Business Development Manager

On August 9, 2011, in Chengdu, Company, HR, by Jenny
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To get more commercial power, as of now TribePlay Game Development is looking for a Business Development manager to take care of our business in Europe and Asia. You will be stationed in Chengdu or Shanghai.

Potential partners of TribePlay are:

  • Game companies, media companies that are looking to outsource game development
  • Companies/organizations that are looking to outsource game artwork
  • Distribution partners for TribePlay’s upcoming Social Game projects

Responsibilities

In this role you will be responsible for creating and building relations with potential partners in Europe and Asia. You will get full marketing and strategy support from the Chengdu headquarters.

For more details please check the whole Job Posting on the TribePlay Webpage: Business Development Manager or contact us today.

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Gaming portals – websites which offer a variety of games, usally flash games, that people can play in their browser – have been around for a long time. When I was back in high school, people used to wonder why we never got any work done in computer class. The reason was that every time the teacher went to the other side of the room we would furtively open up some flash portal website and sneak in a few rounds of “the Helicopter Game“, before being noticed and told to get back to learning Powerpoint. Little did we know at the time, but the simple free online games we enjoyed would turn from timewasters for bored schoolboys into a multi-billion dollar market.

Social and casual gaming has boomed in recent years. With companies like Zynga boasting user numbers in the tens of millions, revenue in the hundreds of millions and estimated valuations in the tens of billions, the gaming industry has come to realise that casual gaming is not merely the younger, less attractive sibling of hardcore gaming, but actually a desirable market in its own right. More and more developers are building social and casual games in the hope of capturing a piece of this market.

Where do gaming portals fit into the social gaming boom? Along with social networks, gaming portals are one of the major distribution channels for free online games. In addition, many casual game developers have opened their own portals, to give themselves an extra channel to market and distribute their games. As a result, both established companies and new startups are entering the portal space, making an already crowded market even more competitive.

Let’s take a look at some of the players in this industry, both big and small.

One thing you’ll notice after a casual survey of the portal market is that many portal sites are very similar. However, today we’ll be looking at a few websites that haven’t been afraid to innovate and do things a little differently. Two sites in particular stand out, and both have many devoted fans – fans who like to argue on the forums about which of the two is the best. These two sites are ArmorGames and Kongregate. Though both innovators, they’ve innovated in very different directions.

ArmorGames is all about the community. Like many portal websites, players can earn points and level up. However, unlike other sites, players do not earn points for playing games – only for rating or commenting on them, or posting in the forum. It sounds strange, but it works, and fans of ArmorGames say they like the site because they can always find great discussions about their favourite games, and suggestions for new games to try out.

“ArmorGames is quite a good website well actually its my favourite no doubt about that! It has a great community, excellent mods and users awesome games for people to write good long comments. And alot of fun.” (ArmorGames forum user)

I think ArmorGames has realised that building a strong community is not just about adding the right features – a bigger problem is motivating users to participate in the community. Lots of sites tack on social or community features without considering this aspect, and I think they could learn a thing or two from ArmorGames’ approach.

Another interesting feature of ArmorGames are “armatars” – users can’t upload their own pictures, but instead use pre-existing avatars that they earn after achieving enough points to level up. Although it sounds very simple, users really like this feature, and they commonly cite it as one of the killer features of the site. I think it’s the “unlockable content” aspect that makes it so sticky.

Next up is my personal favourite, Kongregate. In contrast to ArmorGames and their focus on community, Kongregate is all about the achievements. Many sites have tried incorporating badges and points that users can earn for completing in-game activities, but I think Kongregate boasts one of the best implementations of this concept. If I find a flash game I like on another website, I’ll usually check to see if the same game is on Kongregate, so I have the chance to earn more cool badges to put on my profile.

I think the reason Kongregate’s achievement system works so well is simply that they realised that designing such a system was difficult, and focused their resources on getting the design right. They needed to provide a good and usable API so game developers could integrate their games with Kongregate, they needed to motivate developers to use the API, and they needed to make sure the achievements were well-thought-out from a game design perspective. Kongregate had to make all three of these areas worked before the achievement system could succeed.

