Entries tagged with “flash” from O'Reilly Radar

Mon

Nov 9
2009

James Turner

The Minds Behind Some of the Most Addictive Games Around

If you've wasted half your life playing Peggle, Bejeweled, Zuma or Plants vs. Zombies, blame these guys!

by James Turnercomments: 5

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The gaming industry tends to focus on the high end products, first person shooters that crank out a bazillion polygons a seconds and RPGs which spend more time developing the plot in cut scenes than in actual gameplay. But for every person playing Borderlands, there are scores playing casual games like Bejeweled and Zuma. PopCap Games has been at the forefront of casual game development, with a catalog that includes bestselling titles like Peggle and Plants vs Zombies, in addition to the two previously mentioned. I recently had a chance to talk to Jason Kapalka, one of the founders and the creative director of PopCap. We discussed the evolution of PopCap, how the casual gaming industry differs from mainstream gaming, and the challenges of creating games that can be engaging, without being frustrating.

James Turner: Could you start by talking a little bit about your background and how you came to PopCap and what you did before then?

Jason Kapalka: My career in computer games started back in the early '90s, when I was writing for the magazine, Computer Gaming World, doing various reviews and articles. In '95, one of the editors from the magazine left to join an internet dotcom start-up in San Francisco called TEN, the Total Entertainment Network. He invited me to come down there and work there, which I did. And TEN evolved over the dotcom boom and bust cycle, from a very hardcore gaming service into what eventually turned into Pogo.com around 1999. I worked there initially on hardcore games. One day, I was working on Total Annihilation tournaments, and then the next day, someone said, "Hey, design bingo." And I was sort of like, "Oh. Bingo? Okay."

pvz.jpgThat was the beginning of my casual game design career, I guess. And yes, I was there at Pogo. I helped design a lot of the structure for their casual games until around 2000 when I left, and Pogo eventually went on to get bought by Electronic Arts, of course. I left in 2000 and started PopCap with two other guys, Brian Fiete and John Vechey who are these guys from Indiana that I'd met earlier, around '97. They had made an internet action game called ARC that we'd produced on TEN, and we stayed in touch. In 2000, we all thought we wanted to try something different. So we all left our respective companies to start PopCap. As you might remember, 2000 was not the best year for internet companies. So we didn't really realize that the entire industry was collapsing. We had an interesting time initially. Luckily, our ignorance protected us, I guess.

PopCap started from there, just the three of us working out of our apartments. And over time, we'd say, "Well, I guess we need to hire an artist." And I'd say, "Well, I guess we need to hire maybe another guy here to program this stuff." And then eventually, maybe someone should look at the books or whatever, so we'll hire someone to take care of the bookkeeping. And it kept going like that until eventually we thought that maybe we needed an office. And from there, suddenly, we've got nearly 300 employees now in 2009. So it's been an interesting kind of experience. We never really intended PopCap to get anywhere near as big as it has today.

James Turner: How would you describe PopCap's place in the market today?

Jason Kapalka: I guess it's a bit odd. Casual game companies exist in these strange spaces where they're often the developer and the publisher at the same time. And then they also publish stuff with other guys, where they're sort of rivals, but also they're partners. There's a lot of this co-opetition thing going on. PopCap is obviously a developer, and we develop a lot of games. We used to publish other people's games. And we still do indirectly. in that we have SpinTop Games. which is a company we bought a couple of years back. They distribute a lot of other people's games through their site. But primarily, I think we develop and then publish titles. But we primarily focus on publishing our own titles. So we're kind of a self-publisher, I suppose.

James Turner: That's actually something I wanted to ask you about because one of your distribution channels now is Steam, which is another company's portal for their games and others. How do you see that relationship?

Jason Kapalka: Steam's been really good. We work with lots of different portals. Steam is one of many that our typical game would go out on. On Steam, on Real Arcade, Big Fish Games, Yahoo Games, MSN, WildTangent, a whole bunch of smaller channels. So Steam was just one of several. It's been interesting in that it was developed differently than a lot of those other ones. Steam is definitely much more of a hardcore game distribution channel than something like Real Arcade. So initially, when we started on Steam, it was uncertain whether our games were going to really fit in. Initially, a lot of the ones we tried on Steam didn't really work too well for their audience. Hidden object games don't do especially well with Steam users, for example.

