Thursday, July 02, 2009

Augmented Reality and jellyfish

For all the people I met today at Showcomotion, this is the link to the Augmented Reality videos I was talking about. I don't think there is anything else that needs saying if you watch those videos.

It's also well worth spending a thoroughly enjoyable ten minutes playing Blush. Brilliant. Possibly the best Unity game I've seen yet. Thanks to Corrin for sending me link. If you read my recent blog on 'fun first, message second' (in relation to a naff Samsung promotion), check this game out. Note the play as guest option. No messing around and still full functionality when you click on it. This site shows you how easy getting someone to sign up to something really can be - Entertain them first.

Other things I may have gone on about the greatness of are: MLN (My LEGO Network), www.playcrafter.com (Designagaming), Kongregate / Newgrounds and of course, Manchester United.

I've got to go now and save some sprites from a witch with a sunburned toe. Apparently all I need to do is find some leaves. This makes no sense to me either, but I love puzzles.

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Tuesday, May 19, 2009

Adobe Air – Why no low / medium StageQuality?

4T2 have just completed our first game to be distributed via Adobe Air. Flash based Games on your Desktop and Start menu– great!

However, I’ve got to question Adobe’s logic in not supporting low and medium StageQuality in Air. We nearly always make our Flash games in low StageQuality mode (no anti-aliasing) so they run faster. So why would Air not support this? If they want people to develop games for this platform it is a crazy choice.

I’d like to publish every game we ever make in Air so that at the end of the online game you can click on a button to add it to your desktop. This would be an amazing feature as it would definitely increase the number of times our games are played as they pop on and off various homepages. We could also then add some further features to encourage this behaviour. It should be easy…

What is even more annoying is the fact Adobe don’t exactly come forward and announce this fact. The key information can be found on this page. Note the reference to Air 1.0 and then ‘not supported’ later on. Thanks for that!

If anyone from Adobe is reading this, can you put this near the top of your ‘to fix’ list please. It would help us massively. And if anyone knows how to get around this I’d be very grateful.

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Encouraging game completion

4T2 have just finished our latest project for LEGO City – Build It

The interactive puzzle game is targeted towards six year olds so is relatively simple to play, yet highly addictive due to a collecting element.

The major difference between this campaign and our other LEGO projects is the integration between the game and My LEGO Network. I’d recommend anyone have a good long look at MLN as it is awesome.

After completing a set of vehicles in the game the user can collect a special MLN reward.


The reward is sent to the players MLN ‘email’ account by a special character you can go on to make friends with.


The virtual friend, Jack Drill, gives you a blueprint for a trophy to display on your personal homepage – leading your friends to ask – “How did you get that?”.


This integration encourages people to sign up for a LEGO Account and takes players from one LEGO promotion to another. It helps to completely immerse a child in the world of LEGO and allows us to strengthen the plot of the game. More importantly, it encourages the child to complete the ‘Build It’ game in full, experiencing all that has to offer.

Look out for more such activates in our next LEGO campaign…

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Tuesday, April 14, 2009

Ok, I admit, the game name ‘Cogitate’ has grown on me

Cogitate is a new advergame from 4T2 currently doing the rounds. Thanks go to the IET (Hoey and Clare) and Frantisek, Garry, Nick and Edd from 4T2. A special shout goes to The LEGO Company for letting us use virtual LEGO Technic pieces.

It’s a lot more complicated to play (I’d go as far as saying fiddly) than our normal games, so it will be interesting to get feedback on it. So far it is looking extremely positive. Why not pitch your wits against the laws of gravity with the new Cogitate physics game? Be sure to look at some of the ingenious solutions.

PS. Told you there would be many more Fantastic Contraption style games coming!

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Wednesday, April 01, 2009

Samsung Mobile fail to deliver

Yesterday I encountered a great example of placing your final goal before you have engaged your audience, and ruining the whole experience. Thank you Samsung Mobile.

Having received an email about an Easter Egg Hunt where you must solve cryptic clues in order to win a phone I willingly followed the link hoping for some brain twisting fun.


Arriving on the main page there are buttons to “Play” or “Register”. Fine by me, I’ll play, and if it is any good, I’ll register.

But no!

After clicking on play I’m shown the following exciting page…


Being busy, I then went back to reading the rest of my emails. I can only hope that the puzzles are sent to your mobile and that is why you need to log in. Even so, having some puzzles shown on a virtual mobile online to start with may have engaged me enough to sign up for the rest of the game. Alternatively, a "Play as guest" mode would have been good. Then I might have registered to show off my brilliance or claim a prize.

Fun first, message second!

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Wednesday, February 04, 2009

Is the "G" word about to vanish again?

Sticky Content > Viral marketing > Advergames > Casual Games > App (?)

It appears someone I’ve never met has gone and changed the name of the product my company makes, again. Great. So before the word “Game” vanishes beneath another layer of marketing talk, let’s look back on its ten-year rise to becoming a serious enough business application to be renamed to just three letters.