(Greg from Kongregate has more insight about achievement design)

Of course, achievements appeal more to a certain type of person. For me, they offer a clear value-add to my Kongregate experience, but many players think they’re an annoying distraction. Then again, I can’t see the appeal of ArmorGame’s social and community features (I play games just to play games, not socialise). Just goes to show that there’s different types of game players and it’s important when creating software not to assume everyone shares your opinions.

Kongregate

Kongregate Main Page


Aside from ArmorGames and Kongregate, there’s a few other game portals I think have taken an innovative direction. One is Friv, which although small, has recently seen a large growth in traffic. Friv’s concept is very simple: the site consists of a single page with links to 250 games. The games are hand-selected by the website to represent the best free games on offer at any one time; every time a game is added, another one is removed. That’s it; Friv does not include user accounts, profiles, social network integration, comments, ratings, categories, or any of the other features most other portals feel they need to include.

It’s a minimalist approach designed to keep the focus on the games, and I like the idea. There’s a few things I might change about the implementation, however – for example, I think adding categories would improve the site without hurting the core concept – but then again, Friv needs to be careful to avoid adding features they don’t really need. It’s the ability to say “no” to unnecessary features that seperates the minimalist Googles and Apples from the bloated Yahoos and Microsofts. I hope the approach works for Friv as well.

One final site I must mention in the list of portal innovators is Mochi Media. Though they operate a traditional portal at http://www.mochigames.com, they’re most famous for the services they provide for developers, helping them monetize and distribute their games across multiple sites (Mochi claims they can help you reach over 10,000 portals). They also offer a comprehensive set of APIs that developers can plug their games into, providing functionality such as achievements, high score tables, and microtransactions.

I’ve not seen any other compabies that follow Mochi’s approach, and it’ll be interesting to see how their positioning as a middleman between developers and portals works out for them. As a American subsidiary of publicly traded Chinese company Shanda, Mochi has both lots of cash and access to the world’s two largest economies. I certainly expect to see them make some waves in the casual gaming industry over the next few years.

In this post, we’ve taken a look at a few of the innovators playing in the game portal space. However, the portal market is much bigger than the sites covered today – all of which, despite their popularity, are still only mid-level players. Come back next time for part 2, to find out who the big players are and how they got to the top.

Isaac joined TribePlay a couple of weeks ago and he is currently doing an internship in Back End Development for TribePlay.

We are always looking for young talents or under-graduates that are creative, independent and open-minded! TribePlay is offering internships.

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Not having been a part of the development side of gaming for too long, I can’t say my experience speaks volumes of what may be a reality in this industry, however I hope to provide some insight on a game that has been sweeping the Facebook world since it was initially released – Tetris Battle.

Game developers do not often admit when the game from another developer is a good game for the purpose of beefing up their own games, although there is always an exception. I think it’s safe to say that Tetris Battle has made a big stake in the world of online social games. What was originally a game developed by a Russian programmer in 1984, this game has stood the test of time to this day. Naturally, the game has changed in the way it looks through the years, but the core game mechanics have largely remain unchanged. How often do you come across a game that has not only been largely popular, while still largely being the exact same game it was close to three decades ago (in a side-note, it appears that the 30 year anniversary will be coming up on June 6, 2014…if there isn’t already a Facebook event to celebrate this historic day, I suggest somebody get on that…I digress)? Tetris must have achieved some sort of award for this.

