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Good ideas for Pocket PC games?


Good ideas for Pocket PC games?

Postby VGA » Sep 18, 2004 @ 8:10am

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Postby mlepage » Sep 18, 2004 @ 3:51pm

www.scalenesoftware.com
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Re: Good ideas for Pocket PC games?

Postby Blade Runner » Sep 18, 2004 @ 4:02pm

No, I've never seen that, I've never seen anyone drive their garbage out to the curb and bang the hell out of it with a stick. No, I've never seen that.
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Postby Raynne » Sep 18, 2004 @ 4:53pm

There's a pretty big crowd of people that like RPGs. Unfortunately, there are plenty of people that start RPGs, never to finish.
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Re: Good ideas for Pocket PC games?

Postby RedruM » Sep 19, 2004 @ 4:09am

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Re: Good ideas for Pocket PC games?

Postby VGA » Sep 19, 2004 @ 4:17am

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Postby VGA » Sep 19, 2004 @ 4:20am

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Postby Raynne » Sep 19, 2004 @ 4:29am

One of the most popular game developers is PDA Mill. I think it is because they make good quality games, for a very reasonable price. If your games are high quality, reasonable in price, and you have good customer service, then you will probably do well.
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Postby VGA » Sep 19, 2004 @ 5:03am

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Postby VGA » Sep 19, 2004 @ 5:07am

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Postby VGA » Sep 19, 2004 @ 5:28am

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Postby Blade Runner » Sep 19, 2004 @ 5:44am

Maximum post.
No, I've never seen that, I've never seen anyone drive their garbage out to the curb and bang the hell out of it with a stick. No, I've never seen that.
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Postby VGA » Sep 19, 2004 @ 6:26am

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Postby VGA » Sep 19, 2004 @ 6:28am

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Postby mlepage » Sep 19, 2004 @ 3:48pm

The post about $10 meant, don't try to sell a game that should be freeware or less than $5 for $10. Of course it's acceptable to sell a quality game that is actually worth $10 for $10. PDAmill is an example, there are others (e.g. eSoft Interactive, ppcStudios, Scalene Software).

So as Raynne said, make a quality game. One that has polish. Depth. Flawless execution. Proper art, music, sound effects. Good performance. No bugs. If you achieve this on your first game, set a reasonable price and sell it. If not, release it as freeware and try again. Unless you want to set your first impression as a company that makes cheap games.

If you can make a game with the quality of a PDAmill release, charge $10. If your game looks more like a freeware release, give it away.

As for service and support, treat people the way you would wish to be treated. Do you want to wait four days for an email response? If not, then answer your emails. Common sense is a good guide here.

If you just want to focus on development, then finding a publisher is a good idea. They should handle a lot of the other stuff for you (at a price of course).

I wouldn't recommend trying to break new ground in PDA gaming on your first title, unless you have a lot of experience and ability to do it. I'd rather see a humble (yet well done and slightly original) puzzle game finished than an ambitious new game that is never completed.

Take Concentrix as an example. Sure it's a simple puzzle game. It reuses a lot of concepts from "faling blocks" games. But it also innovates in the genre. I've never before seen a game with falling rings (and if you find one, please let me know!) So the gameplay is unique in that respect. It also strives for technical excellence: record/playback games, online scores, etc.

So Concentrix is a good first game. It's a simple puzzle game, but it's different (not another "boring clone") and well executed. That doesn't mean Scalene Software will always make puzzle games. Far from it. The games I want to make are original concepts more on the scale of Tower Mogul, Warfare Inc., etc. But I didn't try to make those games first, I took on smaller projects instead while I planned them.

I suggest you spend a weekend going through Handango's list and installing the top 100 game demos. Try each and make notes. What makes a game good? What's lacking? Why is this game popular? Is that game overpriced? What is a "quality game?" Where is the bar set? Really, if you are going to get into the business, this exercise would be a real eye opener for you.

(Be aware though, that some games may simply be overpriced.)
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