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	<title>Casual Gamer Chick &#187; Indy Gaming</title>
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	<link>http://casualgamerchick.com</link>
	<description>A Blog About Everything To Do With Casual Gaming</description>
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		<title>EA Purchases Chillingo</title>
		<link>http://casualgamerchick.com/2010/10/23/ea-purchases-chillingo/</link>
		<comments>http://casualgamerchick.com/2010/10/23/ea-purchases-chillingo/#comments</comments>
		<pubDate>Sat, 23 Oct 2010 04:00:45 +0000</pubDate>
		<dc:creator>Jonah Falcon</dc:creator>
				<category><![CDATA[Industry News]]></category>
		<category><![CDATA[Indy Gaming]]></category>
		<category><![CDATA[Ipod Games]]></category>
		<category><![CDATA[Physics Games]]></category>
		<category><![CDATA[iPad Games]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[iphone games]]></category>

		<guid isPermaLink="false">http://casualgamerchick.com/?p=5540</guid>
		<description><![CDATA[Electronic Arts has purchased the developer of the mega-popular iOS game Angry Birds, Chillingo, for $20M.]]></description>
			<content:encoded><![CDATA[<p><img src="http://farm5.static.flickr.com/4096/4853588256_7e8c38d3ec.jpg" alt="" align="right" />Electronic Arts has <a href="http://www.digitalbattle.com/2010/10/22/ea-acquires-angry-birds-developer/">purchased</a> the developer of the mega-popular iOS game <em>Angry Birds</em>, Chillingo, for $20M.</p>
<p>However, since Rovio still owns the rights to the game, EA will not be publishing <em>Angry Birds</em>, and instead will be hoping the developer comes up with some nice new IPs that might approach the success of the IP.</p>
<p>In August, the game had already sold 6.5M copes on the iPhone/iPod Touch alone. The $4.99 iPad version had sold more than 200,000 copies. The game is downloaded more than 50,000 times a day.</p>
<p>Chillingo has quite a task ahead of it, trying to follow up on <em>Angry Birds</em>.</p>
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		<title>Everfall: A New PC Indie Game</title>
		<link>http://casualgamerchick.com/2009/03/31/everfall-a-new-pc-indie-game/</link>
		<comments>http://casualgamerchick.com/2009/03/31/everfall-a-new-pc-indie-game/#comments</comments>
		<pubDate>Tue, 31 Mar 2009 23:57:37 +0000</pubDate>
		<dc:creator>Jennifer Schommer</dc:creator>
				<category><![CDATA[Industry News]]></category>
		<category><![CDATA[Indy Gaming]]></category>
		<category><![CDATA[Puzzles]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[indy games]]></category>
		<category><![CDATA[puzzle games]]></category>

		<guid isPermaLink="false">http://casualgamerchick.com/?p=3358</guid>
		<description><![CDATA[ChaosTrend has announced the release of Everfall, a puzzle game for the PC. Players have to save the magical world of Barina by commanding the Wind. The wind is your friend and will help you on your adventure to save Barina. Players are the only hero left that can save the world so they need [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-3359" title="everfall" src="http://casualgamerchick.com/wp-content/uploads/2009/03/everfall.jpg" alt="everfall" width="229" height="250" />ChaosTrend has announced the release of <em>Everfall</em>, a puzzle game for the PC. Players have to save the magical world of Barina by commanding the Wind. The wind is your friend and will help you on your adventure to save Barina. Players are the only hero left that can save the world so they need to be on their game.</p>
<p><em>Everfall</em> was created with a brand new in-house game engine, called ChaosEngine. The game is the first game to utilize the engine, but there are more games in the works. The game engine allows for modules that can be programed using a custom scripting language. Sounds like players will be able to make their own modules for this game or future games that use this engine.</p>
<p>If you are into unique puzzler games, check out <a title="Everfall" href="http://www.chaostrend.com/" target="_blank"><em>Everfall</em></a>.</p>
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		<title>Archive Games: An Indie Game Distribution Network</title>
		<link>http://casualgamerchick.com/2009/01/02/archive-games-an-indie-game-distribution-network/</link>
		<comments>http://casualgamerchick.com/2009/01/02/archive-games-an-indie-game-distribution-network/#comments</comments>
		<pubDate>Fri, 02 Jan 2009 16:57:32 +0000</pubDate>
		<dc:creator>Jennifer Schommer</dc:creator>
				<category><![CDATA[Action]]></category>