Tetris Battle

Tetris Battle - one of the most popular games among the TribePlay Crew


Such a simple addition, yet SO very exciting: the ability to send lines over to your opponent simply by completing lines on your own screen. Tetris Battle isn’t only successful simply because it is Tetris. This is such a popular game because it jumps onboard the minute-game bandwagon along with the likes of Bejeweled Blitz and Diamond Dash. These sorts of games are there for people to come and play when they have a few spare minutes and want to get some gaming in. Despite their target, they have actually gained a lot of traction among those gamers who will sit at a computer for hours playing the same exact game. I doubt these developers anticipated such success in this market, but the success is there, nonetheless. This is how Bejeweled has been such a successful game. It’s a game drastically different than Zynga’s wildly popular Farmville, yet it still has a hefty number of Daily and Monthly Active Users. To me, we have two defined markets in the online world: tycoon/city building games (like Farmville and Cityville), and these mad minute games like Tetris and Bejeweled (I just thought of that name, but I think it’s very fitting). With so few true markets, and such large developers dominating those markets, it’s going to take one heck of a game to come in and lay their own path.

Another area where Tetris Battle has succeeded is in its shopping section. Never before have I ever felt the urge to make a purchase on Facebook until I saw how many AWESOME tetrominoes and bombs and ghosts I could buy. You can even buy upgrades for the in-game mechanics! For example, the first thing I bought with my Tetris money was an increase in speed to the clearing of lines. This is a genius move by the team over at Tetris Online. There truly is an incentive to make purchases in this game, and I can only imagine how well this is working out for them now.

All in all, Tetris Battle is still the same game we saw nearly 30 years ago…just all jacked up on steroids and following a few plastic surgeries. At the end of the day, though, it was one heck of a game then, and it still is today. There is no denying the success of the Tetris franchise as it ventures into the world of social gaming.

Mitch joined us 6 weeks ago and he is currently doing an internship in Online Marketing for TribePlay. You can read more of his stories in his blog.

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Development Day

On June 28, 2011, in Chengdu, Company, by Bart
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A couple of weeks ago, we deployed a portal website for Eccky. Before, children could play Eccky through the Hyves or Facebook platform. With the portal, children can access the game without any of these social logins. Also Facebook users, Hyves users and portal users will from now on share one world.

Preparation of the portal took quite some time, since we wanted to convert our existing database to a more friendly structure that would support multiple login interfaces for the user (Hyves, Facebook, etc.).

Database conversion itself takes time, and it should be monitored all the time. With Eccky, we don’t have the luxury of a live shadow environment where we could convert the database on the background and when it’s finished switch it to the live environment.

Below is a recap of our deployment and a fine example of Murphy’s Law.

Monday, May 30th
04:00 Enter the office and start the database conversion.
09:00 Every table except for two large tables is converted, that seems promising.
12:00 One of the large tables, the BuddyList, is still not converted. This seems suspicious.
14:00 The BuddyList is finished, however after a few tests, my suspicion seems right, the table has been corrupted during the conversion. I feel Murphy standing behind me.
16:00 To repair the BuddyList more disk space is needed, so we need to clean up old tables and old files. In the meantime we make an empty dummy table so testers can still continue to test.

Tuesday, May 31th
00:00 Start the repair of the BuddyList. This takes some time, so some of the colleagues take this opportunity to get creatively some rest.
03:00 The BuddyList is back in its old state, so testers can continue to test for a while.
04:00 Everybody goes home to return in a few hours to continue the deployment.
12:00 Back in the office, the BuddyList is still in its old state and the only thing not working in the game. Instead of trying to convert it again (and risk corrupting it again) we start building on a workaround
14:00 Following Murphy’s Law, www.eccky.com can’t be reached anymore. Our domain name server decided to stop working. We immediately switch to another domain server, but domain propagation around the world could take around 24 hours.
23:00 Everybody is going home to get some good rest for what is hopefully the last day of deployment.
Sleeping in the office
Wednesday, June 1st
00:00 (@home) I am not completely happy with the workaround for the BuddyList. I try one more solution to convert the BuddyList.
02:00 (@home) The new solution seems promising.
03:30 (@home) The BuddyList has been converted, and a few tests show that the data is all there. It seems that Murphy is packing his bags.
12:00 The IP change of www.eccky.com is now visible to us in China, we can continue to test on a “live” environment, and fix last minute bugs. However, www.eccky.com is still not reachable in the Netherlands.

