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Who Says Apps Are Short Lived

G:Into The RainWe’re in the middle of a fantastic but unexpected experience. We were planning on running a promo for our iOS version of Bok Choy Boy with OpenFeint this week but due to some unforeseen complications we had to change horses at he last minute and we swapped G:Into The Rain into the slot. Even though G is over 2 years old now (which is like 407 in app years) the game popped up out of the ranking basement and rose to a high of #23 in puzzles, #38 in arcade and #143 in all games.

Look – I know those aren’t like astronomical numbers, but without any real effort or preparation on our part and a last-miunte promo with OF the game proved to still have legs and we continue to get great reviews from folks who are discovering it for the first time.

The conventional wisdom in the app world seems to be that an app’s shelf life is something like 3-months if you’re lucky. But I think the most compelling lesson of the Angry Birds saga is that they had a hit and then they stuck with it instead of moving on to something else. Perhaps one of the most powerful but generally overlooked aspects of the long-tail economy is the persistence of a product and the ongoing ability for new users to find your game, share it, and become new fans. We certainly never expected G to keep on living the way it has but it’s the app that just wont die…and we kinda like it that way.

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Posted 4 months ago at 10:37 am.

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Unity as a muli-platform development environment.

To all the folks here who are looking at game creation on AppUp (or elsewhere) we wanted to share our recent experience with the Unity Game Engine.

We’ll show a little video here but in short: UNITY ROCKS!

Continue Reading…

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Posted 1 year, 5 months ago at 1:55 pm.

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Sound Design in AppUp Games and Apps

by Matt Fox

When we set out to make G: Into The Rain, we came to understand that sound design was an area we did not want to neglect. This is not to say that we were immediately aware of the importance of having good sound. In fact, to be honest, we knew that G was going to be first deployed on the iPhone. The on-board audio playback hardware on the iPhone is not exactly high quality – unlike the netbooks which we eventually ported G to late in 2009. During the development, we started to realize that we weren’t necessarily tied to one platform, and that devices like the netbook could impart a much richer game play experience in terms of sound.

In the early conceptual phases of our development, we decided to have a look around at the games that we all liked. Sound design wasn’t something that jumped out as a priority. Frankly, the first non-visual game element that most people notice is music; and while we were blessed with a very talented composer for the musical score of G, that is a topic for another post. Sound, as a game element, is often overlooked. If you ask many people what they enjoyed about a particular game or application, more often than not you will hear about how they liked the gameplay, or that the art was stunning, or that the storyline moved along really well, or that they really liked (or hated) a particular character. Sound design, or rather good sound design is not something that is in your face. It’s subtle, and most often it’s only really noticed after the visual. For instance, when you walk into a room, unless there’s a buzzsaw running, most likely the first thing you’ll notice is what it looks like. We are visual creatures, and hearing most often is employed after sight.

Now I don’t want to convey the idea that because we’re primarily visually oriented, that good sound design can be left for the back burner. Quite the contrary. When we looked around at the games that we all liked to play, we started to catalog and attempt to define what it is that we enjoyed about those games. Eventually, we began to pay close attention to the sound design. In doing so, we had to look beyond the iPhone, and plan accordingly. We came to the conclusion, that one of the reasons we liked the games we did was because of the sound. In most cases, it wasn’t an obvious, in-your-face sort of revelation. Sound was used here as a way to augment the look and feel of the games. Looking ahead, we made the choice to take sound design seriously – which is especially vexing considering the less-than stellar (external) speakers on the iPhone. But if we had taken the approach that “nothing will sound good on the iPhone” and had half-hearted sound design, then G certainly wouldn’t have sounded as good as it does now on a netbook. Continue Reading…

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Posted 1 year, 6 months ago at 3:48 pm.

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Manifold Publishing

There is no way that any video game or series of video games can possibly tell the stories we want to tell at Soma Games.
Neither could a graphic novel,
…or a book,
…or a movie.

If ‘the medium is the message’ then we will only have told our stories properly when they are told across multiple media, each used in its proper place to express the proper part of a manifold expression of creativity that ought to transcend any single medium. Continue Reading…

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Posted 2 years, 3 months ago at 1:13 am.

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Serialized Gaming Requires Rapid Distribution

When Soma was first looking at the video game business about four years ago the biggest barrier to entry was cost and distribution. That may look like a subject-verb-mismatch but the two things are so intricately related that they might as well be seen as a single issue. Indie games cost less to make but had no realistic way to get to the public; to get out there you needed a big distribution channel, to get distributed you needed a publisher and to interest a publisher you needed to spend $500k or more.

But as I was coming to grips with this problem something new was just appearing on the scene – digital distribution. Continue Reading…

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Posted 2 years, 3 months ago at 12:23 am.

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The Centrality of Beauty

Herman Melville once said “The reason the mass of men fear God, and at bottom dislike him, is because they rather distrust His heart and fancy him all brain, like a watch.” Alas – how true this is that so many folks have really only heard about God’s seemingly insensitive expectations, his rules, and they have no experience with his heart.

A scene From G

I have a deeply held belief that our universe is far more beautiful than it is functional. I also think that God made it that way as a reflection of his own nature; that Beauty is a fundamental aspect of all reality because it is one the most essential parts of God’s heart. Continue Reading…

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Posted 2 years, 3 months ago at 3:40 pm.

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