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    <title>GamingYourWay - Interview</title>
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      <dc:creator>Squize</dc:creator>
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      <slash:comments>5</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">This is a whopper of a post. You may want
to grab a drink before you sit down to read it. Ready ?<br /><br />
Barry kindly granted us an interview about <a href="http://gameschart.com/">GamesChart</a> as
I imagine a lot of you have a lot of questions about it, just like we did. That's
more than enough intro, there's about 8 meg of text below.<br /><br /><br /><b>Q</b>: Twitter pitch. 140 chars or less, what exactly is GamesChart ?<br /><br /><blockquote>How about 39..? ‘GamesChart is the chart for online games’.<br /></blockquote><br /><b>Q</b>: Slightly longer pitch, sell it to us.<br /><br /><blockquote>There’s three sides to this coin really, in terms of benefits GamesChart
helps Developers seed and monetize their games, GamesChart helps Publishers drive
cost effective targeted traffic to their sites and GamesChart helps Gamers to access
some of the best online games the internet has to offer. The technology platform is
built around an API that tracks your game wherever it goes and gives you the option
to display charts within your game. Although GamesChart works on any game portal,
going to <a href="http://www.gameschart.com">www.GamesChart.com</a> and clicking on
the small GamesChart icon in the corner of any of the games is the easiest way to
see how it works.<br /></blockquote><br /><b>Q</b>: I don't know if you've heard, but us developers are all about the cash.
Art is dead, money is king. Why should we be dropping the API into our games ?<br /><br /><blockquote>Different things will motivate different people, but there are a number
of very good reasons why you’d probably want to. If you are the competitive type,
then you’re probably going to want to see how your game ranks against all the other
games that get released. If you’re the kind of person that would prefer not to spend
hours emailing portals, then it’s worth noting that there’s a publisher revenue share
and that portals actually need to upload your game before they can bid on any traffic
going to that game… that one thing alone will give your games a huge viral boost.
Last of all, the money… which I guess leads me on to your next question.<br /></blockquote><br /><b>Q</b>: Let's be blunt, how much per click ? Are we going to be able to order that
solid gold Helicopter which we've got our eye on ?<br /><br /><blockquote>Probably not. We’ve all been there, we all know that everyone believes
their next game is going to earn them a million dollars, be picked up by a console
publisher and then get made into a blockbuster movie starring Arnold Schwarzenegger.
However, we are confident that Flash Game Developers will not just be able to increase
the popularity of their game by including it the games chart, but also generate healthy
revenues. Bid-based Pay Per Click is an extremely effective and fully accountable
method for Publishers to drive traffic to their sites. Each ‘click’ will be worth
a different amount to each publisher depending on where geographically that click
comes from, the type of game it originated from and other campaign settings.<br /><br />
We’ve been noticing recently that people have been bidding an average of $0.60 per
click for ‘flash game’ related keywords on certain popular advertising-word based
pay per click system. Now of course, we’d be over the moon if that was the case with
GamesChart and if it were, then a developer would stand to earn up to 50% of that.
If you were an excitable chap, and you think all your games players are based from
the US or Europe, confident that your CTR will be at least 10% and you’re generating
5 million plays a month… then you’d probably want to get out your calculator and start
making plans for that solid gold helicopter.<br /></blockquote><br /><b>Q</b>: China, 20 billion people living there, but no advertising revenue. How will
geography affect the revenue ? Is it a case of if the games big in Russia then well
done, but we're not going to benefit from it ?<br /><br /><blockquote>What can you do, it’s a fact of life. Your free to play flash games will
end up being played by people in Russia and China - our advice is just to roll with
it.. with GamesChart every play counts and even if you do get an extra 2 million plays
a month in those territories, your game will quickly move up the charts and expose
you to new audiences in territories that people do want to bid on.<br /></blockquote><br /><b>Q</b>: On the subject of the API, easy to use ? Doesn't break things like bitmap.draw()
which other systems do ? Nice easy testing ground to check it's all good before pushing
the game out into the wild ?<br /><br /><blockquote>The GamesChart API is very easy to implement.  Developers have the
option to add the API by dragging the GamesChart component to the stage. This requires
no code adding to the game at all. The game can then be tested locally before being
uploaded to the GamesChart website.<br /></blockquote><br /><b>Q</b>: Ok, you've sold us. I'm going to drop the API in. What about other API's
though ? Are we cool with cpmStar, mochi version control, GamerSafe etc. ?<br /><br /><blockquote>Sure, no problem. The exposure your game will receive from GamesChart
will actually result in more revenue from other third party services you use in your
game, so if you can find a way to get all of these API’s into your game AND GamesChart..
that’s awesome! Just to clear this up, we don’t consider ourselves to be in competition
with anyone. In fact, in order to save you time, we actually give developers the option
to upload their Mochi Games Pack to the GamesChart console. We’re also in discussions
to include other third party API’s in our developer pack too, including the great
new multiplayer API from <a href="http://playerio.com/">Player.io</a><br /></blockquote><br /><b>Q</b>: Does adding the API affect the game in any way ? Is it a big bloaty monster
? Will anyone have to change the way they've set their game up to get it in there
and working ?<br /><br /><blockquote>You can modify the API to fit into any game and the developer is given
complete control over how and where it is displayed so that they don’t have to compromise
their game to accommodate it. It’s a tiny file that won’t hurt performance in the
slightest, why not have a look - <a href="http://wiki.gameschart.com/index.php/GamesChart_Developer_Pack">http://wiki.gameschart.com/index.php/GamesChart_Developer_Pack</a><br /></blockquote><blockquote>It’s completely optional to display the GamesChart API in
your game. Even if you do decide to disable the charts within the game, your game
is still eligible to appear in the charts. Developers have the ability to remotely
enable/disable a little 40px icon that appears in their game. It’s very low key and
most developers decide to place it in the corner of their stage.<br /></blockquote><br /><b>Q</b>: Adobe are doing a similar-ish thing, a kind of YouTube-esque system showing
games you could like ( The name of the project escapes me, and it doesn't seem to
have had much of a push yet ). I'm guessing two systems can't be sitting in the same
game easily, why GamesChart over the official first party offering ?<br /><br /><blockquote>I haven’t heard much from Adobe these days apart from the iPhone &amp;
iPad discussions, but if you are referring to Youtube’s recent patent application
in relation to a "Web-Based System for Generation of Interactive Games Based on Digital
Videos", it’s hard to say how much we will have in common. I guess we’ll have to wait
and see, it does ‘sound’ interesting though.<br /></blockquote><br /><b>Q</b>: The crux of GamesChart is to push traffic to sites, how are you differing
from more well established methods of throwing traffic to sites willing to pay for
it ?<br /><br /><blockquote>GamesChart is a distilled version of more established methods.  Why
make a player sit through a 20 second advert when all they want to do is play a game?
