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Interview: Remode, Creators of Mole control

Features - Interview

 

After reviewing and really enjoying Mole control, I caught up with a couple of the developers at Remode to see what life as an indie developer is really like.

For people who haven't yet played the game, could you give an overview of what Mole Control is all about?

Martin: The game is a modern rendition of the classic puzzle mechanic of Minesweeper, in which each numbered tile is indicative of the number of hidden exploding moles connected to it. It aims to be bright, colourful, funny and charming.

The game is set in a village where a mystery villain has set the indigenous exploding moles loose. You have to find and collect/destroy all of these moles by visiting various areas of the village that have become infested. There are also time attack challenges that are staged within arenas that are part of a traditional local Mole Control Competition.

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How did the idea first come about?

Ella: We knew that we only had six months to develop a game from concept to completion. We didn’t want to make another Match 3 and realised that we didn’t have time to think up and prototype new game mechanics, so decided to take a classic game mechanic and bring it up-to-date. We had already developed some technology though so we knew we could produce a 3D game in that time. Andy and I always liked the Minesweeper game mechanic, but thought the Windows version had a lot of flaws and was very dated. We realised that by making some changes to the mechanic we could get rid of the really annoying problems with Minesweeper – the way you can lose on your first click, the way you only have one life, the way you can get an impossible situation. So we gave the idea to our artist Matthew to come up with a concept. We knew he had great narrative and character skills, so basically gave him a completely open brief to create a world around the game mechanic, which was how the mines being exploding moles and Molar Creek village came about.

 

It very clearly draws from Minesweeper, were there any other inspirations used to help mould the stylistic side of the game?

Matt: It must be said that it was precisely because Mole Control draws from Minesweeper in terms of gameplay, that we wanted a really 'non-Minesweeper' feel and tone to the whole experience. We really wanted to develop an appealing and uniquely charming setting that, which would crucially appeal to those who never 'got' the familiar game mechanic. A key part of developing the world of Molar Creek was that we wanted to show the attractive features as well as the signs of dilapidation and the daily routine; we felt it very important that the game should be light-hearted, but not saccharine or overly rustic.

Visually the most obvious influences are the work of Looney Tunes Animator, Chuck Jones, and also Aardman's Wallace and Gromit, they are packed with stylish and wonderful ways of showcasing the mundane and the absurd. And it’s this combination that makes a tale of exploding moles work. It’s definitely something we tried to embody throughout Mole Control.

How did you go about creating a middle ground the game so it would appeal to both adults and children alike?

Martin: When we first started fleshing out the game we knew the sort of feel we wanted to give it, so we looked to other cartoon-ish franchises that are enjoyed across different age ranges. Properties such as Aardman’s Wallace and Gromit: Curse of the Were Rabbit and Team 17’s Worms were key influences.

Both feature abundant and mischievous creature-based characters who are not overtly good or evil. We felt that this sort of treatment would give the moles an endearing and understated quality.  A lot of games use their characters to represent some epic –and serious –battle between good and evil but we didn’t feel that this approach made sense for such a light puzzle game. We had to strike a balance as we wanted to give it more substance than other offerings in the same genre.

Another classic trick to draw adults into a cartoon world is by using humour that may not necessarily be fully understood by children. You can see this in TV shows such as The Simpsons and it’s certainly prevalent in the story sections of Mole Control: the nosy neighbour, the slightly simple park-warden and the matron-esque farmer’s wife.  All these characters play on stereotypes that adults would probably be able to recognise better than children.

Mole control aims to capture the interests of both adults and children alike

 

You are based in the UK and your games art style, I felt, really reflected the imagery most outsiders would associate with old fashioned, fairytale British life. Was this the case or did this just come about by accident?

Ella: Once we had come up with the idea of exploding moles, we decided to set the game within a village and specifically within a village fete where the villagers have their annual Mole Control Competition. This was mostly inspired by the team’s recollections of going to country fetes as kids and seeing some quite odd local competitions. Being such a traditionally British theme for a game world, the art then needed to support it.

How has it been working with Blitz 1UP? What sort of advice and counselling did they give you (if any)?

Ella: Working with Blitz 1UP has been a really good experience. We approached them because we realised how difficult getting distribution deals with PC portals was going to be, and thought that having them as a middleman would be beneficial. That has proved to be right, but they have also helped in a lot of other ways. We finalised our agreement with Blitz 1UP just as we were finishing the last touches on the game, and when we asked for their advice they gave us some great design feedback.

