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	<title>Building Browsergames &#187; interview</title>
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	<description>Ever wanted to build a browsergame?</description>
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		<title>Interview: Jodie from Shadowlack</title>
		<link>http://buildingbrowsergames.com/2010/01/11/interview-jodie-from-shadowlack/</link>
		<comments>http://buildingbrowsergames.com/2010/01/11/interview-jodie-from-shadowlack/#comments</comments>
		<pubDate>Mon, 11 Jan 2010 14:00:06 +0000</pubDate>
		<dc:creator>Luke</dc:creator>
				<category><![CDATA[interview]]></category>
		<category><![CDATA[shadowlack]]></category>

		<guid isPermaLink="false">http://buildingbrowsergames.com/2010/01/11/interview-jodie-from-shadowlack/</guid>
		<description><![CDATA[I recently stumbled accross Shadowlack, which is (according to the website) &#8220;a Science Fantasy Play-By-Post RPG&#8221;. I thought that it might be interesting to hear some thoughts from someone running a game that isn&#8217;t based on the mafia or vampires. I managed to get in touch with Jodie Struthers, who&#8217;s been running Shadowlack for an [...]]]></description>
			<content:encoded><![CDATA[<p>I recently stumbled accross <a href='http://shadowlack.com/'>Shadowlack</a>, which is (according to the website) &#8220;a Science Fantasy Play-By-Post RPG&#8221;. I thought that it might be interesting to hear some thoughts from someone running a game that <strong>isn&#8217;t</strong> based on the mafia or vampires. I managed to get in touch with <a href='http://shriker.ca/'>Jodie Struthers</a>, who&#8217;s been running Shadowlack for an amazing <strong>eight years</strong>! Here&#8217;s what she had to say:</p>
<h2>What moviated you to start/build Shadowlack?</h2>
<p>Shadowlack began as an ongoing comic book that several of my friends and I wrote while during grade school (circa 1997). We would pass this beaten up notebook around during class and add panels to it without any sort of pre-planning. The comic book grew to include over 2,600 individual illustrations. Eventually we had a really neat story going on. In 2002, I thought that it would be a great idea to open it up to people on the internet &#8211; but in text form.</p>
<p>Shadowlack is based on this same type of haphazard story telling with people writing from the perspectives of their original characters. Each post is unique and adds to the collaborative nature of the world.</p>
<h2>After 7 years of running Shadowlack, have you ever been tempted to shut it down? What motivated you to keep going?</h2>
<p>Oh yes. The last time I seriously thought about it was when my best friend at the time (who was helping run the site for a period), ended up leaving. At the time I really wasn&#8217;t sure what to do. She had been an integral piece to many of the plots that were on the go. I was very tempted to close down the site, however it was the support I got from the member base that kept it going. My other constant form of motivation is my desire to learn, and Shadowlack has been a great tool to learn from over the years.</p>
<h2>Is the platform behind Shadowlack an out of the box solution, or a custom one?</h2>
<p>Shadowlack right now is based upon a phpBB forum. I&#8217;ve built and re-built the site using many different platforms over the years and each time it&#8217;s gotten better (at least technically). At first I was limited by my skill-set in regards to what I could do, but now the only limitation I have right now is time.</p>
<p>Many play-by-post games suffer from &#8220;inflated&#8221; member counts because they require you to create separate accounts for each character that you wish to play. Shadowlack solves this problem with a modification that I wrote, that allows you to create multiple characters underneath one master account. Many other features and add-ons have been written to compliment this.</p>
<p>So no, it&#8217;s not just an out of the box forum solution with a skin or banner slapped thoughtlessly on it. There are also several automated processes that help me run the site, as well as a fully fledged content management system which I&#8217;ve also augmented. I like to think of it as a mutated version of phpBB&#8230; you know, with a few extra arms, eyes, and noodles kicking around.</p>
<h2>How much time a day do you spend managing Shadowlack? Do you have to manage it at all, or do the players generally police themselves?</h2>
<p>Daily my time spent on the site can range anywhere from five minutes to several hours, or sometimes no time at all. Due to the nature of the game (people who join generally think writing is fun and want to contribute to the project), we don&#8217;t get many trouble makers. I&#8217;ve only had to lay down the perma-ban hammer down on about 5 or so people over the years due to rule breaking.</p>
<h2>Do you ever have to add new features to Shadowlack, or does the game run itself?</h2>
