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TylerYork

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Everything posted by TylerYork

  1. TylerYork

    Space game design

    I agree with the sentiment above, I think you've got to think about which pieces of the game are really unique and appealing, and then how you can build a small game around that to start. For instance, the Spore spaceship creator sounds awesome, but it's not key component of the game and frankly 80% of the functionality is easily replaced by stock "ship types" with customizable weapons/armor loadouts (see Galaxy Online II on Facebook for a good example of this). You can cut that out Try to boil it down to what's actually unique and you'll be a lot better off doing it yourself
  2. TylerYork

    Where can we find funding for Game Development

    Not to plug my own post here, but seriously go read this: http://blog.betable.com/how-to-succeed-on-kickstarter/ There's a lot of tips there that are applicable to your project. I agree with the above comments as well that the story needs work. When writing a pitch, try the following format: Attention Interest Desire Action So it would be like What if Mars was not always a desert? The fact is: it wasn't Mars was destroyed 50,000 years ago when it's human population destroyed the ecosystem and stripped it of resources. Now you have the chance to go back in time and save the planet and it's people from extinction in a massive, open MMORPG. Act now to make this game a reality. See how that defines the pitch? That's going to be a much stronger sell than the simple story, but doesn't leave the story out of it.
  3. TylerYork

    Monetization ideas

    I agree with what was said above, incentivizing clicks or trying to "tweak" the advertising model in some way will usually get you kicked off of those services. The weeded out all of those arbitrage scenarios a while ago. Instead, I'd recommend looking at new monetization methods, such as: Kiip - real rewards for virtual achievements Betable - add real-money gambling into your game Shameless plug, I know, but our goal is to help solve this problem
  4. Hey turch, thanks for referencing the podcast post from our blog I think the biggest tip I can give you is to find communities relevant to your game and be straightforward with them. Say that you've been working on the game for a year, think it's something they would like, and ask them to try it. These communities can be on Reddit, forums, or otherwise. Use social media (Facebook, Twitter) not just to promote your game but to engage your fans. You've got to do things like in-game contests, giveaways, and cool pictures/videos to make the social content something people actually enjoy. The goal here is not to spam everyone about how great your game is, but actually create a community of passionate fans around your game. From there, you're off to the races Good luck!
  5. TylerYork

    Pay people to try your game?

    While I commend you for trying to be creative, this sounds like a scam. I would proceed extremely cautiously If you want to pay for players, I think you're much better off purchasing incentivized installs from big companies such as TapJoy. These are reputable companies with significant publisher networks that can push out your game, so while you may be paying a fair amount, you know they're legit. At that point, if you've made a good game, the people they drive to your game will play it
  6. Oi. Why does Live105 (the indie rock station) keep playing Avici - Levels? Like seriously, they follow it up with Red Hot Chili Peppers. Wtf?!
  7. So.. Brandon Morrow is on my fantasy team. After two shutouts in a row, he gives up 6 runs in 2/3 of an inning for an ERA of 81.00 HOLY fark
  8. I would start by trying to look for free game art from a couple websites, in particular http://opengameart.org/ is amazing. You can check out a full list of free game art sites here http://letsmakegames.org/resources/art-assets-for-game-developers/
  9. TylerYork

    Trade marking your game name

    Yeah, trademarking your game name isn't something to worry about now. If your game makes enough money that you'd be willing to hire a lawyer to protect it, then you can do so. Until then, don't sweat it
  10. TylerYork

    Kill The NPC

    Yeah I think this is kind of like "friendly fire" being always turned off in multiplayer shooters. Too many people were massive dicks with the feature to make it a good game design decision, even if it increases realism or makes the game more interesting.
  11. I think I need an entirely new desktop for Diablo 3 o.O
  12. TylerYork

    Starting a company

    Yeah, I echo the sentiment here that you don't need to rely on investors and funding to be a company. In fact, I would advise against taking investors money at all if possible. You can learn a lot moonlighting your game design company while working at your day jobs, and it'll keep money flowing in. Most developers don't make money off of their first few games until they get the hang of it. Then, if you build a game that shows some success, it's time to switch over to full-time studio mode and there's less risk. If you really have the entrepreneur bug and a killer game concept, then you should also look into Kickstarter. If it's a cool game concept, you can find people to pay in advance for the product. Either way, you don't need VC money to have a game company, and honestly the best time to get VC money is when you have a solid game with substantial traction. That way you can get your money's worth for selling a piece of your company Good luck!
  13. TylerYork

    Can you give away free remakes of old games?

