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May 20, 2013, 08:54:49 AM
TIGSource ForumsPlayerGamesUsing Flash for Indie Games?
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Author Topic: Using Flash for Indie Games?  (Read 19275 times)
Craig Stern
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« Reply #135 on: April 11, 2009, 09:10:19 AM »

He said it'd be a death sentence for the developer, game, and community, and one thing I thought of is: how many communities are built around Flash games, even very good ones? None that I know of. The ease of access makes Flash games somewhat depersonalized and unimportant to the player, they aren't the kinds of things people create fan art and fan sites for.

http://www.freepowerboards.com/sinisterdesign/index.php
http://telepath.wikia.com/wiki/Telepath_RPG_Wiki
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Paul Eres
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« Reply #136 on: April 11, 2009, 10:00:00 AM »

The first of those links requires logging in. Still, I didn't say it didn't happen, just that it doesn't often happen. Another example is Dofus.
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arcadmix
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« Reply #137 on: April 11, 2009, 10:51:59 AM »

Thanks for the insight between the Game Maker and Flash users. I am currently learning Flash but was considering switching to Game Maker, as I come from an art & design background and have little to no programming experience.
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Iamthejuggler
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« Reply #138 on: April 11, 2009, 11:16:41 AM »

Another great example of a community is that Fantastic Contraption game. It is also a shining example of a different business model for a flash game. The key in that case though is pretty much limited to that kind of game, i.e. player created content which you need to pay to create/use. I imagine he has made a killing from that game. Far more than he would have done getting sponsorship and putting it up on game portals.

Another example of this, not the community, but the percieved quality, is all of Nitrome's games. It's hard to believe you are playing flash games and i definitely feel more fulfilled playing them in a non generic portal website.

It is a fascinating subject though, and i'm probably coming at this from a hopeful angle as i am currently working on my first game (yes, in flash).
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aeiowu
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« Reply #139 on: April 11, 2009, 12:18:11 PM »

My Point:
you CAN be a gamedev using flash, and not a "flashgame" dev.

I guess that's what I hoped people would actually get out of my post.

Though, here's the big problem. Because we do consider ourselves gamedev's using Flash. It's hard to come away from making a game like Dinowaurs (granted we made a good deal of mistakes with it) over the span of just under two years and still think it's worth it to spend that kind of time on a free-to-play game. I think subscription-based models could work, and even microTX for more casual, less competitive MP games. But to create something in Flash where there are all these predisposed ideas, a largely fical audience accustomed to getting everything they play for free, you have to wonder if you're just being a little bull-headed about what is possible in Flash right now. Experimentation and the whole Next Big Thing are great to chase, but I feel like the risk involved in actually testing out making a high-quality, deep game is far to great for me. In the end what's the point of working for years in a platform that doesn't really show you nearly as much love back as say something like... Unity? I mean, we're gamedevs after all, right?

Fantastic Contraption, Auditorium and even Dofus (although to a lesser extent) aren't really the games I want to spend months and months working on. I'd say the real outlier here is actually N. Although, they did take it to XBLA to actually make any money on it... Though I think they're all shining examples of high-quality indie games. And really, another thing to consider is a game that you want to support for years to come. Because that's how these MP games work whether you like it or not. A community grows around them and that community needs to be supported if you want to keep the game alive.

In the end, I just want to stress this has nothing to do with Flash itself. I thought I made that clear in the first sentence of my article. It has everything to do with how the market is today. I think it will get better and like I said in the article, people are doing cool pioneering stuff and finding great success in those new models, but I just don't see the point of making a downloadable in Flash. Even the standalone doesn't take advantage of near enough hardware to pull off great things and there is no UDP support just yet. Our next BIG game will be multiplayer.

@Craig
Yea I mean Paul basically summed it up (Thanks Paul!) for me. I totally stand by this "rule of free" when it comes to player reaction to a game. Fantastic Contraption has managed to create a community around their pay-to-create model and I totally think that's valid, but it's more or less exempt since payment is involved. Lately, I've been toying with the idea of a free-to-play portal with exclusive, high-quality games where each user must pay a monthly fee to play them. Get enough high quality games that you can only play on there and people would do it. I just see all these players that mow through free games spoiling the bunch (i.e. Kongregate) of a possible loving community that could be a really great place to foster game development.