		<category><![CDATA[Industry News]]></category>
		<category><![CDATA[Indy Gaming]]></category>
		<category><![CDATA[Puzzles]]></category>
		<category><![CDATA[action games]]></category>
		<category><![CDATA[independent games]]></category>
		<category><![CDATA[puzzle games]]></category>

		<guid isPermaLink="false">http://casualgamerchick.com/?p=2782</guid>
		<description><![CDATA[Archive Games has started a distribution network for Independent games. It can be difficult for independent developers to attract users to their games and like wise it can be difficult for gamers to find good quality independent games. Archive Games is trying to solve that problem with a distribution network for independent games. Archive Games [...]]]></description>
			<content:encoded><![CDATA[<p>Archive Games has started a distribution network for Independent games. It can be difficult for independent developers to attract users to their games and like wise it can be difficult for gamers to find good quality independent games. Archive Games is trying to solve that problem with a distribution network for independent games. <img class="size-full wp-image-2783 alignright" title="archive-games" src="http://casualgamerchick.com/wp-content/uploads/2009/01/archive-games.jpg" alt="" width="189" height="95" /></p>
<p>Archive Games has partnered with three independent developers to add three different games to the network. One of the games is <em>Overflow</em>, which is a puzzle game. Players have to use their drawing skill to divert water by drawing bridges or barriers. The second game is <em>Space Pizza</em>, which requires players to deliver pizza without hitting any obstacles. The obstacles are placed in your way on purpose, so you will have a challenge avoiding the obstacles. The third game added is <em>Take Down Online</em>, which is an MMO that requires players to capture command points.</p>
<p>Archive Games sounds like a great idea to pair up gamers and independent developers. There are some great independent games and now gamers have an opportunity to find those games.</p>
<p><span id="more-2782"></span></p>
<p><strong>Press Release Follows:</strong></p>
<p><strong>SAN FRANCISCO, CA – January 1, 2009</strong> – It&#8217;s difficult for independent developers to attract players to their games. It can also be difficult for gamers to find new quality independent games. Archive Entertainment hopes to solve these problems with Archive Games, a digital distribution platform that connects independent developers with gamers.</p>
<p>Three new independent studios have partnered with Archive Entertainment to add their work to the Archive Games distribution platform:</p>
<p>Overflow, by Vultrix &#8211; Tax your brain with this unique puzzler in which you must redirect the flow of water to safety. Using your mouse and a steady hand, draw bridges and barriers to divert and block the onslaught of water. Includes 25 vividly surreal levels, and a freeform sandbox mode where you are free to play with the water physics.</p>
<p>Space Pizza, by Per Olofsson &#8211; As the newest pizza delivery driver, it is your mission to deliver pizzas without crashing into any number of conveniently placed obstacles&#8230; all while under a time limit. Fast paced and fun, this is an innovative take on the Lunar Lander concept.</p>
<p>Take Down Online, by 174 Studios &#8211; An in-development combat-oriented MMO; capture command points with your team as you travel by foot, humvee, or armed helicopter.</p>
<p>All three games can be freely downloaded now via Archive Games. Archive Entertainment continues to seek new relationships with developers to bring independent games to fans. For more information about Archive Games, please visit <a class="releaselink" href="http://www.archivegames.net/" target="_new">http://www.ArchiveGames.net/</a></p>
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		<title>New Magazine for Indie Games Only</title>
		<link>http://casualgamerchick.com/2008/10/22/new-magazine-for-indie-games-only/</link>
		<comments>http://casualgamerchick.com/2008/10/22/new-magazine-for-indie-games-only/#comments</comments>
		<pubDate>Wed, 22 Oct 2008 14:01:16 +0000</pubDate>
		<dc:creator>Jennifer Schommer</dc:creator>
				<category><![CDATA[Industry News]]></category>
		<category><![CDATA[Indy Gaming]]></category>
		<category><![CDATA[indie game magazine]]></category>
		<category><![CDATA[indie games]]></category>

		<guid isPermaLink="false">http://casualgamerchick.com/?p=2395</guid>
