surviving-high-school

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  • NintendoWare Weekly: Mega Man 4, Bang Attack, Game & Watch

    by 
    JC Fletcher
    JC Fletcher
    04.19.2010

    The Wii's Mega Man arsenal has grown once again, adding Mega Man 4 to the collection of games that can be chosen from a menu and loaded up -- you know, like weapons on Mega Man's arm, except acquired through commerce and not robot murder. They'd be very different games if you had access to a charge card instead of a Charge Shot. Speaking of growing collections, DSiWare is now home to three more downloadable Game & Watch simulators, putting us all well on the way to understanding Mr. Game & Watch's attacks in Super Smash Bros. (Hint: You'll want to use the sausages.) See all the available downloads after the break.

  • GDC: Surviving High School creator talks clever, profitable microtransactions

    by 
    Griffin McElroy
    Griffin McElroy
    03.11.2010

    In early 2009, Centerscore co-founder Oliver Miao was assigned an extremely daunting task. His studio had recently been acquired by EA Mobile, and his higher-ups had requested an iPhone version of the studio's successful teen-dating sim series, Surviving High School. The difficulty didn't come in developing the title, but rather, in monetizing it. During his GDC panel titled "Surviving the iPhone: EA's Original Game Bet," Miao recounted the different business models Centerscore proposed to EA Mobile for SHS. The initial idea was to sell the game for 99 cents, and then hand out additional weekly "episodes" for free. While this would help build the brand, EA Mobile didn't anticipate enough return on the investment. It was denied, and Centerscore was sent back to the drawing board. The second idea was to offer the current episode of the game for free, but charge 99 cents for bundled episodes from previous weeks. This idea was also shot down, and Centerscore's project was threatened with cancellation. Finally, the two parties came up with a solution that's proven to be fairly lucrative: give the current episode for free, charge for previous episodes, and offer the next episode in advance for an additional 99 cents -- quite an innovative business model. Of course, Centerscore could have easily raked in the cash by simply charging $500 for one of its first mobile titles, Garfield Bowling. We can't think of a price we wouldn't pay for that gem.