Thursday, June 2nd
00:00 (18:00 Dutch time) Finally, www.eccky.com is now also working in the Netherlands. It’s time to go live!
00:10 Children in the Netherlands are trying to access our game, however a bug in the login process stops several children to login.
02:00 The login bug is fixed.
04:00 Some more small bugs are fixed, the game runs, everybody can go home to have a good sleep.

This was just a small recap of the deployment. During these days the whole team worked hard to fix any last minute bugs. I thank Fenix, Tobe, Sophie, Ethan, Fair and Gabriel for their efforts and spirit. To everybody, just check out http://www.eccky.com to see the result. It is a fine start!

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Get to know the people of TribePlay 5

On June 22, 2011, in Chengdu, Company, HR, by Jenny
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It is time again for introducing our employees to you. This week I had the change to talk to Max, Senior Frontend Programmer at TribePlay. Max is working for us now for one year and mainly is focus on own IP development. Soon TribePlay will release a new own Game and Max is the main programmer of this. But later more.

Where are you come from? Why do you work at Chengdu?

I come from Zigong which is famous for its beauty, salt, dinosaur fossils and cold spicy rabbit. I went to Xi’an for university education. Many of my friends stayed in Chengdu, so I visited them a lot. After graduating, I worked in Shenzhen for 2 years. Shenzhen is a city of migrants. It’s hard to take a deep root and no rich atmosphere of life. Chengdu offers people a comfortable life. I have started my family here.

What are you doing at TribePlay?

I like coding. I’m a flash/flex game developer at TribePlay.

Max in Danba

Max out in the wild in Danba


How TribePlay is different from other companies

TribePlay is in a fast-paced working environment. We have lots of western colleagues here. We sit next to each other and work together every day. We have a young team. We love to share ideas and experience.

What do you like to do at your spare time?

I become a father this year, so life has a big change. Basically, I help my wife to look after our baby or clean dishes which takes most of my spare time. Being a dad won’t be easy though.

Before the baby arrived, I liked cooking. Potatoes, barbecued spareribs and fried rabbit are one of my specialties. Games and movies (war movies especially) took many wonderful nights. I highly recommend Forrest Gump. Badminton and swimming are good activities for weekends. Now, you can tell how much you need to give up for raising a child.

Which colleague impressed you most here? Why?

Fenix and I played CS and zombie games during Friday happy hours. We like to talk about the new trend of games.

What’s your long-term plan for your future career?

I want to have my own software company. My dream is to produce software or a website which would change people’s life.

Thank you Max for your time! If you interested in the other employees join us again in two weeks with another interview. TribePlay is also always looking for new talents and we offer internships in every field of game development. Check out our Chengdu Job Opportunities or contact me directly jenny@tribeplay.com!

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Get to know TribePlay 4

On June 9, 2011, in Chengdu, Company, HR, The team, by Jenny
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I already introduced people from our Design and Programming team. Today I have interviewed Fair, member of the game testing team at TribePlay Game Development. Fair joined TribePlay Game Development this April and is mainly focusing on testing for Eccky.

Where is your hometown? Can you introduce us to what is special about your hometown?

My hometown, Luzhou, is located at the confluence of the Yangtze River and the Tuojiang River and is famous for its Luzhou Old Cellar and Lang wine, hence the title of “Liquor City”. The famous local products here are Litchi and Longan.

Why are you staying in Chengdu?

I came to Chengdu for a university education. I thought about work in Shanghai before. I didn’t go because most of my friends are here and I don’t want to be far from them.

What are you good at? What do you do for TribePlay?

I’m a tester. My job is playing games every day. What a wonderful job, isn’t it? It’s not that simple. I need to find out the imbalanced parts and bugs of games. Programmers will fix the imperfect parts. That’s how the game gets better and better.

How do you experience working for TribePlay, is it different from previous companies?

