These blog posts will follow the timeline of SEDUCTION, our first Facebook game title, from concept to launch. In this long series I will share my views ,experiences & challenges about design of the game,characterization,stories,look and feel,heuristics,technology,team building,graphics,game construction, quality testing ,in-game player analytics, monetization ,final launch and marketing.
Work on SEDUCTION started in March of 2010. I had never played a Facebook game nor had any prior experience in social media space. I had spent previous six years as IT architect/Project manager/Business development manager for another start-up,a dual shore technology consulting firm that I founded in September 2004.All my previous experience was in managing technology projects for telecom,insurance & retail banking domains but had no clue about social media gaming.But I responded to Mickey’s call and we ended up discussing his idea of “SEDUCTION” sipping latte at Starbucks.Needless to say,I was floored by Mickey’s narration of his idea.Somehow it seemed strikingly similar to a rule based enterprise application that I worked on few years ago. By the end of the meeting, I was excited about this concept.It was a unique concept,different from anything I had ever attempted.
It became evident early on that the real value of our venture lies not just in one game, genre, title or a nice set of graphics but a reusable rule based gaming framework. We needed a framework that could enable us weave multiple virtual worlds of interesting never ending story lines, capture and retain player’s interest with a family of games of different genres. This framework had to designed to provide flexibility ,re-usability and follow all well proven design patterns.The end goal was to support the launch of a series of innovative games quickly and efficiently. SEDUCTION seemed to be the best candidate in that series of games from our gaming studio “CherryBelly”.
Next.. Game heuristics