“I’m here for the people”

That’s what our users say when asked why they’ve still been playing our game knighthood for the past year.

I get excited when I hear this because it means we truly are doing something new in gaming.  For almost all games out there, what keeps people engaged are solid game mechanics, immersive and intuitive experiences, and amazing media.  It’s all about the game and building upon the game-to-player relationship.

What’s innovative about what we do is that we’re about people and building communities using a gaming framework.  We’re not just building games.  We build the world context, the tools, the relationships among players and let our them meet each other, socialize and entertain themselves.

I’d pick a great community over a great game any day.

Vampires!

In spirit of Halloween I thought I’d resurrect some artwork from a past Hive7 game that was in development around this time last year. At the time there was a push to get it out fast, so I cranked on a painterly style for the title characters, lots of detail and long nights. For this being my first real attempt to paint digitally I was quite excited with the results. But no soon after came word that the project was being shelved, and I was back on Knighthood. In the long run though, I look at it as a turning point for me as a digital artist.

So, from the archives here are 3 of the title characters done in Photoshop. They had names and back stories but I forget them now.

what is social gaming?

I get asked this question quite a bit.

Social gaming can mean a lot of different things, as it is a very new gaming market that people are just starting to explore and define.

For me, though, there are a couple of key principles that define social gaming and set it apart from games that have come before it.

Principle #1: Social games add a framework for user-to-user relationships within the game.

All games have “game mechanics”, but social games have “social mechanics” as well.  For example, Knighthood uses a pyramid organization to generate ranking and power.  A player’s rank is determined by the people in his/her pyramid, or in what is called the player’s “liege line.”  Another use of relationships in knighthood is the idea of the war triangle of attacker-defender-hostage.  I talk about this more in depth in my personal blog.

Principle #2: Social games are about giving players the tools and scaffolding to create their own entertainment within the game context.

This is another topic I’ve written about in more depth here.  Traditionally, game design has been about creating controlled experiences.  But in this age of the web, where users now have the tools to control how they consume, share, and create content, social games should also be about giving up control and allowing people to exercise their own imagination and creativity to entertain each other.

These ideas aren’t necessarily new. You can find cooperative or competitive group play in many multi-player console and pc games.  What’s exciting is that the web makes it viable to create games that are solely based around rich social play.  And I think this will lead us into new areas for how we will relate, interact, and entertain each other in the future.

Art that moves you

When your game experience is composed of still 2D images, it becomes even more important to make every detail count in order to try to bring to life, in people’s minds, the world you’ve created.

We start with popular archetype characters taken from movie, tv, and even anime, but we spend an even greater amount of time discussing larger ideas, like what makes a powerful woman, or what are memorable contrasts we can couple together.  An example of a contrast is throwing a powerful man in a vulnerable moment.  By doing these things, we hope to be able to create a depth of game that people can feel, rather than realize.

Below are several artists that inspire us both for their visual tastiness and the depth of character and context that is portrayed.

Audrey Kawasaki

Lya Yoshikawa Nagado

Kozyndan

Amy Sol

direct vs indirect revenues

The simple secret to games is fun, but for everything else from monetization to viral marketing its about getting feedback through stats and iterating based on that data.

We use different tools and methods for collecting our stats, but, one interesting breakdown is that of the users who contribute to our revenue, 38% pay us directly through purchasing credits and 62% pay us indirectly by clicking on offers. Additionally, people who prefer to earn credits with offers are typically people who don’t purchase things in game.

So, adding an offer mechanism is looking to be a good business opportunity for web games to increase their revenue streams.

my new favorite game that i can’t play

I can’t read japanese, but the art style and craftsmanship makes my mouth water.

Motion design in UI is the new black

Motionographer has a nice post on how motion design is becoming a powerful technique in designing user interfaces in games.  You can see a similar trend in broadcast sports.  What really grabs me is that its not just about wow factor, but also an elegant way to show us, info-addicts, more good information.

inspiration for your process

We love beautiful things here at Hive7 and nothing is more inspiring than a beautiful trailer that not only has playful character design, but an amazing technical production.  One thing we try to do here at Hive7 is to find things that will inspire us to experiment and evolve how we do things.  Being able to channel that excitement into exploring new technologies and tools is an important part of our creative process.

This trailer comes from one of my favorite motion design blogs,  motionographer.

Knighthood is one of the top 25 games on facebook!

Inside Social Games did a nice little post ranking all the games according to monthly active users.  This is cool.

top 25 games on facebook

top 25 games on facebook

Flash Actionscript Developer

Hive7 is looking for a rockstar flash developer who has experience building avatar customization systems or flash-based virtual worlds.  We’re looking for someone with both client side and server experience who can build an extensible system that can be plugged into all our games.

Requirements:

  • prior experience working on the following web based avatar systems, or similar:  stardoll, barbiegirls, habbohotel
  • proficiency in actionscript 3.0 & 2.0
  • familiarity with html/css/javascript/xml
  • solid understanding OOP concepts and able to architect code in a scalable, extensible way.
  • knowledge of database schema design
  • ability to integrate into a ASP.NET, MS SQL environment
  • 4+ years working on  flash games/high traffic social websites

Bonus

  • have worked with flash 3d frameworks like papervision or Away3d