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Welcome to iQ212
iQ212 is a casual game studio making fun, original games for the mass-market. Our team has a proven track-record creating hit casual games on mobile, web, and PC.
We are a new studio, but you may have already played one of our games. Click below to check out our Brag Book of previous hits, kudos, and awards.
The Blog
The iQ212 Blog discussing game design, production, mobile and media will remain an important part of this homepage. Keep checking the blog for new editorials and posts. Thank you for your support!
Filed under: Uncategorized, Game Design / Production, Casual Games
Original, fun, creative, addicting, innovative, well produced, beautifully designed, rewarding, compelling. It is all that. Congrats to the team at 2DBoy on this terrific game. You gotta play World of Goo.
I read the mobile content news site moconews.net every day and finally had a chance to contribute. The T-mobile Google Android phone launch party was in SF on Tues, and I was around to take pics and write a report for Moconews. Check it out: http://www.moconews.net/entry/419-hundreds-form-line-in-san-francisco-for-t-mobile-g1-event/
EmoticonsTM won a NAPPA award for being a family friendly game with appeal for parents and kids. Our mobile publisher Konami submitted Emoticons to NAPPA and we were selected for an award. It is pretty cool that folks dig the game. We must have done something right, as our sales are growing month over month. We knew going in that good puzzle games will have evergreen shelf-life and a long tail.
Here is a quote about the award: “The National Parenting Publications Awards is the most comprehensive awards program for children’s products and parenting resources. NAPPA’s independent panel of judges evaluate hundreds of submissions to select the most appealing, fun, safe, educational, age-appropriate and enduring products.”
iQ212 is excited about the award, the great work Konami has done to publish the mobile game, and the future of our Emoticons franchise.
Friend of iQ212, and Mayor of Mobile John Szeder provided a sound bite for an ABC7 TV story on Google’s Android from CTIA yesterday. The mobile space is fortunate to have such a knowledgable and eloquent ambassador as Mayor Szeder, and one that commands the attention of the media.
http://abclocal.go.com/kgo/story?section=news/business&id=6383640
Though, I like Leon Atkinson’s take on Android as pure posturing by Google to disrupt the mobile market.
Filed under: Uncategorized, Game Design / Production, Mobile, Casual Games, Media
In 1990, sociologist Ray Oldenburg put forth the notion of the “Third Place”. Places are the anchors of a person’s life and socialization. The first place is Home, the second is Work, and the Third Place is a neutral, social setting for friends, community, and interaction. Examples of third places are Pubs, Malls, and Starbucks.
It is now commonly accepted that online communities can be someone’s Third Place. Facebook, chatrooms, Second Life, and Pogo.com all offer real-time, social, friendship, connections of Cheers or Central Perk.
For balance, people need all three Places. But what about people who don’t have a second place? There are people have Home, and a social Third Place (real or online), but lack the escape and reward of the Second Place. Many of these people turn to Casual Games as their Second Place.
Housewives, telecommuters, retirees and the unemployed all miss out on the Second Place. It is no coincidence that these groups also account for the majority of Casual Game players. Casual Games are the ultimate Second Place. If the activities in the games were real, they would be the best jobs on earth: Bright, cheery, repetitive, rewarding, encouraging, and strong advancement potential. Globe trotting in Jewel Quest; running a restaurant in Diner Dash; setting trends in Jojo’s Fashion Show; finding clues and solving mysteries in Hidden Object games. All these games offer an escape from the isolations and frustrations of being at home all day.
There is no badge for doing laundry, or level up for paying bills. No trophy for watching Oprah. The Second Place usually has timecards, measurable objectives, and rewards for a job well done. Casual games offer their players the clock, meter, focus, reward, and advancement that are missing from their daily lives.
As casual game creators, we can tap into the notion of our games as a Second Place to make them even more appealing, sticky, and fun. Whether the game is about delivering pizza or sorting flowers, it should play and feel like the greatest job on earth. Playfirst has tapped into this. From the thousand foot level, Flo has a crappy job, dealing with grumpy customers and bussing dirty dishes. But, the game plays out like a Dream job, with objectives, success, recognition, reward and advancement on every turn. As you sit in your cubicle reading this (much like the pre-Diner frustrated Flo), wouldn’t you want YOUR second place to be Flo’s in DinerDash?
