29 Oct 2011

Going Forward - Go to Plinan.com

Thanks for visiting! New posts will be at http://www.plinan.com/ from now on. :)

 

19 Jul 2011

The Gap between Core and Casual - the Premium Casual

Video Game Timeline


If you spend enough time observing the game industry, you know there are primarily two markets - the traditional Core market, and the red-hot new Casual market of today. The traditional Core market has been in existence since the days of Atari decades ago. It has evolved from simple games with ASCII art to complex games with close to real-life graphics. Step into any GameStop and most games you see in the shop would fit into this category. They are complex, deep, visually stunning, and often focus on serving the Core gamer market - male from 18 to 35. You see a lot of shooting, fighting, sports, racing, fantasy/sci-fi, military/war, action/adventure games in this market today.

The new Casual games provide socially connected solo experiences on platforms everyone has access to - mobile and social networks. They often offer bite-sized gameplay, cute graphics, simple control mechanism, and hooks to keep players addicted. They are also low cost, often free, with the ability for players to purchase in-game virtual goods. You see a lot of city/farm/shop building games, along with plenty of puzzle, wedding, restaurants, word games. They appeal to the mass, and have done a great job introducing people who previous wouldn't play games to the gaming world.

However, I believe there's a third market in-between these two that's hasn't been discussed enough - mainly, people who enjoy the easy-to-start, none-violent nature from Casual games, but desire the complex and engaging experience from traditional Core games. I call this the Premium Casual market. It's the middle ground between Core and Casual. These are older gamers who grew up with core games but no longer find kill-everything-that-moves fun, recently converted casual gamers who want more than clicking and waiting for something to happen on a farm, a city, or a tower, or anyone who's discovering the joy of interactive entertainment but haven't quite found something for them.

Premium_casual_-_pepwuper

And this is the market we'd like to serve. We want to combine elements from core games and causal games to create an experience that these people will enjoy. Are there games serving this market? I think games such as Flower, Worms, The Sims, Kart Rider are great examples of Premium Casual games. And as casual gamers continue to grow their appreciation for games and their appetite for better deeper games, I expect the Premium Casual market to grow and more developers to make games for this market.

Eventually the lines will blur as the industry continues to grow. I can't wait for the day when the size of the game market equals the size of human population (minus the infants). Everyone will be able to find games that appeal to them. And I hope what we are making at Studio Pepwuper can contribute to this goal.

25 Jun 2011

FWD: FIFTY PEOPLE ONE QUESTION - GALWAY, IRELAND 2011 by Kamil Krolak

Take a moment and watch this.

3 May 2011

Touch to Mouse Input Converter for PlayMaker on Unity 3D #unity3d #gamedev

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If you are using PlayMaker plugin for Unity3D and are struggling with touch input in your game built with mouse events, I made a FSM to convert touch input into mouse input in my project so that it will work on my Mac and iPhone at the same time. Just drop the prefab into your scene, or create a GameObject, add FSM, and paste the template in the .asset file.

Download link: http://ge.tt/57U7eII

Basically, when a user touches the screen (Touch Began), this FSM will send a MOUSE DOWN event to the object touched, and send a MOUSE UP event to the object touched when the user lifts his/her finger (Touch Ended).

11 Mar 2011

Ira Glass on Storytelling, part 3 of 4

What do you do when your taste is so much better than what you are producing?

12 Feb 2011

FWD: Brandon Wu Interview – From EA, To Sony, To Indie And Beyond! - Game Rant

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"In an exclusive interview, Brandon Wu discusses changing his professional career from working at big-wig AAA companies to founding an indie studio that caters to a starving market niche." - Game Rant

My interview on Game Rant.

Brandon Wu Interview – From EA, To Sony, To Indie And Beyond!

 

 

6 Feb 2011

FWD: Storytelling in Video Games (video)

4 Feb 2011

FWD: Making My First iPhone Game From Scratch Part. 1 | Gamesauce: Global Inspiration for Game Developers

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"A little more than a year ago, I was working in the strategy division at the Sony headquarters in Tokyo, busy making financial forecasts for new ventures and evaluating business deals. I had a typical MBA job, working with spreadsheets, writing feasibility studies and business plans, and meeting with executives to discuss high level strategies for one of the largest consumer electronics company in the world. My job couldn’t be further away from what I am doing today.
Armed with an education only in Economics and Business, I had no experience with programming a game, creating 2D and 3D art assets, or making sound effects and music for games. Not to mention my lack of proper game design experience. In the beginning of 2010, when I quit my corporate job, I had nothing but a desire to make games, and an idea for the first title. Insane? Maybe, but at that point, I had already decided that, no matter what it took, that game had to be made. Here is the series of events that led to the birth of “Megan and the Giant.” "

Part one of my article on Gamesauce on getting started with the development of Megan and the Giant from scratch. The rest of the article here.

4 Feb 2011

FWD: Indie Game News Interviews Brandon Wu of Studio Pepwuper

1/ What first made you start thinking about becoming an indie developer?
It was a result of two trends in the gaming industry:
First, in 2009, I noticed that the rise of social and mobile platforms (Facebook, iPhone) enabled games to reach an audience that didn't have an interest in games before. I've always believed that video games can be a medium capable of appealing to everyone, and I was excited to see these new platforms drawing more people into the game industry. 

Secondly, it was the growth and availability of development tools such as Unity, Shiva, Torque...etc. These tools lowered the barrier to entry for game development, especially for people who aren't seasoned programmers. I started playing with these tools in 2009 and was really excited whenever I saw something I made moving on screen. It was all very basic at this point, but it led me to think that maybe I can make games myself. 

I grew up with video games, and even after I stopped playing games, I still found the creative game industry fascinating with ever evolving technology and ideas. My passion for the game industry, my desire to make games for the non-gamers, combined with the tools and platforms available, were the major reasons why I started thinking about becoming an indie game developer. Or simply, I just wanted to make games that my non-gaming wife would play. :) 

Interviewed by Indie Game News. For the rest of the interview go here.

31 Jan 2011

Megan and the Giant for iPhone, iPod touch, and iPad on the iTunes App Store

Megan and the Giant

View In iTunes
  • $0.99
  • Category: Games
  • Released: Feb 01, 2011
  • Version: 1.0
  • 1.0 (iOS 4.0 Tested)
  • Size: 46.4 MB
  • Language: English
  • Seller: Studio Pepwuper, Inc
  • © 2010 Studio Pepwuper, Inc

Requirements: Compatible with iPhone, iPod touch, and iPad. Requires iOS 3.2 or later

Megan and the Giant is finally out of the door! Woot!

Brandon Wu's Space

I think a lot. Too much some might say. I also forget a lot. So this is where I keep my notes for the future me. (about me)

Blog: Level Up with Brandon Wu

Twitter: @plinan

Company: Studio Pepwuper

Linkedin: Professional Life

Book: GMAT Study Guide