Partnering with Playdom

As you may have already heard, Spry Fox has partnered with Playdom and Playdom is now the publisher of Triple Town on Facebook. This is something that Danc and I are very excited about!

You might be wondering why a studio as focused on independence as ours would choose to work with a publisher. Here, in no particular order, are the reasons:

  • Our games have reached millions of users, but never concurrently. We have constantly worried about our ability to scale without major service interruptions or other related problems. Our fans are our lifeblood and we do not want to let them down. Playdom, unlike us, has grown and managed many games with massive concurrent user populations. We are grateful for the opportunity to learn from them and lean on them.
  • The social gaming market is the most hyper-competitive environment that we have ever worked in. Successful games are cloned with lightning speed and the clones frequently outperform the original. Yes, we could raise a bunch of capital and use it to spend our way to higher user counts, but raising capital takes time and, having never managed a major user acquisition campaign, it is safe to assume that we’d probably spend our marketing dollars inefficiently. Playdom, on the other hand, is in a position to not only cross promote Triple Town to its many existing players, but to help us advertise the game in an effective manner.
  • Playdom, unlike many other publishers, offered us a fair deal pure and simple. They did not treat us like creative-but-helpless indies to be mercilessly exploited. They treated us with respect. It was also clear from day one that they were totally in love with the game. We’re pretty sure that some of the execs at Playdom play Triple Town much, much more than we do!
  • We want to create great original games. We do not wish to spend our time creating a massive company with a huge operational arm, with all the overhead that entails. So, we will retain complete creative control of Triple Town on Facebook while Playdom takes care of the many important operational and marketing responsibilities that Spry Fox is not well positioned to manage.
  • Playdom has made some very advanced tools available for us which will make it substantially easier to analyze activity on Triple Town, to connect with our players, to do AB tests, etc. We could theoretically have built and/or acquired all this from third parties but even in a best case scenario, it would have been neither easy nor cheap, and we would not have had Playdom’s advice as we leverage those tools and grow Triple Town in general. We are not so egotistical as to think we have nothing to learn from one of the biggest players in this market.

So that’s the story. As always, you can expect to hear updates from us as to how it goes. :-)

-Dave & Danc

Multiplayer Panda Poet!

Triple Town for Facebook and Google+.

October has been an insane month for Spry Fox. First we launched Triple Town. Then we launched Steambirds: Survival, mobile edition. Now I’m pleased to announce the launch of our latest original game, Panda Poet for the Web, a total remake of our original Kindle game which was released in 2010!

For a limited time, Panda Poet is available exclusively on our website and the Chrome Web Store.

The Kindle version of Panda Poet is a single-player word puzzle game, but the Web-based version is focused on asychronous multiplayer, and the core gameplay mechanic has been completely revamped to accomodate that. The quickest description of the new Panda Poet is “Scrabble meets Go.” It is a battle for territory between two players, and words are your weapons.

Panda Poet is also our first HTML5 game, which is an interesting experiment for us. We’re looking forward to seeing how we can leverage some of the big platforms that have recently begun to emphasize HTML5 games and comparing the traffic they drive to the traffic provided by Flash game portals, our traditional bread and butter. And we’re curious to see how browser compatability issues affect our retention, if at all. One thing’s for sure: its exciting to fire up the browser on my phone and play Panda Poet on it without any major issues. :-)

As always, we’ve launched what we consider to be the “minimum viable product” and we expect to keep improving the game over time. Four months from now, Panda Poet will look very different. And of course, we plan to put it on social networks and mobile devices, so there is a huge amount of work to be done.

The current business model is simple: Pay $2.99 to disable advertisements and enable the option to play on a 9×9 board in addition to default 7×7 board. My guess is that this won’t be enough to provide the kind of ARPU we are shooting for, but it will hopefully provided a decent baseline that we can build off of. Of course, we expect to generate some revenue from the advertisements itself, but it is hard to imagine that being very significant unless Panda Poet becomes a monster hit. That’s just not something anyone can bet on.

So anyway, please check out Panda Poet and let me know what you think! I will post an update in a few months on the game’s performance. (Speaking of, I’m overdue for an update on our other games. I’ll try to post something in a few weeks.)

Announcing Steambirds Survival for iOS

Steambirds Survival for iOS and Android

Steambirds: Survival (SB:S) is now available on iTunes! iPhone/iPod version here. iPad version here. We hit a slight snag with the Android version but you can expect to see it launch very soon as well. :-)

For those of you who haven’t heard, this version of Steambirds is the result of a collaboration between Spry Fox and Halfbrick (aka the guys who made Fruit Ninja and Jetpack Joyride.) We worked together to evolve SB:S, which we originally co-created with Andy, from its humble beginnings into a robust game with 120 missions — 64 available for free at launch — and some cool new features, like a recruiting system that lets you hire additional planes to help you beat more difficult missions.

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The return of Triple Town

Triple Town for Facebook and Google+.

I’m pleased to announce the public beta of Triple Town, our original twist on the match-3 genre, which is launching on Facebook and will soon appear on other platforms as well.

Triple Town has always been a very special game for Spry Fox. It was one of our studio’s first titles, and it was good enough to be chosen by Amazon as the first indie game to be released on the Kindle. Triple Town also has the highest user rating of any game we’ve ever released (4.72 out of 5 on Amazon.com based on 158 reviews as of the time of this writing.)