		<description><![CDATA[A new magazine arrives today and it is dedicated solely to Independent game developers. Indie Game Magazine, the title of the magazine, will be developer-centric and cover indie game reviews, previews, and other indie related news. There are physical copies of the magazine for people that live in the United States and a digital copy [...]]]></description>
			<content:encoded><![CDATA[<p>A new magazine arrives today and it is dedicated solely to Independent game developers. Indie Game Magazine, the title of the magazine, will be developer-centric and cover indie game reviews, previews, and other indie related news. <img class="size-full wp-image-2396 alignright" title="indie-game-mag" src="http://casualgamerchick.com/wp-content/uploads/2008/10/indie-game-mag.jpg" alt="" width="250" height="49" /></p>
<p>There are physical copies of the magazine for people that live in the United States and a digital copy for those folks that live outside of the United States. The first release of the magazine includes some great game reviews, such as World of Goo, Kudos 2, Braid, Castle Crashers and others.</p>
<p>The issue sells for $7.00 including shipping costs in the United States. To check out the first issue, go <a title="Indie Game Mag" href="http://magcloud.com/browse/Magazine/4423" target="_blank">here</a>.</p>
<p>Thanks <a title="Develop" href="http://www.developmag.com/press-releases/41405/The-Independent-Game-Magazine-has-Launched" target="_blank">Develop</a></p>
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		<title>Independent Developer Gets Funding</title>
		<link>http://casualgamerchick.com/2008/09/27/independent-developer-gets-funding/</link>
		<comments>http://casualgamerchick.com/2008/09/27/independent-developer-gets-funding/#comments</comments>
		<pubDate>Sat, 27 Sep 2008 14:55:01 +0000</pubDate>
		<dc:creator>Jennifer Schommer</dc:creator>
				<category><![CDATA[Casual Gaming]]></category>
		<category><![CDATA[Industry News]]></category>
		<category><![CDATA[Indy Gaming]]></category>
		<category><![CDATA[2015]]></category>
		<category><![CDATA[Independent developers]]></category>
		<category><![CDATA[mass market casual games]]></category>
		<category><![CDATA[tornado]]></category>

		<guid isPermaLink="false">http://casualgamerchick.com/?p=2289</guid>
		<description><![CDATA[Independent developer, 2015 Inc, received an undisclosed amount of funding. 2015 Inc has used the funding to open a casual games development branch, Tornado studios. Tornado Studios will focus on developing casual games for the mass market. The success of the Nintendo Wii has proven to 2015 Inc that casual games for the masses will [...]]]></description>
			<content:encoded><![CDATA[<p><img class="size-full wp-image-2290 alignright" title="2015" src="http://casualgamerchick.com/wp-content/uploads/2008/09/2015.jpg" alt="" width="148" height="91" />Independent developer, 2015 Inc, received an undisclosed amount of funding. 2015 Inc has used the funding to open a casual games development branch, Tornado studios. Tornado Studios will focus on developing casual games for the mass market. The success of the Nintendo Wii has proven to 2015 Inc that casual games for the masses will sell.</p>
<p style="padding-left: 30px;">&#8220;The success of Nintendo&#8217;s latest consoles, and the recent growth of the casual games market as a whole, has provided an incredible opportunity for us to reach a whole new audience,&#8221; said 2015 founder Tom Kurdika.</p>
<p>2015 Inc is best known for their first person shooter, <em>Medal of Honor: Allied Assault. </em>2015 Inc will continue to make the popular first person shooter games under the 2015 label.</p>
<p>Thanks <a title="Gamasutra" href="http://www.gamasutra.com/php-bin/news_index.php?story=20390" target="_blank">Gamasutra</a></p>
]]></content:encoded>
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		<title>Interview with Sandlot Games CEO, Daniel Bernstein</title>
		<link>http://casualgamerchick.com/2008/08/30/interview-with-sandlot-games-ceo-daniel-bernstein/</link>
		<comments>http://casualgamerchick.com/2008/08/30/interview-with-sandlot-games-ceo-daniel-bernstein/#comments</comments>
		<pubDate>Sat, 30 Aug 2008 15:16:30 +0000</pubDate>
		<dc:creator>Jennifer Schommer</dc:creator>
				<category><![CDATA[Casual Gaming]]></category>
		<category><![CDATA[Indy Gaming]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Time Mangement]]></category>
		<category><![CDATA[cake mania franchise]]></category>
		<category><![CDATA[casual games]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[sandlot games]]></category>
