Cliché Studio Cliché Game Studio

20Mar/120

Our foray into the Edge create unity3d competition

Posted by Anthony Thomas

Since we are ahead of schedule with programming for fortunes we are entering the Edge Create Challenge

Edge create

Edge Create Challenge 2012

We came up with a game for their theme of 'edge' that we're tentatively calling Just Deserts. It is about a struggle to preserve an ecosystem on the verge of dying out. We've got a good working prototype with programmer models going on right now.

Beautiful programmer models

Are any of you taking part in the edge competition? Let us know in the comments!

29Nov/110

Development #1

Posted by Anthony Thomas

So I've read woot commstoday and they mentioned 5 great reasons to start a developer diary. My favorite of these are staying sane, and feedback.

In the past I've written slightly more but about more broad general things, the industry and concepts instead of concrete things like what I'm working on. I think that, in part, is why there has been trouble trying to get engagement. So here we will try and foray into the more concrete. I know way to bury the lead huh?

I've been working on an android app we are calling Marco Polo for now. Apparently the name is taken and we'll have to come up with something else when we release but it works as a working title. It's kind of a mess as its my first time working with android and despite knowing java I've still been learning a lot.

I'm currently working on testing framework which I probably should have done much earlier in the project to try and help debug and polish the mostly functional code at this point. Debugging smart fox server has been an interesting challenge. I spent some time with Junit and the client software to implement fake users but hit a snafu when trying to use more then one fake user at once. Fortunately updating my version of smart fox server provided some NPC functionality on the server side. The past few week or so has been trying to shape that to what I need it to do.

We are also planning on incorporating a neat service called kiip, which is basically attaching real world rewards to achievements in games. So when we get this integrated properly people will be able to get free stuff for doing awesome things in our game, and we may be able to make enough to cover server costs.

Things are really starting to come together and I'm really glad to have my business partner James and my fiancee Gina believing in me and helping me keep slogging on in the dips and lagging periods of this project.

We are also plotting our next android project which will be based onthe card game fortunes. The game is a tie in to the "The Way of the Gods" book series by Barbara Friend Ish which if you like fantasy you should go check out a copy.

I promise I'll work on making these less ramble-y in the future.

7Nov/110

The Power of Social Games

Posted by jkempf

One thing that is really compelling to me about games with a social focus is the way in which you get drawn in. Thanks to the network of people you know, there is a myriad of points of entry that can get you to play a game and to keep you playing.

I've just had a recent encounter with one of those entry points. My goddaughter, Sarea, just invited me to play a game with her on Google+. Now, I wasn't planning on playing games on there, but since she asked me to, I knew I couldn't say no. So, now, before bed just about every day, I intend on playing this game.

I don't know how many people she has playing with her, but I do know a few more can't hurt. If anyone wishes to join my goddaughter in her quest to kill zombies, (a goal I whole-heartily endorse), just send me an email and I will give your user name to her so that she can invite you play to play.

Filed under: social No Comments
13Sep/110

Further Gamifying Accounts Receivable

Posted by jkempf

In the not too distant past, I talked about how to use game mechanics in accounts receivable so as to help ensured that a business gets paid, but what about the people who are doing the collections?

Accounts receivable is tedious and draining work that involves a lot of repetition, so why not use game mechanics so that it is more engaging, rewarding and yields better performance out of the employee?

Applying game mechanics to business processes is tricky, because the last thing you want to is trivialize the work or condescend to the employee. For me, coming into a job and hearing someone say, in all seriousness, “Let’s go play the Accounting Game!” is the stuff of nightmares, and I love accounting.

So, how to use game mechanics in collections? Thankfully, this is relatively easy to do, since collections enjoys a clear goal, the collection of money from accounts.

To do this, the best approach is not to create a game and insert it into the collections process, but rather, take what tasks employees already perform and make them into a game.

To start, assign a point value to every percentage of the total accounts receivable ledger that a particular employee is responsible for. Doing it as a percentage is important, since different employees are responsible for different accounts and will have different amounts that they need to collect.