 We offer an efficient method of delivering traffic that is shaped and informed
by the way flash game players use the Internet.  The result is a low cost, high
value click-delivering juggernaut.<br /></blockquote><br /><b>Q</b>: Sponsorship in itself is a great way to bring home the traffic. Say this
goes huge, could it have an impact on sponsor prices ? I mean why pay for the whole
game when you can just pay for it's clicks.<br /><br /><blockquote>Interesting question.. Sponsorship is often a one-time shot, whereas GamesChart
may actually prove, over time, to be a more sustainable means of generating revenue
for Flash Game Developers. We know how important sponsorship is to developers, so
GamesChart is designed to be complementary. You can place it anywhere in your game
and it’s flexible enough to meet the requirements of most sponsors.<br /></blockquote><blockquote>Flash Game License is a brilliant service for developers
precisely because it provides a fair and open market to buy and sell sponsorship deals.
 The GamesChart publisher bidding system is also open and transparent, which
means healthy publisher competition and the highest possible CPC earnings for developers.<br /></blockquote><br /><b>Q</b>: Look at my game, it's sex, it really is. Oh, it's slipped out of the charts.
That's it then ? Will games which fall out of the charts just tumble into a void of
never making any money again ? If it's say a 20 minute job to add the API, test it
and upload it, and my game is in the charts for only a day, or never even makes it
in there, isn't that a waste of 20 mins ? You guys will still be getting exposure
due to the viral nature of games, but me as the dev have basically just helped you
out.<br /><br /><blockquote>I think it’s important to clarify that revenue is only generated from
outbound clicks from a developer’s game, so there is actually no requirement to ever
appear in any of the charts in order to keep earning money. However getting your game
into the Top 10 will result in a massive boost in game impressions which will also
have a direct impact on any revenues you earn through GamesChart and  from other
third party APIs.<br /></blockquote><blockquote>At the moment, you’re only able to see ‘The Official GamesChart’,
we’ll also be adding multiple game category charts over time. Now you may have noticed
on the game upload facility that there are a number of category options available.
These will help define new charts that will appear in the API; charts like the ‘Puzzle
Games Chart’, ‘Action Games Chart, ‘Racing Games Chart’ etc… keep an eye out for the
‘What’s Hot Chart’ and ‘Top Rated Chart’. The introduction of these new charts will
enable everyone to have a shot at gaining fame and notoriety.<br /></blockquote><br /><b>Q</b>: On a similar theme, won't the charts just be dominated by the big hitters
? Won't a Fancy Pants 5 or a Bloons 12 just be permanent fixtures on top of the charts
? Great for those guys, but for everyone else ?<br /><br /><blockquote>Well the Official Games Chart is based on the total previous weeks game
plays for each game. It’s just one of the many charts that through targeting will
be presented to the gamer, but it is an accurate reflection of how popular that game
is at the time. Games will naturally fade in and fade out of the charts in the same
way music does with the music charts… If over time this chart is less dynamic than
the other charts, then we might choose to focus gamer’s attention on the ‘What’s Hot
Chart’ or some of the other category charts instead.<br /><br /></blockquote><b>Q</b>: Mochi distribution is a thing of beauty, they spread a game
like VD in the Navy. Are you guys going to be running a distribution model ? Have
you looked at partnering with services like <a href="http://flashgamedistribution.com/">FlashGameDistribution</a> who
also provide a great service ?<br /><blockquote>Mochi distribution is pretty awesome and we’d also love to partner with
Adam and his great service at FlashGamesDistributon. However I have a feeling that
if your game features in any of the GamesChart top ten charts.. it will experience
achieve such a distribution kick up the proverbial, you’ll probably fall over with
shock.<br /></blockquote><br /><b>Q</b>: We've all got games gathering dust on our hardrives. Is it good to upload
them to GamesChart to try and squeeze every last penny out of them ?<br /><br /><blockquote>Wouldn’t you rather find out, than leave them there? If they’re good,
then they will receive a new lease of life.. if they’re gathering dust on your hard
drive for a reason ..then we make no promises ;)<br /></blockquote><br /><b>Q</b>: On a similar note, are you worried about the charts being flooded with crap
whilst people take to it ?<br /><br /><blockquote>Not at all. It’s early days, but if someone adds a decent game now, it
will probably dominate the top of the charts for a couple of weeks yet. People are
naturally hesitant and have been using some of their earlier games to check us out.