		<category><![CDATA[supergranny]]></category>
		<category><![CDATA[westward franchise]]></category>

		<guid isPermaLink="false">http://casualgamerchick.com/?p=2135</guid>
		<description><![CDATA[Casual Gamer Chick had a chance to sit down with Daniel Bernstein, the CEO of Sandlot Games. The interview went well and even contains a small scoop that hasn&#8217;t been revealed yet. Below is the interview. How big is Sandlot games? About 50 people in the states and in Russia. Three teams, dedicated developers and [...]]]></description>
			<content:encoded><![CDATA[<p>Casual Gamer Chick had a chance to sit down with Daniel Bernstein, the CEO of Sandlot Games. The interview went well and even contains a small scoop that hasn&#8217;t been revealed yet. Below is the interview.</p>
<p><strong id="fxr1">How big is Sandlot games?</strong></p>
<p style="padding-left: 30px;">About 50 people in the states and in Russia. Three teams, dedicated developers and contract teams. <strong id="fxr10"></strong></p>
<p><strong id="fxr10">How many different franchises do your teams work on? It seemed like you had a lot of projects going on. </strong></p>
<p style="padding-left: 30px;">We always do. We have the Westward franchise, the TradeWinds franchise, the Cake Mania franchise, the SuperGranny franchise and Glyph. Five major franchises and every once in a while we also do a new project like Eye for Design. We have dedicated teams on all of our franchise games.</p>
<p><strong>Are the people that work on Cake Mania very familiar with every new release of the game? </strong></p>
<p style="padding-left: 30px;">Yes, Yes we have people that have worked on Cake Mania since the very FIRST Cake Mania.</p>
<p><strong>How long has Sandlot games been in existence?</strong></p>
<p style="padding-left: 30px;">We have been in business since 2002. Since the beginning of the casual games revolution so to speak. We have been around for a while and we have seen a lot of companies come and go and we have focused on games that we like to play and I believe our audience likes to play as well.</p>
<p><strong>Speaking of which, in 2006 you guys had the best casual games award from Yahoo for Cake Mania did that bring on a new wave of Cake Mania fans or were they already dedicated by then? Did that bring you a lot of different exposure or did you already have that momentum? </strong></p>
<p style="padding-left: 30px;">The momentum was there, I think, just on the success of Cake Mania alone. You&#8217;ve got a game that is pretty much a phenomenon everywhere that it launched. As a DS title, we sold about 300,000 units of the first version of Cake Mania one DS. Cake Mania 2 DS is out, Cake Mania Skills is out. We have a Wii version planned by the end of the year. We&#8217;ve got two mobile games for Cake Mania, Cake Mania 1 and Cake Mania 2. Cake Mania PSP and PS2 just launched. It&#8217;s definitely a phenomenon and we are excited by the success of Cake Mania. By the time that article came out, it was pretty clear what direction Cake Mania was headed.</p>
<p><strong>Would you call Cake Mania your flagship game? Was that THE game that got you guys going or was it a combination of everything?</strong></p>
<p style="padding-left: 30px;">It&#8217;s a combination. There are people here that love Cake Mania and there are people here that aren&#8217;t really crazy about it at Sandlot. We have a wide diversity of developers that like the games they develop, that is what makes a successful developer. Making sure whatever your guys are working on they like to build it themselves. In the case of the Westward team they are really crazy about Westward<span id="more-2135"></span></p>
<p><strong>When it came to developing Cake Mania 3 what did you guys do differently to make it stand out as its own title, as opposed to Cake Mania 2 with a couple enhancements or is this is a different game compared to the first two, this is something that is going to be a new experience?</strong></p>
<p style="padding-left: 30px;">Its definitely based on the principle of Cake Mania 1 and 2. It is definitely a time management game. Your still serving cakes, but there is quite a bit more, this is probably THE biggest evolutionary step in Cake Mania, yet, the one we took with Cake Mania 3. From customers that are specialized in every bakery. A customer like Napolean that keeps everybody from being served until he, himself, is served in revolutionary France in a location there. You&#8217;ve got customers in the Jurassic period that eat other customers when they are upset or turn other customers into Mummies that&#8217;s what the Anubis does in ancient Egypt. There&#8217;s very unique customer interactions and that makes you think about the game differently and really play the game differently. I think our audience, based on focus test results, really resonated with that.</p>