I think that having a fresh pair of eyes look over it gave a good perspective on things. We also decided to use their PC compatibility testing scheme which worked really well. We were hesitant at first, as we didn’t know whether we would get such reliable results as we would from a testing lab, but with the budget we had we realised that we would get it tested on more machines via the Blitz 1UP scheme and the results were really useful and saved us quite a lot of money!

They also help with PR and generally give us advice about anything we ask. When you have never taken a game to market before it is really good to have someone like the guys at Blitz 1UP on the end of the phone.

How do you feel about costs of developing for the iPhone or the Xbox Live indie store and the relative risks associated with doing so?

Ella: We have looked at both platforms quite lot, particularly iPhone, and I don’t think that either of these platforms are ones that we will be looking to develop our own products for in the near future.

With the iPhone there is just too much content on it, and it is so difficult to find anything. If you aren’t in the Top 25 or featured list you may as well not exist! Although saying that, it seems that if you have an existing brand things are quite different. For example, if we made a game that was a big hit, we might then consider porting it to iPhone, but I don’t think we would be willing to make new IP for it as the risk is too high. I also think it is really good as a marketing tool; some of the free Apps that have been released have been very popular and are a great way to promote a brand, and on that side we would be interested in developing applications for other organisations.

The Xbox Live Indie store doesn’t have the returns to justify us developing a game for it. However, I do think that both platforms have their place, and I they are great if you want to develop a low-budget game, where making money is not the main concern. For example, I would recommend them to students, for people who develop games in their spare time or for teams who can’t raise funding and just want to get something out there to prove their skills.

 

Steam is another platform that seems to be really well run and exciting in terms of opportunity. We saw companies like Introversion get their name on that map through use of this system. Have you looked at Steam at all as another possible sales point?

Ella: Mole Control was confirmed on Steam last week, so we are currently working on adding Steam achievements into the game. From what we have seen so far, Steam is the hardest portal to get onto, but has by far the biggest market and has the best (and most clearly documented) tools and SDK.

How do you feel the UK's independent community would benefit from the conservatives recent announcement that they would look into offering a tax break for the UK games industry or do you think that this was all talk?

Ella: I guess it is a possibility that they will implement some tax breaks, but considering that no actual commitments have been made and considering the UK’s financial situation, I would be surprised if they did.

We could definitely benefit from some tax breaks, particularly when you see how well they are working in Canada and elsewhere. At Remode, if we had some tax breaks we could probably afford to employ another member of staff, and for a small studio like us that would make a massive difference.

However, whilst the government could do more, and tax breaks would be a great help, they could also help by improving what is already available by making it more transparent and more streamlined (my biggest gripes!), and they could try to ensure that video games as an industry is treated equally to other forms of entertainment.

Saying that though, we have had quite a lot of support so I can’t say it is all bad. There are several ways to get benefits from the government already such as R&D Tax Credits and funding towards training, if you are willing to spend time finding out what is available.

Finally, What can we expect to see in the future from yourselves? Can you divulge any information at this point?

Ella: I can’t really say much about this! We are still working on bits of Mole Control, getting it ready for Steam, and their portals, but we have been looking at what to do next. We have a new game concept in the pipeline, but it is at very early stages and we are also exploring other options as well.

Thank you very much for your time and I look forward to seeing much more from Remode in the future. You can check out the full review of Mole Control Here

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Spiderweb Software

Features - Interview

We had a little chat with Jeff Vogel from Spiderweb Software – developers of the acclaimed oldschool RPG series of Geneforge and Avernum – about the first iteration of his all-new game series (due spring, 2011).


If you can't wait that long, Avernum 6 is already out on Macintosh and will be released for Windows by the end of February. Or you can pick up any of the several huge demos available at http://www.spiderwebsoftware.com.


What is the new game called and why?


I actually don't have a name yet. I have several possibilities, but we're going over them for possible trademark issues. Right now, the working title is "The Game". It'll probably be a couple months before we nail down something exact.

Could you give us a brief summary of the storyline?

The known world is divided into the Pact and the Farlands. The Pact is an alliance of five nations, who have banded together to keep the barbarians and monsters of the Farlands at bay. You are one of the elite warriors of the Pact, given almost limitless authority to hunt enemies inside and out. You get all the best weapons and powerful magic, all the cool toys, but the responsibility and danger are both considerable. And you have a very difficult boss to please. That's where we're at so far.

