Archive for the ‘The Business’ Category

Summer Happenings: SXSW, Conferences and Gamasutra

Tuesday, August 10th, 2010

As I mentioned in an earlier post, we have many exciting news to tell you about. The first bit of news had to do with us going (hopefully) to SXSW. Our panel topic was selected for the community voting process and the voting opens tomorrow! Make sure to visit the SXSW Panelpicker to sign up so you can vote.  In other news…

Michael just returned from San Antonio, Texas, where he was a guest speaker to a large number of mostly medical professionals at the annual conference for the American Association of Diabetes Educators. He spoke to a large audience about how social games can be used to help people habituate new healthy behaviours through gameplay. In particular, he spoke about Healthseeker, a game designed for people living with diabetes, and some of its key design features, such as how the game creates compulsion loops around reciprocal social obligation, gifting, collection, and achievement to motivate action. The idea that a game could shift a player’s concerns from big commitments over long periods of time for greatly deferred rewards to small actions in short periods of time for instant rewards was very appealing to those in the healthcare industry. We certainly think it’s a feature of social game design that could be much better understood.

Lastly, you can now find Michael’s social game design posts re-published on Gamasutra, our industry’s “go-to” site about the art of designing games. We are also beginning work on a feature article exclusively for the site that should be published later this month. As always, you can always email me at victoria [at] ayogo dot com if you have any questions or just leave a comment.

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We Need Your Vote for SXSW

Tuesday, August 10th, 2010
Courtesy of Flickr's Theresa Thompson

Courtesy of Flickr's Theresa Thompson

Like us, you’re probably having a busy summer. Still, we really appreciate the fact that some of you have found time to leave comments, RT our tweets and suggest future blog post ideas for Michael’s social game design blog. Thanks for that! We’ve been working on a number of exciting new publishing and speaking projects, and we’re also working on developing new games, so I thought I would give you a little update.

We’ve received some great news from one of our favourite interactive and creative conferences, South By Southwest.  They really liked our idea for a panel discussion we suggested on the topic of understanding how social games motivate behaviour, and how that power can be used for good. We’d love to have Michael speak on this topic with a number of other experts to add their insight, and we need your help to get the spot. SXSW uses a community voting system to select the participants, so the more votes we get the more likely the chances are of us presenting next March. The SXSW Panelpicker is officially open as of Wednesday, August 11th. (That’s tomorrow!) All you have to do is visit the Web site, http://panelpicker.sxsw.com/, sign in and vote.

Since there were more than 2800 different music, interactive and film panel proposals submitted this year, the competition is stiff. But we like to think that competition is just another form of validation and so we’re ready! Please vote for Michael’s panel called “Social Games: Manipulating Your Brain Chemistry, for Good” and/or RT this post to get others to also join in the voting process. We really appreciate it! More news in a bit, but until then, you can always email me at victoria [at] ayogo dot com if you have any questions or just leave a comment.
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Spring Happenings: Serious Games, Panels and Launches

Thursday, June 3rd, 2010
Courtesy of Flickr's kenjonbro

Courtesy of Flickr's kenjonbro

To our loyal Ayogo blog readers, thanks for all your recent comments and re-tweets. It’s good to know what you’ve been up to — we really appreciate it! In terms of what we’ve been up to, we’re getting ready for a huge summer.

To start, Pet Pupz, a community-based virtual pet  app (originally a Facebook game launched on Facebook awhile back) is now available in the Apple AppStore – and therefore your smartphone and the iPad! You can download it here.

As for coming attractions…

We have an exciting announcement to share with you on June 14th and then one more later on in the month. The first announcement involves a topic on serious games and health, and coincidentally, it was also the topic of a panel Michael was recently a part of. Terry Lavender from the Vancouver Observer covered the panel at last week’s Vancouver Digital Week. I also attended the event and I was excited to see the enthusiasm for “serious games.”

On the panel, Michael spoke about game design for casual social games, and in particular about game design in games that aren’t just played for fun, but also may encourage and incentivize certain “serious” behaviours. Here is an excerpt from Terry Lavender’s post,

Why do kids willingly do chores in FarmVille (a Facebook-based game) and World of Warcraft, but not in real life, asked Michael Fergusson, CEO of local casual game company Ayogo. The answer, he said, is the appeal of competition and challenge. Ayogo is working with a large health research institute to see whether a health-based videogame can actually motivate people to develop a healthy lifestyle. But in order to work, the game has to be fun first, with the health benefits strictly secondary, according to Fergusson.

As for some cool statistics that I picked up from the conference, did you know that….

* 1 billion people see a Google page every day
* 55% of people online are women
* Social media users are more positive about brands than non-users
* There are 5 billion mobile phones in the world, compared to 1 billion personal computers and 1.1 billion televisions
* 75% of Canadians have mobile phones
* Canadians send 100 million text messages every day

Oh, catch us at Launch Party 9 on June 17th in Vancouver. Techcrunch’s Michael Arrington is just one of the celebrity judges at the event. In the meantime, please show us some love and VOTE for our video!