<rant>
It's always amazed me just how incredibly unreasonable some of these players can be regarding bugs, imbalance and so on for a game THEY GOT FOR FREE! It's like because they spent five minutes playing the game now the developer owes them an immediate bugfix. It's exactly like a spoiled child with little concept of "No". How do you teach them? Well, you have to charge. Only then will my milkshake bring all of the boys to the yard... To play my games.
</rant>
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Μarkham
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« Reply #140 on: April 11, 2009, 12:45:02 PM »

Wasn't Castle Crashers made in Flash, combined with an interpreter for XBLA?
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John Nesky
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« Reply #141 on: April 11, 2009, 12:48:57 PM »

If you want to earn money for a game, charge for it. (You can do this with Flash! AIR is one way)

If you want to filter out the people who don't really care from your community, create some barrier-to-entry. If not money, any artificial barrier will do. Like, maybe they can't comment until 24 hours after requesting an account. If they still care enough to comment after 24 hours, then great. Barriers-to-entry are not hard to create! (though frequently they are made by accident...)

Flash is extremely flexible. You just have to think outside the box.
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Corpus
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« Reply #142 on: April 11, 2009, 01:06:02 PM »

Wasn't Castle Crashers made in Flash, combined with an interpreter for XBLA?

No. Dan Paladin uses Flash as an art tool, simply because the appearance of the flash brush defines his whole style. The game engine was not made in Flash.
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neue
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« Reply #143 on: April 11, 2009, 05:24:26 PM »

<rant>
It's always amazed me just how incredibly unreasonable some of these players can be regarding bugs, imbalance and so on for a game THEY GOT FOR FREE! It's like because they spent five minutes playing the game now the developer owes them an immediate bugfix. It's exactly like a spoiled child with little concept of "No". How do you teach them? Well, you have to charge. Only then will my milkshake bring all of the boys to the yard... To play my games.
</rant>

Just because you make something for free doesn't remove you from any possible criticism, theres countless A* free games out there and unless your game is also close to that level then really people are doing you a favour by playing it.
If you had wrote a song and put it on the net for free would you expect people to thank you for it even if its not amazing?
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Paul Eres
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« Reply #144 on: April 11, 2009, 05:26:36 PM »

He said they were unreasonable, and demanding immediate bugfixes, he didn't say people don't have the right to criticize the game.
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TOM SENNETT
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« Reply #145 on: April 11, 2009, 06:58:33 PM »

As a recent convert to Flash, (I dig it! I just got my first sponsorship) I kind of see what some dudes are saying about the fickle Flash portal audience.

But come on! Blaming your audience is a cop-out. I make games so that people will play them; I'm not gonna cut up those same people. If they don't feel like sinking more than 30 seconds into my game, whose fault is it? My own. I don't have a marketing team and mainstream press coverage to make sure people know what's in my game and why it's worth playing. I have a 30 second blind trial by someone gracious enough to waste their valuable browsing time.

If you have a great game and you think no one's giving it a chance, the solution is not "put up more barriers to entry". Criminy, why would you want less people playing your game? What you need to do is make sure that person willing to give you 30 seconds has a hell of a time immediately. If you have a great game, make them play it right away.

I'm of the opinion that content makers should never waste an audience's time, whether money's involved or not. And I don't think you can get outraged at the typical Flash portalite who feels the same way.
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John Nesky
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« Reply #146 on: April 11, 2009, 07:38:31 PM »

For the record, I think the "barrier to entry" thing is an appropriately silly solution to a silly complaint. Though it could be valid depending on the situation and severity. I mean, that's basically what CAPTCHAs are. And I wasn't suggesting putting this barrier in front of actually playing the game, I was only suggesting putting it in front of getting involved in the community.

My own games have a similar barrier: They don't make it clear how to contact me. You have to go to my website and find my contact page. My game Forklift Kid gets hundreds of plays per day and actually links directly to my website, but hardly anyone bothers to contact me about it.  The people who DO contact me care about the game and thus are not wasting my time.
« Last Edit: April 11, 2009, 07:43:30 PM by John Nesky » Logged
Terry
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« Reply #147 on: April 11, 2009, 07:54:57 PM »

As a recent convert to Flash, (I dig it! I just got my first sponsorship)

Hey, congrats Smiley
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astrospoon
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« Reply #148 on: April 11, 2009, 08:08:23 PM »

What is the scoop with AIR exactly? Anyone have experience with this or any other "make Flash standalone app" Apps?

I was considering doing my next interactive story book this way, because it would be so compatible and easily portable, but I have read bad things about Flash and full screen (higher) resolutions, so I have avoided it so far.
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Craig Stern
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« Reply #149 on: April 11, 2009, 08:23:28 PM »

I used AIR for a document player program I created in Flash. It works fine, from my experience.
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