Don’t worry, it’ll soon drop out of the charts.<br /></blockquote><br /><b>Q</b>: What are you doing in terms of sponsors good will ? Have you being speaking
to those guys, and what is their take on it ? I'm thinking in terms of their support
when it comes to adding the API, are they going to see it as potential threat ? A
lot of sponsors aren't loving microtransactions, are many loving GamesChart ?<br /><br /><blockquote>A lot of these Sponsors used to be Flash Developers themselves and the
feedback we have been receiving so far has been more questions than comments. Those
Sponsors who would like the games they have sponsored to feature in the charts, but
would prefer that the games didn’t display the API, can always ask the developer to
disable it. The GamesChart technology has been designed to be flexible enough to meet
the requirements of most Sponsors.<br /></blockquote><br /><b>Q</b>: What track record have you guys got before starting the GamesChart project
? I'm guessing it's not just you in a room with a well thumbed php manual.<br /><br /><blockquote>Not exactly no. The team we have assembled here for GamesChart are experienced
developers who have been involved in web development, online gaming, viral media and
social internet applications for many years. It’s a platform that has been built for
Flash Game Developers by Flash Game Developers… Some of us designed and built the
original GameJacket technology and have an acute appreciation of the complex issues
facing massively viral applications and flash games.<br /></blockquote><br /><b>Q</b>: I've got to touch on it, and it may be a little delicate still, but GameJacket.
You were the public face for it for so long, I don't think too many people were aware
you left a good 6 months or so before the end. Are you concerned you are going to
be known as "The GameJacket guy" when quite a lot of developers got stung ? Basically
people don't want to be in a similar situation a year down the line, what lessons
have you taken with you to GamesChart, is the company structured differently with
a different mission, different goals ?<br /><br /><blockquote>I will always be happy to be remembered as the Founder of GameJacket,
it took up a lot of my energy and I was proud that the company achieved the phenomenal
growth it did in such a short period of time. Working with Flash Game Developers,
following the development of their games and helping them to monetize and distribute
their games was personally very fulfilling.<br /></blockquote><blockquote>Ultimately there were good reasons why I felt it was necessary
to leave the company in December 2008. Although there's always going to be some fall
out from GameJacket because of the way things were handled in the six months after
I left, I hope people can understand that it wasn't easy for me to make that kind
of decision and I was genuinely saddened to hear that so many developers lost out
when the Company decided to close.<br /></blockquote><blockquote>GamesChart is structured very differently in terms of the
decision making process, which will result in a more ‘service’ driven approach towards
developers, publishers and gamers. We have some fantastic additions planned over the
next few months and we are looking forward to receiving feedback, comments and suggestions
about how we can improve GamesChart.<br /></blockquote><br /><b>Q</b>: If badgers were given guns, do you think they'd rob Post Offices, or just
carry on as normal ( ie walking slowly on roads when cars are coming ) ?<br /><br /><blockquote>With great power comes great responsibility... I think if you took a test
group of Badgers and handed them all guns, some badgers would obviously revel in the
fact they could cause carnage amongst their furry friends. However, the backlash from
more responsible woodland creatures would probably result in an uprising in badger
politics with spokes-badgers calling for the widespread peace and the unity of badger
kind. <a href="http://www.timesonline.co.uk/tol/news/uk/article1132020.ece">http://www.timesonline.co.uk/tol/news/uk/article1132020.ece</a><br /></blockquote><br />
We'd like to thank Barry for taking the time to answer these questions. If you have
any yourself pop them into the comments and we'll fire them over and try and cover
everything off.<br /><br />
On a side note, this post is our entry to this years Webby's in the "<i>Most times
one service was mentioned in one post</i>" category. We're clearing a space for the
award right now.<br /><br />
Squize.<br /><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=6f2d5f83-24c0-4374-a677-a5778d18f1b6" /></body>
      <title>GamesChart Q&amp;A</title>
      <guid isPermaLink="false">http://blog.gamingyourway.com/PermaLink,guid,6f2d5f83-24c0-4374-a677-a5778d18f1b6.aspx</guid>
      <link>http://blog.gamingyourway.com/2010/02/19/GamesChartQA.aspx</link>
      <pubDate>Fri, 19 Feb 2010 13:45:30 GMT</pubDate>
      <description>This is a whopper of a post. You may want to grab a drink before you sit down to read it. Ready ?&lt;br&gt;
&lt;br&gt;
Barry kindly granted us an interview about &lt;a href="http://gameschart.com/"&gt;GamesChart&lt;/a&gt; as
I imagine a lot of you have a lot of questions about it, just like we did. That's
more than enough intro, there's about 8 meg of text below.&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;b&gt;Q&lt;/b&gt;: Twitter pitch. 140 chars or less, what exactly is GamesChart ?&lt;br&gt;
&lt;br&gt;
&lt;blockquote&gt;How about 39..? ‘GamesChart is the chart for online games’.&lt;br&gt;
&lt;/blockquote&gt;
&lt;br&gt;
&lt;b&gt;Q&lt;/b&gt;: Slightly longer pitch, sell it to us.&lt;br&gt;
&lt;br&gt;
&lt;blockquote&gt;There’s three sides to this coin really, in terms of benefits GamesChart
helps Developers seed and monetize their games, GamesChart helps Publishers drive
cost effective targeted traffic to their sites and GamesChart helps Gamers to access
some of the best online games the internet has to offer. The technology platform is
built around an API that tracks your game wherever it goes and gives you the option
to display charts within your game. Although GamesChart works on any game portal,
going to &lt;a href="http://www.gameschart.com"&gt;www.GamesChart.com&lt;/a&gt; and clicking on
the small GamesChart icon in the corner of any of the games is the easiest way to
see how it works.&lt;br&gt;
&lt;/blockquote&gt;
&lt;br&gt;
&lt;b&gt;Q&lt;/b&gt;: I don't know if you've heard, but us developers are all about the cash.
Art is dead, money is king. Why should we be dropping the API into our games ?&lt;br&gt;
&lt;br&gt;
&lt;blockquote&gt;Different things will motivate different people, but there are a number
of very good reasons why you’d probably want to. If you are the competitive type,
then you’re probably going to want to see how your game ranks against all the other
games that get released. If you’re the kind of person that would prefer not to spend
hours emailing portals, then it’s worth noting that there’s a publisher revenue share
and that portals actually need to upload your game before they can bid on any traffic
going to that game… that one thing alone will give your games a huge viral boost.