I feel both relaxed and pressured. An atmosphere of openness and relaxation makes me work more productively. People here have a high standard for this work.

Fair at his workplace

Fair at his workplace

What do you like to do in your spare time?

Enjoying the different food is my favorite thing to do in my spare time. I like BBQ, dry pot, and spicy food such as “Tian Fu Tofu Flower” and “Stir fry chicken with hot chilli”.
Playing games is another hobby. Warcraft and Starcraft are on my top list of games.

What do you want to do in the future?

For now, I want to get better at what I’m doing right now. Then I will learn more about game design. My dream is designing my own game.
I hope I will have my own team one day and be a game engineer.

Which colleague impressed you most here? Why?

Ethan, TribePlay tester- He guided me to start working as a tester. That’s very important to me.
Fenix, TribePlay programmer- I always see him very busy. It seems like there is no end to his work. Poor, Fenix.

Do you have any travel plans?

Hai nan is a very beautiful place to go. Some of my friends and classmates will go together. I’m looking forward to travel there and feel the different air.

Thank you Fair for your time! If you interested in the other employees join us again next week with another interview. TribePlay is also always looking for new talents and we offer internships in every field of game development. Check out our Chengdu Job Opportunities!

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Previously I discussed the newly added social features of Battlenet for TribePlay Game Development in this article. Today I want to continue with a different topic.
The Background story and culture setting is an essential point in the Game Development process. So today I want to get a little bit deeper into the setting of World of Warcraft.

The Old Gods and Cthulhu Mythos
Welcome to Dalaran Archive, adventurers. I’m the curator here. I’ll tour you through, unearth and share the dust-laden mysteries, epic quests as well as the stories of legendary heroes and most notorious villains in the history of Azeroth. Humm…can’t wait? All right, let’s get started by going back to the beginning of days.

The Old God and Cthulhu Mythos

The Old God and Cthulhu Mythos


The Old Gods
“In the time before time, when the world was still in its infancy, a battle between a Titan and a being of unimaginable evil and power raged on this very soil. The prophecy is unclear about whether or not the Titan was vanquished … but it illustrates that a Titan fell.”

The Old Gods are mysterious, godlike and greatly malefic horrors which ruled in tyranny over the infant universe. Eventually, they were defeated and sequestered within the primordial world of Azeroth by the Titanic Pantheon. Only very few mortals have ever been aware of the Old Gods’ existence. Fewer, still, considered them anything more than ominous myths from before time began. The rumor of a dreadful and ancient past should forever stay forgotten by the mortal races.

The Connections between Cthulhu Mythos
The connections between the Old Gods of the Warcraft and the Great Old Ones from the Cthulhu Mythos are quite obvious. The ideas of aeons old hibernating beneath the earth, can bring madness upon those who delve too deeply into their secrets. These secrets have begun to be referenced in many fantasy worlds.

The similarities between the Old Ones and the Olds Gods are many. Both have the same octopus-like look: multiple tentacles, multiple eyes and multiple mouths. Both came from the abyss of the universe. Both once ruled the planet before being forced to sleep beneath the world. Their influence, alone, can drive most mortals into madness.

The naming theme of the Old Gods also references the Great Old Ones. The first Old God encountered in World of Warcraft in the Temple of Ahn’Qiraj was C’thun, whose name originates from the most famous of all the Great Old Ones, Cthulhu. Yogg-Saron, who is the ultimate boss of Ulduar located on Northrend in expansion Wrath of the Lichking, is likewise based on Yog-Sothoth, one of the more prevalent beings in the Cthulhu Mythos. The Old God N’Zoth (To appear in Cataclysm and the force behind the Emerald Nightmare) appears to be based on Zoth-Ommog. This comparison goes deeper with the third Old God to appear in game, Zoth-Ommog, who was the third son of Cthulhu and N’Zoth.

Next Episode: The Whispers of the Old Gods. Coming Soon…

Ethan He is Game Tester at TribePlay Game Development and a gamer by heart.

