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In This Issue

OCTOBER 2007

DAM Speaks Out »
» Xfire: Building Community
Among PC Gamers

Giving You The Business »
» Casual Games: Too Much
Of A Good Thing?

More Giving You The Business »
» Day One: Trying To Do
The Homebrew Developer Thing

Events Calendar (Oct.-Mar. 2008) »

Boogie
art art
 
DAM Speakers
[Industry insight from journalist Paul “The Game Master” Hyman.]

XFIRE: BUILDING COMMUNITY AMONG PC GAMERS

Chris Kirmse
Chris Kirmse
Chris Kirmse is the VP of engineering at Menlo Park, CA-based Xfire, the MTV Networks-owned company that is bringing gamers closer through their dedicated applications.

Here he takes a few minutes to chat with DAM about how Xfire is filling some of the holes created when developers are up against deadlines and need to sacrifice some of their game's community-building features.

DAM: Chris, tell us a little about the early days at Xfire.

Chris Kirmse: Xfire actually started out as a company called Ultimate Arena which had a different product that was relatively popular but wasn't make much money, and so we were looking for new ideas. I came up with the notion of being able to join your friends in an online game but without the game's developers having to do any work. We built an early beta and then released it to the public in Jan. 2004 -- and it just took off.

DAM: So this is really a product or a service that you're offering?

Kirmse: Xfire is a service, a client server system that's like an IM program with both text and voice chat … but instead of just seeing when your friends are online, you also see if your friends are playing a game … and if they're playing an online game, you get to see information about the server they're playing on. Then, with one mouse click, you can join that friend in that game if you also own the game.

We've also added tons and tons of other features: Xfire is a really good server browser, it's also a good system for messaging your friends inside of games, we also have a screenshot feature that lets you take screenshots inside a game and automatically upload them to your profile page on our Web site. And our Web site is a really popular community area where you can trade messages with your friends, you can set a custom avatar, you get to show off the screenshots of your game, you get to post blog entries talking about the games you've been playing and about what's new.

DAM: Xfire sounds like it's sort of an Xbox Live for the PC, is that right?

Click here to read the full article » 

 
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Giving you the Business

[Industry insight from journalist Paul “The Game Master” Hyman. Reprinted with permission from “The Hollywood Reporter.”]

CASUAL GAMES: TOO MUCH OF A GOOD THING?

Boogie
EA's "Boogie" for the Wii lets gamers pick an avatar (like this one) and then use a microphone to score points by showing off their karaoke and dancing skills.
From a developer's point of view, casual games are the place to be. They're relatively quick and cheap to create, simple to distribute, and the easy-to-learn video games appeal to such a huge mass audience that the more that can be made, the merrier.

Not so, says one prominent industry analyst who warns that even though a large supply is needed to satisfy all the various platforms that offer casual games
-- from mobile devices and PC portals to video game consoles and even in-flight entertainment -- a glut may be on the horizon.

"Everyone is jumping onboard -- every media company, every small garage, even companies that you'd never suspect would be in gaming," says Ben Schachter of UBS. "That's because a small investment can get you into the business; there aren't a ton of barriers to entry."

For instance, says the analyst, "you ask why a company like Orbitz -- which sells travel products -- is in the casual games space with a popular site called OrbitzGames. Well, they're using games as a marketing tool. Everyone has their own reasons for being in casual games."

But an oversupply of casual games is likely to confuse people and lower the value of the best titles, notes Schachter. "No one will be able to keep track of what's available or what is the difference between one game and another," he says.

Indeed, some indie developers think there's already a glut on the market.

"The space is so crowded with developers," says Ben Lewis, head of marketing and sales at year-old Baton Rouge, LA-based Yatec Games. "There are thousands out there, with new and bigger players entering the market every day. We small developers need to make sure that we don't fall in between the cracks."

But Lewis is optimistic: "The growth spurt tends to legitimize the industry as a whole. Many people still view casual gaming as small potatoes, but we're really a huge industry with a much wider market than hardcore games. If people now come to realize that, so much the better."

Further evidence of casual games' skyrocketing popularity is the surprising success of ...

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Giving you the Business

[Industry insight from games consultant, writer, and designer Daniel Boutros, who heads up Gametao Ltd.]

DAY ONE: TRYING TO DO THE HOMEBREW DEVELOPER THING

Home Brew
The first step in homebrewing a video game, says author/developer Dan Boutros, is selecting your tools.
What you are about to read is the first in a series of articles about trying to make a game demo, as a one-man show, at home, using one of the three big homebrew game dev tools available today -- Virtools, Unity 3D, and Torque Engine Builder.

First comes tech. What I need to do is cull the tech based on what I can contribute in my free time and what is most compatible with my skillsets. I can write, draw, do 3D and 2D art, and I can handle the odd scripting language. However, if my car was my programming skills, it would have a big disabled sticker on it.

Sadly, due to limited free time, I've had to refer to friends who've experienced the "big three" tools for advice, instead of exploring them myself. They all say that you'll only get so far with Torque if you can't code. So now the tech fight is between Unity and Virtools, and I'll have to take some major time out to explore both.

Unfortunately, this also means a potentially easy 360/XBLA port is out. (Torque has relatively easy XNA/XBLA exporting abilities.) Too bad. At least with the other remaining solutions, PC/Mac/Wii browser is still in the cards.

The next step is to come up with an idea. The key things to factor here are:

  • I'm a noob with the software.
  • Time is thin, so the fewer things I have to make, the better.
  • A simple idea would be best; fewer things can go wrong.

So RPGs, beat-'em ups, and any stuff with a gazillion back-end checks (hello and goodbye "The Sims") are out the window. We're left with basic sports, carnival games, and simple toy play (these tools have built-in physics) games. Multiplayer is something I'd like to implement, but I won't make a call on that until I know what these tools can do, as perhaps all that stuff is done for you. Though VS play-testing and balancing would be an additional problem (and one I don't mind).

So what are the simplest sports?

  • Shooting. Point at thing. Shoot thing. Get score.
  • Bowling. Throw ball at things. Things fallen give you a score.
  • Tennis (at a pong level). Hit thing at opponent. Keep hitting thing at opponent until opponent sucks.
  • Air Hockey (kinda the same as above really). Hit thing at opponent. Keep hitting thing at opponent until opponent sucks.

I'm going to go with …

Click here to read the full article » 

 
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Event Calendar

October 10-11, 2007
Virtual Worlds Fall Conference & Expo
San Jose, California
www.virtualworlds2007.com/

October 18-21, 2007
E For All Expo
Los Angeles, California
www.eforallexpo.com

October 18-21, 2007
Project Bar-B-Q
Burnet, Texas
www.projectbarbq.com

November 1-4, 2007
Project Horseshoe
Burnet, Texas
www.projecthorseshoe.com

November 8-9, 2007
IGDA Leadership Forum
San Francisco, California
www.igda.org/leadership/

November 15-16, 2007
GDTW 2007
Liverpool, UK
www.cms.livjm.ac.uk/GDTW/GDTW2007/

November 27-28, 2007
Montreal International Game Summit
Montreal, Canada
www.sijm.ca/en

November 29-30, 2007
Independent Game Conference -- Austin 2007
Montreal, Canada
www.independentgameconference.com/

January 17-19, 2008
Toronto Independent Games Conference
Toronto, Canada
www.torontoigc.com/

February 18-22, 2008
GDC 2008
San Francisco, California
www.gdconf.com/conference/callforpapers/index.htm

March 29-30, 2008
Indie MMO Game Developers Conference
Minneapolis, Minnesota
www.imgdc.com/

 
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