Blur dev gives stupid quote about online leaderboards

05-28-09

This is quoted, out of context, from developer magazine. Just to be fair.

“I don’t think the majority of people really care about being number one in the world.”

No?´Really? That might be because only a couple of hundred even have a chance to make that list. Leaderboards where you’re way of down around the millionth place seem to loose their charm don’t you think?

I’m glad Blur have good arguments behind their design choices.

Quality as an USP

05-27-09

I recently gave my first impressions on PopCap games latest casual title Plants vs Zombies. It’s a really fun game that has very little in common with the other hit titles from PopCap except for one thing: quality. All of PopCaps games are genuine quality products with little if any glitches and no flimsy art that cramps their style.

Well so what? It’s simple, quality is lacking in a lot of big titles. And quality is the ultimate deal breaker with entertainment. Let’s explore why:

Most games are quality products that have bugs, glitches or unfinished parts due to last minute feature additions or late night crunching to ship the title. This is all well and good. We seem to be selling a lot of games. But looking at the numbers in another light we also see that individual titles seem to sell less from year to year. This decline can’t be solely based on one factor of course; competition, piracy mega hits like World of Warcraft have very clear effects on the sales of games. But quality is a factor that has been overlooked for a very long time from the developers point of view. Quality over a certain “it works dammit” threshold just isn’t cost efficient enough.

Before I give a few examples of why this is not necessarily true let me just define what I mean with quality:

Quality doesn’t mean that the game is good. It means that whatever your game or product does it does good.

You never see a Ferrari with a wobbly steering wheel. That would devastate the drivers experience of the Ferrari. Likewise you seldom see cartoon characters in real world sitcoms. Or a pinkish plastic cover, that falls off, on your new MacBook. So why is it we find crashes, graphical glitches, strange sounds and missing textures in AAA games?

Because quality was not an issue for the developer. The features were.

Look again at PopCap games, do they have the features of other casual titles? In some cases yes, in others no. Apple’s iPhone isn’t close to cheaper smart phones in terms of features and power. Yet it outsells them ten to one. The list goes on. But the point is that production companies might want to start looking into quality instead of features.

Maybe you don’t need to be able to customize everything in the game. Maybe it just needs to look great from the start.

Plants vs Zombies first impressions

05-20-09

Popcap have released their newest casual venture Plants vs Zombies. Basically a simplified tower defense game with levels and really cute graphics.

My first impression was, truthfully: “Wow! This is great! This is so much fun!”. Yes, I committed the exclamation fan-boy crime.

My second impression, 20minutes later was: “What? Is this it? This isn’t that much fun…”

The next time I had a conscious thought was an hour later. An hour of hard concentration trying to kill zombies. Have no doubts, this is a most excellent game. And I will get into detail on why I think this is shortly.

UPDATE:

Downloaded the demo on my girlfriends Mac, two hours later she’d bought the full game. Two days later she was stuck on one of the final levels of the game. She’d grinded the entire game. Yes, I’m proud of her!

 

Twitter

2010

JesperBylund.com remake

I redid jesperbylund.com, finally hosting it myself.

It includes my portfolio and blog and was designed to be an interactive information sheet about me and my work.


Since all design is iterative I can't be sure this first version will work as intended. Only testing will tell. But since it's based on cognitive processes it should be an interesting website to most visitors.

2009

Tele2.se remakes 09

Tele2.se was relaunched with a new design in Febuary of 09. The new design was created by Cordovan Digital and implemented into the CMS Reddot by myself, Jakob Neander and Tobias Lindman.

The black top was a redesign of the Business part of the site in the summer of 09. Designed once again by Cordovan Digital.

Shattered Alliance

This was my third year project at the University of Skovde. Together with a team of 18 third and fourth year students we designed and implemented everything from the engine up. We had planned a 8 player cooperative shooter with online ranking.

The game was bought by the University and was intended to be used for PR purposes at LAN parties.

Sadly, the engine development was delayed due to changing demands from the University and in the end lighting and core gameplay progression was never fully implemented.

The game was however a great success as in it's final stages it did support online ranking and up to 8 players cooperating over LAN. The University even hosted a compitition in which new students downloaded the games and ranked for most kills during a week. A price was awarded and over 200 students did compete.

2008

Dreamlords the Reawakening

Dreamlords the Reawakening was the follow up on the critical success Dreamlords. Dreamlords never had monetary success and to reboot the brand and still retain the community Lockpick Entertainment created Dreamlords the Reawakening which was something of a cross between a sequel and an extension.

The lore was the same but the game play was not.

Dreamlords the Reawakening was picked up by several publishers and published in three territories. It was commercially successful for about a year before the economic crisis hit us and bankrupted the company.

Dreamlords the Reawakening is still being developed by active community members and former devs.

Dreamlords

Dreamlords was the brain child of a group of student from the university of shoved. It was a unique mix of RTS gaming and web based long term strategy.

The game was released to critical success but we never broke even. Dreamlords also lost a number of developers as the profitability shrank at the same time as interest from other game developers grew.

Grim Breed

Grim Breed was my second year project at the University of Skovde. It was a RTS game designed to be simplistic but offer a unique UI that let players issue complex orders to troops with ease.

The game was severely hampered by an external pathfinding library that we found out to late was not up to the challenge of guiding such a large number of units. The game was a great success for the members of the team and is to this date one of the most successful game projects to come out of UoS.

who am I?

what do I do?

I'm just a really tall guy who happens to love to understand what people do and why.

I fell in love with what engages people early on and decided digital entertainment and products were the way of the future.

I work smart, not hard, to find the details that matter. And I love to see people feel my work without really percieving it.

IF you need this knowledge or the effects of it, I'd be happy to share it with you. Follow or contact me:

I design for interaction. No matter what the product or service.

And I make that interaction fun. Interaction and fun are closely connected, it's harder to create fun without interaction, most people just don't know why.

Ease of use and simplicity is a side effect of designing for interaction, and all my work echo this effect.

Jesper Bylund CV Download my CV

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