The turning point for Steam was probably when we did Peggle Extreme with Valve. I don't know if you remember that. Peggle had just come out, and the guys at Valve really liked it. We were talking and we had some weird ideas. Someone had the odd suggestion to do sort of a miniature-themed version of Peggle that featured all of the Orange Box's characters, the Half-Life, MT Team Fortress guys. It was a really strange idea, because that was a fairly mature violent kind of franchise. And certainly, it didn't seem like the obvious fit for Peggle. But, on the other hand, we thought, "Well, what the heck? We can try it and it's only going to go on Steam anyway so it's not like it'll offend the soccer moms necessarily." So we tried that out, and it went up. And we were all kinds of nervous because we didn't know -- it had launched initially as a free download with the Orange Box. And even though it didn't cost people anything, we were still kind of wondering if there was going to be this big backlash from the hardcore community about, "What the hell is this cheap little pinball thing doing in the middle of my Orange Box product."

But actually, the response was really good. I mean, the Orange Box guys all really liked Peggle a lot. And ultimately, that led them to go and seek out and buy the regular versions of Peggle which made Peggle suddenly this fairly big success on Steam. Which a month or two ago, before that, didn't seem very likely that this game with unicorns and rainbows would be selling well on Steam. So after that, that sort of seemed to kind of be -- it sort of opened the floodgates a little bit. And now a variety of our games do very well on Steam. Obviously, Plants Vs Zombies was the last one that had quite a hit there. Not everything. There's still some of our games that are clearly more casual and that don't particularly work well on Steam. But the ones that do work there seem to really work well.

James Turner: There seems to be a fairly different expectation level for casual games in terms of graphics and such. Do you think that's a natural result of how they're produced and what they're intended for? Or could you see something like Plants Vs Zombies but with the graphics levels of a Half-Life?

Jason Kapalka: It's certainly possible. I mean in some cases, we're not intentionally trying to make the games low fidelity. We try to do the best art direction we can. Although the usual contradiction, or decision to be made, there is we also want to make games as accessible as possible. So we want Plants Vs Zombies to play on every crummy netbook and seven-year-old computer your mom has and all of these types of things. And so that tends to mean that we try to work and have good art, but usually make the technical requirements very modest. We've been working at making things that can scale well so that on a good computer, you'll get a really nice experience and it'll still scale down to play on a lower-end computer. But that can be challenging in itself. So usually, we err on the side of not worrying about the graphics being too high-end because our experience is showing that a good game with not very fancy graphics can sell very well, like Plants Vs Zombies. And I think that game has good graphics, but it's definitely limited. It's only got 800X600 resolution and so forth. But on the other hand, we've seen plenty of games in the casual space that have really good graphics and they sell very poorly if they're not a fun game. So accessibility and fun definitely, for us, end up being a first priority over graphics. And especially 3-D or technically impressive graphics versus just good art direction.

James Turner: You would think Nethack and Rogue would be the ultimate proof that you can have good game play without good graphics.

Jason Kapalka: Sure, I love Roguelike games. We have lots of Nethack fans over at PopCap, which seems a bit weird in that they're obviously not very casual in many regards. But yeah, they're good exemplars of that principle that graphics are not as important as game play.

(continue reading)

tags: development, flash, games, gaming, interviews, iphone, popcap, software, steamcomments: 5
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Tue

Aug 25
2009

Nat Torkington

Four Short Links: 25 August 2009

Reverse Search, PDF Stripping, Flash Visualization, Failure

by Nat Torkington@gnatcomments: 1

  1. Tineye -- reverse search engine; you upload an image and they find you similar images so you know where else it's used. Check out their cool searches.
  2. PDF Pirate -- upload a PDF and this web site will give it back to you minus the restrictions on copying/printing/etc.
  3. Flare -- an ActionScript library for creating visualizations that run in the Adobe Flash Player. BSD-licensed, modelled on Prefuse. When there's a visualisation library for every platform, will we start to get people who know how to make them?
  4. The Importance of Failure (Marco Tabini) -- This is a point that I don't often hear made when people talk about failure; the moral behind a failure-related story is usually about preventing it, or dealing with the aftermath, but not about the fact that sometimes things go bad despite your best efforts, and all the careful risk management and contingency planning won't keep you from going down in flames. This is important, because it forces every person to establish a risk threshold that they are willing to accept in every one of their life efforts.

tags: drm, failure, failure happens, flash, publishing, search, visualizationcomments: 1
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Tue