Last of all, the money… which I guess leads me on to your next question.&lt;br&gt;
&lt;/blockquote&gt;
&lt;br&gt;
&lt;b&gt;Q&lt;/b&gt;: Let's be blunt, how much per click ? Are we going to be able to order that
solid gold Helicopter which we've got our eye on ?&lt;br&gt;
&lt;br&gt;
&lt;blockquote&gt;Probably not. We’ve all been there, we all know that everyone believes
their next game is going to earn them a million dollars, be picked up by a console
publisher and then get made into a blockbuster movie starring Arnold Schwarzenegger.
However, we are confident that Flash Game Developers will not just be able to increase
the popularity of their game by including it the games chart, but also generate healthy
revenues. Bid-based Pay Per Click is an extremely effective and fully accountable
method for Publishers to drive traffic to their sites. Each ‘click’ will be worth
a different amount to each publisher depending on where geographically that click
comes from, the type of game it originated from and other campaign settings.&lt;br&gt;
&lt;br&gt;
We’ve been noticing recently that people have been bidding an average of $0.60 per
click for ‘flash game’ related keywords on certain popular advertising-word based
pay per click system. Now of course, we’d be over the moon if that was the case with
GamesChart and if it were, then a developer would stand to earn up to 50% of that.
If you were an excitable chap, and you think all your games players are based from
the US or Europe, confident that your CTR will be at least 10% and you’re generating
5 million plays a month… then you’d probably want to get out your calculator and start
making plans for that solid gold helicopter.&lt;br&gt;
&lt;/blockquote&gt;
&lt;br&gt;
&lt;b&gt;Q&lt;/b&gt;: China, 20 billion people living there, but no advertising revenue. How will
geography affect the revenue ? Is it a case of if the games big in Russia then well
done, but we're not going to benefit from it ?&lt;br&gt;
&lt;br&gt;
&lt;blockquote&gt;What can you do, it’s a fact of life. Your free to play flash games will
end up being played by people in Russia and China - our advice is just to roll with
it.. with GamesChart every play counts and even if you do get an extra 2 million plays
a month in those territories, your game will quickly move up the charts and expose
you to new audiences in territories that people do want to bid on.&lt;br&gt;
&lt;/blockquote&gt;
&lt;br&gt;
&lt;b&gt;Q&lt;/b&gt;: On the subject of the API, easy to use ? Doesn't break things like bitmap.draw()
which other systems do ? Nice easy testing ground to check it's all good before pushing
the game out into the wild ?&lt;br&gt;
&lt;br&gt;
&lt;blockquote&gt;The GamesChart API is very easy to implement. &amp;nbsp;Developers have the
option to add the API by dragging the GamesChart component to the stage. This requires
no code adding to the game at all. The game can then be tested locally before being
uploaded to the GamesChart website.&lt;br&gt;
&lt;/blockquote&gt;
&lt;br&gt;
&lt;b&gt;Q&lt;/b&gt;: Ok, you've sold us. I'm going to drop the API in. What about other API's
though ? Are we cool with cpmStar, mochi version control, GamerSafe etc. ?&lt;br&gt;
&lt;br&gt;
&lt;blockquote&gt;Sure, no problem. The exposure your game will receive from GamesChart
will actually result in more revenue from other third party services you use in your
game, so if you can find a way to get all of these API’s into your game AND GamesChart..
that’s awesome! Just to clear this up, we don’t consider ourselves to be in competition
with anyone. In fact, in order to save you time, we actually give developers the option
to upload their Mochi Games Pack to the GamesChart console. We’re also in discussions
to include other third party API’s in our developer pack too, including the great
new multiplayer API from &lt;a href="http://playerio.com/"&gt;Player.io&lt;/a&gt;
&lt;br&gt;
&lt;/blockquote&gt;
&lt;br&gt;
&lt;b&gt;Q&lt;/b&gt;: Does adding the API affect the game in any way ? Is it a big bloaty monster
? Will anyone have to change the way they've set their game up to get it in there
and working ?&lt;br&gt;
&lt;br&gt;
&lt;blockquote&gt;You can modify the API to fit into any game and the developer is given
complete control over how and where it is displayed so that they don’t have to compromise
their game to accommodate it. It’s a tiny file that won’t hurt performance in the
slightest, why not have a look - &lt;a href="http://wiki.gameschart.com/index.php/GamesChart_Developer_Pack"&gt;http://wiki.gameschart.com/index.php/GamesChart_Developer_Pack&lt;/a&gt;
&lt;br&gt;
&lt;/blockquote&gt;&lt;blockquote&gt;It’s completely optional to display the GamesChart API in
your game. Even if you do decide to disable the charts within the game, your game
is still eligible to appear in the charts. Developers have the ability to remotely
enable/disable a little 40px icon that appears in their game. It’s very low key and
most developers decide to place it in the corner of their stage.&lt;br&gt;
&lt;/blockquote&gt;
&lt;br&gt;
&lt;b&gt;Q&lt;/b&gt;: Adobe are doing a similar-ish thing, a kind of YouTube-esque system showing
games you could like ( The name of the project escapes me, and it doesn't seem to
have had much of a push yet ). I'm guessing two systems can't be sitting in the same
game easily, why GamesChart over the official first party offering ?&lt;br&gt;
&lt;br&gt;
&lt;blockquote&gt;I haven’t heard much from Adobe these days apart from the iPhone &amp;amp;
iPad discussions, but if you are referring to Youtube’s recent patent application
in relation to a "Web-Based System for Generation of Interactive Games Based on Digital
Videos", it’s hard to say how much we will have in common. I guess we’ll have to wait
and see, it does ‘sound’ interesting though.&lt;br&gt;
&lt;/blockquote&gt;
&lt;br&gt;
&lt;b&gt;Q&lt;/b&gt;: The crux of GamesChart is to push traffic to sites, how are you differing
from more well established methods of throwing traffic to sites willing to pay for
it ?&lt;br&gt;
&lt;br&gt;
&lt;blockquote&gt;GamesChart is a distilled version of more established methods. &amp;nbsp;Why
make a player sit through a 20 second advert when all they want to do is play a game?
&amp;nbsp;We offer an efficient method of delivering traffic that is shaped and informed
by the way flash game players use the Internet. &amp;nbsp;The result is a low cost, high
value click-delivering juggernaut.&lt;br&gt;
&lt;/blockquote&gt;
&lt;br&gt;
&lt;b&gt;Q&lt;/b&gt;: Sponsorship in itself is a great way to bring home the traffic. Say this
goes huge, could it have an impact on sponsor prices ? I mean why pay for the whole
game when you can just pay for it's clicks.&lt;br&gt;
&lt;br&gt;
&lt;blockquote&gt;Interesting question.. Sponsorship is often a one-time shot, whereas GamesChart
may actually prove, over time, to be a more sustainable means of generating revenue
for Flash Game Developers. We know how important sponsorship is to developers, so
GamesChart is designed to be complementary. You can place it anywhere in your game
and it’s flexible enough to meet the requirements of most sponsors.&lt;br&gt;
&lt;/blockquote&gt;&lt;blockquote&gt;Flash Game License is a brilliant service for developers
precisely because it provides a fair and open market to buy and sell sponsorship deals.
&amp;nbsp;The GamesChart publisher bidding system is also open and transparent, which
means healthy publisher competition and the highest possible CPC earnings for developers.&lt;br&gt;
&lt;/blockquote&gt;
&lt;br&gt;
&lt;b&gt;Q&lt;/b&gt;: Look at my game, it's sex, it really is. Oh, it's slipped out of the charts.
That's it then ? Will games which fall out of the charts just tumble into a void of
never making any money again ? If it's say a 20 minute job to add the API, test it
and upload it, and my game is in the charts for only a day, or never even makes it
in there, isn't that a waste of 20 mins ? You guys will still be getting exposure
due to the viral nature of games, but me as the dev have basically just helped you
out.&lt;br&gt;
&lt;br&gt;
&lt;blockquote&gt;I think it’s important to clarify that revenue is only generated from
outbound clicks from a developer’s game, so there is actually no requirement to ever
appear in any of the charts in order to keep earning money. However getting your game
into the Top 10 will result in a massive boost in game impressions which will also
have a direct impact on any revenues you earn through GamesChart and&amp;nbsp; from other
third party APIs.&lt;br&gt;
&lt;/blockquote&gt;&lt;blockquote&gt;At the moment, you’re only able to see ‘The Official GamesChart’,
we’ll also be adding multiple game category charts over time. Now you may have noticed
on the game upload facility that there are a number of category options available.
These will help define new charts that will appear in the API; charts like the ‘Puzzle
Games Chart’, ‘Action Games Chart, ‘Racing Games Chart’ etc… keep an eye out for the
‘What’s Hot Chart’ and ‘Top Rated Chart’. The introduction of these new charts will
enable everyone to have a shot at gaining fame and notoriety.&lt;br&gt;
&lt;/blockquote&gt;
&lt;br&gt;
&lt;b&gt;Q&lt;/b&gt;: On a similar theme, won't the charts just be dominated by the big hitters
? Won't a Fancy Pants 5 or a Bloons 12 just be permanent fixtures on top of the charts
? Great for those guys, but for everyone else ?&lt;br&gt;
&lt;br&gt;
&lt;blockquote&gt;Well the Official Games Chart is based on the total previous weeks game
plays for each game. It’s just one of the many charts that through targeting will
be presented to the gamer, but it is an accurate reflection of how popular that game
is at the time. Games will naturally fade in and fade out of the charts in the same
way music does with the music charts… If over time this chart is less dynamic than
the other charts, then we might choose to focus gamer’s attention on the ‘What’s Hot
Chart’ or some of the other category charts instead.&lt;br&gt;
&lt;br&gt;
&lt;/blockquote&gt; &lt;b&gt;Q&lt;/b&gt;: Mochi distribution is a thing of beauty, they spread a game
like VD in the Navy. Are you guys going to be running a distribution model ? Have
you looked at partnering with services like &lt;a href="http://flashgamedistribution.com/"&gt;FlashGameDistribution&lt;/a&gt; who
also provide a great service ?&lt;br&gt;
&lt;blockquote&gt;Mochi distribution is pretty awesome and we’d also love to partner with
Adam and his great service at FlashGamesDistributon. However I have a feeling that
if your game features in any of the GamesChart top ten charts.. it will experience
achieve such a distribution kick up the proverbial, you’ll probably fall over with
shock.&lt;br&gt;
&lt;/blockquote&gt;
&lt;br&gt;
&lt;b&gt;Q&lt;/b&gt;: We've all got games gathering dust on our hardrives. Is it good to upload
them to GamesChart to try and squeeze every last penny out of them ?&lt;br&gt;
&lt;br&gt;
&lt;blockquote&gt;Wouldn’t you rather find out, than leave them there? If they’re good,
then they will receive a new lease of life.. if they’re gathering dust on your hard
drive for a reason ..then we make no promises ;)&lt;br&gt;
&lt;/blockquote&gt;
&lt;br&gt;
&lt;b&gt;Q&lt;/b&gt;: On a similar note, are you worried about the charts being flooded with crap
whilst people take to it ?&lt;br&gt;
&lt;br&gt;
&lt;blockquote&gt;Not at all. It’s early days, but if someone adds a decent game now, it
will probably dominate the top of the charts for a couple of weeks yet. People are
naturally hesitant and have been using some of their earlier games to check us out.
Don’t worry, it’ll soon drop out of the charts.&lt;br&gt;
&lt;/blockquote&gt;
&lt;br&gt;
&lt;b&gt;Q&lt;/b&gt;: What are you doing in terms of sponsors good will ? Have you being speaking
to those guys, and what is their take on it ? I'm thinking in terms of their support
when it comes to adding the API, are they going to see it as potential threat ? A
lot of sponsors aren't loving microtransactions, are many loving GamesChart ?&lt;br&gt;
&lt;br&gt;
&lt;blockquote&gt;A lot of these Sponsors used to be Flash Developers themselves and the
feedback we have been receiving so far has been more questions than comments. Those
Sponsors who would like the games they have sponsored to feature in the charts, but
would prefer that the games didn’t display the API, can always ask the developer to
disable it. The GamesChart technology has been designed to be flexible enough to meet
the requirements of most Sponsors.&lt;br&gt;
&lt;/blockquote&gt;
&lt;br&gt;
&lt;b&gt;Q&lt;/b&gt;: What track record have you guys got before starting the GamesChart project
? I'm guessing it's not just you in a room with a well thumbed php manual.&lt;br&gt;
&lt;br&gt;
&lt;blockquote&gt;Not exactly no. The team we have assembled here for GamesChart are experienced
developers who have been involved in web development, online gaming, viral media and
social internet applications for many years. It’s a platform that has been built for
Flash Game Developers by Flash Game Developers… Some of us designed and built the
original GameJacket technology and have an acute appreciation of the complex issues
facing massively viral applications and flash games.&lt;br&gt;
&lt;/blockquote&gt;
&lt;br&gt;
&lt;b&gt;Q&lt;/b&gt;: I've got to touch on it, and it may be a little delicate still, but GameJacket.
You were the public face for it for so long, I don't think too many people were aware
you left a good 6 months or so before the end. Are you concerned you are going to
be known as "The GameJacket guy" when quite a lot of developers got stung ? Basically
people don't want to be in a similar situation a year down the line, what lessons
have you taken with you to GamesChart, is the company structured differently with
a different mission, different goals ?&lt;br&gt;
&lt;br&gt;
&lt;blockquote&gt;I will always be happy to be remembered as the Founder of GameJacket,
it took up a lot of my energy and I was proud that the company achieved the phenomenal
growth it did in such a short period of time. Working with Flash Game Developers,
following the development of their games and helping them to monetize and distribute
their games was personally very fulfilling.&lt;br&gt;
&lt;/blockquote&gt;&lt;blockquote&gt;Ultimately there were good reasons why I felt it was necessary
to leave the company in December 2008. Although there's always going to be some fall
out from GameJacket because of the way things were handled in the six months after
I left, I hope people can understand that it wasn't easy for me to make that kind
of decision and I was genuinely saddened to hear that so many developers lost out
when the Company decided to close.&lt;br&gt;
&lt;/blockquote&gt;&lt;blockquote&gt;GamesChart is structured very differently in terms of the
decision making process, which will result in a more ‘service’ driven approach towards
developers, publishers and gamers. We have some fantastic additions planned over the
next few months and we are looking forward to receiving feedback, comments and suggestions
about how we can improve GamesChart.&lt;br&gt;
&lt;/blockquote&gt;
&lt;br&gt;
&lt;b&gt;Q&lt;/b&gt;: If badgers were given guns, do you think they'd rob Post Offices, or just
carry on as normal ( ie walking slowly on roads when cars are coming ) ?&lt;br&gt;
&lt;br&gt;
&lt;blockquote&gt;With great power comes great responsibility... I think if you took a test
group of Badgers and handed them all guns, some badgers would obviously revel in the
fact they could cause carnage amongst their furry friends. However, the backlash from
more responsible woodland creatures would probably result in an uprising in badger
politics with spokes-badgers calling for the widespread peace and the unity of badger
kind. &lt;a href="http://www.timesonline.co.uk/tol/news/uk/article1132020.ece"&gt;http://www.timesonline.co.uk/tol/news/uk/article1132020.ece&lt;/a&gt;
&lt;br&gt;
&lt;/blockquote&gt;
&lt;br&gt;
We'd like to thank Barry for taking the time to answer these questions. If you have
any yourself pop them into the comments and we'll fire them over and try and cover
everything off.&lt;br&gt;
&lt;br&gt;
On a side note, this post is our entry to this years Webby's in the "&lt;i&gt;Most times
one service was mentioned in one post&lt;/i&gt;" category. We're clearing a space for the
award right now.&lt;br&gt;
&lt;br&gt;
Squize.&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=6f2d5f83-24c0-4374-a677-a5778d18f1b6" /&gt;</description>
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      <category>Interview</category>
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      <trackback:ping>http://blog.gamingyourway.com/Trackback.aspx?guid=a044a724-80a5-4b4b-8bea-d609fd5304fd</trackback:ping>
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      <dc:creator>Squize</dc:creator>
      <wfw:comment>http://blog.gamingyourway.com/CommentView,guid,a044a724-80a5-4b4b-8bea-d609fd5304fd.aspx</wfw:comment>
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      <slash:comments>2</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">Our mate Chris has been working away on
his first Unity3D powered iPhone game for a little while, and now it's available for
free on the iPhone store his mind turned to pimping, and our's to getting an interview
so we could pad things out a little without just looking cheap.<br /><br /><div align="center"><img src="http://blog.gamingyourway.com/content/binary/snowball_title_screen.png" alt="snowball_title_screen.png" border="0" height="320" width="480" /><br /><br /><div align="left">What I do love is the way Chris just ignores the shit in my questions
and just answers the core point without rising to my bait, like I'm 12 and best just
ignored.<br /><br />
"<i>How did you find moving from Flash to Unity ? They seem to share a common core,
but are different enough to make life interesting. How was it for you ( Darling )
?</i>"<br /><br /><blockquote>In some ways it hardly felt different at all, as if they were from the
same software family, Unity's version of Javascript is so close to Actionscript (for
example when working on the Mac now, I even use Unity's code editor 'Unitron' for
my actionscript coding) but when it came to structuring the game it really is very
different.<br />
Actually building game mechanics, levels, controls etc is really very intuitive in
Unity, however there doesn't seem to be any one agreed way on storing things like
player data, global game settings.<br />
The way I ended up doing it all is with a 'gameObject' that doesn't get destroyed
when moving between scenes (but this<br />
in itself causes problems when testing then, as you don't have to test from the opening
scene, and hence the gameObject hasn't been made yet.)<br />
If someone knows a better way way please do tell me  :) 
<br /></blockquote><i>"iPhone dev via Unity, sex or a drunken wank ( Maybe with tears. Why
did she leave, why ? )"</i><br /><br /><blockquote>Considering what it does I really don't see how it could be any easier.