<p>New features generally come in the form of new plots, creatures, and races. However, unlike the majority of the play-by-post games these days, it is not just a forum. It&#8217;s also an original world setting. Players are free to create and build their own alien races, religions, cities, monsters, diseases, and other such things. The game does run itself to an extent, but I find myself acting largely as a director whose job it is to fit creatures and story elements together in order to solve puzzles and make things semi-believable (it is a science fantasy game&#8230; so things don&#8217;t have to be 100% logical). We&#8217;ve had discussions about magic, apartment utilities, nomadic hunting, pubs, racism, reproduction, governments, and then some &#8211; all in relation to the Shadowlack world. The world of Shadowlack isn&#8217;t exactly an idealized society &#8211; it has its vices &#8211; but it certainly is an interesting one.</p>
<h2>How &#8217;sticky&#8217; is Shadowlack? Lots of games only see players for a few minutes at a time(although frequently throughout the day) &#8211; are most visits on shadowlack short, or long?</h2>
<p>A player&#8217;s stickiness depends entirely on their level of involvement on the site. Over the years I&#8217;ve also been able to track a few trends that generally coincide with school. Given that the demographic of the site is 17+ (with the majority of players in their early to mid twenties), times of slow activity are generally around university exam times, and during summer vacation.</p>
<p>The average time a person spends on the site (including visitors who pass us by), is 5 minutes. Generally registered members will spend half an hour or more on the site at a time. Writing takes some thought and dedication and this sort of niche market really isn&#8217;t for the type of person who wants instant satisfaction.</p>
<h2>Have you had any trouble retaining players as the years went on?</h2>
<p>People come and people go. There have been multiple cases where players have disappeared due to life happening only to return several months (or even years&#8230;) later. That said, there are also a handful of people who have been around since the conception of the site. Those that join and find that they like it, tend to stay and play. Which can be said for most games.</p>
<h2>What&#8217;s the coolest thing that you&#8217;ve seen happen in Shadowlack?</h2>
<p>All of our awesome plots and characters aside, the coolest thing has been watching the long-time players evolve and over time become skilled writers. One of my favourite things to do is look at people&#8217;s old roleplay posts from when they first joined and compare them to the ones that they&#8217;re writing today. The differences are phenomenal, and it makes me happy to hear that a person&#8217;s writing on the site has significantly contributed to their performance in educational institutions. I&#8217;m proud of my players for reasons that most game owners probably never consider. <img src='http://www.buildingbrowsergames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<h2>A lot of players are drawn to flashier games that they can play on their own, and roleplaying(especially play-by-post) seems to have fallen by the wayside. What do you think draws people to Shadowlack, as opposed to just playing neopets or forumwarz?</h2>
<p>One thing that I would like to stress is that play-by-post roleplaying is an extreme niche market. You really aren&#8217;t going to make money off of it unless it is just a small feature of the rest of your game. All of the big &#8220;successful&#8221; play-by-post games (of which there really isn&#8217;t any more than a handful that I&#8217;d actually consider to be successful), do not have true business models. They are run by hobbyists (like myself), non-profit organizations, or are kept alive by the donations of the players themselves.</p>
<p>I&#8217;m actually a long-time Neopets player myself and was largely responsible for getting the Role Playing board added to their site. With that being said, the draw to a place like Shadowlack is largely different. It is not a heavily policed site. Players are free to do a lot of things. It also isn&#8217;t rated G or &#8220;family safe,&#8221; so swearing is unlikely to get you in trouble. Over the years it has turned into a sort of &#8220;safe haven&#8221; and home for creative types. The site is full of aspiring artists, writers, and musicians. So the greatest draw to the site most likely is freedom of expression and creativity. I mean, yes we are writing stories together, but we&#8217;re also developing characters and building an original world setting. It&#8217;s fun, and not a complete waste of time since players are developing their writing skills.</p>
<h2>What plans do you have for Shadowlack, going into the future?</h2>
<p>Because Shadowlack is also a world building project, I&#8217;ve spent a lot of time looking into various CMS solutions, from Wiki scripts to full blown enterprise CMS solutions, in order to make building the world setting easier. After trying so many options and being unhappy with them (either because of spaghetti code, lack of structure, too much bloat, or what-have-you), I&#8217;ve started developing my own CMS framework that integrates with phpBB user sessions. Generally I plan to bring a lot of the world building aspect back. So more flora and fauna, as well as expanding on the science fiction element of the game in terms of space exploration and the planet&#8217;s technology.</p>
<h2>Looking back into the past &#8211; what plans *did* you have for Shadowlack, and did you fulfill them?</h2>
<p>My only clear plan from the beginning was really just to have fun and learn while doing it. It has been my pet project for years and everything that I&#8217;ve learned while working on it has helped further my career. So in that essence, I have fulfilled my plans (sort of&#8230; the learning process is perpetual).</p>
