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Monetizing Children

Posted: Mon Jul 08, 2013 9:30 am
by Grey
So I've made a new T-Engine game! This time called Monetizing Children, in which you play a Zynga-esque game company getting kids addicted to your games before inflicting them with "fun pain" to make them give you money. It was made for the 2013 Molyjam, and a couple of other guys did art and music for it. Overall makes for a quite a nicely polished project, with a really catchy theme tune! You can find it here:

http://www.molyjam.com/games/169

It has a wealth of roguelike features, but overall doesn't really play like one, thus proving that crap list-based definitions like the Berlin Interpretation don't work.

Re: Monetizing Children

Posted: Mon Jul 08, 2013 6:31 pm
by darkgod
AHAHAHHAHA I love that :)

Congrats!

Re: Monetizing Children

Posted: Mon Jul 08, 2013 7:19 pm
by Crim, The Red Thunder
Out of curiosity, was this made with a moral lesson in mind, that you're attempting to show the world, or just as a joke about what some companies seem to do?

Re: Monetizing Children

Posted: Mon Jul 08, 2013 7:28 pm
by Grey
Very much a serious point being made, although with a dose of humour. It's based on the insightful blog posts of Ramin Shakrizade:

http://www.gamasutra.com/blogs/author/R ... de/914048/

Re: Monetizing Children

Posted: Fri Jul 12, 2013 1:49 pm
by Grey
Incidentally, Peter Molyneux came into the place we were jamming to look at the games being made. Here's a shot of he and I having a lengthy chat about IAPs (I was against them, he thinks they're not that bad):

Image

Re: Monetizing Children

Posted: Fri Jul 12, 2013 3:36 pm
by cttw
Very nice!

Re: Monetizing Children

Posted: Fri Jul 12, 2013 4:28 pm
by PureQuestion
Grey wrote:It has a wealth of roguelike features, but overall doesn't really play like one, thus proving that crap list-based definitions like the Berlin Interpretation don't work.
Woah woah woah. You're saying checklists aren't a good approach to game design? What an insightful and revolutionary realization ;)