It gets slightly complicated when you finally move the project over to Xcode, but
then Xcode is complicated and that's nowt to do with Unity, is it wrong of me to think
that maybe Apple have purposefully made this bit hard to keep the kids out?<br />
It really is <u>very</u> complicated and parts of it would try the patience of a Saint,
but as I said this isn't anything to do with Unity.<br />
Maybe someone out there can let me know, is it always this convoluted when dev-ing
for consoles? Are there just always weird things you have to do due to copy protection
/ code signing?<br /></blockquote><br /><div align="center"><img src="http://blog.gamingyourway.com/content/binary/snowball_dev_shot.jpg" alt="snowball_dev_shot.jpg" border="0" height="389" width="639" /><br /></div><br /><br />
"<i>Tell us about going through Apples hoops to get the game on the store, was it
just like a great big hug, or more a spit in the eye ?</i>"<br /><br /><blockquote>It wasn't as bad as I thought it would be truth be told. From first submission
to being live in the App Store took around 14 days. We had one<br />
build sent back to us, as we weren't making it clear that the high score table was
storing the user's data remotely and also we hadn't specifically requested the users
permission to access the internet.<br />
One amazing achievement is though that we have not received one crash report yet,
which is testament to how awesome I really am (or that maybe I am working on a lovely
high level piece of industry quality middleware with some brilliant engineers...hmm
it's probably my awesomeness now that I think about it.)<br /></blockquote><br /><div align="center"><img src="http://blog.gamingyourway.com/content/binary/IMG_0004.PNG" alt="IMG_0004.PNG" border="0" height="320" width="480" /><br /><br /><div align="left">"<i>It's early days yet, but how's the game doing ? Any sort of
trend apparent or is it getting lost in the zillion new releases every day ?</i>"<br /><br /><blockquote>It's done well for what it is, which is a first game, proof of concept.
It spent around one week in the top 30 free arcade games and is now in the top 60
or so. It's been installed around 12,000 times and we've had some lovely reviews off
people (many of whom commented that is it better and easier to control the Super Monkey
Ball on the iPhone).<br />
One interesting point is that we may have got more installs had we charged. This is
pure speculation on my behalf, but something I didn't realise is that many of the
very popular review sites and magazines for iPhone simply won't cover free games,
so even by charging only 59p or something we could conceivably got in pocketGamer,
Edge, RetroGamer etc.  So I guess we will be testing my theory on this for<br />
Snowball's Chance in Hell 2  :) 
<br /></blockquote><br />
"<i>If badgers had guns, do you think they'd rob post offices ?</i>"<br /><br /><blockquote>No they'd rob Mash Potato factories.<br /></blockquote><br />
I hadn't even considered that, damn he's on intellectual fire.<br /><br />
Now you're wet for the game, here's the all important link <a href="http://bit.ly/kill5Snowball">http://bit.ly/kill5Snowball</a><br /><br />
Never one to miss the chance to spread the word Chris told me about Kill5's competition.
Let's face it, it's not a competition, it's a bribe, but fuck it, who wouldn't want
an iPod Touch ?<br />
Read all about it here, <a href="http://www.kill5.com/competition/">http://www.kill5.com/competition/</a> but
come on, I've kinda earned the iPod with this article, so really don't expect to win.<br />
( What should happen if by some fluke I do win ? Everyone is going to think we're
big cheaty cheats, I've screwed myself now haven't I ).<br /><br />
A big thanks to Chris for taking the time to do this interview. I'm sure if anyone
has some follow up questions he'll be around to tackle them in the comments.<br /><br />
Squize.<br /></div></div></div></div><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=a044a724-80a5-4b4b-8bea-d609fd5304fd" /></body>
      <title>Interview with a real live iPhone dev</title>
      <guid isPermaLink="false">http://blog.gamingyourway.com/PermaLink,guid,a044a724-80a5-4b4b-8bea-d609fd5304fd.aspx</guid>
      <link>http://blog.gamingyourway.com/2009/06/30/InterviewWithARealLiveIPhoneDev.aspx</link>
      <pubDate>Tue, 30 Jun 2009 13:03:16 GMT</pubDate>
      <description>Our mate Chris has been working away on his first Unity3D powered iPhone game for a little while, and now it's available for free on the iPhone store his mind turned to pimping, and our's to getting an interview so we could pad things out a little without just looking cheap.&lt;br&gt;
&lt;br&gt;
&lt;div align="center"&gt;&lt;img src="http://blog.gamingyourway.com/content/binary/snowball_title_screen.png" alt="snowball_title_screen.png" border="0" height="320" width="480"&gt;
&lt;br&gt;
&lt;br&gt;
&lt;div align="left"&gt;What I do love is the way Chris just ignores the shit in my questions
and just answers the core point without rising to my bait, like I'm 12 and best just
ignored.&lt;br&gt;
&lt;br&gt;
"&lt;i&gt;How did you find moving from Flash to Unity ? They seem to share a common core,
but are different enough to make life interesting. How was it for you ( Darling )
?&lt;/i&gt;"&lt;br&gt;
&lt;br&gt;
&lt;blockquote&gt;In some ways it hardly felt different at all, as if they were from the
same software family, Unity's version of Javascript is so close to Actionscript (for
example when working on the Mac now, I even use Unity's code editor 'Unitron' for
my actionscript coding) but when it came to structuring the game it really is very
different.&lt;br&gt;
Actually building game mechanics, levels, controls etc is really very intuitive in
Unity, however there doesn't seem to be any one agreed way on storing things like
player data, global game settings.&lt;br&gt;
The way I ended up doing it all is with a 'gameObject' that doesn't get destroyed
when moving between scenes (but this&lt;br&gt;
in itself causes problems when testing then, as you don't have to test from the opening
scene, and hence the gameObject hasn't been made yet.)&lt;br&gt;
If someone knows a better way way please do tell me&amp;nbsp; :) 
&lt;br&gt;
&lt;/blockquote&gt;&lt;i&gt;"iPhone dev via Unity, sex or a drunken wank ( Maybe with tears. Why
did she leave, why ? )"&lt;/i&gt;
&lt;br&gt;
&lt;br&gt;
&lt;blockquote&gt;Considering what it does I really don't see how it could be any easier.