<p>One of my larger plans, that I pulled off last year, was the renaming of the site. Originally the game was called Ramath-lehi (the name of the planet). Unfortunately this was a name that was a) hard to remember for newcomers and b) hard to spell! I changed the name to Shadowlack gradually over 2009. Ramath-lehi is still the name of the central planet. Shadowlack is just the name of the bigger picture.</p>
<h2>Do you do any marketing for Shadowlack, or just rely on word of mouth?</h2>
<p>Right now it is entirely word of mouth. In the past I&#8217;ve done up posters and handed out business cards. It has also been a part of several advertising campaigns. Over the past four years though I have not put much emphasis on advertising and have purposely kept the player base small and manageable due to my lack of time (sudo get degree). However this may change in the future.</p>
<h2>What has been the most challenging part of running Shadowlack for so long?</h2>
<p>Life interrupting. Things have this wonderful way of just happening. Shadowlack was with me through my high school years and also with me while I was obtaining my degree. I&#8217;ve gone through a lot of changes and so has it.</p>
<h2>What are you working on these days?</h2>
<p>I run my own media and design consulting firm which takes up the majority of my free time. Aside from Shadowlack, I work on a small in-progress PBBG called Black Shuck that revolves around the afterlife and also lend a hand in regards to providing design work and coding for various other gaming sites. </p>
<h2>If you could tell new browsergame developers one thing &#8211; what would it be?</h2>
<p>Don&#8217;t give up so easily. It is true that many, many games die due to lack of interest and time. In the play-by-post niche, most games don&#8217;t even make it past the three month marker, which I&#8217;ve taken to referring to as RPG SIDS (Sudden Infant Death Syndrome). I believe that a lot of this has to do with the stagnant nature of most forum-based games. People set up a forum, create a fabulous plot, expect others to stay and play, and then get upset when their players have nothing of further interest holding them there. The game owner then loses interest, moves onto another project, and it dies. Rinse and repeat.</p>
<p>I&#8217;m not saying that every game idea is a clear winner and that constant persistence is key. I&#8217;m also not going to say that originality is a trump card. Simply take what you&#8217;ve learned, build upon it&#8230; and enjoy it. If you&#8217;ve got something good going on, other people will take notice of it (be warned that you may have to take to standing on street corners and flailing your arms &#8211; but oh, they will notice).</p>
<p></p>
<p>If you&#8217;d like to know more about Shadowlack, you can check it out at the <a href='http://shadowlack.com/'>Shadowlack website</a>.</p>
]]></content:encoded>
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		<title>Interview: Formulawan</title>
		<link>http://buildingbrowsergames.com/2009/06/30/interview-formulawan/</link>
		<comments>http://buildingbrowsergames.com/2009/06/30/interview-formulawan/#comments</comments>
		<pubDate>Tue, 30 Jun 2009 14:00:24 +0000</pubDate>
		<dc:creator>Luke</dc:creator>
				<category><![CDATA[interview]]></category>

		<guid isPermaLink="false">http://buildingbrowsergames.com/2009/06/30/interview-formulawan/</guid>
		<description><![CDATA[I was recently contacted by the developer of Formulawan, a new racing strategy browsergame. He agreed to respond to some interview questions:
Tell us a little bit about Formulawan.
Formulawan is a sport manager browsergame about Formula One. It is a marriage of racing and strategy. Players enjoy running exciting races, but they also love to develop [...]]]></description>
			<content:encoded><![CDATA[<p>I was recently contacted by the developer of <a href="http://formulawan.com">Formulawan</a>, a new racing strategy browsergame. He agreed to respond to some interview questions:</p>
<h2>Tell us a little bit about Formulawan.</h2>
<p>Formulawan is a sport manager browsergame about Formula One. It is a marriage of racing and strategy. Players enjoy running exciting races, but they also love to develop their team and think about the next step of their game plan.</p>
<p>Every player manages his own F1 team. You hire drivers and buy cars, construct special buildings and build your own equipement. It is possible to tune up your cars, to recruit staff like managers, nurses, mechanicsâ€¦Players can join normal league races, take part in championships during a whole week or organize their own friendly race. As you can see, there are lot of possibilities and there is something to suit every tasteâ€¦</p>
<p>This game has been existing for more than two years in French, and now, an English server is available since two month as well as a German Server since  two weeks. A Spanish version is coming soon tooâ€¦</p>
<h2>What programming language(s) did you use to build Formulawan?</h2>
<p>HTML, PHP and Flash.</p>
<h2>Was Formulawan built by a team, or a single developer? How long did it take?</h2>
