EnerCities wins Best Learning Game award!

After the recent Dutch Game Award, the praise continues for EnerCities. Last Friday, we won the Best Learning Game award at Online Educa Berlin!

The awards were an initiative of Engage, the European Network for Growing Activity in Game-based learning in Education. They aim to, well, grow the activity of game-based learning in education. Which we think is a great idea!

The Engage Quality Awards “recognise excellent contributions from teachers, educational practitioners, game developers and producers to the quality of game-based learning”. The award for Best Learning Game focuses on “digital games for teaching and learning that stand up to methodological, didactical and technical standards”.

There were 30 game submissions from 11 different countries. A jury composed of GBL experts, teachers and game producers rated the games. Each game was subjected to the strict SIG-GLUE quality standards. This standard assesses the quality of learning games, based on methodology, context, content and technology. By winning the award, EnerCities now has the SIG-GLUE stamp.

Apart from the SIG-GLUE stamp, Paladin Studios is now a member of Efquel, the European Foundation for Quality in E-Learning. But most of all, we are honoured to receive this acknowledgement from the educational community, and hope that EnerCities will continue to fuel the spread of game-based learning.

Best Online Game award for EnerCities

Every year, the Dutch games industry gets together for something special: the Dutch Game Awards Dinner. For one evening, an old industrial train dock in Amersfoort is transformed to host an epic show displaying the Dutch industry’s latest and greatest achievements.

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This year, Paladin’s game EnerCities was nominated for Best Online Game Award and the Control Industry Award. And as the title suggests, we won in the biggest category of this year: Best Online Game. Yay! :)

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The jury praised the social aspects and fun of the game, while still tackling a serious topic like energy: “[EnerCities] made good use of the web, in order to spread an entertaining game about a serious topic.”

In total, the DGA had 100 submissions, of which 36 were in the Best Online Game category. Other winners were games like Fairytale Fights, Greed Corp, Paper Cakes and Knutselwereld.

And the owl? He has found a new home in our office :)

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Cockpits

I stumbled upon a pretty cool article from Wired. It shows an amazing array of different types of cockpits, ranging from fighter planes to cruise ships.

Spy Plane cockpit

The amount of variables and knobs to tweak varies enormously. There was one big takeaway for me: The number of variables you need, depends on the agility of the thing you’re trying to control. The captain of the cruise ship says the following:

“When we’re going into port, we typically push the chairs out of the way and stand up. It makes us more agile”. And how does he steer? “The port and starboard command chairs have built-in joysticks for controlling the ship,” Wright says. But those are typically operated by other officers. “Captains should be mentoring and teaching.”

Which is different from flying an airplane: The Boeing 787 has a 8- by 4-inch fold-down, heads-up displays (corner of each windshield) to let pilots do instrument scans without shifting their focus from the horizon.

What’s also nice is that in the more advanced ships, most of the trackable data is tracked. The most extreme case is the Blackbird: “If a pilot screwed up, we could download the tapes and say, ‘OK, buddy, here’s what you did wrong,’” says Rich Graham, a flight instructor and retired SR-71 pilot.

We are currently working on our own dashboard for our upcoming games, something which we will probably share with you in the near future. The beauty of these real-life examples really makes you look at a software dashboard in a different way.

So what do you think? What is the ideal team size for game development? Should you be delegating and coaching, or should you be at the steering wheel making turns and shifting gears? And equally important, what’s the ideal dashboard for that product you’ve launched? Which variables are you tracking? How many knobs do you need? Are those the right ones?

Jimmy Pataya: beyond the launch

As you know, recently the Paladin team built an iPhone game in two weeks. It includes fun gameplay, nice graphics, music, sound and character voice, and highscores that can be shared on Twitter. In this post, I want to look back on what happened after we submitted the game to Apple on Friday April 2nd.

Wait for it…

The long Easter weekend afterwards, we all took some time off to rest. We had been working hard to meet the deadline, and quite frankly, it was exhausting. Plus there wasn’t much to do anyway but wait for the game to be reviewed and approved. On Tuesday we sat down and discussed what to do next. It made sense to start marketing the game.

Our great artists Niels, Lars and Thomas made a sharp website, which coder Tijmen implemented. Check it out here. Derk wrote a press release, with a focus on the two week-development sprint. And Lukas and I made a big list of iPhone game review sites, which we started sending requests for reviews to.

It’s alive!

