Ask Slashdot: Freedom From DRM, In the Social Gaming Arena?
An anonymous reader writes "My wife and just successfully funded the production of our board game on Kickstarter, and are putting the over-funding toward the development of an electronic version of the game. It's a two player game turn-taking game with pawn movement that we envision being played on a social network (Words with Friends-style) and it's important to us that it be DRM-free. Does anyone have any experience or know of issues we should consider in terms of preserving the users' rights, achieving scalability, and gaining exposure through the ability to interoperate with platforms like Facebook, the iTunes store, Android market, and so on?"
Make sure that your electronic versions can all play together, so that people don't need the same version of the device to play against their friends.
It may seem like a dumb request, but most Windows, OS X, Xbox360, PS3 and Wii games don't seem to understand this simple concept. Maybe it's companies who want to keep their users inside their own walls, I don't know.
If it's successful, zynga will clone it, and dump money into it until your version is forgotten. If you're not successful, you're not successful. Either way, you lose your investment in the electronic version.
"Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
Keep user information at a minimum inside your game. If you are not going to handle payments directly you only need an alias (username, not the real name), a password and maybe an e-mail. At the database don`t use default ports and restrict database users to access the database only through the IPs your servers are into, you should avoid using the domain names at the database configuration if you use static IPs.
Scalability can be tricky. I never faced this problem directly but I`m aware that AWS is a good choice most of the time. For now I use vps.net for hosting of small servers. Worst case you will have to make a server front-end to manage incoming connections and redirect them to a lightly loaded "shard", so you can keep everything simple for the user at the end.
To get exposure you have to actively ask people to participate into the evaluation process. Ask for likes and shares on Facebook and ask for a 5 star classification at the IStore. If people like your game they will comply. Just don`t get overboard with the number of requests (one every 3 matches should be good but is a wild guess depending on how log each match is) and keep it simple (direct links to the evaluation page).
This combination doesn`t exist: ETIs that know about humanity and want to see us dead. Otherwise we wouldn't exist.