<p>Formulawan was built by a single developper and it took about two years to develop the whole game. Even if the game has been improve for the very start until today ! It was his first game, and a huge project for a single man. But concerning the flash animations and the graphic design, itâ€™s the work of Motion Twin, Formulawanâ€™s partner.</p>
<h2>Were there any parts of Formulawan that took longer than expected? What were they?</h2>
<p>Yes, after the start of Formulawan, there were lots of bugs and I didnâ€™t think that it would take all my time during months to fix themâ€¦It took two years to have a stable website !</p>
<h2>Did you do any marketing for Formulawan, or just rely on word of mouth? If you *did* do marketing &#8211; what did you do?</h2>
<p>On the French Server, few things were done about marketing because the developper was already very busy with the game itself. It took lot of time before Formulawan made itself known. But from the moment when the partner of Formulawan, Motion Twin, put an ad on its website www.MyBrute.com, things were different. More logs, more players ! A person is in charge of the marketing for the English and German Servers, but thatâ€™s quite newâ€¦so we will wait and see !</p>
<h2>What plans do you have for Formulawan, going forward?</h2>
<p>Well, as Formulawan has been launched in English and German, we can expect a Spanish server in the next weeks, and, why notâ€¦a lot of other multilingual servers in futureâ€¦And Formulawan will also have new updates, as well as new tracks and even a new special game mode !</p>
<h2>If you could give any advice to aspiring developers, what would it be?</h2>
<p>You need a lot of courage, investment and passion to create such a game, especially when it is your first one ! You need abilities, but this isnâ€™t the most important thing. It takes a very long time and you must have the opportunity to do thisâ€¦It is very, very restrictive, but itâ€™s also a priceless pleasure to see other people playing your game ! I would encourage all enthousiasts to create their game but not alone if possible!</p>
<ul>
<li>English Server : <a href="http://www.formulawan.com">http://www.formulawan.com</a></li>
<li>German Server : <a href="http://www.formulawan.de">http://www.formulawan.de</a></li>
<li>French Server : <a href="http://www.formulawan.fr">http://www.formulawan.fr</a></li>
</ul>
]]></content:encoded>
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		<title>Interview: Evil Trout from Forumwarz</title>
		<link>http://buildingbrowsergames.com/2009/02/12/interview-evil-trout-from-forumwarz/</link>
		<comments>http://buildingbrowsergames.com/2009/02/12/interview-evil-trout-from-forumwarz/#comments</comments>
		<pubDate>Thu, 12 Feb 2009 14:00:44 +0000</pubDate>
		<dc:creator>Luke</dc:creator>
				<category><![CDATA[interview]]></category>
		<category><![CDATA[forumwarz]]></category>

		<guid isPermaLink="false">http://buildingbrowsergames.com/?p=725</guid>
		<description><![CDATA[Back when I asked who Building Browsergames should approach, you all commented and e-mailed with your thoughts on games you&#8217;d like to hear from. Some, like Travian, have already told us that they will not be talking to us. However, some games have responded favorably, and I am hoping to post their responses in the [...]]]></description>
			<content:encoded><![CDATA[<p>Back when I asked <a href='http://buildingbrowsergames.com/2008/12/18/who-should-building-browsergames-approach/'>who Building Browsergames should approach</a>, you all commented and e-mailed with your thoughts on games you&#8217;d like to hear from. Some, like Travian, <a href='http://buildingbrowsergames.com/2009/01/22/travian-closed-the-door-were-opening-it/'>have already told us that they will not be talking to us</a>. However, some games <strong>have</strong> responded favorably, and I am hoping to post their responses in the coming weeks.</p>
<p>One of those games was <a href='http://forumwarz.com'>Forumwarz</a> &#8211; I managed to get in touch with Evil Trout, the developer, and ask him a few questions. His answers are below, and I&#8217;m hoping that we&#8217;ll see a post-mortem soon.</p>
<h2>Tell us a little bit about Forumwarz.</h2>
<p>Forumwarz is a parody role playing game about the Internet. Instead of playing a wizard slaying goblins in dungeons, you can play as a camwhore &#8220;pwning&#8221; forums on a fake version of the Internet. You communicate with bizarre non-player characters via an instant messaging interface, buy things from online stores and basically laugh the whole way through.</p>
<p>Honestly I&#8217;ve always felt the game is better played than explained, so if you head on over to <a href='http://www.forumwarz.com'>http://www.forumwarz.com</a> and click &#8220;New Game&#8221; you can start to get a feel for the game before you even have to register for an account.</p>
<h2>You launched a second episode of Forumwarz a while ago that was &#8220;pay to play&#8221;, and caught some flack from players. Was it what you expected?</h2>
<p>It was always part of the plan to charge for future episodes. In fact we talked about it back in early interviews: <a href='http://waxy.org/2008/02/forumwarz/'>http://waxy.org/2008/02/forumwarz/</a></p>
<p>In early 2008, we didn&#8217;t hear much about it, but as Episode 2 got closer to release we started getting a lot of feedback. As you pointed out a bunch of people had negative things to say and yes, we did expect that. People would always rather play something for free than have to pay for it!</p>
