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What About Flash? Can We Really Make Games With It?
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"What About Flash? Can We Really Make Games With It?
Scott Bilas
Oberon Media, Inc.
Abstract
We’ve heard this story before: big-game developer gets
tired of big-game team size, pressure, and politics, and switches to making
small games. New companies filled with people escaping the retail AAA industry,
developing these “casual” games, are popping up all the time. These aren’t the
silly little things that get forwarded to us in email and hold our attention
for 30 seconds. These are games that make money, and hearken back to the days
of yore when a couple geeks in a garage could put together a hot shareware
title in a few months and get rich quick. The big difference today is in the
tools. We can build bigger, better, prettier, more advanced games with fewer
people in less time and for less money than ever before!
One of the most respected (and reviled) tools for making
interactive content is Flash. Well, what about Flash as a game development
platform? It has grown in power considerably over the years. The casual games
we build today are equivalent in production quality to the AAA games that were
shipping around 10 years ago. Can we do it in Flash instead? And why would we
want to?
This paper is the story of the Oberon development team’s
experiences with building games in Flash. All of us came from big games where
we built our own tech (the author was a C++ game systems engineer for nearly
ten years), so why did we choose Flash as our development platform instead of building
our own casual games platform? What was so hot about Flash, and what caused us
headaches? And, most importantly, when should we avoid using Flash entirely?
Casual Games
Before we get started, we should first talk about what
exactly a “casual” game is. Most of the time, this term is referring to a game
that…
…is between 3 and 10 megabytes
in size (56K modem users usually won’t be able or willing to download a"
....
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