Title: Casual Games Summit
1Postmortem Where Casual Games Meet Virtual
Worlds Brad Edelman CTO Kenny Shea Dinkin VP
Creative Director
2Why are we here?
- Its time for innovation in casual games
- Diner Dash Hometown Hero is a start
- Well tell you whats interesting about it and
then challenge ourselves and in the industry to
keep going!
3Who are we?
4It takes all kinds of Geeks!
- Game Design Geeks
- Art Geeks
- Computer Programming Geeks
- IT Operations Geeks
- Business Marketing (honorary) Geeks
- Making games is a collaboration
5Brad Computer Geek
- MIT Computer Science
- Adobe PageMill
- shockwave.com Shockmachine
- Macromedia Flash, Flash Video
- CTO/Co-founder PlayFirst
6Geeking out in the 80s!
7Who are we?
- Kenny Shea Dinkin
- VP and Executive Producer/Creative Director,
- PlayFirst Inc.
- Run PlayFirsts portfolio of casual, downloadable
games like the Diner Dash line, Chocolatier 1 and
2, The Dream Chronicles, Wedding Dash, Dress Shop
Hop, The NightShift Code, Doggie Dash, Mystery of
Shark Island, Trijinx, Oasis, Plantasia
8Kenny Shea Dinkin Sensitive Artist Geek
- I play guitar
- I paint
- I brood
- I fret
9Kenny
10What is PlayFirst?
11PlayFirst Accomplishments
- High growth, VC funded company. Just closed
successful C round. - 32 published/developed downloadable games
- 16 boxed products going into retail mix for
Holiday 2007 - 11 products available on mobile
- Playground SDK Public Release - GDC 2007
- DINER DASH!
- 200 MM downloads of Diner Dash
- Diner Dash launch on Nintendo DS and Sony PSP
- Mobile Diner Dash top 10 hit, 7 products to
market - Announced Diner Dash for Download Consoles
12A Very Brief History of Time
13The Stone Gem Age
14The Renaissance
15Modern Times (2007)
16Casual Games are Hot!
- So why work so hard on changing??
- 2 conversion is pathetic
- Coopetition diminishing between portals
- Development costs rising
- Higher barrier to entry
- More games
- More consumer choices
17The New World
18Lets Take a Look
- So what makes Diner Dash Hometown Hero different
from previous casual downloadable games?
19Internet Based Multiplayer Matchmaking Lobby
20Internet Based Multiplayer Competitive Play
21Internet Based Multiplayer Cooperative Play
22User Generated Content My Diner Create your
own!
23User Generated Content Play in My Diner
24User Generated Content My Waiter
25Micro-transactions / In-game Store
26Episodic Content
27More for Free
- Not time limited
- Game Play limited
- First 7 levels
- Multiplayer is completely free!
28DinerDash.com
29This product is different
- Its call to arms
- We want marketplace vibrancy
- Its awesome, its a hit, but we cant sell in on
portals? - But do the new business models and game play
modes work?
30Yes, it works!
- More than 50 of Diner Dash Hometown Hero
transactions come from sub-5 items - PlayFirst.com users who have purchased only
sub-5 items are growing significantly - 57 of Diner Dash Hometown Hero purchasers are
first-time buyers who had never purchased in the
20-only business model - Diner Dash Hometown Hero is our fastest selling
game ever on PlayFirst.com - Episodic Content is popular and drives strong
sales weve released 1 new restaurant/story
episode per month since launch. - The new DinerDash.com community is active and
growing - 500,000 multiplayer games played
- 70,000 waiters uploaded
- 50,000 diners uploaded
31To understand Diner Dash Hometown Hero (DDHH)
- We need to take a look at the entire Diner Dash
series
32 An Art History of Diner Dash
33 An Art History of Diner Dash
- 2004 -- PlayFirst sets a portfolio vision
- 1. People playing a PlayFirst game will never
ask why am I playing this game again? - Led naturally to characters and storylines
- 2. PlayFirst games will be connect with 35 year
old women offering them quotidian everyday
themes (no dragons, no spaceships) and
aspirational characters they can identify with - Diner Dash, developed by GameLab was our first
published product and turned out to be the
platonic ideal of what we were shooting for
34Diner Dash started as Lunch
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37 2004 What made Diner Dash different?
Evolution of the Casual Game 2005
38Diner Dash 2?
- 2005 -- PlayFirst has a hit!
- Now what?