<p>I think a lot of people didn&#8217;t understand that it costs money to run and develop a game. We weren&#8217;t asking for money out of greed, it was to cover our costs and to continue to improve the game.</p>
<h2>What are your thoughts on charging for your game?</h2>
<p>I&#8217;m happy to say now that it has worked out quite well for us. A few people predicted it would be the death of Forumwarz, but things are more active now than ever! We recently passed the 120k user mark.</p>
<h2>Is there anything you&#8217;d do differently for the next episode?</h2>
<p>We had a very aggressive timeline for Episode 2 that nearly killed me <img src='http://www.buildingbrowsergames.com/blog/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' />  I think for Episode 3 will we give ourselves a longer timeline and use that to make it even better.</p>
<p>One of my goals is to make the battles and equipment more varied. Pwning forums is fun, but I think it could be a lot more strategic.</p>
<h2>What first got you into browsergame/PBBG development?</h2>
<p>I&#8217;ve always been obsessed with gaming, and I&#8217;d been working in web development for years. It was a logical jump, I think, to try and create a browser game. To be honest I&#8217;d barely played any before, I just wanted to try out my idea of forums as a game!</p>
<h2>What made you choose Ruby on Rails as a platform for Forumwarz?</h2>
<p>I&#8217;d been working in J2EE for years and had grown quite sick of it. I&#8217;d heard a lot of buzz for Ruby on Rails around the web, and I downloaded Rails to just dick around with it. I didn&#8217;t think I would take to it as seriously as I did. I just loved how quickly I was able to get stuff done. It didn&#8217;t take me long to get hooked.</p>
<h2>What was your most significant challenge building Forumwarz?</h2>
<p>The hardest part is having all these awesome ideas and not enough time to get them done! Also, gamers tend to be very passionate about games and that makes them quite critical at times. You have to have a thick skin, because every day a dozen strangers are going to tell you how you could be doing your job better <img src='http://www.buildingbrowsergames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<h2>What was the least significant challenge?</h2>
<p>Probably the discipline to work on it every day. I know some people have problems committing to projects, but if you really love what you&#8217;re working on it should be easy to devote lots of time to it (or maybe I&#8217;m just a masochist.)</p>
<h2>What plans do you have for forumwarz, going into the future?</h2>
<p>We have a bunch of cool aspects we want to build on top of it to make it more interesting, as well as our commitment to getting Episode 3 done and to conclude the current storyline.</p>
<h2>Do you have anything to say to budding browsergame developers?</h2>
<p>Just work on something you really enjoy. I think the rest comes easy.</p>
<p></p>
<p>You can check out Forumwarz at <a href='http://forumwarz.com'>http://forumwarz.com</a>.</p>
]]></content:encoded>
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		<title>Interview: Tom from BattleMaster</title>
		<link>http://buildingbrowsergames.com/2009/02/09/interview-tom-from-battlemaster/</link>
		<comments>http://buildingbrowsergames.com/2009/02/09/interview-tom-from-battlemaster/#comments</comments>
		<pubDate>Mon, 09 Feb 2009 14:00:31 +0000</pubDate>
		<dc:creator>Luke</dc:creator>
				<category><![CDATA[interview]]></category>
		<category><![CDATA[battlemaster]]></category>

		<guid isPermaLink="false">http://buildingbrowsergames.com/?p=723</guid>
		<description><![CDATA[In addition to writing a post-mortem, I was also able to secure an interview with Tom, the developer of BattleMaster. This is what he had to say:
Tell us a little bit about BattleMaster.
Well, I tend to want to create games in niches where I don&#8217;t see anything already. I don&#8217;t feel like making just another [...]]]></description>
			<content:encoded><![CDATA[<p>In addition to <a href='http://buildingbrowsergames.com/2009/01/29/battlemaster-post-mortem/'>writing a post-mortem</a>, I was also able to secure an interview with Tom, the developer of BattleMaster. This is what he had to say:</p>
<h2>Tell us a little bit about BattleMaster.</h2>
<p>Well, I tend to want to create games in niches where I don&#8217;t see anything already. I don&#8217;t feel like making just another FPS or RTS or whatever, I&#8217;ve always wanted to make the stuff that nobody else had made.</p>
<p>So in the browser-games environment, you have a lot of realm-building games, and you have the old MUD and freeform roleplaying area. But very little that mixes and merges both. I had a freeform e-mail game about 10 years ago, and BattleMaster started out as a strategy extension. Then I found there&#8217;s nothing like it on the market, where you have a realm-building game but it&#8217;s not one player per realm, but you have internal politics, and characters with enough depth and history to allow roleplaying.</p>
<p>Ever since, I&#8217;ve been walking the fine line between RPG and strategy game.</p>
<h2>You mentioned in your article that battlemaster has been under development for 8 years &#8211; were you ever tempted to give up? What kept you motivated to work on BattleMaster?</h2>
