All Features List
Behind the Game: Totem Tribe
Hamburg Diaries: Entry One
Well, guten morgen where you are, and guten tag from Germany. I am in Hamburg for Casual Connect:Europe. Though it is freezing outside, I am here to share you the warmth and excitement that is Casual Connect: Hamburg. Read more»
Behind the Game: Top Chef
In the Grand Spirit of Change. . .New Gamezebo Features!
Yesterday was such a day. As many of you have noticed, we have released new Kudos, added a lot more sub-channels, and improved navigation on the Web site. More details below the fold. Read more»
From Scrubbles to Bubble Town
In the hit-driven business of casual games, if a game flops it rarely gets a second chance because it's already been bowled over by the "next big thing." That's what makes the story of Bubble Town (also known as Scrubbles) so interesting.
The title was developed as a PC download for college-age students, released to a market dominated by 50+ year old women (who hated it), condemned as a failure, resurrected as a mobile game with a new name, released onto Facebook and MySpace where it became a hit, and then re-released as a PC download under its new name and, most recently, a version for the iPhone.
The story of Bubble Town provides a great insight into why certain games are given second chances, and why some games become hits and others don't.
Read more»
Letter to the Editor: The Biggest Loser
Gamezebo's Best of 2008
Evolution of a HOG - Mystery Case Files: Return to Ravenhearst
Mystery Case Files: Return to Ravenhearst is the fifth title in one of the most popular hidden object game franchises in casual game history. But how close did "R2R" come to abandoning its hidden object game roots once and for all?
This was just one of the issues touched on when Gamezebo sat down with Return to Ravenhearst's Lead Designer Adrian Woods, Art Director Jeff Haynie and Producer Chris Campbell, and Big Fish Games VP Patrick Wylie as they reflected on the making of the game. (Read more.)
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How Peggle Nights found a new way to an old conclusion
What do you do when you're just not ready to say goodbye?
That was the problem faced by the Peggle team. They wanted to continue their franchise, but they weren't quite ready to let go of the game that they'd had such success with.
Read more»
What a twist! How Bejeweled Twist went from sushi to sensation
Recession? What Recession?
Casual game companies tend to agree, proclaiming that as part of entertainment, they will survive this global recession. Some actually think casual games will thrive. They could not be more delusional. Like every single sector in our economy, the global recession of 2009 will change everything in casual games. Read more»
Behind the Game: Tradewinds Caravans
Say It Ain't So, Flo
Election Time!
$83.3 Million Big Ones
There are two numbers that are big news lately: $700 billion for the US government to bail out Wall Street and $83.3 million venture capital investment in Big Fish Games.
Both confuse and intrigue me. I can't fully explain the $700 bail-out (and if I did, I would end up writing a boring and depressing tirade comparing the current administration with the Hoover presidency). But, I can share my thoughts on the $83.3 million that Big Fish Games just raised.
Read more»
Casual Games @ TechCrunch 50
This week in San Francisco, the technology industry's leading lights gathered for the second annual TechCrunch 50 (nee 40, 20) to pick the best and most exciting new companies and business ideas. The event, spearheaded by the insidery blog TechCrunch, is designed to ferret out the best new companies and ideas regardless of their stage, ability to pay, or PR savvy.
As usual, there are myriad doubts about the honesty of the process and politicization of the choices, but the basic premire is sound: filter a large number of ideas to 52 good ones and let the experts decide on the best and brightest.
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Inconceivable!: How The Princess Bride became a game
The Princess Bride is a film that could truly be considered a "new classic." One that has been passed from parents to children and become a pop culture touchstone in the process, as well as one of the most universally loved films of the past quarter century.
So, to say that Worldwide Biggies was "a bit cautious" about turning the film into a casual game might be something of an understatement.
Read more»
Music Catch: From hit single to endless setlist
In the casual game market, there is a lot riding on a game's replay value. Sure, a game could have only one level and be successful, but it has to be something that players can tune in to over and over.
That's why when Isaac Shepard designed Music Catch, he knew that it had to be, well, catchy.
Read more»
From cupcake to wedding cake: The evolution of Cake Mania 3
Gaming with Gordon: Turning up the heat in Hell's Kitchen
So long Scrabulous
If you've been following the Hasbro vs. Scrabulous saga then what happened this week wasn't all that surprising, but it still came as a kick in the teeth to the 4 million or so Facebook users who enjoyed playing the immensely popular multiplayer take-off on Scrabble.
On Tuesday, fans found that Facebook had shut Scrabulous down in response to a lawsuit that Hasbro, owner of the North American rights to Scrabble, was filing against the makers of the game.
Read more»
Casual gaming - on a console
Women's Murder Club: How I-play found a perfect fit
Story is not always the top priority in casual game development. Sure, it's a great compliment to some games, adding an extra layer of satisfaction to the gameplay or a few laughs, but for other games it's a downright hindrance.
That's part of what put I-play in such an unusual position while developing Women's Murder Club. They wanted more than a threadbare way to get from Level A to Level B; their primary motivation was a solid narrative.
Read more»
Games aplenty for the new iPhone
Boarding pass: How Airport Mania made a safe landing
Some game companies use pretty pedestrian means to pick their projects; maybe doing some market research and testing what ideas have been popular in the marketplace, or by licensing an IP and going from there, or just making a sequel.
For Reflexive's Russell Carroll, the producer of Airport Mania, the process is much less regimented.
Read more»
Notes from the Underbelly of Social Gaming
Give the People What They Want
How Build-A-Lot 2 got better by staying the same
Mystery Case Files 4: Gone to the dogs?
Facebook is Gaming’s Napster
Gamezebo Update: May 21, 2008
We have been working hard to fix the issues we were having with the new Gamezebo Web site. As promised, here's my update:
We fixed the issue so that screen shots display with all our Margie B's huge Tips (and we've been posting new ones quickly). We've also made fixes so that our search feature should be working much better and you'll see a lot less file not founds on the site.
Next Up: Fixing Gamezebo To Go so you start to get daily updates again. Thanks for your patience and excellent suggestions.
The healing power of games
Welcome to the new Gamezebo!
During this time, many of you have written in with suggestions and requests for new features and ideas on ways we can improve the Web site. Well, we’ve listened and the result is new Gamezebo, featuring improved search, enhanced community, new personalization, and a lot more fun and games! Read more»
How Westward II tamed the 3D frontier
Where are all the Real People?
Better games, please!
How Gamenauts found the right spot for Cate West
Behind the Game: Diner Dash Hometown Hero
Gabe's Corner, Issue 3
3 Cool Things at GDC
Platformers for the Masses
Gabe's Corner, Issue 1
Gabe's Corner, Issue 2
Fore play: How Big Fish found one of the great duos
Show Me The Money: Financing Casual Games
What Do Women Really Want?
Quick change: How JoJo switched outfits and became a star
Sandlot's Daniel Bernstein reflects on Super Granny
2007: The Year that Was . . . And Wasn't