- Had to be both familiar and fresh
- 1. New Mechanics and game-play
- 2. New Dynamics and meta-structure
- 3. New Aesthetics and story
- Without GameLabs help we set out to sequelize a
mega-hit
39New Mechanics
- New customers
- Families
- Crying Baby
- Cellphone Addict
- Fitness Fanatic
- Bookworm
- New strategies tied to customer types
- Noise waves (Families, Cell Phones)
- Highchair
- Mop
- Bench seating
- Telephone
- Entertainer
- Hostess
- Drink Server
- Busser
40Mop
41Family and high chairs
42Cellphone addicts
43Partner Character
44New Dynamics
Meta structure choose one of three décor
upgrades between levels
45New Dynamics
Unlockable items
46New Aesthetics
- New Look!
- New Characters!
- New Story!
- Moving backgrounds (Rotating restaurant on top of
a building)
47New look
48New Characters!
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50Moving backgrounds
51Diner Dash Flo on the Go
- To three or not to three?
- The challenge of sequelizing a hit sequel
52DD Flo on the Go
53Diner Dash Flo on the Go
- New Mechanics
- New Customers
- Lovebirds
- Tourists
- New level twists
- Flashlight mode
- Shaking levels
- New Dynamics
- Flos Closet
- Unlock new clothes between levels
- Unlockable Content (expert levels)
- Choose one of many décor upgrades between certain
levels - Functional upgrades between levels
- New Aesthetics?
- New Story
54Lovebirds
55Flashlight Levels
56Better Upgrades
57Shaking Levels
58Unlocking Items
59New Story
60Flos Closet a hint of whats to come
61Diner Dash Derivatives
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63SpongeBob Diner Dash
64SpongeBob Diner Dash
65Diner Dash Mobile
66Diner Dash PSP
67Diner Dash DS
68Flo Devotion Success of Diner Dash
- Consumers have spent more than 35 million on
Diner Dash - 200 million downloads on PC and Mac
- 2 million people have purchased DD games across
platforms - DD dominated top 10 on mobile in 2007
- Flos My Space Page received 300 friend requests
within first hour of posting 49 wishes on her
birthday - Sweepstakes Dress Like Flo (light email) 3,530
entries submitted - Facebook 14 Diner Dash groups
- Coming to console in 2008
692007 3 hits in the series Mobile Derivatives So
what do we do now?
70Meanwhile, back at the ranch
- We were working on lots of things, not just Diner
Dash
71Connect Four Cities
72Connect Four Cities
- Its a fun game, but not against the computer.
More fun when real people make mistakes. - PlayFirst had always been interested in expanding
the casual downloadable market to include
Multiplayer.
73Connect Four Cities
74Connect Four Cities
- We did it! We deployed our multiplayer server
architecture! - We made our first Multiplayer game!
- We explored a lot of issues!
- We designed a multiplayer mode that we could
scale back for portal deployment.
75We built it, but they did not come ?(and we
learned)
76Together
- Connect Four Cities didnt discourage us from
believing in multiplayer and social game play. - We wanted to expand upon the foundation we built
and explore building community into our download
games.
77Together A login box?
78Diner Dash with Together
79Together
- Now deployed with 10 games
- Our Playground SDK based games snap easily into
the framework easy to leverage - Its a modest success
- More needs to be done to integrate game play
elements into the social interaction
80THE POST SUCCESS DILEMMA
2-3 conversion? Thats success? Too much free
content! 20 cliff? If this is the top brand in
casual games, cant we do better? Where is the
Future pointing us? Lets experiment!
81 The future
- Micro-transactions and avatars
- Multiplayer
- User Generated Content
- Serialized Content
- Advertizing
- Social play, community
How do we make them authentically connect with
Casual players?
822
83Imagined Communitybuilding a story world
- Wedding Dash
- Doggie Dash
- Dress Shop Hop
These games are spin offs, like Laverne and
Shirley or the Jeffersons
84The Sequelization Challenge
?
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88Can you make a multiplayer game out of a single
player time management game?
- Diner Dash lent itself to multiplayer
- Competitive Play
- Collaborative Play
- Anybody here ever been a waiter?
89Collaborative or Competitive?
Conventional wisdom was our players would prefer
collaborative play
Turns out competitive play worked better
90Once you had multiplayer, avatars (waiters)
followed naturally
- We cant all be Flo!
- My Waiter was the natural extension of Flos
Closet - Led to clothing store, micro transactions and
in-game store
91Customize My Waiter
We wanted players to be able to buy items in-game
Mistakes we didnt build a preview area in the
store
92Once we had multiplayer and avatars, user
generated content also followed naturally
- If I can design my waiter, why not my own diner?
- Naturally viral invite people to play in my
diner - Led to upgrade store, micro transactions as well
93My Diner
94Im making it look easy, right?