On Tuesday evening / Wednesday morning, Jimmy Pataya v1.0 was approved by Apple! Of course, we were very happy about this and many hands were shaken during that day. We quickly became addicted to checking sales numbers every five minutes, and quickly stumbled upon the cold hard truth about selling in the App Store: it’s pretty tough.

This is what our sales figures looked like in the first week:

On the Y axis, you see the number of units sold. The peak was 72 copies, which resulted in roughly  € 35 / $ 44. Even though we had spent only 2 weeks on development, you can imagine that those kinds of numbers won’t pay the bills. At all.

Spotlight

So while we were busy contacting even more review websites, something magical happened: I received a mail from Apple, notifying us that we would be featured in the ‘New and Noteworthy’ category in the US, Canadian and Mexican App Stores. Lo and behold! It actually happened the very same day! Effectively, it means that anyone in those countries checking out the Games section in iTunes will see Jimmy Pataya!

So, truth be told, the fact that Apple took our little game and put it up there for all  to see was pretty exciting already. But the real question was, of course: would this have any effect on sales? The simple answer: yes.

We, the People

Driven by this phenomenal boost, we decided this project wasn’t over yet. We’re on a roll now, and more importantly – in under two weeks, we suddenly gained over 2,600 customers. Jimmy Pataya is now a real product, and we better treat it that way!

The best thing about having customers (except maybe for earning money) is getting feedback. Fortunately, it’s mostly positive. Many love the game and seem to be playing it over and over again. A few quotes:

“Wicked game. Great for fans of doodlejump type games. Buy it.”

“This is one of those games I can play for hours on end. Gameplay is almost completely smooth on my iPhone 3G. Patayaaaaa!”

“Love it!!!!!! – Best game ever!!”

“Papayaaaaaaaaaaaaa!!!!!!! – Just frickin awesome dude it’s an adrenaline rush”

Of course, there were a few bad and ugly comments as well:

“It’s nothing special and it’s not worth the price. Unless you have money to spare, avoid it.”

“very DUMB game!!!!!!!!!!!!!!!!!!! – THIS GAME WAS FUN FOR ABOUT 3 MINUTES AND THAN I DELETED IT OFF MY PHONE TOTAL GARBAGE DO NOT BUY THIS JUNK WISH I COULD GET A REFUND THE CREATOR SHOULD BE ASHAMED TO SELL THIS FOR .99 SHOULD BE FREE AND EVEN THEN DONT GET IT”

As a team, we dealt with criticism before. Rather than be personally offended or hurt, we ask ourselves how we can improve the game so even more people will enjoy it. Three things came to mind immediately: OpenFeint, iPad and extended gameplay.

From here and beyond

I actually submitted update 1.1 to Apple just two hours ago. It includes full OpenFeint support, meaning Leaderboards and Achievements. Players will now be able to check global highscores and see how their friends are doing. Achievements such as Rookie, Spin Doctor and One More Time will add extra reasons for replaying the game.

We actually have hires graphics for the iPad version ready too, but ran into an issue combining Unity, iPad and OpenFeint. Producing games is all about making tough choices and about making it work. There will be future updates, so for now, we’re not supporting iPad just yet.

And finally, we have lots of ideas for enhanced gameplay. Many of our testers and players came up with great additions too: power-ups, animations, time-trial, stunts… the list goes on. Tomorrow we’ll sit down and discuss what the next update will be. Jimmy is alive and kicking!

We have a winner!

When we at Paladin Studios finish a game, I make an estimate of the highest possible score is going to be. Usually it is a combination of my personal record multiplied by x, just to be sure.

There is a good reason why I take my my personal record: I programmed a large part of it. This gives  me a few benefits:
1) I played the game like a thousand times for testing purposes
2) I know exactly how the mechanics work, so I can avoid pitfalls and get those extra bonuses

Well, Jimmy Pataya was no exception. My highscore during the development was around 1500. I calculated a nifty Japanese guy would be able to get 2000 so I set the Daaamn-you-must-be-good-bar at 2500.

After the release I reached 1699 (yes just one point away from 1700 :( ) and I told a good friend of Paladin, Ricardo de Zoete, I would do a blogpost if he could beat my 1699 highscore.

Well it took him about a week but he actually beat me! He raised the bar to a whopping 1864!!

Congratulations Ricardo!

Maybe you can create a t-shirt saying: “Jimmy Pataya; been there done that, got the t-shirt