The rise of Sticky Content

Ten years ago a small and forward thinking group of companies (including 4T2 where I work) started to create mini games in Macromedia Flash. The Internet back then was a predominantly a boring place to surf and this new technology was helping us to inject a little fun – even over a 56k modem.

When releasing these games we soon found that third party websites were taking this content and placing it on their own sites to entertain their visitors. At first our clients resisted such use of their campaigns, worried about “bandwidth theft” and losing control of their content.

The unfortunate term “sticky content” started to become prolific and online games began to show their true potential.

By 2001, MiniClip was becoming very popular by collating and sponsoring as many of these online games as possible and offering them to third parties - “free games for your site”. MilkAndCookies.com also started to show up in log files. This site allowed American students to instantly and freely submit any online content that they thought would be of interest to their friends. At some stage in the future, some clever marketing type would call this “Social Bookmarking”.

Industry recognition was gained by your game being at the top of the all-important Lycos Viral Charts.

With a relatively small number of quality online games being produced, content placement was free. You could also generate amazing national PR because of the originality of your promotions.

Viral Marketing catches on

In 2002, companies like 4T2 were touring advertising and PR agencies educating them to the benefits this style of marketing offered. The agencies we worked for at the time were still nervous about using the “G” word in meetings, so told us to refer to it as “Viral marketing”. I guess it sounded more expensive. The theory was that one person would play your game, and, if they liked it, tell two of their friends about it. This would of course lead to an explosion in traffic (note to self – really must find the time to update our company website and my blog as it is full of this stuff!).

To promote “viral spread” (and keep the people in fancy London offices happy) 4T2 spent time building mini-leagues and other fiendish social networking devices into our games. None of this ever made any noticeable impact to traffic figures but it was a lesson we needed to learn. Getting our clients’ games listed on a selection of popular websites was a much more cost-effective use of our time.

This reality led to media owners joining the party and commercialising content placement. For example, if Lycos found a brand name in the game you submitted to their site they would no longer add it for free. Bugger.

By 2003, 4T2 were producing enough “virals” for well known brands such as Comet and Vauxhall that we plucked up the courage to start using the dreaded “Game” word in meetings – in fact, it was becoming expected.

Advergaming hits the big time

By the end of 2005, there was a huge raft of new media agencies offering “advergames”. The “viral” branding must have died out due to the fact it was mainly pony. By this stage 4T2 were privileged enough to have The LEGO Company as our main client so did not have to worry as much about game seeding, allowing us to concentrate on the marketing aspect of our work. Instead we focused on “360 degree marketing”: driving traffic between media by publishing unlock codes on product packaging, movie trailers and point of sale units that gave access to additional content within online campaigns. A similar approach focused on driving traffic between TV shows and related online content. For example, our planning meetings with GMTV Kids now revolved around what actions we could put into an online game that could actually be performed by their presenters in real life so the content matched perfectly.

Casual Gaming becomes the trend

In 2008, the term ‘Casual Gaming’ started to be heard to a much greater extent. Previously, I had associated this with low cost games a user purchased after playing a demo. Almost overnight, ‘advergames’ seemed to have become a sub-category of this field.

By now the commercialisation of game based websites had hit a new level, with Spil Games purchasing many existing websites and a selection of expensive domains. Two new models for brands to pay for game placement became commonplace based either on guaranteed visitor levels or a pay-per-play format.

On the other side of the coin, social gaming websites such as Kongregate and Newgrounds had become fully established marketing tools in their own right. By offering free game placement and a selection of APIs to integrate high score tables and achievements these sites built a huge following. The ability for games creators to take revenues from these sites by joining their advertising schemes was a huge benefit for student developers all around the world. Being at the top of the Lycos Chart was replaced by the honour of becoming a featured game on Newgrounds.

Will “App” be the next name change?

In 2009 the name for what 4T2 build seems to be changing again. Already this year we have received three separate briefs to build “Apps”. The trend seems to be led by an iPhone TV advert that featured Super Monkey Ball, and the growing requirement for Social Networking game integration. Apparently, because a game needs to be playable on Facebook, it must only be referred to as an App. Helping to consolidate this change of title is also the growing requirement for game creation systems such as YoYo Games and PlayCrafter. After all, if we are leaving it up to the end users to build their own games using some form of clever construction kit, surely the developer is creating an App?

Another, more disturbing possibility, is that the Credit Crunch has once again made agencies scared of using the “G” word. Is an “App” more commercially viable?
Will this catch on? Who knows? One thing is for certain – don’t spend too much on your printed marketing material as it will be out-of-date very quickly! So to conclude, here are the top three lessons I have learned over the last ten years:

3) Save your time, sanity and budget - place your content where the traffic you want is currently residing. Don’t try to push people to a new location for no apparent reason.

2) Test your games with your target audience before releasing them to ensure they actually are fun for people outside of your office.

1) 4T2 make online GAMES. Beware of using product titles that do not contain the G word as they will tempt you into focusing on the marketing aspects of your campaign, or an over complex method of increasing spread. Above all you must make sure your campaign is fun, or it will fail.

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