<p>Yeah, there have been times. Several times in those 8 years I&#8217;ve just taken a step back and not done anything on the game for a month or two. The great thing about BattleMaster is that it runs anyways. Even when there are bad bugs in the game, players will roleplay their way around them, and exploiting bugs is generally frowned upon. I can count on one hand how many times in those 8 years the game was stopped with no turns running, and except for twice it was always something like &#8220;moving server to a new hosting center&#8221; or &#8220;replacing server with a new one&#8221;.</p>
<p>What&#8217;s kept me motivated has always been the players. There are easily two dozen people playing BattleMaster who are more devoted to and fanatical about it than I am. If you can literally feel how much the game means to some people, that gives you the boost you need to get through those motivational downs.</p>
<p>There&#8217;s been one case I know about where a father kept contact with his sons through the game after an ugly divorce. He wrote to me a year or so afterwards and told me how in his view the game had saved what remains of his family. You don&#8217;t forget mails like that.</p>
<h2>Are you the only developer for Battlemaster, or have you ever hired help?</h2>
<p>I&#8217;ve hired help many times, and there are half a dozen or so names of additional coders right on the start page. Some of these people have helped for years, some only for a few months, but I couldn&#8217;t have done it without them.</p>
<h2>How much did/are you paying for battlemaster?</h2>
<p>Absolutely no idea. The most valuable commodity is probably time. There&#8217;s a couple associated costs that I could or could not attribute to the game, such as software I bought that I use mostly for coding, etc. The highest single expenses have probably gone to hardware (the game runs on a dedicated server I bought specifically for it) &#8211; but I don&#8217;t really keep a record. Thanks to my work history (I worked for a dot-com company when I started BattleMaster, I work for an ISP now) hosting has never been a problem.</p>
<h2>You mentioned in your post-mortem that the players play a big part in helping you decide what features to build into BattleMaster &#8211; have there ever been any features they wanted but you didn&#8217;t, or vice versa? How did you respond?</h2>
<p>Absolutely. There&#8217;s always stuff that people want that doesn&#8217;t fit into the game. It might be a good idea, just not for this particular game, or it might be something that on second thought really isn&#8217;t all that good. When an idea is posted to the discussion list, I usually follow the exchange between the players for a short while before I chime in. There are, however, a couple &#8220;over my dead body&#8221; requests, and the BattleMaster Wiki contains a &#8220;frequently asked, frequently rejected&#8221; page.</p>
<h2>What plans do you have for battlemaster, going into the future?</h2>
<p>Oh, we do have a couple of very exciting changes coming up, with a big one (a new classes system) that just went live, and another big one (new layout with clean xhtml instead of the current frame-based one) in the pipeline, as well as half a dozen or so further down the road. There&#8217;s also one big secret project that I&#8217;ve recently completed the prototype for that will be included whenever it&#8217;s done, but right now I can&#8217;t tell what it is.</p>
<h2>Do you have anything to say to new browsergame developers?</h2>
<p>I&#8217;d like to pass on what I consider the most valuable hint I&#8217;ve ever read regarding software development:<br />
&#8220;Build one to throw away (you will anyway).&#8221;</p>
<p>In other places and contexts, that&#8217;s phrased as &#8220;don&#8217;t be afraid of failures&#8221; or &#8220;there are no errors, only feedback&#8221;. What it all means is that your first game will suck. Period. No if&#8217;s or but&#8217;s. I know my first game sucked. In fact, I&#8217;ve got a whole history of failures.</p>
<p>So when you write your first game, and you think that it&#8217;s certain to be the next big thing, then you&#8217;re creating your own disappointment. Let me repeat that: Your first game will suck. And no, there&#8217;s no way to skip it and start with the second. You have to make the sucking one, and maybe two or three of those, before you get something good.</p>
<p></p>
<p>If you want to check out BattleMaster, you can visit <a href='http://battlemaster.org/'>http://battlemaster.org/</a>.</p>
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		<title>Interview: Pepeshka from Booze Quest</title>
		<link>http://buildingbrowsergames.com/2009/01/26/interview-pepshka-from-booze-quest/</link>
		<comments>http://buildingbrowsergames.com/2009/01/26/interview-pepshka-from-booze-quest/#comments</comments>
		<pubDate>Mon, 26 Jan 2009 14:00:40 +0000</pubDate>
		<dc:creator>Luke</dc:creator>
				<category><![CDATA[interview]]></category>
		<category><![CDATA[boozequest]]></category>
		<category><![CDATA[contest]]></category>

		<guid isPermaLink="false">http://buildingbrowsergames.com/?p=706</guid>
		<description><![CDATA[Booze Quest was the winner of the Browser-Based Game Zone PBBG contest, and one of the prizes that Building Browsergames put up for the winner was an interview. I got in touch with Pepeshka, the developer of Booze Quest, and managed to ask a few questions:


What first got you into browsergame/PBBG development?
