Friday, August 05, 2011

LEGO Star Wars Hits 10 million plays in 22 weeks

4T2 actually issued a press releases about this as we've never generated traffic like that so fast before. I like this review by Pete Davison in GamePro

The article links to a YouTube video which is well worth a watch.

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Monday, July 11, 2011

This is not for you... (Games and Education)

Really like the first point in this and am wondering how we can fit it into our latest game. Kind of reminds me of that "Don't press this button" website.

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Wednesday, January 12, 2011

Kong launches Unity competition

I’ve just noticed that Kong have launched a Unity game design competition.

This should make virally seeding Unity games significantly easier as if Kong offers this content, others must follow.

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Friday, December 10, 2010

4T2's Top 5 Future Trends in Casual Gaming

Thanks to everyone who attended my recent talk at the Technology World Event. I hope you enjoyed it.

As promised, here are my / 4T2s top five (publishable) Future Trends for Casual Games.

5 - No more “Visit facebook.com/MyBrand”

Hurray! This was getting really boring. A new wave of ‘super APIs’ have been created by companies such as Janrain and Gigya. These allow you to login to a website or game via any of your social network IDs. You can then pull details of your friends and other data from that network to send challenges, publish achievements and generally annoy your boss by playing games and browsing the web when you should be working.

Social networks will become a conduit for passing information, but no longer be the advertised destination. Why would a company want to push potential clients to an environment where competitors can actively market to them? It’s also getting very expensive to advertise games inside Facebook, so the opportunity to generate high volume, low cost traffic there has now gone.

This will make web games BIG, or even bigger anyway. If a Facebook game can generate millions of plays a day, imagine what a Facebook, Twitter, Linked In, YouTube, mySpace, Gmail, Yahoo!, Newgrounds, Kongregate (please integrate these last two!) enabled game can achieve.

4 - Co-operative gaming

This is the most predictable item in our chart, as much of this is happening already. Imagine your friend has kindly spent three weeks building up a super tank in Call of Duty 10. Why sit around with a pistol trying to do the same thing? Either borrow his tank (winning him additional upgrades), rent his tank (allowing him to buy more upgrades) or hire him to help you complete that final level (paying him to buy more upgrades). Both players benefit - everyone’s a winner.

This enables players to achieve one of the key motivations of gaming - showing off how good you are to your friends and peers.

3 – Design-a-gaming

All good games offer the player the ability to personalise the content to some degree, via level builders, avatars, equipment choice and naming privileges.

In the immediate future this will become much more prevalent, with the ability to build the fundamental rules of a sandboxed game yourself. Don’t like FPS? Make your version of our game a platformer instead. Brands will be releasing causal game creation tools with one or two examples built in, allowing users to create their own challenges for their friends. Publish once and get 100,000 games promoting your brand.

Just as importantly, the example game you play will be pre-personalised to your taste. Social networks and blogs will help enable this by scanning your profile to pre-create content that suits your interests.

2 - Throw away your controllers

No one wants to sit down with a mouse and keyboard any more. Look at what virtually every major console manufacturer is currently doing.

Therefore toy companies will without question do the same. Your new Hot Wheels car will be the control device for Mario Carts 6. Want more virtual grip? Change the tyres on your physical toy and presto. This will lead into natural advertising opportunities for consumer goods brands that can give away the optional extras as an incentive to purchase the real product. For example, buy four real Pirelli tyres and get the toy wheels for your son or daughter’s game for free. Want additional fuel for your virtual car? Fill up at a real Exxon forecourt.

Toy based computer gaming, by simplifying the controller and moving it away from a traditional game input device, will also help bring a wider audience to the titles, in the same way the Nintendo Wii introduced the concept of playing games as a family unit.

We foresee any digitally connected device controlling games, from cameras to sat navs.

Note – We are not saying all games here, just a significantly higher percentage.

1 - All games will be free to play

Micro payments, control devices and in game advertising / sponsorship will become so fundamental to the economics of gaming that the majority of content (including console material) will initially be distributed for free. This is the natural extension of try before you buy. Try before you buy, but when you do buy, you are purchasing fully personalised content, tailored to what you want in that game.

Add in cloud based gaming, where you’ll be able to play any game, on any device, at a time that suits you, without having to trudge down to the shops and this argument becomes very persuasive. Companies will be virtually renting out their games for free to hook the public on their titles and then charging to access content like the multiplayer online arenas where the fun really lies.

This obviously has huge impact for high street retailers who are already taking great steps in offering a unique product if you physically purchase a game at their store.

The huge opportunity here is to figure out how a child’s parents will know that they want to purchase a triple bladed, magic enabled sword of doom for Christmas, and offer a simple way of purchasing it. Game or console branded pre paid “credit cards” could become very popular as you’ll still want to hand over something physical. See all of the other entries in this chart for other ideas.

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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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