Aug 18
2009

Nat Torkington

Four short links: 18 August 2009

iPhone App Backstory, Cookie Resurrection, The Entrepreneuralism Lickmus test, and An Interesting Database

by Nat Torkington@gnatcomments: 2

  1. The Making of the NPR News iPhone App -- interesting behind-the-scenes look, with sketches and all. Station streams, however, presented a larger challenge. To begin with, NPR didn't have direct stream links for any of its stations, so we built a Web spider that identified and captured more than 300 iPhone-compatible station streams. After that first pass, we worked with our station representatives to manually test each stream. In the process they found enough new streams to double our database. All of these streams are delivered to the app from NPR's Station Finder API. (via mattb on Twitter)
  2. You Deleted Your Cookies? Think Again (Wired) -- Flash keeps its own cookies, which are harder to delete. Several services even use the surreptitious data storage to reinstate traditional cookies that a user deleted, which is called ‘re-spawning’ in homage to video games where zombies come back to life even after being “killed,” the report found. So even if a user gets rid of a website’s tracking cookie, that cookie’s unique ID will be assigned back to a new cookie again using the Flash data as the “backup.” (via Simon Willison)
  3. Would You Lick It? (Rowan Simpson) -- clever example of what it takes to be an entrepreneur.
  4. FluidDB -- a shared "in the cloud" database built around tags: an object is a container for a set of tags which are name:value pairs, tag names have simple namespaces (e.g., "gnat/review" is the "review" tag in my namespace), all objects are world readable and writable but there are ACLs for tags, values can be any type (string, number, URL, Excel spreadsheet), and there's a simple query language. I'm curious to see what applications spring up around shared data. They're in limited alpha, controlling the # of users, so register now to play before everyone else.

tags: big data, databases, design, flash, iphone app, news, npr, privacy, security, startupscomments: 2
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Fri

Sep 26
2008

Mike Hendrickson

Is Adobe Still Sleeping Well?

by Mike Hendrickson@mikehatoracomments: 10

Last May, Tim O'Reilly posted a piece on whether or not Adobe was worried about the new threat to their dominance in the RIA space by the introduction of Silverlight from Microsoft. In a nutshell, the answer was no. From a book sales perspective, that was true and remains true today. But there is more to that answer than what appears at face-value from data on book sales.

Silverlight 2 is the product that Microsoft is backing in the RIA race. That in itself is worth, at least, some restless nights. Silverlight has not become a publishing event. At the present time, there are 10 Silverlight books published yet only one is on the current release and is truly a 2 book because it offers free, or paid, updates all the way through to a FCS launch.

But it does appear as though Silverlight is gaining some ground on Adobe. At least on Search volume. The image below shows the Google Trends for these technologies

silverlight [blue] adobe flash [red] adobe flex [orange] adobe air [green] silv_flex_air_flas.png

        A.    Adobe AIR Puts Companies on Desktops

        B.     Adobe Introduces Adobe AIR, Adobe Flex 3 Software

        C.    Nokia to bring Microsoft Silverlight to mobiles

        D.     Microsoft reveals new content partners, DRM for Silverlight

        E.    Microsoft to highlight Silverlight, 'Oslo' at show

        F.     Onstream Media Debuts Microsoft Silverlight Webcasting Service So the long and short of this is that Silverlight is likely not causing Adobe to lose sleep at night, but rather giving them one of those a rough, restless nights ... knowing that soon Microsoft will launch a credible product aimed squarely at them.

tags: air, flash, flex, microsoft, silverlightcomments: 10
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Sat

May 17
2008

Tim O'Reilly

What's Keeping Adobe Up at Night? Probably Not Silverlight.

by Tim O'Reilly@timoreillycomments: 19

Roger Magoulas, our director of research, sent out the recent comment and graph as part of his weekly analysis of the latest load of our Bookscan-based data mart:

What's keeping Adobe up at night? Probably not Silverlight. I noticed the Silverlight topic looking bright red [in the treemap visualization that shows week-to-week changes by topic] and thought I would take a look - see the chart below. Since Silverlight and the somewhat related Expression Web books started appearing in October, we don't see much trendworthy activity. We do see Flash selling 6-7 times the units as Expression Web, Flash experiencing a holiday bump and Flex increasing steadily. Silverlight and Expression Web are young and Microsoft famously sticks by its products - should be an interesting topic to follow.

flash_silverlight.png

In short, if book sales are any indicator, traction for Silverlight appears to be quite low.

While Roger is correct in noting that it's never wise to count Microsoft out, so far it does appear that they haven't made much of a dent in Flash's dominance. SearchEngineWatch recently reported that even Microsoft is still not using Silverlight on many of its web properties.

tags: adobe, book related, flash, flex, microsoft, silverlightcomments: 19
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