Archive for September, 2009

Project Darkstar Darkstar multi-server coming along, as this video shows

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John from the Darkstar forums (and project team member? I’m not sure), has posted a short video of Keith Thompson (one of the Project Darkstar Server engineers) showing a demo at 2009’s Austin GDC. The video is a bit hard to watch if you’re sensitive to shaky motion, but it’s worth it if you’re a big enough geek, like me. :)

Apparently, the Snowman demo game is running on two servers, and the load can be dynamically managed so that if one server reaches a limit, clients will be moved onto the second server. Interestingly, this means both clients that are logging in and clients that are already in the middle of a game. The load is balanced transparently by Darkstar, with clients continuing without a hitch.

Looks like they also have some decent monitoring tools. I wonder if those will get released to the community?

I wish them all the best, because I’m using Darkstar for most (possibly all) of my future games. Go Darkstar team!!

Business Yawma and the hunt for downloadable indie games

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I’ve taken up the role of Director of Games for an exciting startup called Yawma. It’s an online retailer specifically for digital goods of the indie variety: games, music, applications, etc. The twist is that Yawma has a unique distribution model (which, unfortunately, I cannot say anything about right now). The developer revenue share is generous compared to portal sites like Big Fish Games, Amazon, etc. If I had some downloadable games I thought were worthy of sale, I’d sign up with Yawma myself. :)

So, if you have a downloadable game you would like to talk about, I can be reached at jason [@] yawma.net.

–Jason

P.S. This doesn’t adversely affect my development progress, because I’m a multitasking madman. *howls at the moon*

ActionScript, Monetization, Virtual Goods Virtual item sales in Flash: a managed payment service roundup

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The microtransaction bug seems to be going viral these days among the Flash community. There are a growing number of companies offering managed payment services to Flash developers: they handle the dirty backside, and you give them content and share the income.

I personally think that it is worth it to build your own system (and I’m usually the guy saying, “Use the middleware, fool!”). But I think it depends on the scale of what you are planning. In my case, I want total control, and I want to own access to my customers so that I can continue to communicate with them. I also don’t want my games to become advertisements for a payment service.

I don’t view virtual item sales as just a sales channel. It’s also a gesture that means a player cares about and is emotionally invested in the game, and I want to maximize that relationship to make my players happy, long-term customers. Without access to my customers, the payment service is crippling my business. I don’t know that all these systems insulate the developer from his/her customers, but that is a major issue to bear in mind.

These Flash-specific services could be really useful to someone who is making much smaller scale games and wants some add-on sales or someone experimenting with virtual goods in an effort to diminish reliance on ad revenue. I’m not reviewing any of the services, just announcing that they exist. I haven’t investigated them all very deeply, but I will be poking around.

75% – andrograde.com
70% – www.nonoba.com
60% – www.gamersafe.com
60% – www.mochimedia.com
50% – www.heyzap.com

Which is best? It depends on your goals and plans. If you’re just making little quickie games (90% of Flash games), then any of the above would work. If you have a more broadly scoped business plan, you might want to steer clear and look into services that are not Flash-specific and spend the time/money to do the integration yourself.