- Together offered a great technical solution, but
from a design perspective it offered enormous
challenges
95Design Metamorphosis I The Original Technology
96Design Metamorphosis II Lipstick on a pig?
97Design Metamorphosis III A Better Technology
98Design Metamorphosis IV The Integration
Challenge
99Design Metamorphosis IV The Integration
Challenge
100Design Metamorphosis V Cleaning the slate
think of these as puzzle pieces
101Design Metamorphosis V Cleaning the slate
102Design Metamorphosis VI The Imagination
Challenge
103Design Metamorphosis VII The Final Lobby
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107Final product
108Serialized Narrative and the map of the world
- Diner Dash has lent itself to ongoing restaurants
and serialized story episodes - Using the Map has allowed us an elegant way to
sell new restuarants and alert players when new
content is available
109Expandable content
110Dinertown
111Diner Dash Boutique (Buy Restaurants)
112Serialized Restaurants
113Episodic Story in Diner Dash
114Main Menu troubles
115Main Menu
116Main Menu
117Technology
- Diner Dash Hometown Hero is a complex system.
- The challenge in engineering Create the right
Abstractions! - Connect Four Cities and Together helped pave
the way.
118Component Based Architecture
- Diner Dash Hometown Hero is built from a
collection of components - The game team was able to focus on the game play,
design and art. - Much of the work/engineering was done by our
web-site and server engineering team - Integration points are minimal and well defined
119Components? Like what?
- Updater
- Keep the game current by downloading updates at
start-up - Game
- Yes, the game itself is just a component in the
system - Digital Rights Management
- Enforce business model / e-commerce rules
- Items Manager
- Handle acquiring assets and permissions for my
waiter / my diner / episodic content - User Generated Content
- Handle uploading content, Handle
browsing/downloading content - Multiplayer
- Facilitate getting an opponent, and
sending/receiving messages - HTML Components
- Web pages are used to implement user interface
for non game specific re-usable functionality
120Visual Composition of Components
121Digital Rights ManagementNot all components are
visual
122Multiplayer Composition of Components
123Breathe
124User Generated Content Composition of Components
125Purchasing Items In-game
126Purchasing Items On-line
127More Examples
- Browse the Diner Gallery (embedded HTML
component) - Play a Diner from the Diner Gallery(game just
responds to a message) - Play a Multiplayer game in a user generated
diner, with a another users user generated
waiter(game just responds to a message, uses
items component to acquire assets and temporary
digitial rights to those items)
128Items Sales / Micro-transactions
- Tip of an iceberg with huge potential.
- Plenty of work to do around virtual currency and
small dollar amount transactions. - We cleanly abstracted from the game, leveraged
our existing e-commerce engine - Game will benefit from improvements over time
without any re-coding in the game - We just launched PlayGold
129In-game store embedded HTML control
130On-line store just a different style sheet!
1312 web sites are more than 1!
132Technology Considerations
- User Generated Content Creates Storage Challenges
- Item Sales require expanded DRM rules and
implementation - Running an on-line game is running a service
downtime is more sensitive than an e-commerce site
133Technology Wrap Up
- And if you do it right, no one will even notice
or think about the technology ?
134Focus on making a great game, not on making your
game work.
135Why Playground?
- Free!
- Designed by experts
- Over 1,000 developers in the community
- Road Tested
- Framework behind over a dozen hit casual games,
including - Dream Chronicles
- Chocolatier
- Dress Shop Hop
- Diner Dash Hometown Hero
136Features
- Easy-to-use C API
- Feature-Rich
- 2D/3D Hardware acceleratedgraphics
- Music and Sound FX
- Flash cut scenes
- Scalable fonts, text effects
- Customizable GUI widgets
- Lua Scripting
- Universal Deployment
- Powerful Localization
- Compact Runtime
- Professional Documentation
- Community Support
137Developer Dash
- Up to 100,000 awarded
- All you need to do
- Prototype in Playground SDK
- Commercially viable casual game
- Submitted in 2008
- 30,000 awarded in 2007
- No need to publish with PlayFirstto qualify
- Innovative games wanted!
- http//developer.playfirst.com
- Download the SDK and get started!
138Conclusion
- DDHH was PlayFirsts first bold experiment.
- It was hard and it is just the beginning.
- It was worth it.
- Call to arms to the portals! Let us innovate!
- This project took (Even more) Cross Functional
Collaboration Struggle to get all teams to work
together - we want big growth and expanding opportunities
with casual games - Break the model connect with consumer on new
business models - Embrace Innovation users love it!
139QA
- Thank you!
- Stick around, well take questions!
- Brad Edelmanbrad_at_playfirst.com
- Kenny Dinkinkenny_at_playfirst.com
- Visit http//www.playfirst.com