Secondly, depending on whatever criteria is used at your company, assign each invoice a rating category from new, to concern, to critical, or whatever ever gradients work for your company, and with each gradient being worth different point values. Also, add a point bonus for every time an employee clears all of the invoices marked for a rating category, except for new. For critical invoices, for every critical invoice not collected, subtract points from an employee.

This begs the question of what to do with invoices or amounts that have to be written off. I believe the best solution is to remove points from employees for invoices, accounts and amounts that are written off that they are in charge of. This disincentivizes write offs and will encourage employees to be more aggressive with troublesome accounts. Mind you, the point deduction for a write off should not be as severe as the one for not collecting from a rated critical invoice or account, since the decision to write off an amount should be agreed upon by management.

But we are not done, when an employee collects from an invoice and the payment is posted, your accounting system needs to post, immediately, the gain in points for the employee in a place where the employee can see it easily. This can be just about anywhere, from an intranet site to a scoreboard in the office.

It is important to have these scores publicly available to other employees in the company, for this increases not only the social pressure to perform, but also it increases the participating employee’s perception of the status they gain by performing well.

I would not stop at points, however. Instead, incorporating achievements into the workplace can also have great affect. These achievements can be based upon any number of things, be it being the first to clear a rating category within a month, to collecting a certain amount over the lifetime of a person’s employment in the collections department.

What is great about achievements, especially ongoing, public achievements, is that they provide an emotional reward for a job well-done without costing the company extra (though do not be surprised if they are used as an argument for a raise during the annual performance review).

By doing these things, not only does a company increase engagement, but they also create greater job satisfaction and make better use of the competitive instinct. Another advantage is that it enables companies to identify those players that consistently bring good value to the company. Yes, coming in first within a period is a good thing and should be celebrated, but it is more likely that the top performer will constantly change hands. It is that person who continually comes in the upper-tiers, even if they never place in the ranking, that are the backbone for any company, and these are often the people who are overlooked in favor of rewarding the occasional big winners and punishing the low performers.

In short, by using game mechanics in collections, companies can ensure their continued productivity and cash flows, and be less reliant on debt-financing.

24Jul/112

Gamifying Accounts Receivable

Posted by jkempf

Unbeknownst to many people, many successful businesses die due to a lack of cash.

Sounds weird, doesn't it?

It is because most businesses sell on credit to other businesses. On paper, the company is profitable, but at the same time the company's cash reserves, which they use to operate the business, dwindle to nothingness.

To combat this usually offer incentives for paying quickly, such as a 2% discount if the receivable is paid within 10 days. This is a good thing, as it can build up to significant savings for the paying company.

This idea of added incentives is well developed in sales, with higher discounts given to larger orders. This allows companies to show a larger paper profit, if a smaller margin, and attract investors. However, it does not keep the company afloat.

What I think a better solution would be, and is applicable outside of providing physical products, is better developing the payment portion of the business cycle.

Imagine this: A company gets .5% off their bill for paying within 10 days. They do this 3 times in a row, they get 1% off. 7 times in a row, they get 1.5% off. And so on and so on until a maximum discount is reached.

Outside of discounts, a company could offer other incentives to paying early by partnering with other business, like offering frequent flyer miles with a partner airline. Or perhaps hotel discounts. Or sales discounts with an electronics company.

If a company wanted, they could further increase the incentive for paying early by issuing a press release of top ten customers, not based on orders, but on payments. This would give the paying companies greater status and reputation, thereby increasing the incentive to pay.

So, by using game mechanics in one's account receivable policy, a company can increase their chances of survivability, and not just post potential paper profits.

24Jun/112

5 reasons for Cliché

Posted by Anthony Thomas

So I want to talk a little bit about why I'm here. Maybe we can get James to talk about his reasoning later.

  1. I want to create interesting worlds
    borderlessworld
    World building has been a past time of mine before I even knew the term for it. When I was young often in play I would take the imaginary worlds presented in games, books, and other media and try and extend them. I often wish I could literally create parallel realities just so I could mess with how they ticked and play with how they worked. As you can imagine I am a fan of SimCity and other simulation and god games.