<p><strong>You had Jill that ran her own cake shop in Cake Mania. In Cake Mania 2, Jill had to pick which friend to help what is her role in Cake Mania 3? </strong></p>
<p style="padding-left: 30px;">Really, Cake Mania the series is the story of Jill and, essentially, the story of her life. We don&#8217;t have her stand still. She just goes on and she lives. She grows up, obviously here she&#8217;s older, she&#8217;s getting married and on the eve of the wedding is when all this stuff happens. There&#8217;s chaos there. The time bender, which is a trophy you got in Cake Mania 2, breaks into a million pieces, actually five pieces. Her friends and family pick up a piece of the time bender and get sucked into a different time period.</p>
<p><strong>Oh and that is how you bring in, almost, the fantasy style Jurassic and different style characters you meet?</strong></p>
<p style="padding-left: 30px;">Yeah and when you get there Jill can dress up in those costumes and you save those costumes in your costume shop and play them later. The one thing we are going to be doing is introducing new expansion packs you can download directly from the game, download and purchase. The first one is free, but you can download and purchase new ones. For example, we&#8217;ve got one coming out at the end of September that&#8217;s going to be a brand new location with brand new customers and brand new outfits for Jill.</p>
<p><strong>Do you guys have a price, yet, for what the expansions will go for, besides the free one?</strong></p>
<p style="padding-left: 30px;">We are not sure, exactly, they are going to be bargain priced. They are going to be in the $4 to $6 range.</p>
<p><strong>How much time do you get out of an expansion pack?</strong></p>
<p style="padding-left: 30px;">It&#8217;s a bakery. In essence, you&#8217;ve got five bakeries in Cake Mania 3 so it is an additional bakery.</p>
<p><strong>So as you get these expansions you end up with what could be a 15 bakery game set? Is there a certain amount of expansion packs you guys are going to release or are you going to roll with it and if it is a success just keep doing it? </strong></p>
<p style="padding-left: 30px;">We will just keep doing it. We don&#8217;t have any plans to stop it, if it is going to be successful. It is really up to our fans to tell us if this is something they want or not.</p>
<p><strong>Are there plans ahead for Cake Mania 3 to arrive on OS X? The Apple crowd seems to be growing, is there any more demand for OS X versions?</strong></p>
<p style="padding-left: 30px;">Yes, we are going to take our best selling games to OS X. You are going to soon see &#8230; there is a scoop for you, I don&#8217;t think I have told anyone yet so I&#8217;ll tell you. Westward II will likely make an appearance on the Mac.</p>
<p><strong>When you were building this release of Cake Mania 3 is there anything you have seen you could do better on in future releases?</strong></p>
<p style="padding-left: 30px;">There is always a set of features that get into the bin that you want to see. I think what you are going to see in Cake Mania 4 is really more of an evolution of game play types something that you haven&#8217;t seen in Cake Mania 3. There is going to be evolution from an evolution perspective, Cake Mania 1 is a fish, Cake Mania 2 is, maybe, an amphibian, Cake Mania 3 is a mammal, Cake Mania 4 is a spirit creature. It is millions of years into the future from an evolutionary perspective. When I was trying to cram some of those features into Cake Mania 3,obviously, my team said, your crazy. You have to wait until the next release and I can tell you that the next release, Cake Mania 4, will be more interesting for our gamers because they are going to be able to really really see how this franchise evolves.</p>
<p><strong>Did you guys hit any obstacles in the development of Cake Mania 3 that you overcame, but were memorable? </strong></p>
<p style="padding-left: 30px;">Yeah, in Cake Mania 3 we have a team working in St. Petersburg and we have producers that are in the States. There is always a suite of communication issues that are always kind of funny and interesting. Our team has grown quite a bit and with the first Cake Mania we had a lot of misunderstandings of what we wanted our team to do and they were too polite to ask us to please clarify. Now it is like we don&#8217;t get it could you please clarify for us.</p>
