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Checking in on the state of real-world games

Posted: April 6th, 2010 | Author: Gregory Trefry | Filed under: Big Games, Casual, Game Design | Tags: , , , | No Comments »

I recently wrote a piece for the casual game website Gamezebo about MyTown and Foursquare and the state of real-world game mechanics.

Being there is playing there: Checking in on the emergence of location-based games

Right now most of these games/services revolve around check-in mechanics. And I can totally see why, check-ins are the atomic unit of location-based data–”I’m here.” With Foursquare you simply raise your hand and state your location. MyTown offers some further gameplay beyond your hand-raising with players collecting rent on properties they’ve visited. They may seem overly simple, but these casual mechanics are what’s required to get the average player used to real-world gaming, easing them into more complex and demanding games.

Read the whole article.


Gigaputt on the iTunes Store

Posted: March 24th, 2010 | Author: Gregory Trefry | Filed under: Casual, Gigantic Mechanic | Tags: , , , | No Comments »

Gigaputt, our new golf game has been out for about a month now and has sold decently. We were featured by Apple for a week, which boosted our sales 10 times over. But as many app developers know, the iTunes Store is a giant haystack. It’s worse than finding a needle in a haystack. At least a needle is made of different material. This is like finding a strand of hay in a haystack. You can find the ones on top but finding ones in the middle, well that takes some real perseverance and digging.

Here’e the skinny on Gigaputt:

With the flick of a button Gigaputt transforms your neighborhood into an exciting 3-hole mini-golf course, complete with popping manholes, treacherous fire hydrants, and giant coins.

I plan to have a more detailed post-mortem on the design decisions behind Gigaputt available very soon. But in the meantime check out the game. The post-mortem will make a lot more sense if you’ve played!