Computer Graphics World

JANUARY/FEBRUARY 2011

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n n n n Viewpoint Adobe has extended its reach into the casual games sector with solutions for promoting, distributing, and monetizing titles developed with Flash, including Xtrem Snowboarding. don’t have to do a thing. Plus, you gain access to dashboard analytics to review and optimize a game’s social performance. While the Socialize service helps developers get their games in front of more users without writing separate integration code for each social network, it also helps gamers have a more engaging, personalized ex- perience from start to finish. Because the service provides developers with plug-and-play widgets that utilize the social API for Login, Share, Invite, Select Friends, and other commands, developers can enable gamers to invite friends to play, compete and track scores on leader boards, send updates to news feeds, post achievements to walls, and “Like” a game in public forums. For example, through Facebook, Yahoo, and MySpace, gamers can open the Playfish game “Bowling Buddies,” invite friends to play, post scores on leader boards, brag about their great bowling scores on their walls—even display achievement trophies in their social network profiles. Obviously, social capabilities like these help deepen engagement and relevancy for gamers. Even better, they help freely spread the word about your game every time it’s played. Ultimately, this means you can promote your game virally and increase registration rates simply by en- abling players to enjoy an immersive, social, online gaming experience. With the Socialize service, integration with Facebook is free of charge. Tere are nominal annual charges to integrate games with other social networks. Differentiate Your Game Once you’ve integrated multiple social networks, you might want to differentiate your game and deepen engagement even more by add- ing real-time collaboration capabilities. Whether adding voice or group chat functionality to a multi-player card game, or enabling a group of zombie-killing gamers to see how fellow players are performing in real time, developers can use the Adobe LiveCycle Collaboration Service (LCCS) to cost-effectively include those capabilities in their titles. LCCS takes many of the components you could build yourself using technologies such as Flash Media Server or LiveCycle Data Ser- vices ES2, and offers them as a hosted service. By using Adobe to host real-time push messaging, you can add collaborative and multiplayer capabilities to your game without the hassle and expense of managing your own servers. Here’s how it works. Clients subscribe to shared objects, and any 10 January/February 2011 changes are broadcast to all subscribers in real time. Tis can be used to create anything from simple components, like a multiuser chat box, to much more complex collaborative applications, such as a multiplayer game wherein character positions, actions, and other data are instantly shared among all players. For example, in the SWF-based game “ChessJam,” players can see each other’s moves in real time and chat with each other during individual games or tournaments. With LCCS, you can even stream video to your game or enable VoIP-like functionality through players’ Webcams and mi- crophones via P2P streaming using Real-Time Media Flow Protocol (RTMFP). But how can you be sure that collaborative capabilities make sense for your game? You can easily test the collabora- tive waters by offering a simple pay-per-use model. Tat way, when you’re in the development stage, your hosted LCCS charges will be low. When your game takes off and gets tons of collaborative play, you’ll be billed accordingly. Reach Millions through App Stores Te latest service, Adobe InMarket, was recently launched at Adobe MAX 2010. Designed to help game developers distribute and make money with Adobe AIR applications, InMarket serves as a virtual distri- bution center that supplies applications to multiple app stores. Trough InMarket, developers have the potential to reach millions of gamers with minimal expense and effort. If you took care of dis- tribution yourself, you would have to create and manage integration with multiple storefronts—which could easily become a full-time, all- encompassing job. Conversely, with this new service, developers only have to create a game for a particular device profile (the desktop, for example). Ten, InMarket will take care of distributing the game to multiple online storefronts. If updates are needed to a game’s descrip- tion, to change a price, or even upload a new version, it only needs to be done once because InMarket will modify the information across all app stores selling the game. InMarket also makes it easier to monetize games and view download metrics in one place to gauge the user inter- est in particular games. Te Intel AppUp Center is the first storefront available in Melrose. Intel has announced agreements with retailers like Best Buy and OEMs like Asus to preinstall AppUp on netbooks and note- books. With an initial focus on PC-device profiles, Melrose will tar- get additional profiles, including mobile and television, in the near future—and will make it simple to package games to match particular device profiles. Serious Support for Casual Game Developers Whether you develop action/adventure games, match-three puzzles, board games, or role-playing games, the Adobe Flash Platform offers tools to create and deploy immersive, engaging experiences. Now, ca- sual game developers can get even more serious support in the form of Flash-based services. Trough these services, you can easily integrate social and collaborative capabilities, develop more rapidly, distribute more widely, and monetize more effectively than ever. And as the reach of Flash Player extends to mobile phones and other devices through the Open Screen Project and other partnerships, there are more opportu- nities than ever before for creative game developers to win big in the multi-screen world. n

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