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Top Ten Tips for Corporate Gaming - Ben Sawyer, Serious Games
Top Ten Tips for Corporate Gaming...
By Ben Sawyer
bsawyer@seriousgames.org
10. Start small - build something that replicates the creative and implementation approaches needed for larger projects by doing something small. Be sure that while small it's not recreating hangman in a browser but that it looks, acts and FEELS like a good commercial game should.
9. Do not hire just any flash development group - hire groups with deep and clear experience building real games. The short list here is short. Hire game developers that know flash not flash developers claiming to know gaming. Same with Java, Shockwave, etc.
8. Learn how to move through the development process unique to games. This is a process which usually follows an iterative experimental build style where the core mechanics are agreed on, general look and feel, but nothing is absolutely nailed down until you get the first iterative versions of the actual software. Then it's a test, design, redesign, rebuild process until you get it where you feel it can be entirely locked down, debugged and shipped. In some projects and small efforts you can play with this a bit and define more on paper but in general this is not the same as the way most enterprise software is built so be prepared.
7. Do design workshops with teams that will be involved with the project -- work to improve their overall game appreciation skills and from this help better visualize and support the game development process as well as the implementation process.
6. Bring in employees for testing during development. Most corporations expect the developer to test but this is a mistake. The corporation should take responsibility for many facets of testing and do it right.
5. Always get the source code. Gaming companies don't tend to want to give up source code because of the issues in the game industry about protecting secrets. However most serious games don't use incredible IP breakthroughs and the risk of small shops not being
able to support bug fixes to legacy apps 5-10 years out is high.
Instead insist on source-code or at least source code escrow. On the flipside GIVE the develop non-exclusive ownership of all IP so they can re-use it for other projects with some limited non-compete. Keep in mind that if you're buying very high end tech, or off-the shelf systems, or work that is pre-developed you may not have access to the leverage to make these demands. Bottom line - find an agreeable plan for support/bug fixes that go beyond one year of the project's delivery. Always couch this in the need to support your use of the game for many years.
4. Implementation planning never starts soon enough. A game in and of itself won't work as well as a game properly planned for rollout with support systems, web community, upgrade plans, tech desk, trained facilitators, and much more. DO NOT expect your developer to know this. They can be a party to a planning team but for the most part developers develop for publishers and others who bring the incredible post-delivery logistics. If you're not playing this role expect huge problems.
3. Bring in assessment experts and developers early to link the expectations and objectives to the game from the beginning. If the developer doesn't ultimately understand how the outcomes will be tested they are at a disadvantage to helping build something that achieves those goals. Many games will require more then a multi- choice outcome exam if you're to truly understand if they work, and if so how?
2. IT in from the beginning - rollout issues for games in corporations needs lots of work and I'm shocked at how often we've been burned by treating it as an after-thought. IT also tends to be resistant to gaming because of perceived support issues. These need to be resolved early and often.
1. Bring in real professionals to spec and outline your game properly
-- do not work with people who don't have a deep understanding of commercial gaming.
AND FINALLY A BONUS...
PLAY A LOT OF GAMES - READ THE GAME MAGAZINES - ATTEND A GAME SHOW
The more you understand commercial gaming the better it will help you in serious games.
By Ben Sawyer
bsawyer@seriousgames.org
10. Start small - build something that replicates the creative and implementation approaches needed for larger projects by doing something small. Be sure that while small it's not recreating hangman in a browser but that it looks, acts and FEELS like a good commercial game should.
9. Do not hire just any flash development group - hire groups with deep and clear experience building real games. The short list here is short. Hire game developers that know flash not flash developers claiming to know gaming. Same with Java, Shockwave, etc.
8. Learn how to move through the development process unique to games. This is a process which usually follows an iterative experimental build style where the core mechanics are agreed on, general look and feel, but nothing is absolutely nailed down until you get the first iterative versions of the actual software. Then it's a test, design, redesign, rebuild process until you get it where you feel it can be entirely locked down, debugged and shipped. In some projects and small efforts you can play with this a bit and define more on paper but in general this is not the same as the way most enterprise software is built so be prepared.
7. Do design workshops with teams that will be involved with the project -- work to improve their overall game appreciation skills and from this help better visualize and support the game development process as well as the implementation process.
6. Bring in employees for testing during development. Most corporations expect the developer to test but this is a mistake. The corporation should take responsibility for many facets of testing and do it right.
5. Always get the source code. Gaming companies don't tend to want to give up source code because of the issues in the game industry about protecting secrets. However most serious games don't use incredible IP breakthroughs and the risk of small shops not being
able to support bug fixes to legacy apps 5-10 years out is high.
Instead insist on source-code or at least source code escrow. On the flipside GIVE the develop non-exclusive ownership of all IP so they can re-use it for other projects with some limited non-compete. Keep in mind that if you're buying very high end tech, or off-the shelf systems, or work that is pre-developed you may not have access to the leverage to make these demands. Bottom line - find an agreeable plan for support/bug fixes that go beyond one year of the project's delivery. Always couch this in the need to support your use of the game for many years.
4. Implementation planning never starts soon enough. A game in and of itself won't work as well as a game properly planned for rollout with support systems, web community, upgrade plans, tech desk, trained facilitators, and much more. DO NOT expect your developer to know this. They can be a party to a planning team but for the most part developers develop for publishers and others who bring the incredible post-delivery logistics. If you're not playing this role expect huge problems.
3. Bring in assessment experts and developers early to link the expectations and objectives to the game from the beginning. If the developer doesn't ultimately understand how the outcomes will be tested they are at a disadvantage to helping build something that achieves those goals. Many games will require more then a multi- choice outcome exam if you're to truly understand if they work, and if so how?
2. IT in from the beginning - rollout issues for games in corporations needs lots of work and I'm shocked at how often we've been burned by treating it as an after-thought. IT also tends to be resistant to gaming because of perceived support issues. These need to be resolved early and often.
1. Bring in real professionals to spec and outline your game properly
-- do not work with people who don't have a deep understanding of commercial gaming.
AND FINALLY A BONUS...
PLAY A LOT OF GAMES - READ THE GAME MAGAZINES - ATTEND A GAME SHOW
The more you understand commercial gaming the better it will help you in serious games.
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