This past week there have been two really nifty things that have caught my eye that are relevant to people trying to get on iOS. The first is an augmented reality tool that looks easy to build for and the other is a platform that is like Zynga-in-a-box.
Aurasma is a tool for the augmented reality lover inside of all us to easily generate AR content. The future will in some way incorporate AR and the more tools like this that are bring finessed the better. Right now the company seems focused on marketing experiences to sell products but the gaming aspects that are possible with this technology are quite enticing.
But the thing is growing out of hand. Lots of people are using it in education, for example. We saw several clips, one showing a five-year-old girl holding an iPad up to pictures drawn by other kids and seeing the pictures of the subjects of these drawings. Another clever project was a puzzle, made by a teacher. When a kid puts the colored shapes together correctly, the app will then recognize it and show a short animation as a reward. Kids — apparently — love this thing
Now, if you’re interested in making a Facebook-style social game on the mobile you’ll want to take a look at PlayHaven. They have updated their toolset to basically allow any company to do what Zynga does in terms of analysing their players and providing easy ways to inform players of in-app purchase opportunities.
With the monetization features, PlayHaven can help game companies maximize profits by segmenting and managing customers. The tools can generate real-time metrics and insight that are actionable. Yang said that these features can help sort customers into batches of “minnows,” who can be monetized with ads but never have to pay for anything; “dolphins,” who are regular customers who come back often; and “whales,” who make huge in-app purchases. PlayHaven says it can help convert users to pay via up-sell and cross-sell tactics.
Pamela Kato has a list of ten tips for making a successful serious game, it’s unclear what successful means here but I assume it’s a combination of the game’s reach and the game’s sustainability. Both in terms of market-based success.
Here’s points 6 and 7:
6) Figure out who will buy the game. If an individual (e.g., parent) or organization (e.g., insurance company) will buy it and give it to the target group, listen to them and make sure you cater to them. But remember that ultimately, you have to make the target group happy.
7) If you ever have a conflict between researchers, business people, developers, artists, etc., go with what the target group wants.
Making serious games is a serious issue and I think she missed the most serious part of serious games and that is FUN, seriously. Why so serious?
If the game isn’t fun then nobody will play it no matter how meaningful the play experience may be.
It seems that doing business online is getting harder with every passing month in this country. This is not good. I’m sure most Canadians have heard of this, but I’d thought I’d bring it up again for good measure.
Achievements in video games are like crack for some people. There are multiple reasons why people fall prey to the amazing seductive powers of being rewarded. Some people love being rewarded and some people just love getting a game 100% complete; whatever the reasons I find it fascinating how effective they are at encouraging the player.
One thing that always catches me off-guard no matter how I often I look into the world of achievements is how many people are dedicated to collecting them all.
Here’s a short list of some places dedicated to collecting information on achievements: