Monday, March 02, 2009

New Sites, New Strategy, New Games (somewhat)

I've changed the strategy and focus for ZodLogic Games from what it was last year.
The overall goals are the same. Just the way we go about it have changed.

For starters, I'm getting away from providing online games. Particularly Flash games. There are several problems with that model, the biggest of which is that I found myself slippery-sloping into a situation where, from a user's perspective, I was providing Just Another Site With Lots of Free Games. Which is a commodity. And it's a really bad idea to start a business that has commodity economics to it. Secondly, I was trying to monetize it by offering premium passes, rather than the more common approach of hosting advertising. I didn't like the advertising approach for two reasons. You generally have to have a high traffic site, with people who click-through on the ads. I certainly didn't start with that situation, and it's hard to grow into that. Not impossible just hard. Also, I generally dislike forcing people to see advertisements. Advertisements are a necessary evil. Sometimes they are necessary. But they are a form of evil. They often make the world a worse place. Even if just at a cognitive level. That said, any business needs to advertise their own products and services, at least to get the initial word out. So I'm not opposed to buying and placing advertisements promoting my own stuff. I just don't like carrying them for others. Luckily, there's no real moral dilemma here because my own stuff hasn't had high enough of a traffic that it would be attractive for others as a channel, anyway.

Enough rambling.

We're switching to a model where we only provide downloadable computer games. And possibly board/card games. We'll provide free demos, plus, a for-pay premium version. With downloadable games, it reduces load on the servers and simplifies the site architecture and maintenance needs quite a bit. And allows users to play with sporadic or even no Internet access at all.

We're also going to focus on one game at time. Rather than the "shotgun blast" approach I tried earlier -- spending a little time designing and fleshing out several games, in parallel (in round-robin, really). Again, I want to get away from making a "commodity" product, and instead offer something which is unique (relatively) and has personality. Like Dead By Zombie.

Speaking of Dead By Zombie. I evaluated the games on the old site, and decided the one game that had the most potential but also the worst problems, was Dead By Zombie. It also had the most personality. And as they said in Pulp Fiction, personality goes a long way. It's biggest problem of the web-style implementation was the latency on the user request roundtrip. I knew when I made that design decision that it could end up being it's Achilles Heel. And it was, somewhat. Even with a fast server, unloaded, you could just never get a really super snappy input feedback. Not as snappy as you could with a desktop-native, monolithic (as opposed to client/server split) architecture. With curses. Dead By Zombie has the rather weird developmental history that when I first set about making it, from scratch, I knew I wanted to make a game with a Rogue-like UI and engine style. But I wanted to challenge myself, and do it as a web app -- meaning, HTML and HTTP. I thought it would be fun, interesting, challenging -- it just had that geek factor. And it did. It was fun. I learned alot when I was designing it, developing the underlying architecture of the code, figuring out how to support it, how to model everything. And I think I did a decent job at it. But at the end of the day, we still had this situation where a web UI could never be as snappy as a desktop-native-monolithic one. So I knew I had to make the leap. I actually "ported" a Rogue-like from a web-based architecture to curses. It's rather funny if you think about it. And you understand the relationship between Rogue-likes and curses. (Or curses-like libraries, I should say. Curses-likes?)

Free demo.

If you like and want more -- a bigger world, with more game play potential, more places, NPC's, more story, a bigger plot, etc. -- then there is a Premium version upgrade for sale. For a mere $4.99. While supplies last. Get yours now. Ladies, no shoving please!

Dead By Zombie:
http://zodlogic.webfactional.com/deadbyzombie/

Tuesday, June 17, 2008

New Release: 8-Hour Pass and Adventureland Demo

New release today.

Added a new Premium Pass type: 8 hours for $0.99.
So the smallest price for a premium pass is just 99 cents. (About 12 cents per hour.)
And the cheapest one, in terms of getting the most playing time per dollar, is the 1 week pass for $5.99, which works out to about 3 cents per hour.

Also, Adventureland has gained a Demo version. The Demo is restricted to the 1st room only, whereas the Premium version is the full game.

Tuesday, May 13, 2008

New Release with New Game: Stratenism

New major release of the site tonight, adding a new game called Stratenism.

Stratenism is a turn-based strategy board game generally in the same genre as Chess, but different.

Initial release is for hotseat two players, only. This means that it's for two people sitting at the same computer, taking turns using the keyboard and mouse to move their forces. Future revisions may add more players, AI and/or remote play. But wanted to get a first version out the door.

It's split into two versions on the site. A free limited demo for Basic users (meaning basically any random visitor to the site) and a full deluxe version for Premium users (folks who've bought premium passes or otherwise have equivalent access.) The Basic version has a single small simple scenario, with a limited subset of the full set of pieces available. The Premium version adds more scenarios, pieces and rules. I'll be expanding both versions in the future, making each more compelling and varied.