<p><strong>Yeah, you grow into the roll and the flow?</strong></p>
<p style="padding-left: 30px;">Here is a story for you, <em>in Cake Mania 1</em> we asked for a guy in a rabbit suit with a five o&#8217; clock shadow. For a long time we didn&#8217;t get a response, for days. We were wondering is work going on on this thing or are you guys just stumped? What is going on here? Finally, we get a reply and it is a question A five o&#8217; clock shadow, do you mean if the rabbit stands there and it is five o&#8217; clock at night and he casts a shadow&#8230; so you know over coming these language barriers has always been a challenge, but, honestly, with Cake Mania 3 its been really really smooth. We have project management here we have project management there. We have leads there and leads here so it is really very very tight. We went over there twice during this course of the project to work with them, our producer was there in the trenches, scripting and working and it helps. You&#8217;ve got a very tight development team that is working together for a good couple of weeks and that really accelerates development. Traveling over there really helped a lot.</p>
<p><strong>When somebody gets into Cake Mania 3 is there any need for them to go back to the other games or can somebody jump right into this game and get going? </strong></p>
<p style="padding-left: 30px;">It is both. I think you will have an easier time if you have played <em>Cake Mania </em>1<em> </em>and 2. You just get in and know exactly what to do and can skip the tutorials and all that stuff. But, if you have a certain way of doing things and that you are kind of use to, ok I am going to go ahead and leave a set of three money on the counter because you try and catch up. All of a sudden Robin Hood comes in in Medieval England and his shtick is he steals money off the counter. So you get challenged in the way that you play if you are use to playing a certain way. I know that our players really resonated with that. They love it and they hate it. They hate it because it is making them change the way they play. They love it because it is new and challenging and it is interesting. A new player doesn&#8217;t really have these preconceived notions of ways of playing. They haven&#8217;t trained themselves in <em>Cake Mania</em> 1 and 2, but at the same time they will have a longer ramp up time for the entire game.</p>
<p><strong>Right it is almost like an inside joke. I have seen my wife do it too. I have such a hard time with time management games, but she&#8217;s just like you leave all this stuff here. But it is like there I want to get rid of it it is in my way. No, no, no, you leave them there and you collect them all and get bonus points. I get all confused.</strong></p>
<p style="padding-left: 30px;">And, actually, in Cake Mania 3 you do get benefit for three in a row of something. You essentially work up what is called a sugar rush meter. What happens if you do three in a row of any one action it builds up your sugar rush meter and once it hits high then, essentially, all your equipment makes stuff, cakes, frosting, toppings , instantaneously. It lasts for a short period of time, but during that period of time you can really rip through a bunch of customers.</p>
<p><strong>Like a reward for doing it besides just points. A little something to help you and you go ahh alright I did it and gives you a reason to do it.</strong></p>
<p style="padding-left: 30px;">Yeah, exactly. It is definitely a rush when you do that and your like now I have to maximize the time I have to be able to serve as many customers as I can.</p>
<p><strong>So you end up with strategy, which kind of leads me to this question I had about hard core gaming. Now casual gaming has a stereotypical role where people are looked at as less skilled, if you will. Now I have seen people play time management games and it seems to me that this is actually more hard core than Tic Tac Toe, right. Do you guys find anybody who&#8217;d actually be considered a hard core gamer that plays Cake Mania? Should that stereotype be broken?</strong></p>