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Mobile internet users and games

On April 1, 2011, in Flash, GameNext, Social Networks, by Gregor
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Today Facebook announced that it now reaches 250 Million Mobile users, that is a increase of 150 Million until February 2010. Together with this, Facebook also announced a improved UI for Mobile Users as stated on TechCrunch.com. Mobile Phones have become an important device for online users. But Gaming-vise mobile access to Facebook is still limited, as the most popular device the Apple iPhone does not support Flash.
Most mobile gamers usually purchase apps through the different platforms and play the apps on their phone. The famous Angry Bird game as one of the first Mobile-to-Facebook games will be available on FB soon. RIO, the developers of Angry Bird from Finland, is still facing difficulties in the transition progress as Mobile Apps and Facebook Apps are two different areas.
Easier would it be if ones Smartphone supports Flash. In this way the gaming experience could be even more improved, as you can access a lot more casual games directly through Facebook and even play them for free. For Game Developers this will mean they will have to adjust, just as Facebook did, to two different markets using one channel. Mobile games will be the future of games in my opinion, as they are easy to access, fit most people time schedule of a short game for distraction and are quicker adjustable and less complex, so in result of that more affordable. What do you think will be the next Generation of Gaming? What role will Game Developers play? Please join our discussion on LinkedIn in the GameNext Group and share your thoughts.

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I have been a console gamer since I received my first console, a Nintendo Entertainment System (NES), from my dad. It was the start of a life of long days with little sleep, gallons of cola, wires, NTSC / PAL problems and an empty wallet.

About half a year ago I got the chance to make a living of my passion, by joining TribePlay as a lead developer. This job opened a new world of gaming to me, the world of social gaming. Different definitions about what social gaming is circulate on the internet. At this moment social games are the games that can be played on a social network. Although the industry is still in its baby shoes compared to the console gaming industry, the userbase of it already outgrows the console gamers. Everybody has a Facebook account. There are 100,000,000 players playing every month on Facebook alone. Farmville has more unique players (80 million) in a month then all the sales of biggest selling console game of all time, Wii Sports (75 million copies). Everyone, including me, wonders: “Where is this industry going to be in five years”?
Atari 2600

Neil Vidyarthi, posted an interesting perspective (3 Ways the Social Gaming boom Is Imitating The Atari Gaming Boom) that the social gaming boom is imitating the gaming boom of the Atari 2600, which is considered as the godfather of modern console gaming. He was able to draw a few parallels between that era and the current era.

• The most popular games are inspired by traditional games
• No centralized review publications
• Graphics are dramatically improving with each game

Graphics were and will always be important in games, and it is always a race by developers to see how much visual firepower they can generate with the current technologies. I think this race really has started now for the social games. In the newest generation of games fully animated cutscenes, real-time Flash gameplay and more can be found.
However, for console games, the graphics attract the players, but the gameplay keeps the players and sells the game. Every console generation has its little gems (like REZ (Dreamcast), Katamari Damacy (PS2, see video), Patapon (PSP)) games that offer the player a unique and creative gameplay experience, although they might lack the visual display. I think gameplay will become more important for social games to compete on, especially if more and more centralized review publications of these games will show up on the web.

I have not seen this social-game gem yet, but as a player, I look forward to play this social-game gem, and as a developer, I hope it will say “created by TribePlay:-)
Bart, Lead Java developer

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Hey check out this in-depth analysis of Eccky Virtual World on VentureBeat.com. Christian Batist chief executive of Eccky Holding is interviewed on the business model and development of the virtual world for kids. Eccky is developed by TribePlay Game Development.

“Eccky’s version of this strategy is to combine the elements of a virtual world with a social game; it combines open-ended play with mission-oriented quests.”

“Eccky targets children ages eight to 14. They can log on via the web site or through the social network. The company has six employees and uses a 12-person developer team as contractors to build the world.”

Read the full article on VentureBeat.com or directly play Eccky

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