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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