<p style="padding-left: 30px;">Well, yeah, I think that stereotype is not there, honestly, I think that is an artificial constraint that we have put on gamers in general that the gamers tend to fall into the hard core audience or the casual audience. I think, in general, we have people that will launch our game and beat it in like days. It is hard for me to wrap my head around that. The fact that they call themselves casual gamers, but they stay up all night and play our game and finished it. Where as our QA takes days and days to finish it. Our QA is made up of hard core gamers. I think, in general, that is a misnomer or misrepresentation.</p>
<p><strong>What is Sandlot Connect and does it have anything to do with the expansions you were talking about or is it something completely different?</strong></p>
<p style="padding-left: 30px;">It is about the expansions. It is about high score posting. It&#8217;s about all of the connected features of Cake Mania 3. By having Sandlot Connect, you, essentially expose Cake Mania 3 to potential infinitum via these expansion packs. Each expansion pack is not just new levels. It is a completely new location with new customers and new types of customers. That is really what is a lot of fun about it.</p>
<p><strong>Is it more of a social networking style thing or is it really just a way to connect back and interactively purchase things and look at new stuff? </strong></p>
<p style="padding-left: 30px;">It will some day, also, be about social networking, in connecting to the community. Right now we are starting out as a way to let our users download more content and be able to post their high scores and communicate with the community that way and also through downloading new levels.</p>
<p><strong>Is that restricted to Cake Mania or do you plan on expanding that through out your different franchises? </strong></p>
<p style="padding-left: 30px;">That is going to be to all of our franchises and as the feature set of Sandlot Connect expands into things like social networking, you are going to see our games make use of that as well.</p>
<p><strong>The Time Management genre is big in the casual game realm, could you see Cake Mania going another direction in the future or is this always going to be a time management style game.</strong></p>
<p style="padding-left: 30px;">I am not going to say. By me not saying, I am also opening up the opportunity for speculation. Yes, it could be all kinds of different things.</p>
<p><strong>Like a puzzle game and or different types of aspects?</strong></p>
<p style="padding-left: 30px;">Yeah, why not?</p>
<p><strong>On the topic of casual games, how much, if at all, do you see the industry growing in the next five to ten years?</strong></p>
<p style="padding-left: 30px;">I think the idea, the term casual gaming is kind of a misnomer because it really is mainstream and will continue to be mainstream gaming and will become that for everybody. People will see gaming and will automatically associate it with, what we at this point call casual gaming and what in the future will be called mainstream gaming.</p>
<p><strong>Especially when you have Xbox Live Arcade and WiiWare. Every console system seems to be getting their own arcade style casual games.</strong></p>
<p><strong> Do you think there will be more indie companies coming in to compete on these levels?</strong></p>
<p style="padding-left: 30px;">If they are good games, yeah. I see a potential and an opportunity for them to do that, absolutely, but indie has always been plagued whether it is in the hard core gaming scene or casual gaming scene by a disdain of consumer interest. For indie games to really be mainstream games they really have to hit on what consumers really want. I think some of the XBLA games have done that in a big way.</p>
<p><strong>And some of them might have just been an off chance. Whoa people actually like this.</strong></p>
<p style="padding-left: 30px;">Like geometry wars, right, that is one that just stands out and will always stand out. It is a game that seemed somewhat esoteric but it is really really fun. It made an indie game into a truly mainstream title.</p>
<p><strong>Ok we don&#8217;t want to take up too much of your time. Thanks for taking the time to speak with us.</strong></p>
<p style="padding-left: 30px;">Thanks my pleasure.</p>
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		<title>Ben There, Dan That</title>
		<link>http://casualgamerchick.com/2008/07/21/ben-there-dan-that/</link>
		<comments>http://casualgamerchick.com/2008/07/21/ben-there-dan-that/#comments</comments>
		<pubDate>Tue, 22 Jul 2008 00:35:44 +0000</pubDate>
		<dc:creator>Jennifer Schommer</dc:creator>
				<category><![CDATA[Free Games]]></category>
		<category><![CDATA[Industry News]]></category>
