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Zombie Drive coming soon to an iPhone near you

We’ve just finished up work on our latest iPhone game Zombie Drive. This is a quick fun game where your goal is to drive around town and take out as many zombies as you can!

UPDATE - Nov 25: We’ve pushed back the release a bit, due to some changes and improvements we’re making to the game.  We want Zombie Drive to be the definitive driving-over-zombies experience.  We’ll be sure to keep everyone posted with new videos as it approaches its launch.

Fuel in Breakthrough

The Globe and Mail is good at asking questions–that’s why they’re Canada’s most respected newspaper.  While unearthing all the specific details to answer those questions was a unique exercise in recollection for our CEO, the good news is Mike will now be keeping a copy of his diary in his desk to have on-hand for all future features.

The result is a great piece by Frank Armstrong in Globe’s Report on Business.  Globe’s new Breakthrough feature takes small Canadian businesses, looks at the defining moments in their success, and lays the details bare with the goal to enlighten, inform and spark dialogue in Canada’s business community.

You can grab your copy of the Globe on newsstands today, or read the feature online here.  Mike Burns will be answering email questions in regards to the article on Friday the 14th.  If you’d like to submit a question, you can do so on the Globe’s page here.

Of course, we’d also love to hear your comments here, as well.

iPhone App Store Download Stats

One of the exciting things about getting to experiment with new platforms is getting to see just how well (or not) the platform is for getting your game or content out to people. When Spinner Prologue was included with the initial launch of the iTunes App Store we thought a few people would download it, but we weren’t sure exactly what to expect.

Today we know.

It looks like the stats are still being processed (since we don’t have numbers from countries like Canada or France), but from the US alone Spinner Prologue had almost 160,000 downloads, and when you add in Australia, Great Britain, Japan and a few other smaller markets, it is almost 200,000! Based on the daily stats that we’ve been getting since late July the US accounted for about 2/3rds of our downloads. If that holds through for the entire time since launch then when we finally have all of our stats we should see that Spinner Prologue reached almost 240,000 people.

We think these are great numbers, especially since we built the initial version of Spinner Prologue in just a couple weeks (thanks for the late approval Apple!). It also didn’t have any promotion, marketing support, or any other kind of hype beyond just being on the App Store.

Thank you to all the players who downloaded Spinner. We hope you enjoy our next games just as much!

For 40$ more, can I get some spare wings?

We love it when our work is appreciated, so when consumers are moved into this kind of action just for our products, it must mean we’re doing something right.  It’s not that we don’t feel Violet is worth 22 £ (which comes to about forty-four Canadian dollars), frankly we think she’s an absolute treasure (if a bit of a firecracker) and deserves every penny.

It’s that, with several boxes of our Fairies and Dragons toys currently sitting in a storage room at our studio, we may have to strengthen the lock simply to suppress our temptation to start a new and lucrative retail business on the side.

Thanks for helping make the F&D campaign a great success, Europe!

Why Girl Gaming Matters

Girl Gamer

Like most male gamers over 25 who live with their significant female, my opportunities for marathon game sessions are decidedly less frequent than they were ten years ago. Playing Ocarina of Time with a bellybutton full of Cheeto crumbs is but a sweet, distant memory now. While I do still manage to balance a respectable dose of gaming with my career, relationship and social habits, the grown-up in me regularly doles out ’shame hormones,’ which do a pretty good job of ensuring I don’t accidentally wake up with salty orange stains around my mouth and ‘Mission Failed’ hovering on-screen.

Having a partner who supports and tolerates my gamer tendencies is fantastic, but it’s even more fantastic when a game is able to draw us both in and bridge the presumed gap between gamers on opposite sides of the gender pole. Games that succeed in this often have one thing in common–they’ve gone beyond the confines of their genre to produce a unique entertainment experience, and not always in the most predictable ways.

Some games like The Longest Journey, Beyond Good and Evil and Heavenly Sword (which my girfriend and I have each gotten into to some degree) have done it through the use of a female protagonist, but this is simply one expected technique in bridging the divide. Other games that have seen us spending time behind the controller together are more artistic offerings like flOw, or games that have focused on atmosphere and subtlety like Assassin’s Creed.

Most recently, and altogether unexpectedly, it was Metal Gear Solid 4 that drew my partner’s attention.  Never did I expect that one of the most fanboy heavy titles of all time would appeal to a relative newcomer, but she claims that the quality of the storytelling, and the deep focus on plot was immediately appealing.  She “loves the long scenes”, and we found ourselves sitting together while the game combined our love for movies with the joy of videogames.  While the debate over  the MGS series’ cut-scene length won’t be resolved any time soon, the message is clear: game developers who go the distance in creating an experience that stands out in design, story, mechanics, and immersion will always succeed in bringing in new audiences, regardless of gender.  And as gaming shifts away from being simply a male-oriented pastime, this is increasingly more important.

Recently, we’ve been getting the word out about our new web portal, AllGirlArcade.com.  This site is dedicated to empowering girl gamers aged 7 and up—a market that, when I was growing up in the 80’s, was largely being ignored in the gaming sector. With the increased originality of console games like the Katamari series, along with the Wii, the DS, and online gaming filling in the options aimed toward female gamers, we’re helping create an extremely powerful new market of young girl videogame enthusiasts.  The decades to come will see a new order of gender balance not present during the advent of gaming, and if this can tell us anything, it’s that developers will need to go the extra mile to maximize the popularity of their triple A titles across gender lines.

There’s biological reasoning too. According to Stanford researchers, men are genetically more susceptible to game addiction. Considering this, one could argue that the sheer chemical buzz men get from gaming has played a role in keeping the industry successful; however, as girl gamers become an increasingly heartier percentage of the customer base, this effect will wane.  Women, who on average, according to the study, do not receive the same level of neurochemical reward for killing , gaining territory or achieving a high score in a game (though these girl gamers will likely tell you otherwise) have every reason to be more discerning of which games make their cut.  No longer will advanced blood splatter effects and great pixel shading necessarily make a game worth playing.

Thanks to women’s more selective presence in both the developing and consumer sides, new titles will increasingly twist the rules to bring gamers of all shapes and sizes into stores.  The result is a future where the most popular games won’t necessarily be defined by their ability to create realistic skin texture or beautiful plumes of smoke (though this kind of progress is definitely worth getting excited about) but by their ability to circumvent decades of preconceptions about male and female gamers to create the best entertainment possible.

I’ve gone on for a while…what do you think?