As casual game business people, we can really learn from this, and Pogo (and Facebook, and Yahoo). The Holy Grail is to merge the Second and Third Places. Merging fun, rewarding and repetitive yet engaging games with friends and communication is what Pogo started 10 years ago. Pogo even kicks it up a notch by offering real rewards like cash and prizes, on top of the virtual and psychological rewards. Facebook is a terrific online Third Place, but keep an eye on the casual games there, and the folks who play them. Those lacking a traditional second place will come to check notifications, but stay for hours to play. As facebook skews older, more people will rely on it for their Second and Third Places.
This logic applies to bricks and mortar as well. By extending the scope and services of an establishment from Third Place into Second, by blurring those lines, a business can become more vital, and more profitable. Customers come for a sip and a chat, and then stay (and spend) for hours. In these cases, playing games makes customers feel productive and less idle, as they relax and lounge. For ages, bars and pubs have had pinball, arcade and casino machines. Starbucks offers wifi connections, ostensibly for professionals to work while they sip. But with the increase in portable networked devices, my money is on Starbuck’s casual gamers overtaking the telecommuters. Nolan Bushnell (of Atari fame) has mastered the concept of extending the Third Place. First for families with Chuck E. Cheese’s, (working really hard to earn prize tickets that are not worth much; welcome to Second Place, kids!) and now updates it with his uWink Bistros, which are pub/restaurants with networked game terminals at every seat.
While mass-market games are for everybody, Casual games have come to be defined by a single demographic (Women 35-54). They play up to 40 hours a week. They put in overtime to reach a goal or badge. They appreciate the reward and accomplishments bestowed on them in-game. They take their games seriously. For most of our casual game players, it is their career, and we need to recognize and reward that to keep them from finding a new Second Place.
Sorry for hogging all the carrier deck slots! iQ212 has three mobile games live NOW on tier 1 carriers. We are livin’ the cross platform vision.
- Monopoly Tycoon for EA is a new twist based on the Hasbro license. We improved the tycoon play with a clever once-around auction mechanic (thanks for the inspiration Dr. Knezia!) that works superbly for mobile gameplay. It is on every carrier and every handset everywhere on earth.
- Redneck Fishin’ is our own game IP and is published by Vivendi Games Mobile. Yes, it plays like it sounds, you toss TNT at fish in a pond. It has a cute/funny story where Brandi and Randy must save their homestead from Sheriff Buford. It is exclusive to Verizon and ATT at first, watch for it on other carriers later this year.
- Emoticons is our original puzzle game based on the chat smiles. It is published on mobile by Konami. You can play it on web, PC and now where ever you go whilst mobile. Launched on T-Mobile and Verizon. More carriers coming soon.
Microsoft is the new IBM. Google is the new Microsoft. Facebook is the new Google.
In the 80s, it was said that no one was fired for picking IBM. Microsoft was the hot new innovator in the 80s. In the 90s, got stagnant and then beloved for embracing open source. Microsoft turned into a villian. Five years ago Google was the new innovator that everyone loved. Now they are playing the kind of tricks we used to expect from Microsoft, while Microsoft is earning new love, probably coming from new leadership from Ray Ozzie.
It might feel early to some, but I think it’s time to say that no one will be fired for picking Google for their IT services. Search engine and adwords aside, Google’s office suite (especially email) is strong enough for the enterprise. But while Google has awesome products–products that are more exciting than Windows and Office ever were–it’s also playing games in the market.
Case 1: Android. Is Google serious? Yeah, it’s a move against Apple and the iPhone, but where’s the beef? Android phones should have been here by now. It’s not too late for Android to make a mark, but it does seem like Google announced early to scare off competitors. Fortunately, it hasn’t worked. Nokia/Symbian going open source is a strong move. And Motorola had news recently about their Linux phones, which actually are coming out. The more people at the party, the better for us users.