What was the inspiration behind it?

Believe it or not, a Hungarian opera called Bluebeard's Castle.

Is it pure fantasy like Avernum, or does it include sci-fi elements like Geneforge; or perhaps something quasi-historical like Nethergate?

It'll be pretty straight fantasy, but with a very detailed world. There's a lot of history and cool stuff to discover.

What elements have you transfered over from your other games?

It will be a party-based role-playing game with turn-based combat, like we have always done. However, we have completely streamlined the game system in some ways and made it more elaborate in others, like the tactical combat. The basic genre is the same, but everything else is being redesigned.

What have you learned from developing your previous games that you will put to use in this one?

Everything, really. Even after fifteen years, I find new ways to do things and smooth out processes I've been using forever.

For example, I've always done sound effects at the very end of the development process. This time around, I spend several days at the very beginning making a huge library of sound effects to draw from in the game. It actually gave me lots of ideas for spells and so forth to match those effects. Also, as I write the game, I will be able to incorporate sounds in the final form as I go, helping me to do a better job of incorporating them overall. It's a little, pretty technical change, but it's the sort of thing I wished I did all along.

Should we be expecting a graphical overhaul or are you re-using the assets you already have?

All graphics are being redone. The icons will all be larger and more detailed. Some of the models will be the same, but they're being rerendered at a larger size. It will be the nicest looking game we've ever written.

How big of a difference do you expect this to make? Would someone, who has been put off by the quality of the graphics in even your more recent games find this completely acceptable?

Spiderweb Software is a small company. We make low-budget rpgs. There are some people who require graphics quality of the level of, say, Dragon Age or Fallout 3. I will never sell a game to those people, and I wish them well. But our recent games have still had big improvements in the visuals. Avernum 6, in particular, looks better than any game we've ever done, and our new game will be better. Not 30 million dollar budget better, but, yes, the pool of people who find the graphics reach the minimum standard should increase.

What, if anything, does the game offer to expand your current pool of customers?

Better graphics and a more streamlined game system. I've worked hard to have character development give a lot of cool choices without making it possible to make a weak or ineffective party.

How would this dumbing down of the game system affect your more hardcore fans?

Dumbing down? That's really a hostile way to put it. Dragon Age: Origins and Diablo 2 had character systems where there were lots of choices and ways to customize your character, but it was still simple and accessible and it was really difficult to make a character which wouldn't be effective in the late game. It is possible to make a rich, flexible system without "dumbing" it down.

As for how it will effect my fans, my job is to write a fun game, a game I would want to play. Then I release it. Some people will like it and some people won't. But trying to design based on my guesses regarding the thoughts of imaginary people leads to endless waves of second-guessing.

By the way, I'm hoping to release the game in Spring of 2011, so I have a lot of time to change my mind about everything.

Are you finally done with the Geneforge and Avernum series, or might we expect another game along those lines?

My plan right now is to do a ground-up rewrite of the (now over a decade old) Avernum, using a much-improved engine and the really nice new Avernum 6 graphics.

Of course, Avernum isn't really done. We will soon release Avernum 6 for Windows, the final chapter of the Avernum saga. It's been a big hit for us on the Macintosh side, and we're really excited about putting out the Windows version.

You've been in this business for a long time now, what sort of changes has the indie game market experienced over the years? How have these changes affected your own business?

Everything is different. Indie games are a far bigger thing, and the resources available to write, market, and sell them have multiplied a thousand-fold. There are tons of opportunities, and I hope I'm not too old and slow to take advantage of them.

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Rebellion talk Aliens Versus Predator

Features - Interview

Hot on the heels of the anticipated release of Aliens Versus Predator, Simon got the chance to speak to Dave Brickley, senior producer at Rebellion studio's Oxford:

What’s your role at Rebellion and what does it entail?

As senior producer I'm basically responsible for the delivery of the game, day to day. I joined when it was already well into development with the role of ensuring a very complex juggling act, essentially four games in one, came together.

Was it tough to balance the three species? In straight up death match do you think everyone stands an even chance?

It required a lot of evolution, as with any game which features varying classes, but it was always fun. I think the team's done a great job of creating a satisfying feeling being each of the species, but they are so distinct we had to retain that - it couldn't just be the same basic abilities in different skins.

