1-3 2009 in Toronto.  Spots are limited, so sign up now!
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