2012 Contest

⌘-R in Chief
Posts: 1,258
Joined: 2002.05
Post: #16
My feeling is that during the contest everything should be free, and there should be enough content that the game stands up on its own. After the voting ends (+ 2 days?) you could enable additional extra content with IAP. (I don't know if it's possible to make IAP content free while still going through the normal IAP path? I'm not familiar enough with how that all works.)

Like uDG, the aim is to provide a complete functioning game for free, though unlike uDG the "free" part only needs to be during the contest since.
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Member
Posts: 338
Joined: 2004.07
Post: #17
Cool concept Grin My hands are a little full to formally enter but I'd love to participate/help where I can.

I like the idea of requiring the game to be available in the store by the deadline, and add an extra 2 weeks onto the time, making it two months. We can have the point of the contest being not just to MAKE a game, but PUBLISH as well. Successful entrants will have gone through the entire process and will afterwards be 100% ready to make and sell their own apps.

I too would prefer that all games be absolutely free (free + no IAP) for the duration of the contest + voting periods. Entrants can (and could be encouraged to) change the price or add IAP after the contest is over.

I like the idea of public voting-- it encourages the entrant to promote their game. One could even leverage the ratings built into iTunes, unless you wanted to break it down further into categories like uDevGames.

I would only suggest ad-hoc through something like Testflight if there was a panel of judges. Having like 4-6 devices known from the start isn't THAT bad, and Testflight makes it *incredibly* easy to distribute builds.

Justin Ficarrotta
http://www.justinfic.com
"It is better to be The Man than to work for The Man." - Alexander Seropian
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Moderator
Posts: 700
Joined: 2002.04
Post: #18
I'm curious as to the reasoning behind the iOS contest being two months rather than the 'usual' three months or three weeks for an iDG contest...?

Mark Bishop
--
Student and freelance OS X & iOS developer
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⌘-R in Chief
Posts: 1,258
Joined: 2002.05
Post: #19
My first thought (not iOS-specific) was that if running non-uDG contest, it should be shorter so there's less time between starting the contest, waaaaaaaaaiting for three months, and then voting and it's done with within a week. So my thought was a half-length-or-shorter and themed contest just to do something different. iOS bumped that up 2 weeks because of the approval process which is how it ended up at 2 months. There's no particular reason.

Thoughts on the length of the contest:
  • The longer the contest, the easier it is to slack off
  • The shorter the contest, the easier it is to never start
  • Longer contest could mean more quality if pace is kept up
  • Shorter contest forces you to keep your pace up
  • Shorter contest is easier to keep in people's awareness


Also, another thought is, do we care when entries were started? uDG required the game not be public before the starting date. In this contest we could allow any previously unreleased game in. (There's still the requirement that the code be open sourced.) Small difference.

I'm looking at this contest as a testbed for trying different approaches than uDG.

Also, instead of requiring postmortems, I'd be interested in giving the option of requiring a tutorial, some original creative-commons art, music, or sound, or something else which is useful. Though I don't know if this requirement would be necessary at all in this contest.
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Moderator
Posts: 434
Joined: 2002.09
Post: #20
(Jun 25, 2012 02:50 PM)JustinFic Wrote:  I like the idea of public voting-- it encourages the entrant to promote their game. One could even leverage the ratings built into iTunes, unless you wanted to break it down further into categories like uDevGames.

I'm a bit wary of using iTunes ratings for this. I've been lucky with them but they can be fickle. I also worry that the reverse might happen: contest voting might pollute the iTunes rating. Contest-style voting pits games against each other; you score your favorite the highest. I wouldn't want someone to rate a great game 3 or 4 stars on iTunes just because they want their personal favorite to come out ahead.

Alternatively, we could have a separate door prize or special mention to the entries that get the best iTunes ratings.

Measure twice, cut once, curse three or four times.
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Nibbie
Posts: 2
Joined: 2012.06
Post: #21
Any idea on when this contest might run? Soon or in the fall?

kevin
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Member
Posts: 23
Joined: 2011.08
Post: #22
I really don't like the idea of an iOS-only uDG. Publishing a game on the app store is such a pain in the ass if you haven't done it before, and it's really the last thing I want to think about during a game jam. Publishing doesn't add anything to the contest, it just makes it harder for people to play the games while they are in development and gives an advantage to contestants who have already been through the process.

I wouldn't be averse to a shorter time frame or a themed contest, and public judging is a great idea.

Will Miller | Lead Designer | Firaxis Games
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