So as a Marine, you've got a motion tracker and you're armed, plus you can defend yourself with the block / counter system when you go toe to toe and it's so satisfying to outwit a Predator or an Alien player with all their attributes.

But there's no doubt in that mode in particular a Marine will have to be smart about how they arm and position themselves to put the other species out of their comfort zones.


In the Predator films, the predator is portrayed as an unstoppable killing machine. After discussion with colleagues we agreed that it should be incredibly hard to kill, much harder than a marine or alien, even though this would make straight up death match an unbalanced affair. We felt the balance should be redressed through special multiplayer modes where the predator will be outnumbered. Do you agree with this and is this reflected in the game?

Certainly it is reflected - Predator Hunt is devoted entirely to showing how one Predator player must use their abilities to take on overwhelming odds, and not to camp out either since Honour is enforced by a time limit on kills. Additionally DM modes are capped on the amount of Predators that can appear.

We recognised though that there's a difference between difficult and unstoppable. The Predator is the ultimate hunter, but he seeks worthy prey, so Marines can't simply be fodder. Each is well equipped and needs very different tactics.

Was there any talk of making the marine campaign co-op?

Talk, but never serious. We've got Survivor of course since the original AVP basically invented the concept of that game mode. But the campaign on the Marine side is about isolation, and fear, so the two don't really go together.

Infestation mode and predator hunt sound great, is co-operative play rewarded in these modes?


It's rewarded in the sense that you're not going to survive if you don't work together. There's a lovely evolution in Infestation of each Marine player going through the emotions of trying to hang together to stay alive, yet ultimately falling and switching to being a malevolant Xeno trying to pick off former comrades. Similarly Predator Hunt creates some of the best realised classic moments in the whole game of Marines moving together, watching the trees, and then BAM. I still love watching it as much as playing it.

You seem to have polarised a lot of opinions looking at some of the reviews, why do you think this is?

As franchises go it's as iconic as Star Wars, maybe bigger. Everyone's got an opinion on what it should be and given the time since 1999 I don't think we could have delivered something to satisfy every single demand.

But I think there's a consensus we got right how it should feel to be each of the species and what you should be able to do, hence there's a lot to explore and master, especially in multiplayer. I think once the initial launch heat dies down it'll maintain a really dedicated fan base.


Several reviews have suggested that it should have spent a bit longer in development, were deadlines tight? Was there anything you would have liked to included that you simply didn’t have the time/resources to add?

I think everyone who's made a game would say that. In a sense we're the worst people to ask since you're too close to it to be objective at times. We'll learn from this game, we've established a good base for the characters to return to the genre and we've got strong ideas how we can evolve both the single and multiplayer in the future.

Is Hudson in it? I‘m sure it would have got ten out of ten everywhere if he was.


Forget him. He's gone.

You have captured the atmosphere of the films excellently, even in multiplayer playing the marine is terrifying. Is it fun to work with such source material or does it create a lot of pressure when dealing with things that so many people love
?

Both. Go back and watch Aliens. You never see the bloody things. Now look at the game. See how they move, how they behave. Taking it from your imagination and putting it on screen is not an exact science, but hell yes it's fun.

Do you think the films have been inspirational to videogames as a whole?

No question, and not always in a good way. But overall yes, you can see the influence everywhere. We think they still have an awful lot to contribute, too.

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ZiCorp Studios

Features - Interview

We recently sat down with Paul Cowper from ZiCorp Studios – developers of Invasion Defender, which was recently published on Xbox Live Indie Games.
The path that ZiCorp Studios is taking is one that many start-up companies aspire for – they went from an independent browser game company to be self-published on a Microsoft platform.

Thanks for accepting on invitation Paul, first of all, let's talk about ZiCorp Studios, could you draw us a quick history of the company? Who is ZiCorp and how have you came together to create video games?

Good morning and thank you for this opportunity to talk to you. ZiCorp Studios is a very small company, in fact made up of a group of friends who have one passion in common; games. We started out with the idea of creating Sekultara, a large scale browser based game, which is still in development. None of us work to a time line and we all develop during our spare time.

Could you introduce Sekultara to our readers?