It gets slightly complicated when you finally move the project over to Xcode, but
then Xcode is complicated and that's nowt to do with Unity, is it wrong of me to think
that maybe Apple have purposefully made this bit hard to keep the kids out?&lt;br&gt;
It really is &lt;u&gt;very&lt;/u&gt; complicated and parts of it would try the patience of a Saint,
but as I said this isn't anything to do with Unity.&lt;br&gt;
Maybe someone out there can let me know, is it always this convoluted when dev-ing
for consoles? Are there just always weird things you have to do due to copy protection
/ code signing?&lt;br&gt;
&lt;/blockquote&gt;
&lt;br&gt;
&lt;div align="center"&gt;&lt;img src="http://blog.gamingyourway.com/content/binary/snowball_dev_shot.jpg" alt="snowball_dev_shot.jpg" border="0" height="389" width="639"&gt;
&lt;br&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
"&lt;i&gt;Tell us about going through Apples hoops to get the game on the store, was it
just like a great big hug, or more a spit in the eye ?&lt;/i&gt;"&lt;br&gt;
&lt;br&gt;
&lt;blockquote&gt;It wasn't as bad as I thought it would be truth be told. From first submission
to being live in the App Store took around 14 days. We had one&lt;br&gt;
build sent back to us, as we weren't making it clear that the high score table was
storing the user's data remotely and also we hadn't specifically requested the users
permission to access the internet.&lt;br&gt;
One amazing achievement is though that we have not received one crash report yet,
which is testament to how awesome I really am (or that maybe I am working on a lovely
high level piece of industry quality middleware with some brilliant engineers...hmm
it's probably my awesomeness now that I think about it.)&lt;br&gt;
&lt;/blockquote&gt;
&lt;br&gt;
&lt;div align="center"&gt;&lt;img src="http://blog.gamingyourway.com/content/binary/IMG_0004.PNG" alt="IMG_0004.PNG" border="0" height="320" width="480"&gt;
&lt;br&gt;
&lt;br&gt;
&lt;div align="left"&gt;"&lt;i&gt;It's early days yet, but how's the game doing ? Any sort of
trend apparent or is it getting lost in the zillion new releases every day ?&lt;/i&gt;"&lt;br&gt;
&lt;br&gt;
&lt;blockquote&gt;It's done well for what it is, which is a first game, proof of concept.
It spent around one week in the top 30 free arcade games and is now in the top 60
or so. It's been installed around 12,000 times and we've had some lovely reviews off
people (many of whom commented that is it better and easier to control the Super Monkey
Ball on the iPhone).&lt;br&gt;
One interesting point is that we may have got more installs had we charged. This is
pure speculation on my behalf, but something I didn't realise is that many of the
very popular review sites and magazines for iPhone simply won't cover free games,
so even by charging only 59p or something we could conceivably got in pocketGamer,
Edge, RetroGamer etc.&amp;nbsp; So I guess we will be testing my theory on this for&lt;br&gt;
Snowball's Chance in Hell 2&amp;nbsp; :) 
&lt;br&gt;
&lt;/blockquote&gt;
&lt;br&gt;
"&lt;i&gt;If badgers had guns, do you think they'd rob post offices ?&lt;/i&gt;"&lt;br&gt;
&lt;br&gt;
&lt;blockquote&gt;No they'd rob Mash Potato factories.&lt;br&gt;
&lt;/blockquote&gt;
&lt;br&gt;
I hadn't even considered that, damn he's on intellectual fire.&lt;br&gt;
&lt;br&gt;
Now you're wet for the game, here's the all important link &lt;a href="http://bit.ly/kill5Snowball"&gt;http://bit.ly/kill5Snowball&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
Never one to miss the chance to spread the word Chris told me about Kill5's competition.
Let's face it, it's not a competition, it's a bribe, but fuck it, who wouldn't want
an iPod Touch ?&lt;br&gt;
Read all about it here, &lt;a href="http://www.kill5.com/competition/"&gt;http://www.kill5.com/competition/&lt;/a&gt; but
come on, I've kinda earned the iPod with this article, so really don't expect to win.&lt;br&gt;
( What should happen if by some fluke I do win ? Everyone is going to think we're
big cheaty cheats, I've screwed myself now haven't I ).&lt;br&gt;
&lt;br&gt;
A big thanks to Chris for taking the time to do this interview. I'm sure if anyone
has some follow up questions he'll be around to tackle them in the comments.&lt;br&gt;
&lt;br&gt;
Squize.&lt;br&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=a044a724-80a5-4b4b-8bea-d609fd5304fd" /&gt;</description>
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      <category>game development</category>
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