I&#8217;ve been interested in [...]]]></description>
			<content:encoded><![CDATA[<p><a href='http://npcrpg.info'>Booze Quest</a> was the winner of the <a href='http://bbgamezone.com/contest.php'>Browser-Based Game Zone PBBG contest</a>, and one of the prizes that Building Browsergames put up for the winner was an interview. I got in touch with Pepeshka, the developer of Booze Quest, and managed to ask a few questions:</p>
<ol>
<li>
<h2>What first got you into browsergame/PBBG development?</h2>
<p>I&#8217;ve been interested in game development as far back as I can remember; itâ€™s been the only career that I&#8217;ve ever considered, to be honest. All of my projects in the past have been small, but now I wanted to write something which could reach a wider audience. When you consider technologies for delivering a multiplayer game, browser-based games shine. Everyone has a web browser, there&#8217;s no downloading required, the tools are powerful and the process is well established.</p>
</li>
<li>
<h2>What made you choose ASP.Net as a platform for Booze Quest?</h2>
<p>I chose ASP.NET because I have experience in C#, which is the codebehind language I use for my pages. I&#8217;m also a big C# fan; I think object-oriented languages speed the development process and result in more stable code. I understand that the newer versions of PHP are OO, but I was already going to have to learn HTML, MSSQL etc. to produce this game so I decided not to add PHP on top of everything else.</p>
</li>
<li>
<h2>What was your most significant challenge?</h2>
<p>Time, easily. Time was a huge weight on my back the whole time &#8211; I had two months, during which I had to produce projects for school and survive finals. It was tough to find the hours to squeeze into the project, and I ended up having to make some hard cuts before the deadline.</p>
</li>
<li>
<h2>What was the least significant challenge?</h2>
<p>My game uses a tile-based system for drawing the player&#8217;s bar and letting him or her interact with it. Coming into the project I had no idea how I was going to implement that in HTML, but the first system I tried worked beautifully. I never had to scrap any code, and the entire system was done in a few days.</p>
</li>
<li>
<h2>What did you spend too much time on?</h2>
<p>Art ate a surprising amount of time. I also used much more time than I thought I would on bugs &#8211; both finding and fixing them. Finally, I didnâ€™t do my homework on hosting policies, and ended up surprised when all my database code broke after purchasing a shared hosting account â€“ that was two solid, depressing days of rewriting code.</p>
</li>
<li>
<h2>How much are you paying for Booze Quest?</h2>
<p>Well, I use shared hosting, which runs about $12 a month if you throw in the domain name and all. I don&#8217;t mind footing the bill at this point.</p>
</li>
<li>
<h2>With a time constraint on the development of your game, was there anything you meant to build but had to cut to finish on time?</h2>
<p>Plenty, in fact entire portions of the game play had to be scrapped. Initially, I wanted to make each player&#8217;s bar two-story &#8211; a bar on the first level and an inn on the second level. Adventurers would rent the bedrooms overnight and provide a secondary source of income for the player. I was about a month away from the deadline when I realized there was no way I was going to be able to write the code and draw all the bedrooms for an inn before the deadline, so out it went. To be honest, once I yanked the inn I realized it was just unnecessary complication and probably didn&#8217;t need to be in the game in the first place; I have no plans to implement it in the future.</p>
<p>What hurt was cutting the player-versus-player combat system before the deadline. Booze Quest is intended to be a player versus player oriented game, and it was a really hard call to not include PvP by the contest deadline.</p>
<li>
<h2>What are your thoughts on the fact that Booze Quest won the PBBG contest? Were you surprised?</h2>
<p>I had a cautious optimism after viewing the other entries in the contest. Tygras had some phenomenal art, Cubicle Battles was unique and made me laugh and Pirates Glory had some awesome game play elements â€“ really all the other entries were top notch. Iâ€™m very pleased that I won, but Iâ€™m more thrilled that the contest succeeded in getting some awesome new games out on the internet. (I was also secretly rooting for Cubicle Battles. Shhh, donâ€™t tell anybody.)</p>
</li>
<li>
<h2>What plans do you have for booze quest, going into the future?</h2>
<p>I intend to continue actively developing Booze Quest! Iâ€™m working on a patch for the more serious issues my players have been bringing to my attention, and then Iâ€™m on to getting PvP into the game. Booze Quest will stay my active side project for some time to come.</p>
</li>
<li>
<h2>Do you have anything to say to budding browsergame developers?</h2>
<p>For all game developers, Iâ€™d say â€œwrite down every idea that comes to mind, no matter how sillyâ€. Booze Quest spent about six months as a half-page of scrawl before I fleshed it out for the competition. You never know which of your ideas will mature.</p>
</li>
</ol>
<p>If you want to try out Booze Quest, you can visit <a href='http://npcrpg.info'>http://npcrpg.info</a>.</p>
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		<title>Interview: Josh Fisher from Urbaniacs</title>
		<link>http://buildingbrowsergames.com/2008/05/14/interview-josh-fisher-from-urbaniacs/</link>
		<comments>http://buildingbrowsergames.com/2008/05/14/interview-josh-fisher-from-urbaniacs/#comments</comments>
		<pubDate>Wed, 14 May 2008 14:00:56 +0000</pubDate>
		<dc:creator>Luke</dc:creator>
				<category><![CDATA[interview]]></category>

		<guid isPermaLink="false">http://buildingbrowsergames.com/?p=32</guid>
		<description><![CDATA[
I recently got in touch with Josh Fisher, the creative force behind the browser game Urbaniacs. We sent a few e-mails back and forth, and I managed to ask him a few questions about his browsergame:
What first got you started building browsergames?