Ah of course, Sekultara is a browser based persistent galaxy, It essentially takes place many years after the destruction of earth. Players are introduced into our extensive story line by being thrust into combat in order to capture their first planet and build up their first fleet, from that point the path a player wishes to take is entirely there own, Players can partake in interactive player against player fleet combat, Capture as many planets as they like, following missions to build up on the story of the game or of course just fly around the open galaxy and run there own pirate alliance.

As a small budget developer, you have created something called the community partnership. The information on ZiCorp website about the community partnership is a little scarce, please explain to our readers what the community partnership is and how it helped ZiCorp Studios to make a success out of Invasion Defender.

Well, over the past year or so we have learnt a lot about the industry,  where to market a product and how to keep something within the eyes of our players. Although our experience may be very little in comparison to many larger developers and publishers, we felt that it would be useful to offer the knowledge that we have gained to other indie developers. Along with that, we also have a good group of friends with a large skill set of which can be of use to other developers. This is where Invasion Games came in. They had a game (Invasion Defender) which we helped them with right from the start with various assets, games testing through to release on the Xbox 360.

Essentially this is a mentoring project, A lot of indie studios do not know where to look, how to get in touch with the press among many things. We are here to help.

If we concentrate on the title itself, you have created a very massive and very detailed tower defense game. The genre, often associated with casual gamers, gets overly simple and repetitive most of the time. Have you seen an unexploited potential in the tower defense games? Have you picked your inspiration from other genres in other to create this title?

For this question I will introduce my good friend Simon Jameson from Invasion Games:

Simon My experience with tower defense games started with Desktop Tower Defense, a very popular browser based flash game, and since then no other defense game came close to recapturing the experience I had with that. With Invasion Defender we wanted to keep the feel of DTD by not forcing players to defend set paths but allowing the AI to "roam freely" through the terrain. We also felt the line between the RTS genre and tower defense games was far too set in stone, so we decided to enhance the experience by moving the line a little bit. In Invasion Defender unlike other tower games the enemies can attack back and will search out weak points in the defences. They will also assess the situation and try to avoid areas which are considered "dangerous". These core features of the game combine to make Invasion Defender a much more intense and strategic tower defense game than most.

What are you aiming for with Invasion Defender? Is the Xbox Live Indie Games the furthest you want to take it? Do you want to add some downloadable goodies to the initial product? Are you planning a sequel or do you want to concentrate on creating other IPs for the moment?

Simon Invasion Defender actually started out as an experiment to test the Xbox market and the development cycle. Unfortunately, due to Xbox Indie Game limitations we are unable to release download content for the Xbox release. However since its inception it has become apparent that the concept of the game itself is a solid one with alot of potential. We intend to release versions on a few other platforms in the near future, with a Facebook application next in the pipeline, then an iPhone app and a full blown PC release further down the road. The aim is to get the Invasion Games name out there and to work with our partners at ZiCorp to build up a steady following, then who knows, maybe Invasion Defender 2, or maybe it's time for something completely different.

Do you want to concentrate on casual, browser games or is ZiCorp interested in touching other genres?

Paul Well we at ZiCorp Studios think that casual and browser games are a good way to progress in the beginning, but our love is the IP we have created with Sekultara. And we intend to progress this far beyond the browser to include some of the more hardcore audience by exploring new genres. However we have really enjoyed working along side Invasion Games in bringing Invasion Defender to market, and we will continue to work with other developers as time and resources permit.

When you say new genres, what do you mean?

Paul We will be keeping a close eye on the market to see where we would point the Sekultara IP or any other IP next, The industry is full of so many games that are just clones of each other, We feel that we need to do something fresh.

Casual gaming is taking a bigger and bigger place with the comings of Facebook, iPhone, etc. A lot of developers see this as a way to start up. Would you say the gap in between the classic gamer and the casual Bejeweled player is narrowing down?

Paul Without a doubt, In fact I would say most 'classic' gamers are also casual gamers, With so many games offering casual and social elements, some times it can be difficult to tell the difference between a casual game and a classic game. As for developers starting up on casual games, This is one amazing way of getting your selves out there on a minimal budget.

What are the future plans for ZiCorp? Anything in the works yet beside Sekultara & Invasion Defender? What about Invasion Games?

Paul For ZiCorp we have nothing else in the works just yet other than Sekultara and its extensive story line which will lead into an expansion in the future. But we are always thinking of new ideas and new ways to aproach the market. In fact our mind maps can get quite extensive.