So, when Danc and I started talking about how we might want to dip our toes into the turbulent water that is Facebook, Triple Town seemed like a natural fit. We knew the game was fun. We knew it would appeal to a broad audience. We knew it wouldn’t require a massive development expense because it is a relatively simple game. And we had observed a relatively limited amount of content in what I’ll call “the Bejeweled Blitz genre” on Facebook… a market opportunity that we felt we had a decent chance of capitalizing upon with Triple Town.

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Understanding Platforms at 2011 IGDA Summit

I really enjoyed this panel; Jamil did an absolutely great job moderating it. Worth a watch if you didn’t happen to be there.

Moderated by Jamil Moledina (Director, EA Partners, and fellow board member of the IGDA), Jack Buser (Director, Playstation Home), Bob Meese (New business development, Google), and myself.

Interview: XBLA, Steam, etc…

Paul Hyman recently interviewed several folks, including myself, for a Gamasutra article on digital distribution that can be found here. I thought you might be interested in the full transcript of our interview. Here it is:

(1) What are your current thoughts on Xbox Live Arcade and how it has evolved as a platform for developers? What about your thoughts on how it should evolve? Please be very specific.

What’s interesting about Xbox LIVE Arcade is that, other than from a content perspective, it doesn’t seem to have evolved very much over the past several years. What I mean by that is the *games* have changed, but the platform itself has changed very little by comparison.

XBLA started out as a place for “bite-sized” and retro games; the kinds of titles that would typically have a $250k development budget. Today some developers are spending $2m+ on their XBLA games and Microsoft has very clearly sent the signal to the market that it is looking for “bigger, better” titles. So that’s a pretty big shift.

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My Google+ Feed

Just a short note to say that I’ve been really enjoying Google+ thus far. It feels like a perfect blend of Facebook and Twitter and enables me to easily take advantage of the things that I like best about both without some of the annoying limitations (character limit, inability to specify target groups, etc). If you’re using it, you can find me at: gplus.to/djedery.

Characteristics of high-performing teams

Good team.

This article was originally published in Game Developer Magazine. It was the second in a series of business columns that I am writing for GDM.

Spry Fox currently has several original f2p games in development, not including ports of our existing IP. Each game is being produced by wholly separate teams that are geographically dispersed, using different technologies and tools, under different contractual arrangements. And each team is compensated entirely via their future royalty; none are being paid cash in advance.

While we won’t know for a while to come whether our development strategy has been wise or flawed, we’ve already learned a great deal about the ideal composition of small, geographically-dispersed development teams. Some of our active teams have exceeded our expectations in terms of game quality and development time, while some are significantly behind where we expected them to be by now. A few of the characteristics shared (or not) by the high-performing and slower groups may obvious to you, and some may surprise you:

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Realm of the Mad God

RotMG

Today, we launched an MMO called Realm of the Mad God (RotMG) in partnership with our friends Rob and Alex at Wildshadow Studios. It is, I believe, the first-ever massively cooperative bullet hell shooter. 85 people rampaging together, in real-time, through a bullet-riddled landscape. Oh, and its all Flash. Must be seen to believed.  :-)

RotMG is available exclusively via the RotMG website and via Chrome Web Store for the next several weeks. The game has been in open beta for over a year now, but we’ve never attempted to drive traffic to the game via portals (or announcements on our blog) before now.

Spry Fox and Wild Shadow

When Rob and Alex first approached us with RotMG, we didn’t know what to think. It was an insanely ambitious game from a technical perspective (several engineers who we trust said of the game, more or less: “that simply isn’t possible.”) It was Hardcore with a capital-H: difficult to play without practice and skill, very retro in its aesthetic, and it featured perma-death. When your character dies, it is truly dead forever, and all you get is a bit of virtual currency (we call it “fame”) as a silver-lining.

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Ribbon Hero 2: a serious attempt at serious gaming

Ribbon Hero 2

I’m pleased to share the news that Microsoft’s Ribbon Hero 2 is now freely available to all users of MS Office 2007 and 2010. If you have any interest whatsoever in the educational power of games or business-related uses of games, you absolutely must check this out.

Danc and I had the pleasure of assisting in the development of RH2, which improves on its predecessor in a variety of ways, including: the addition of a narrative, a more polished feedback system, substantially more interesting and creative challenges, and a tighter, more streamlined activity loop in general. Each of these changes are notable in and of themselves; together, they represent a remarkably evolved and polished gameplay experience. (See Danc’s just-published thoughts on the design.)

Most serious gaming projects fail because the organizations behind them lack the will to iterate on, test and polish their prototypes as needed. Microsoft, on the other hand, has been working on the Ribbon Hero franchise (can we call it a franchise now?) for approximately two years. The development team behind Ribbon Hero has approached the daunting challenge of “making it fun to learn Office” with humility and persistence. Its members have attended GDC, studied game design, consulted with expert designers, and playtested/polished the heck out of this game. Most importantly, they have developed skills which represent a significant competitive advantage to Microsoft. Two years may sound like a long time, but once you’ve figured out how to make learning fun, there are an unlimited number of ways in which you can dramatically improve the fortunes of your business.

So here’s to Ribbon Hero 2! May it be the first of many such educational experiences to emerge from Microsoft.