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View Full Version : Browser-based games: What makes them fun? (eg. looking for a new idea...)


sofakng
06-14-2007, 01:24 PM
Does anybody have any good ideas for a browser-baed games?

It seems like these games are really easy to create (compared to 2D/3D games) and are extremely popular.

I've been trying to create a Scorched Earth/Moonbase Commander hybrid game but I keep losing motivation when I get to a difficult part and then get even more discouraged when I think about the massive amount of work involved in user interface, physics, collision detection, and networking.

So what games a browser-based game fun to play? ...and why do people keep coming back day after day?

Which do people get bored of them? ...and why do some people not play them at all?

I really enjoy games where you create stuff and where you increase/advance in skills or other abilities. Other fun gameplay involves advanced physics, etc.

Examples of fun games/ideas: Defend Your Castle, MMORPG crafting, Moonbase Commander, Dwarf Fortress

So... does anybody have any ideas for me? (or something to inspire me?)

Techdojo
06-18-2007, 01:48 AM
By browser games are you basically talking about Flash games, or more simpler things pulled together with a mix of DHTML, PHP and or Javascript?

For the Flash based stuff have a look at the Donut games (http://www.donutgames.com/) or Jay is games (http://jayisgames.com/) sites, I regulary check out these sites and find them great for inspiration (and to see what the competition is up to... :) )

Jon...

Polycount Productions
06-18-2007, 01:58 AM
Three hit genres:
- Tower Defense (will be soooooo popular soon - massively popular)
- Restaurant service game (Mystic Inn, Diner Dash, Betty's Bar...)
- Find hidden objects (see list most of the bestselling casual games right now ;))

Bad Sector
06-18-2007, 02:02 AM
I came up with several ideas for simple webgames. The core part is: think abstract. I see something around, like a sign, a button or something, or think of a shape. Then i imagine this in motion, changing, transforming and try to see how a game could be done using this. Also when i have to explain what the game is about, i try to keep the explanation as small as possible.

The first of such games is Square Shooter (http://www.slashstone.com/more/squareshooter/). Now i'm in the process of making a Java framework, to build more games like that (SS's code was written from scratch).

soniCron
06-18-2007, 02:23 AM
I really hate linking to my own blog, but this post is quite applicable:

How to Explode Your Game Design Talent! (http://sonicron.solaristudios.com/2006/12/01/how-to-explode-your-game-design-talent/)

It discusses a few methods of developing and honing design skill, most of which is directly applicable to Flash game development and design.

Qitsune
06-18-2007, 04:11 AM
It doesn't get any simpler than http://www.ferryhalim.com/orisinal/ some of these games are quite good. And pretty. And easy to understand.

Bad Sector
06-18-2007, 06:08 AM
How to Explode Your Game Design Talent! (http://sonicron.solaristudios.com/2006/12/01/how-to-explode-your-game-design-talent/)

That's a good article (i think i read it before). It's a little similar to what i'm doing, although i don't use words (i'm more of a visual person, so i use visuals) and i'm not doing it as an exercise or periodically.

I don't put restrictions, though (like three designs for three types of games). The ideas just come and i try to remember the best of them (at the end if an idea isn't good, i'll forget it). Note that i don't write anything down - if i can't remember an idea, it's just too complex.

Note that i'm focusing on webgames and other simple games here, like mobile phone games.

Nikos Beck
06-25-2007, 07:51 AM
There are different ways to stay motivated. What I find works best for me is incremental achievement. I want to be able to show one thing more than I had before. I cannot write up a framework that is completely devoid of implementation details and then fill it in.

I loved Moonbase Commander. It is an excellent game. My nephew loves it too.

I write code as I need it. My first version of a physics question always return the position "0 0" and I keep going. When I need the physics to do more, I code it to get the funcationality I want. That's what keeps me going, it's always working to some degree. I always have something new, always something to show. I guess that's the Scrum mentality.