Startup Most Likely to Succeed - Vote Now

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Facebook’s f8 and Social Games

Friday, April 30th, 2010
Courtesy of Flickr's kohtzy

Courtesy of Flickr's kohtzy

One of senior team members, VP of Engineering, Dave Orchard flew down to San Francisco last week to check out two conferences, f8 and Inside Social Apps. He has written a detailed blog post about the take away messages from f8, including some really cool technological announcements that were revealed. For a more detailed read, you can read his blog post on our tech blog.  I’ve cross-posted a sneak peek of the post below…

I think the biggest announcement is a combination of announcements, so let’s start with the top-down view. What Facebook can now do is be the gatekeeper for all aspects of personal information. If you like a movie, song, restaurant, article, person…whatever…on a 3rd party site like imdb.com or yelp.com, that site will notify Facebook. Then Facebook will update your profile in real-time! That itself is simply amazing, that the profile you statically filled out on sign-up and never revisited is now real-time with you. But wait, there’s more. Applications that you have added can subscribe to your profile and changes, and will be notified, typically in less than a minute. In fact, they will try up to 5 times and keep the callback for up to 24 hours.

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Damien Bargiacchi: A Q&A with Our Programmer

Thursday, February 18th, 2010

Courtesy of Flick'rs kylemac

Courtesy of Flick'rs kylemac

As you may or may not know, there are a few of us that keep the Ayogo Games’ engine in good working order, inside and out. You might have read my post explaining what my role is here, and if you’ve clicked on any of the authors’ links, you can easily figure out what they do. But still, there are a handful of other Ayogos (as I call the people that work here) that we haven’t had a chance to introduce to you, until now! (We think that they’re pretty spectacular people with interesting things to say, hopefully, you do too!)

Here’s the first Q&A in a series of many to come with one of our programmers, Damien, who has been with Ayogo (pretty much) since its inception. Damien is not only a programmer, but the guy “who has all those cool t-shirts.”He has more than 70 colourful and hilarious t-shirts that he likes to show off at work–some more provocative than others. Here are some of his thoughts about our industry.

When it comes to the virality of games…

In this industry, game makers have to balance getting their games out there and noticed with annoying users too much. There has been a trend where users were getting spammed all the time. That’s not useful for the player. You have to message users with relevant information. In Need for Speed Nitro (we did that one!) does that well. For example, if your car has participated in a race, you’ll get an update. I think that’s interesting information for the player. This is opposed to the really inconsequential messages you get from many games.

Playing games…

I go through stages. I’ll spend a bunch of time on consoles then switch on handheld games for a while. I tend to concentrate on a very few games at a time.

I started to play Mafia Wars for research purposes for our iPhone game City of Ash. I ended up spending a lot of time there after the research was done. Ian (another dev) and I pretty much always have a game or two of Uniwar on the go.

About the popularity of social games…

You have that RPG aspect that hooks people – some sort of numerical gain – mixed with the social graph. Mob Wars, one of the first big social games, tied classic RPG elements together with the friends list.

Future of social game development…

It’s hard to say. In the beginning, users were getting messaged a lot, whereas more recently that’s changing. Facebook’s new gaming dashboard seems to be designed to help users manage that communication. It’ll encourage game developers to put out more interesting messages since each game has equal priority instead of each message. Until now it’s been quantity over quality and I think the dashboard will start encouraging more quality messages.

Interests as a programmer…

I’m interested in the lower level components of software systems: I like writing code that other programmers can use to do their jobs more effectively – components that other developers can use as building blocks.

The iPad and games…

The iPad provides, in a general sense, a new place for people to interact with technology. It’s cheaper and more portable than a desktop or laptop computer but has less processing power, no dedicated input device and it’s locked down. It’s more expensive than a netbook but you get more screen real estate and interact with the device quite differently. The increase in screen real estate over a smartphone or netbook means you can fit more information on screen and keep it readable. As for the underlying technology, we’ve already developed games for the iPhone and iPod Touch so we know how to do that part already. It’s just the interaction design that changes for us: we’ll have to design another UI, but I think it’ll be easier to do well than on the iPhone.

Your ideal technology scenario…

I think we need to work towards interoperability. We have all these interesting devices and technology, but they’re often separated. We need find a way to tie them together. We’ve started to have that with common communication technologies: you have your calendar, contacts and email available in desktop, web and phone environments. That’s a fairly recent change and it’s great, but new technology comes out and is kept segregated in its own world. This is especially bad when DRM is introduced. We need to move to a place where you can freely use information in more than one context.

If you were to make improvements…

The thing I miss most from console and PC gaming is the strong storytelling component that exists in that realm.

Designing social games…

In the current incarnation of ’social games’ they tend to be free to play so they market themselves. This means that you have to make the experience good from the get go. People keep playing them because they’re fun.

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