    You can check the trademark under uspto.gov and see if it's dead. If it is, you should be able to make a game and give it away as long as you don't see monetary gain. Now this doesn't mean you can make a game with that IP for profit, maybe you can but IANAL so I don't know
  14. TylerYork

    5 reasons no one is buying your app

    Hey Pablo, Nice article, it goes over a lot of points that some game devs seem to miss. I like how you linked to resources for continued learning on each topic Tyler
  15. There's a lot of thought being put into location-based and augmented reality games that use the real world as a battlefield. Unfortunately, augmented reality seem to be a ways off (though companies like Uwar are trying), and location based games have run into limitations of their own. I would read this article to get a sense of the difficulty and challenges presented by these games: http://somofos.com/in-defense-of-location-based-gaming/
  16. TylerYork

    Gameplay vs. Monetization

    Hey zer0wolf, You actually nailed many of the points that we covered in our blog post summary of responses. The key is to provide a solid game experience for free, but offer a better one for money. Check out the post here: http://blog.betable.com/the-principles-of-game-monetization/
  17. [color=#000000][font=Arial]Hey all,[/font] [color=#000000][font=Arial]As you guys may already know, I work for a game monetization platform. I've heard from a number of people here that one of their biggest complaints with freemium monetization is that it ruins gameplay. [/font] [color=#000000][font=Arial]With advertising, there's really no good place to put it in the game that doesn't disrupt the user in some way, whether it's an annoying ad in Angry Birds or a full page interstitial popup between turns. [/font] [color=#000000][font=Arial]This is what leads lots of people to do virtual currency-based models. But even those models can mess with gameplay, especially when the game is selling the most useful items: stat bonuses, equipment, consumable items, and energy refills. These items can change gameplay balance and make non-paying players frustrated.[/font] [color=#000000][font=Arial]But on the flip side, you've got to make money. I mean, not just "oh I have to keep the lights on", but if you make a great game you should be rewarded. [/font] [color=#000000][font=Arial]On the one side is making beloved free apps and not getting a penny for it, while on the other side is using predatory monetization practices that net you money but little love (and may leave you with a general sadness inside ).[/font] [color=#000000][font=Arial]So my question to you guys is where do you draw the line between monetization and gameplay? Do you think there are acceptable sacrifices to gameplay if they yield significant revenue? If not, what do you do to still make your games business possible?[/font]
  18. Not watching today's game. 49ers should've been there but butterfingers blew the whole season. Oh well, there's always next year
  19. TylerYork

    monetize a mac game?

    When you say a "Mac game", are you talking about a game that would be played on Mac computers? Because those games are typically monetized through the premium model (you pay $1 to buy the game) on distribution platforms such as the Mac App Store and Steam If you meant "iPhone game", then you probably want to stick to a freemium model. "Freemium" means having your game be free to download, but you get users to spend money within the game. This can be for more levels, in-game items, or unlocking more features.
  20. AAAAARGH what a farkin shitty way to lose. Giants only points after the first half came from stupid turnovers
  21. I strongly encourage you to get into doing your own thing and building something. It's something that I really wish I had done when I was your age. That said, you have to understand the sheer amount of work involved. Making a game is much harder than making a website or even a normal mobile app. Making a game is hard because it requires a story, design, gameplay, backend (for save games, user accounts, etc), art, sound and marketing. It's very hard to get all of these things done on your own, and even harder to get them right your first time around. That's why it's great to start now, but understand that you will fail at one or more of these things. The key is to not get discouraged by failure and understand that by trying and failing, you'll learn more than you ever would from any class or course. Good luck, and I really do hope you go through with this . I might suggest teaming up with other people your age that are interested in making games. Don't worry about the LLC/business stuff for now, try making the game first and you can worry about that later
  22. 49ers get to play at home a second time. Nick Bhardwaj YOU HAVE TO GO TO THIS ONE :P
  23. TylerYork

    IndieGoGo, Kickstarter, etc.

    I agree with applawreigns. If you make a kickass video, and share it via Reddit.com/r/indiegaming, Hacker News, Twitter, Facebook and Google+, that will drive a lot of traffic to your site regardless of where it's hosted or how it's asking for money. I would almost recommend doing it via PayPal yourself if you're that nervous about using IndieGogo. When making a video, you may even want to hire a professional to do something cool. I really like the videos done by this guy: http://grumomedia.com/ You can see an example here: He does startup videos but he has a knack for explaining complicated ideas, which might be perfect for WorldAlpha. Also, as far as your indie marketing strategy is concerned, you should introduce your game to communities of other MMORTS games like http://www.king-and-country.com/ and http://www.endofnations.com/en/
  24. TylerYork

    Struggling with the idea of in-game purchases

    These are questions a lot of game devs have. Frankly, it's all about the kind of game you want to create. There are some ways that are more "true" to the love of gaming, while others are explicitly set up to make money at the behest of gameplay. I'd highly recommend checking out the video below to get a laundry list of game mechanics from Roger Dickey, the creator of Mafia Wars of Zynga fame. Then you can pick the mechanics that you're comfortable with. [media]http://vimeo.com/32161327[/media] Hope this helps!
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