Anyway, check out the site for more details about it and to try it out for yourself free, instantly:

http://zodlogic.webfactional.com/

Mike

Sunday, April 27, 2008

Under Development

No big news to report but I haven't posted in a week so I thought I'd say something.
The main thing I'm working on right now is a new turn-based strategy game for the site.
I enjoy it so far. It's not very complex in terms of rules but as a player you're faced with lots of interesting choices. And that's one of the hallmarks of a decent game play experience. But it's fairly simple, with simple graphics. My plan is to have both a free/demo version and a full/for-a-price version. The former would be available to all visitors of the ZodLogic site, and the latter only to Premium pass holders.
That's the plan anyway, and plans my change.

Mike

Friday, April 18, 2008

New Release: Premium Passes & Road Map

New release of the site today.

The two main features are Premium Passes and Road Map.

Premium Passes are now available for purchase. For a small fee they grant the user access to extra content and functionality on the site, including extra games, above and beyond what is available to a regular visitor. What's available to a regular visitor is now called Basic, and the stuff you pay for is called Premium.

There's also now a Road Map page which is basically a list of features or ideas we're thinking of adding in future releases. With the highest priority or near-term priority items at the top.

We've suspended the ability for visitors to sign up as free Beta Testers, at least for now. We haven't closed that program, just putting the brakes on it. Existing Beta Test accounts will be preserved and usable. We did this for 3 reasons.

One, for the folks that just want to browse, get a taste of the site, and sample a game or two, we're actually making it easier to do that because you won't need to sign up for a Beta Tester account to do that. You simply click around and sample what we have on offer, no forms or typing necessary.

Two, for the folks that really want to play games, there's now a way to pay us for that ability, whereas before there wasn't. This is more fair to us, lets us take a first step down the path to monetization and one day breaking even or better. We'll always be adding more games, and improving and expanding the ones we already have, but for the folks that like something we have now enough there's now a way for us to hopefully make a little money in exchange for providing it to you.

Three, the absence of a monetization model has until now been our biggest negative, and we wanted to cross it off our list of TODO items, so we can move forward with other things. Like add more games, improve existing games, do more and better advertising, conversion optimization, and also to possibly switch ZodLogic Games back into more of a part-time, passivated mode while I go back to doing consulting or regular employment in order to help replenish savings and regain that safety net. It's hard but not impossible to do both sorts of things at the same time, but the easier you can make it on yourself -- by having critical functionality completed and by having massive automation -- the better.

And the fourth of the three reasons I said existed was that I want to make some changes to how playtesting is done for the site, and the functionality and context I need to implement my vision just isn't in place yet. We'll re-introduce it once the next incarnation is ready. In the meantime, we'll treat existing Beta Testers approximately like Premium Pass holders of indefinite duration. We may change that in the future, but again, we're not ready yet.

Feel free to check out the site and give feedback, as usual.

thanks!

Mike
ZodLogic Games

Monday, March 24, 2008

New Game: Adventureland

Added a new game to the site last night, Adventureland.

It is a simple but fun retro-80's-style graphical fantasy dungeon delving quest in which the hero (you) is challenged to retrieve a stolen artifact from the clutches of a Dragon's lair.

First public release. I'll be expanding and revising it in future releases of the site. Lots of plans and ideas for it.

http://zodlogic.webfactional.com/

Mike

Saturday, March 08, 2008

New Games: War Command, and Great Green Galaxy G

We've added two new games to the site since the last post.

War Command
"Your war machine is on the march as you try to conquer every city in the world... "
A real-time strategy wargame of conquest.
Graphics, animation, sound, music. Quick to pickup and fast responses to user input.
http://zodlogic.webfactional.com/game/7/

Great Green Galaxy G
"The fate of a galaxy is in the hands of a young woman who is unaware, understandably, of her impact on future history so you travel back in time to guide her actions in an adventure across space and alternate dimensions..."
A sci-fi/fantasy interactive fiction game.
A pure text-only UI, like reading a story except you are sometimes presented with decisions to make or choices to make, as you guide the main character and the flow of the narrative. Very fast playing and instantaneous responses to user commands.
http://zodlogic.webfactional.com/game/8/

And for the sake of completeness, we'll mention again the game we already had up:
Dead By Zombie
"Zombies invade your town! Can you survive, escape and stop the zombie menace?"
This uses Rogue-like engine mechanics, and therefore has a kind of turn-based gameplay that can be described as "you-go, the-world-reacts, you-go, the-world-reacts, ..." which gives a vibe that encourages more think-before-you-move than a RT game, while also giving a faster and more nimble feel than traditional turn-based games. The UI is also Rogue-like, but takes advantage of web-isms like form buttons to ensure you don't have to remember any arcane keyboard commands. You can play entirely with the mouse! This game has the steepest learning curve of the three, but the most to learn and discover.
http://zodlogic.webfactional.com/game/1/

Both of the two new games are playable today, though they are works in progress, NOT in any sort of final, frozen form. We'll be expanding and improving all of them over time, in iterations.

All of these can be played for free if you signup as a Beta Tester. The only real catch is that we ask that you give feedback in order to help us make the games better, and the site overall. You can learn more about this, and signup, on the site. Here's a shortcut to the page that deals with that:
http://zodlogic.webfactional.com/betapage/

That's it!

thanks,

Mike
ZodLogic