We are considering the use of Scoreloop (http://www.scoreloop.com/) to
add a social component to our games and apps.  Since we have no real
experience in that arena, I'll just leave this link as my
contribution.

On Mar 16, 8:08 pm, Kevin Duffey <[email protected]> wrote:
> Hey all,
>
> I am curious how the various groups of game developers, primarily mobile
> (android in this case) and cross-platform (android/iPhone/facebook) handle
> storing high scores, achievements, and such as well as how multi player is
> done.
>
> How does your game(s) access high scores, update the list, remove them if
> need be? The same would apply for achievements, and to a lesser degree,
> leader boards.
>
> Are you using a service out there that you pay for... if so how much does it
> cost.. and do they provide some sort of java/objective-c SDK that you can
> just plug in to your code?
>
> How do you dispaly high scores, leader boards, achievements, etc in your
> game? Do you provide your own web site with the same info, perhaps jazzed up
> a bit more or with more detail than your mobile game (due to limited screen
> realestate for mobile devices)? Do you provide a link to a web site in your
> game if they want to see things like high scores, achievements and leader
> boards?
>
> I would also like to know what sort of things are most important for your
> games. High scores are so yesterday, so to speak. The latest craze in most
> games seems to be achievements and the ability to obtain extra items for
> your games, either by buying them, or earning them through achievements,
> etc. So what are some things you game developers would want to make use of
> in your game to add more appeal to your game, to draw in players for longer,
> especially long enough to pass the 48 hour refund time so that you can
> actually earn some money from your hard work. I look at games on Facebook
> like Farmville that are doing so well they are hiring more developers at
> good pay to work on it. I also look at games like World of Warcraft, which I
> play and got sucked into for a while, due to getting to that next level or
> getting that next awesome epic gear piece... those sorts of things seem to
> be what draws in players to otherwise simple games. A number of mobile games
> that seem to do very well often seem to be fairly simple games but offer
> that right mix of "I just got to get to that next...". I am curious what
> some of you developers have found work for games either those that you
> played, or are working on (or have written) that draw in players. This leads
> to the next paragraph.. making a living on game development ultimately
> requires that your game does well and that people pay for it in some manner
> and not refund it. Hence why I am trying to understand what it is that those
> otherwise simple games seem to do that draw in the masses.
>
> Which brings about another topic.. how do games like Farmville make so much
> money being free games, that they can have a company behind it? I can't
> believe ads on the stie alone make up for all their revenue. I've been
> considering looking at ads in the game as opposed to charging for it, and
> that seems like players might keep a game longer than if they pay for it and
> then refund it within 48 hours if they don't absolutely love the game...
> although I am not entirely sure how much it annoys players to have a small
> portion of the screen saved for ads as opposed to just buying it.
>
> Lastly, multi-player. I am curious how games work multi-player. The only way
> I can think of is the client (game) has to update a server of some data, a
> move, location of a sprite, etc, and at the same time has to poll the server
> often enough to update the game screen to keep things working. The first
> part of this, the game side, seems easy enough.. at least to some degree..
> when your player makes a move, you send a server request to some server with
> the data, be it their new location, a weapon they selected, etc. The second
> part of this is the client polling the server often enough, fast enough, to
> keep things smoothly on the screen of all players. So how have some of you
> handled this and yet keep the game playing smooth as well? Probably more
> important is, the server side. Not necessarily the code bit of it, but how
> do you handle if your game takes off and you get 10s of thousands of players
> playing it... what sort of server side technology is used to handle that
> many requests, that fast, fast enough to allow all those game clients to
> provide a smooth game experience while keeping the multi-player working
> solid as well?
>
> Thank you. I look forward to learning more about how these things are done
> in games.

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