  2. I want to create tools that help other people create their own interesting worlds
    Some of the things I want to create, especially in the realm of AI are tools. I think the creation of well made tools would encourage others to be more adventurous with experimenting in the realms those tools cover since they lower the cost of doing so. It doesn't hurt that I'd have fun playing with the tools myself after their creation.

  3. I want to be captain of my own destiny
    Just like Captain Sparrow

    Just like Captain Sparrow


    My current day job is fantastic, but I'm still working for someone else. I have to work on the projects they decide and drop them for what they dictate is a priority. One of the most free times of my life was while I was unemployed shortly before the current job and I got myself out of depression and starting working on personal projects in the downtime when I wasn't applying for jobs. Cliché will be a lot of work, but if I can recapture that magical sense of freedom in the process it will be worth it.

  4. I want to play in interesting worlds
    If I don't build them who will? The tools fit into this as well. Hopefully by contributing to the industry through our products and the dialog between the industry and gamers here we can help make more interesting worlds happen everywhere.

  5. Doing something scary is a good way to grow as a person
    Starting down this path has been scary. Once I've saved up some money taking the next step and quitting my job will be even scarier. But we grow as people in my opinion when we face frightening things despite them scaring us, and I think I am growing wiser and more confident for persuing this endeavor.

Do you agree or disagree with any of these reasons? Share your thoughts in the comments below.

16Jun/110

90% syndrome

Posted by Anthony Thomas

The software developers among readers should all know exactly what I mean with this title. You get a project going, get some great momentum, and get almost done. Then bam, well this isn't quite right and you need to back up, or boom you need to slow down and polish that a little bit, etc.

So it is with pleasure and pain that I say that Marco Polo is approximately 90% complete with its first iteration. A slew of issues seem to have veritably conspired to slow me down including some hard drive problems(Thank god for svn).

Please forgive the bluriness

Marco Polo on an actual phone

Despite the slow down this is still very exciting times. In the next few months we will finish up our alpha version of Marco Polo, head down to birmingham for play on con and begin formalizing our designs for the next game(we have at least 4 more planned out but we can start hammering out more specific details based on what we learn from the current project).

So readers, where do you usually get android apps from? Let us know in the comments!

8Jun/111

Ride Ookla!

Posted by jkempf

Hi, James here.

I don't know about many of you, but I grew up in the 80's, so I had the pleasure of growing up with many 70's and 80's cartoon shows. Dungeons and Dragons, Silverhawks, Spartacus and the Sun Beneath the Sea, and one of my favorites, Thundarr the Barbarian.

I'll admit it, I still want that sunsword. It's awesome.

Despite the awesomeness of the sunsword, Thundarr was not my favorite character. No, my favorite was Ookla. It saddens me that I never really got to know anything about him, but, for some reason, he was always my favorite. I think, perhaps, that it was because of his horse.

Ookla Riding

courtesy of gmgeeks.com

See, his horse told me more about the world than the opening credits did. It told me that, though it was Earth, it was not the Earth I knew. It was someplace else where things like Ookla's horse existed.

It is true that there was Ookla, who was not human by any stretch, and there were monsters that Thundarr and his pals fought, but things of that nature are too easy to imagine. It is harder to make things that are fantastic part of the everyday world. This is something that many a RPG in the gaming world is missing (though definitely not all). What something like this simple horse does is defamiliarize the world in such a way that it attracts the interest of the audience, because it lets them know that there is more to this world than what is presented on the screen, without pandering or reaching such heights of fantasy as to be ridiculous.

Take Dragon Age, for example. There are dragons in this world and there are monsters, but outside of fighting things, it doesn't seem to have changed the familiarity of a medieval inspired setting all that much. Wouldn't a world where magic is not uncommon have different pressures on the local flora and fauna, making all sorts of new things that people, be they elves or dwarves, have use for.

