Things I hate about AS3

After the experience of working on the almost 50,000 line Dragon Age: Journeys project, I’ve been thinking about what I love (and hate) about AS3. It’s really not a bad language, and it’s certainly professional enough to make high quality browser product. So, kudos from making something which looks sort of like Java and has a professional IDE like Flex to boot. But there are quite a few areas which just mystify me, and here’s the list:

Here’s my list of areas that could be improved upon.

Music is dead

Aside from the game business, I do dabble in music. I’ve also been running a small indie record label for the last 8 years or so. Recently I’ve been thinking that the music business is truly and completely fucked, partly because of some dumb moves on the part of the big labels, and partly because of vast societal changes.

This quote from a recent NYT article pretty much sums it up.

A study last year conducted by members of PRS for Music, a nonprofit royalty collection agency, found that of the 13 million songs for sale online last year, 10 million never got a single buyer and 80 percent of all revenue came from about 52,000 songs. That’s less than one percent of the songs.

76% of all songs up for sale never find a buyer! And it’s not just a quality issue, there’s just too much stuff out there. Got a new band? Good luck. “Long tail”? Doesn’t exist, unless you’ve already been selling music at a decent rate. “Promotion”? If you look at pretty much any band’s MySpace page, you’ll see that online promotion is akin to 100,000 people in a room all shouting at each other.

What you have here is:

Could this ever happen to games? Perhaps, but there are some key differences:

Maybe someone will come along and reinvent the music industry’s business model, but I doubt it. Welcome to a future where you pay your $10/month to Spotify, get all the music you want, and creators are stuck getting a tenth of a penny per play. If you’re lucky enough to be Amanda Palmer, or Trent Reznor, perhaps you can live for a while convincing your rabid Twitter fanbase to buy $300 box sets or autographed beer mugs…

the monetization battle continues

Yeah, 2009 is a great year for trying to make money off of Flash games. Instead of being able to buy a venti iced cappucino (and a muffin!), you’re reduced to whatever grocery store swill your 85 cents per day can buy. Yep, ad revenue is in the toilet. GameJacket recently went bankrupt, not only leaving developers in a lurch, but making games which used their technology unplayable. (Server-side game storage doesn’t sound so hot now, does it?). Some people have noted that they were one of the only sites to guarantee 0.50 CPM’s, which probably contributed to their downfall.

So, now everyone wants to get into the microtransaction game. The obvious problem has been that Flash games by nature percolate from site to site, often making single-portal monetization solutions unattractive (sorry Whirled!). There are some exceptions, but in general the really good games are intended to get their millions of plays across a number of high-traffic sites. Thus what we need is a way for players to have some sort of shared currency, stored in some secure central location, that is available to them when playing a number of games across any portal which they happen to be hosted on.

Finally, some companies are stepping up to the plate. First is Mochi, with their predictably named MochiCoins service, still in private beta, but with at least one game floating around various portals. Not to be outdone, the Flash Game License crew has come up with their own system, GamerSafe, which combines microtransactions with server-side save games and achievements. There is also HeyZap, Andrograde, and a number of other solutions.

I think for any solution to gain traction, there needs to be a few key factors:

Judith

Terry Cavanagh (of recent “Don’t Look Back” fame) has a new short indie game — Judith. This one’s downloadable, not Flash, but shares the same atmospheric/creepy aspect. It plays with an interesting split-narrative approach, and the Wolf3D-esque engine strangely helps make the game much more immersive.

It’ll only take 30-45 minutes to play through, but it’s highly recommended.

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