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a forum for the uses of videogames in advertising, politics, education, and other everyday activities, outside the sphere of entertainment



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Advergaming tools
October 23, 2003 - by Gonzalo Frasca

There are several obstacles that have prevented advergaming from reaching its full potential. Most of them deal with every actor understanding that games require a paradigm shift: it is not about product placement anymore but rather about simulating an experience (more on this later).

Still, one of the problems that game studios face is the lack of appropriate tools for delivering good games in a fast way. This market has been dominated by mutant Macromedia tools that were never created with game development in mind.

Flash is too slow for action-intensive games involving too much calculus. I was hoping that the Pro Edition of Flash would help us game developers, but it seems that they are way more interested in dominating the world of web publishing.

Director is more powerful than Flash, but it was never intended to be a game-dev tool. Surely, it does have several features that do the trick most of the time, but it seems that Macromedia lost the focus on what they want Director to be.

I have worked with these two previous tools for many years and my experience with Java is limited. However, at its current state, I do not think that it will make life at my game-dev studio any easier.

Surely, there are other options out there, including 3D Groove and WildTangent (just to mention a few) but, sadly, their plugins are not as standard as Macromedia’s.

Rather than switching platforms, my hope is that Macromedia realizes that game developers are a good niche market who may be willing to pay extra for a beefed-up version of their products that contemplate our specific needs. So far, my prayers have been unanswered.



Comment from ian on October 24, 2003

I'm of two minds on this one. On the one hand, I completely agree with you. With all the middleware, physics engines, and other tools available for Triple-A game development, why aren't there better toolkits for casual games?

I recently wrote an article & tutorial for Macromedia on Flash MX Pro 2004. The main additions to Flash in the Pro version have to do with Form Screens, or the ability to treat Flash more like a visual programming environment than like a nonlinear time-based authoring environment. This can help game developers, but the benefits are incremental.

Flash has an installed base of over 97% of the Internet. Last I checked, Shockwave was between 50 - 60%. With these numbers, it's hard to argue with the platform, and it would be nice if MM supported it more specifically as a game authoring environment.

On the other hand, Macromedia has always taken something of a backseat to the actual uses of its technology. This is a growing trend; Microsoft has their "your potential, our passion" schtick, which seems to offer a simultaneous open hand and caveat emptor.

We talk a lot about emergence in games; software IDEs are highly emergent systems. They give developers like us sets of simple tools that we can combine to create complex systems. Still, there are a number of really basic building blocks that MM doesn't offer as components in Flash or Director. I'm thinking of things like an isomorphic rendering grid, or a prebuilt A* pathfinding component. I guess third parties could develop these and integrate them into their IDEs, but MM certainly isn't publicizing this kind of thing as much as they should, especially given the growth of the medium and the popularity of their platform.

Comment from Rosanna on October 23, 2004

vbnmra nodhkhoel.

Comment from What tha? on October 29, 2004

Are you serious? Macromedia Director and Flash are great tools for developing games. The problem is the fact that not everyone can create a compelling game, much less an advergame.

Having a Flash guy on staff who can make something bounce in a banner ad is not the same as working with a talented team of game developers and marketers to create a successful advergaming campaign. It is like hiring someone to shoot a TV campaign because they have a video camera. Or using someone to write body copy because they know Microsoft Word.

An advergame does not have to be a huge 3D experience. I have seen dozens of well thought out, captivating, online games and advergames that didn't involve skateboarding or racing in a 3d world.

A leading site in the world of Advergaming is www.kewlbox.com. It is a game site dedicated to Advergames and casual games. The group that produces the games for Kewlbox is a group called Blockdot. They have created over a hundred great casual gaming experiences for a wide variety of clients.

They generate over 500,000 game plays a day, tracking time spent per game play (some upwards of 30 minutes a session), click through to a call to action (2%-10%) and registering over 1 million users.

A successful Advergame campaing is more than just putting a logo in a game. It takes a creative mind, to produce something clever and to integrate a marketing message that speaks for the brand while delivering an entertaining experience for the intended audience.

Advergaming is delivering and kudos to the teams of developers and marketers who are driving the medium.

As the people at Kewlbox say, they deliver the upside to downtime.

Comment from k0rz3n on November 15, 2004

I have bought cool panasonic camera on this site !


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