Some may point out that in Dragon Age, there is the Nug, a rabbit-esque creature that the dwarves eat, but that is about it, and though it is referred to, we, the audience, never see one being roasted. If we had, that small detail, and others like it, featured prominently, would let do more to let us know that this setting is so much more of a world apart from our own preconceptions of it that it is worth exploring for its own sake.

So, to the world builders out there, please, remember your world is more than the people and the monsters, but the beasts and the trees as well. Need inspiration, check out the works of Dougal Dixon, or watch The Future is Wild. Trust me, you'll be glad you did.

-James-

25Feb/110

Artistry

Posted by jkempf

Today, Anthony brought to my attention two things:

and

A Philosophy that Extends Eastward: Social Games Zynga-Style

After reading and watching these, I couldn't help but think of my friend Begoña, whose father hand-makes flamenco guitars.
Stuart Mewburn Guitar

I am sure many (or both of you) are wondering what on earth does this have to do with gaming?

Extra Credit's open to letter to EA complains that EA is pulling the medium of gaming backwards into the realm of juvenile fantasy. In a sense, Extra Credits feels that EA is turning gaming into this:
Ancient Lyre

Sure, this thing may be easy to construct, neat looking, and even fun to play...for awhile, but it is not going to have the complexity a guitar brings. The same is true with gaming.

In the Gamasutra interview, Andy Tian talks about bringing metrics to the forefront for determining game design, and downplays the importance of creativity and artistry. In guitar terms, what is he talking about is kind of like tablature:
Guitar Tablature

This may be technically correct, but its not music, and, by its own admission, isn't art. You do not get innovation or anything exciting from playing the same song again and again. Sure, it's fun at first, and doing it well does lead to a certain sense of accomplishment, but if a player doesn't do anything new, eventually they lose interest. It takes being able to create your own thing, or having something new put before you in order to maintain interest.

The other thing is that games are a medium of not just craftsmanship, but of art. Both have incredibly important roles. With art alone, all you get is something neat looking, and with craftsmanship alone, you only get functionality and lose innovation. Games are a medium that require both to work hand in hand with one another in order to create something spectacular, and when you do that, you get this:
Stuart Mewburn Guitar

Something that is not only functional, and not just beautiful, but versatile and teeming with possibilities.

-James-

(pics courtesy of Stuart Mewburn Guitars, Clinton-wi.com, and Paul Smyth Guitars)

29Jan/115

A Bridge Not Far Enough

Posted by jkempf

One of these days I am just going to have to admit that Ant is the brains of this operation, and I'm just the face.

I am not admitting it now. Nope. Right now I am still going to do my best to take the lion's share of the credit, but, eventually it is going to become so obvious that I will have to admit it.

Once again, Ant has sent me an interesting article concerning the network effect.

The network effect is simply the value a individual adds to a product of service by virtue of using that product or service. An example would be a couple of your friends go to a particular restaurant regularly, so they take you to the restaurant as well. The restaurant may not be exactly to your taste, but you keep going, and will most likely bring others because your friends like it and continue to hang out there. Later on, when the original friends leave, you continue to go to the restaurant with the people you brought later on, because that is where you guys hang out.

Such is the case with WoW. There may be more enjoyable alternatives out there, but players stay with WoW because their friends play WoW, and it would take a lot of work to convince all of your friends to move over to a new game.

Now, games can take advantage of this, in ways that no other media really can. The article points out that some companies are doing so by having achievements and such crossover to other games.

Personally, I think that's just weak. Not just weak, it is stupid. We can do so much more in gaming. You know what made The Sims such a breakthrough game? The ability for people to add their own content and share it with others. Thanks to that, I had a built a Roman villa and temple. What was great about this is that not only did I keep playing that game because I could constantly get new stuff (which I did), the developers didn't have to lift a finger to make more content, and the business didn't have to spend extra money.

Imagine if you applied that to something like WoW. Not only would the numbers of people dropping off between expansions lower, but you could increase the amount of time between expansions, allowing the company more time to focus on quality and spread out the risk of development costs. Sure, you would have to put in controls to make sure that no one created omnisupergodsword of player killing, but I think that it would still be worth it, as doing so would increase the value players bring with them exponentially.

-James-

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