Simon The Facebook application for Invasion Defender is a primary goal for us at the moment as we see it as a good platform to try out new ideas that we simply didn't have the time to put into the Xbox version such as multiplayer as well as a method for getting the IP much more well known. From there its a short step to rolling out the new and improved versions on iPhone and PC. As for future projects, we have some ideas up our sleeves but nothing concrete yet.

What are the games that people at ZiCorp and Invasion Games are playing at the moment?

Paul Personally I am a big fan of MMOs, I currently have accounts for World of Warcraft, Fallen Earth and Start Trek Online. How ever I have a soft spot for cute games like Little Big Planet and Ratchet and Clank, I must also confess to a bit of an addiction to Invasion Defender, not that I am any good at it.

Simon For me its been an on/off love affair with World of Warcraft. However its currently in its off state and im playing Modern Warfare 2, Left 4 Dead 2 and just picked up Bioshock 2. It would seem I have a thing for fps sequels.

Thank you for your time guys, anything you would like to add?

Simon Quite simply thank you for taking the time to talk to us, we love TGS and are regular readers and its great to have this opportunity to talk to yourselves. For your readers: Don't forget to grab the demo of Invasion Defender off of Xbox Live Indie Games.

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Wargods Online

Features - Interview
Wargods title logo
Wargods Online is an epic, strategy game in a world created by Wargods. We talk to Enigma Games CEO Xavier Moore on the past, present and future of Wargods to coincide with their 1 year anniversary
For those who don't know already, could you tell our readers about your game?
 
Wargods Online is a strategy roleplaying game playable on the Myspace and Facebook networks. You can choose between 12 different classes and builds teams of four as you complete quests and battle other player teams.

How did you manage to differentiate yourself, not only from the other Facebook and Myspace games but also the other free online RPGs available?
That's simple: Gameplay. In Wargods Online, the strategic combat system and character building is more in-depth than anything available on Facebook or Myspace. Wargods Online  comes from the merger of a strategy game and a RPG. This combination along with our highly competitive player community makes for a very rewarding game experience. Also our players have the opportunity to earn a spot in the Wargods Trading Card Game which is something unique to Wargods Online.
Wargods

Do you feel using social networks as a base for a game can benefit it and why?
Definitely. The main benefit is the amount of new players that are exposed to the game  indirectly by their friends. Social networks are a place to hang out for many people. If  someone appears to have fun playing a game it becomes a domino effect.

It's now been a year since the release of Wargods Online, what major changes have you made (if any)?
This has been a wild year loaded with additions and improvements. We engage our community and implement some of their suggestions as the game continually evolves. The dominant theme that players have asked for is diversity. There are now so many options available to the characters that nearly every high end character is unique.

In terms of a business model, having a free game allows you to charge for certain exclusive items in the form of micro transactions. Many developers find it hard to hit the nail on the head when it comes to a fair pricing scheme. How have you managed this area of your game?
It is very hard to nail down. We have moved to a hybrid subscription and micro  transaction model and it has been very successful. Our elite players enjoy the perks of  having a subscription while the casual players prefer purchasing items to stay  competitive.

You have a number of IPs now. Do you intend on taking any of them over to home consoles, or do you feel that social networking makes for a better business model?

I can see Wargods Online working well on consoles similar to Pokemon Stadium on Nintendo 64. Feature wise, it already rivals the depth of many console games. We plan on seeding our IPs on the social networks to build a community and then letting them grow from there.

I've heard that an iPhone version of Wargods Online is in the works and you do seem to be well travelled in terms of your mobile releases. With the success of the App Store and the relatively cheap cost of producing a cell phone game, do you expect to see a paradigm shift in where developers choose to release their games in the future?
Actually, developing for iPhone is a more expensive and risky venture than social networks. The amount of polish and promotion that it takes to be competitive on iPhone is considerably higher. We do have a mobile version of Wargods Online in the works for Blackberry and iPhone but without building a strong community first it would be a huge risk.
Iphone Wargods
Finally, for the fans of your game, what can they look forward to in the forthcoming years of Wargods Online?
First, we want to thank The Gamer Studio for giving us this opportunity. Wargods fans can expect more of the same. Our goal is the change the way players and developers interact. Visit the forums and become a part of the Wargods family. Your suggestion may be the next big feature added to the game!
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