I cam from traditional media.  I spent about 8 years producing animation for [...]]]></description>
			<content:encoded><![CDATA[<p class='aligncenter'><a href='http://buildingbrowsergames.com/blog/wp-content/uploads/2008/05/disc-logo.jpg'><img src="http://buildingbrowsergames.com/blog/wp-content/uploads/2008/05/disc-logo-300x171.jpg" alt="Urbaniacs Logo" title="Urbaniacs Logo" width="300" height="171" class="aligncenter size-medium wp-image-33" /></a></p>
<p>I recently got in touch with Josh Fisher, the creative force behind the browser game <a href='http://www.urbaniacs.com/'>Urbaniacs</a>. We sent a few e-mails back and forth, and I managed to ask him a few questions about his browsergame:</p>
<h2>What first got you started building browsergames?</h2>
<p>I cam from traditional media.  I spent about 8 years producing animation for companies like Fox Kids, Cartoon Network, ABC Family, and others.  When Neopets first came out, I knew there was something really fun there, but I didn&#8217;t really know how to engage that world.  Eventually, as bandwidth (and NeoPets) grew, it became an easy transition.  While the animation market was shrinking, online game worlds seemed to be popping up everywhere.  My partner Barry Collier and I decided to start one on our own, just for fun.  the idea was that we both liked comic books and hip hop&#8230; so we created Urbaniacs.  To us, it was a great combo of what we liked.  In our world, you could be a funky urban hero or villain, play games, and meet some interesting people.  It has been a real treat watching it grow into a thriving community.</p>
<h2>What language(s) did you use to build Urbaniacs?</h2>
<p>The site is programmed primarily in PHP.</p>
<h2>What other game(s) have you made? What have you learned while building them?</h2>
<p>I&#8217;ve been the producer on NFL Rush Zone, the NFL&#8217;s game world for kids, for the last 18 months.  Working with their team has opened my eyes to the what is possible when you have a larger staff working together. Urbaniacs has always been a 2 and 3 person shop.  It&#8217;s a lot easier to get things done in a short period of time when you have resources.  The NFL has also inspired us to push the technical aspects a bit further.  They have been great to work with and when someone gives you a great challenge with a great brand, it&#8217;s exciting to respond to that challenge.</p>
<h2>Do you have any tips for someone looking to get into building browsergames, or for people just starting out?</h2>
<p>I think the most important thing is planning.  Know what you want and what you want to be before you get started.  Switching gears can be a frustrating experience for the users and for your team.  I&#8217;d rather spend some extra time digging in and understanding the audience, and knowing what it is we will be offering them.  It&#8217;s really two things, 1 is good planning and the second is sticking to your plans and executing them in the best possible way.</p>
<h2>Do you have any recommendations in terms of monetization or advertising strategies? There are a lot of browsergames out there to compete with.</h2>
<p>If I had a good answer, my life would be easier.  We&#8217;ve avoided VC at this point.  Monetizing your traffic is the smartest money you can spend (when it&#8217;s your own money).  We&#8217;ve got micro-payments and ads.  We haven&#8217;t gone down the subscription road yet, but a lot of companies do well with that model.  When I find one that really works, I&#8217;ll let you know.</p>
<h2>About Urbaniacs</h2>
<p><a href='http://urbaniacs.com'>Urbaniacs</a> is a comic book world come to virtual life.  Transform your online self into your own funk-infused super-avatar known as an Urbaniac.  Meet new &#8220;Homeys&#8221; or challenge your &#8220;Arch Enemies&#8221; to a multiplayer Battle.  Each Urbaniac can be customized in thousands of ways.  While the characters and styles are immediately attractive to younger audiences, the depth, clever games, and irreverent sensibility appeal to teens and adults who play. There is a wide range of humorous and entertaining interactions for anyone looking for an adventure.  Direct your Urbaniac to The Streets to chat with friends and show off your funky super powers or cruise to the Arena, where you can take out some aggressions with a hilarious round of &#8220;Wedgie Toss.&#8221; You can join a local challenge to become a Boom Box master or spend some time earning Urbos (Urbanvilleâ€™s currency) while playing Beat Bot Boogie.  There are many compelling social community features built into the comic gameplay of the world.  Once you&#8217;ve earned some Urbos you can head down to the â€œPimp Out Depotâ€ to trade them in for some fresh new gear and gadgets to equip on your Urbaniac.  But be careful!  At any moment, you could be faced with a challenge, assault, or battle by another Urbaniac or one of the in game characters.  Scared?  Don&#8217;t be.  Just invite some homeys along and you and your crew could take over the city in no time.</p>
<p>The group elements make the site come to life.  Try your best to out-rap Urbanville&#8217;s Mayor DaMan in the &#8220;Freestyle&#8221; rap forum or check out the &#8220;Newbie&#8221; posts to get some insider tips about how to play the more challenging games.  Better yet, create your own forum and see how the Urbaniacs community responds. Urbaniacs is an evolving virtual world created to inspire the imagination and provide hours of fun, funny, funky entertainment and adventure to all who participate.</p>
<p>For more information contact Co-founder and Urbanville Mayor, Josh Fisher at <a href='mailto:Josh@Urbaniacs.com'>Josh@Urbaniacs.com</a>.</p>
<h2>Hey!</h2>
<p>Know someone who&#8217;s built(or is building) a cool browsergame? Drop me a line at <a href='mailto:buildingbrowsergames@gmail.com'>buildingbrowsergames@gmail.com</a> so I can get in touch with them!</p>
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