Case 2: Knol. A lot of people have noticed over the past few years that the top link on many searches at Google point to Wikipedia. For whatever reason, Wikipedia does not use Google adsense. They don’t have any ads. I remember Jason Calacanis begging them to put ads there, but they didn’t listen. Google can’t have so much traffic going off into non-monetized land. Their solution is to clone wikipedia and put ads on it. And just to make sure the traffic is going there, they seem to have juiced their search results. Techcrunch reported last week that Google Knol entries are appearing high in search results much faster than should be expected. That’s the kind of behavior that inspires Justice Department types. But worse, it erodes confidence in Google search results.
Case 3: Friend Connect. Google has clearly blown it in the social space. I don’t count them out entirely, but they have not been winning. Orkut is insigificant. They’ve been sneaking social features into Gmail and Reader, which depending on your perspective either treads close to or steps over the social contract with users. With Friend Connect, they seem to be pushing Facebook towards being more open and letting users keep hold of their data. This is a net positive for users because Facebook didn’t blink. They accelerated their own Connect strategy. Still, Google comes out looking like a bully in this.
At F8 last month, Zuckerberg talking about how the mission of this company is to bring people closer together, the enable better understanding of each other. That’s a big goal that sounds a lot like Bill Gates’ mission to have a computer on every desktop. Google’s do-no-evil motto seemed hip a few years ago, but their misteps sometimes make it seem like a joke. Their stated mission is to connect people to information. Boring. Give me the world-changing missing every time.
Lest there be confusion, I am in no way suggesting that Google itself is evil. It’s a corporation. Individuals are judged by morality, not abstractions. And I’ll be the last person to indict business and businessmen. If I could offer humble advice, I’d suggest to Google’s leadership that they not allow their teams to pull these tricks even if they seem to make sense in the short run.
Leon’s insightful writings regularly appear at www.leonatkinson.com
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Rick and Nicki are proud to welcome the newest member to the iQ212 team (and our family!). Chloe Thyme Marazzani arrived May 9th and weighed in at 7lbs 9oz.
Her big sisters are happy helpers who actually argue over dibs on changing diapers! Rick is catching up on Tivo (and two seasons of Smallville from Netflix) during the midnight feedings. Chloe is little and cute and happy and healthy.
Three weeks ago iQ212 released EmoticonsTM, our first game. As part of our multi platform launch strategy, Emoticons is on PC, web/facebook, and soon on mobile. There are big differences between launching a PC or mobile game, and an app for the web. Fortunately iQ212’s experience comes from diverse platforms. Here is a bit of our recent experience releasing Emoticons on Facebook.
The best advice for launching a game on Facebook is to not launch it. Retail and mobile games launch. An online game does not need to launch, it can continue to live and grow tied to the umbilicus of the web. Too often, traditional game companies outsource their online version (often as a Marketing expense) and and paste the delivery up on a server. Fire and forget. A good online game requires a different way of developing and launching.
Emoticons was on Facebook a day after we started development. At first the build had no game logic, scoring, animation, or server calls, but it was up on the Fb canvas page and the entire team could poke at it. By building it online, in the setting the users would be playing it, we were able to tweak and plus as we developed. Every day we would add features and polish, and we would also slowly add real users. The iQ212 team at first, then family, then friends.
There are no ads in Emoticons for facebook, yet. The game is the message and we didn’t want to clutter it with random advertising. For now we want players to download the PC version, learn about the upcoming mobile version, and invite friends to the facebook version. Once the Emoticons brand is more established we will incorporate ads and make the shift from retail revenue towards ad revenue.
As Emoticons rolled out to a wider Facebook audience, we watched our stats and honed the experience to ensure a quality gameplay experience, as well as the viral potential. We have received good advice from smart people, especially RockYou (they KNOW viral and facebook). After a few weeks we are now up to almost one thousand daily players, and five thousand total. We look forward to a big ad push to expose Emoticons to a wider audience and hasten the viral spread. Though our focus is now on new games, we still come back to Emoticons as Facebook unveils new features, and to enhance the experience for our players.
So the take-away is that to take advantage of the power of Facebook, you need to take time to craft your game using Facebook as you develop. Copying a flash file to a webpage will not cut it. Learn the APIs, adapt to the changing platform, and listen to your players as you roll out. The benefits will result in a better game, happier players, viral spread, and ultimately more revenue.