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Tag Archive for flappy bird

To Death Do Us Part…

Image from Stanchieri Family Law

 

Once upon a time, you shipped a game and you were done.  Your team was in development on the next title before your game even hit the shelves and if you made any serious mistakes, well, you were pretty much f*cked.  You could (and sometimes did) release a patch or two, but those were regarded as bad-form and best practices dictated that you polished your particular gem until it shone before you let the Gold copy out the door.

Since the advent of reliable broadband, however, this is no longer the case.  Small studios race to release an MVP (minimum viable product) and then keep polishing it with updates once it’s in the hands of their users.  This offers a unique opportunity, it turns what was once a monologue (much like a novel or a film) into a dialogue between the developer and the consumers.

But how do you gracefully close that dialog?  Do you ever want to?  It depends on the size of your team and the resources you have available.  If you’re a small indie team, with everybody working on the game in their odd hours, then an open and shut product may be what you need to focus on developing.  If you have the resources (say, you game starts getting the downloads needed to let everyone quit their day-jobs, or bring in additional personnel) then opening an maintaining a dialog with your games fans is going to help keep your game alive and viable for a much longer period of time.

But until you hit critical mass, you’re tied to that game.

 

Shared Pain and Flappy Bird

You’ve all played Flappy Bird by now, right?

Even any number of the eighty bajzillion clones out there can give you a similarly frustrating experience, so grab one and give it a try.

I’m serious.

Why?  Here’s the thing,  The Flappy Bird phenomenon was never about  the game itself.  It was/is an unbelievably difficult game to master.  7/10 times you die.  In fact, the top scores for this game, where you try to fly a gravitationally-challenged bird through a series of obstacles are probably in the mid-50’s.

Flappy Bird’s popularity is about a point of commonality between two people.

Have you ever put a group of people together from wildly different professions?  It’s hard to get the conversations rolling, right?  You have to chat and question and eventually find something people have in common.  Getting your *ss kicked by Flappy Bird, that’s a point from which you can start a conversation with almost anybody.  Even if you haven’t played it, you’ve heard of it, and if you have it on your device of choice, you are usually willing to drag somebody new into the Flappy Bird fold.

It’s a silly little game, but you know, we *all* suck at Flappy Bird.  And that gives us something to talk about.