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Ask Slashdot: Freedom From DRM, In the Social Gaming Arena? 71

An anonymous reader writes "My wife and just successfully funded the production of our board game on Kickstarter, and are putting the over-funding toward the development of an electronic version of the game. It's a two player game turn-taking game with pawn movement that we envision being played on a social network (Words with Friends-style) and it's important to us that it be DRM-free. Does anyone have any experience or know of issues we should consider in terms of preserving the users' rights, achieving scalability, and gaining exposure through the ability to interoperate with platforms like Facebook, the iTunes store, Android market, and so on?"
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Ask Slashdot: Freedom From DRM, In the Social Gaming Arena?

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  • Just one thing (Score:5, Insightful)

    by Yvan256 ( 722131 ) on Saturday February 25, 2012 @02:43PM (#39159515) Homepage Journal

    Make sure that your electronic versions can all play together, so that people don't need the same version of the device to play against their friends.

    It may seem like a dumb request, but most Windows, OS X, Xbox360, PS3 and Wii games don't seem to understand this simple concept. Maybe it's companies who want to keep their users inside their own walls, I don't know.

  • Re:Just one thing (Score:3, Insightful)

    by CmdrEdem ( 2229572 ) on Saturday February 25, 2012 @02:56PM (#39159597) Homepage

    Make sure that your electronic versions can all play together, so that people don't need the same version of the device to play against their friends.

    It may seem like a dumb request, but most Windows, OS X, Xbox360, PS3 and Wii games don't seem to understand this simple concept. Maybe it's companies who want to keep their users inside their own walls, I don't know.

    The reason why games can`t be played online between multiple platforms is difference in controls (Ex.: A FPS player in a computer has an advantage against console players). In a turn-based game this should be no problem, so it can be done. In consoles there are issues with communication middleware (VOIP capabilities, text messages inside games), witch is different for each platform too.

  • by Surt ( 22457 ) on Saturday February 25, 2012 @03:01PM (#39159621) Homepage Journal

    If it's successful, zynga will clone it, and dump money into it until your version is forgotten. If you're not successful, you're not successful. Either way, you lose your investment in the electronic version.

  • Re:Just one thing (Score:1, Insightful)

    by Anonymous Coward on Saturday February 25, 2012 @03:08PM (#39159643)

    The reason why games can`t be played online between multiple platforms is difference in controls (Ex.: A FPS player in a computer has an advantage against console players). In a turn-based game this should be no problem, so it can be done.

    Yes, which is precisely why manufacturers should allow cross-platform playing on FPSs. Only when "hardcore" gamers at the very top ranks among the console players are repeatedly spanked by any random 8 year old with a keyboard and a mouse will the console players realize how pathetically lame they all are. It all comes down to letting honesty and transparency make the world a better place.

  • My sugestions (Score:5, Insightful)

    by CmdrEdem ( 2229572 ) on Saturday February 25, 2012 @03:10PM (#39159651) Homepage

    Keep user information at a minimum inside your game. If you are not going to handle payments directly you only need an alias (username, not the real name), a password and maybe an e-mail. At the database don`t use default ports and restrict database users to access the database only through the IPs your servers are into, you should avoid using the domain names at the database configuration if you use static IPs.

    Scalability can be tricky. I never faced this problem directly but I`m aware that AWS is a good choice most of the time. For now I use vps.net for hosting of small servers. Worst case you will have to make a server front-end to manage incoming connections and redirect them to a lightly loaded "shard", so you can keep everything simple for the user at the end.

    To get exposure you have to actively ask people to participate into the evaluation process. Ask for likes and shares on Facebook and ask for a 5 star classification at the IStore. If people like your game they will comply. Just don`t get overboard with the number of requests (one every 3 matches should be good but is a wild guess depending on how log each match is) and keep it simple (direct links to the evaluation page).

  • Re:Just one thing (Score:4, Insightful)

    by westlake ( 615356 ) on Saturday February 25, 2012 @04:21PM (#39160013)

    It may seem like a dumb request, but most Windows, OS X, Xbox360, PS3 and Wii games don't seem to understand this simple concept.

    The PC game is played solo.

    There are others competing for use of your big screen HDTV.

    The PC gamer will complain about the mediocre graphics and controls of the console port.

    The console gamer will complain about "balance" --- anything that gives the PC gamer a competitive edge.

  • by Exitar ( 809068 ) on Saturday February 25, 2012 @09:00PM (#39161347)

    To not be cloned by Zynga is quite easy: just make a game that requires an IQ higher than 50 to play.

Old programmers never die, they just hit account block limit.

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