		<category><![CDATA[Indy Gaming]]></category>
		<category><![CDATA[Puzzles]]></category>
		<category><![CDATA[Independent developers]]></category>
		<category><![CDATA[puzzle game]]></category>

		<guid isPermaLink="false">http://casualgamerchick.com/?p=1994</guid>
		<description><![CDATA[Ben There, Dan That is a totally free downloadable puzzle game from independent developers Zombie Cow Studios. The game follows Ben and Dan, two geeks that find themselves on an alien spaceship. The two have to work their way off the spaceship through solving puzzles. Ben There, Dan That boasts cartoon graphics, hilarious dialog, interesting [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright alignnone size-full wp-image-1995" style="float: right;" title="ben-there-dan-that" src="http://casualgamerchick.com/wp-content/uploads/2008/07/ben-there-dan-that.jpg" alt="Ben There Dan That" width="250" height="183" /><em>Ben There, Dan That</em> is a totally free downloadable puzzle game from independent developers Zombie Cow Studios. The game follows Ben and Dan, two geeks that find themselves on an alien spaceship. The two have to work their way off the spaceship through solving puzzles.</p>
<p><em>Ben There, Dan That</em> boasts cartoon graphics, hilarious dialog, interesting characters and awesome in game music. Players can&#8217;t really go wrong, considering the price is free. I guess you could look at it as a waste of time if the game was not good, but you still have your hard earned cash in your pocket.</p>
<p>The game sounds like an interesting concept. Sounds like a game that goes out of the way to focus on the dialog and bring humor to the game. Hope it is as good as it sounds.</p>
<p><span id="more-1994"></span></p>
<p><strong>Press Release Follows:</strong></p>
<p>&#8216;Ben There, Dan That!&#8217; is a freeware comedy adventure game by Zombie Cow Studios, written by and somewhat-narcissistically starring the eponymous Dan and Ben, a couple of layabout geeks who always seem to find themselves knee-deep in high-adventure.</p>
<p>Through an improbable series of events, our heroes find themselves aboard an alien vessel, and must puzzle their way through multiple madcap dimensions to make their way home.<br />
&#8216;Ben There, Dan That!&#8217; is bursting with bold cartoon graphics, reams of laugh-out-loud dialogue, colourful characters, and an incredible musical score by Mike Watts of Encore Music.<br />
Download your copy today FOR FREE let&#8217;s not forget: <a class="releaselink" href="http://www.zombie-cow.com/" target="_new">www.zombie-cow.com</a></p>
<p><strong>About Ben There, Dan That!:</strong></p>
<p>Written by Dan Marshall and Ben Ward, this knockabout comedy is a labour of love between two lifelong chums. It&#8217;s an independent freeware title built using Chris Jone&#8217;s Adventure Game Studio. You can find out more about that at <a class="releaselink" href="http://www.bigbluecup.com/" target="_new">www.bigbluecup.com</a></p>
<p>There will be an in-depth &#8216;making of Ben There, Dan That!&#8217; article in the October issue of PCZone, and the game will be supplied on the coverdisk.</p>
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		<title>Casual Games is the Place for Indie Developers</title>
		<link>http://casualgamerchick.com/2008/07/09/casual-games-is-the-place-for-indie-developers/</link>
		<comments>http://casualgamerchick.com/2008/07/09/casual-games-is-the-place-for-indie-developers/#comments</comments>
		<pubDate>Wed, 09 Jul 2008 15:40:43 +0000</pubDate>
		<dc:creator>Jennifer Schommer</dc:creator>
				<category><![CDATA[Casual Gaming]]></category>
		<category><![CDATA[Industry News]]></category>
		<category><![CDATA[Indy Gaming]]></category>
		<category><![CDATA[casual games market]]></category>
		<category><![CDATA[Independent developers]]></category>

		<guid isPermaLink="false">http://casualgamerchick.com/?p=1942</guid>
		<description><![CDATA[GamesIndustry.biz interviewed Technical Director at 2K Boston Christopher Kline and discovered Kline feels there is no room between casual games and blockbuster hits. 2K Boston was the studio that developed BioShock, which was a huge hit. Kline said they came to realize there was no space left in the middle of casual games and big [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamesindustry.biz/articles/not-a-lot-of-hope-for-mid-budget-developers-says-kline" target="_blank"><img class="alignright alignnone size-full wp-image-1943" style="float: right;" title="2k-boston" src="http://casualgamerchick.com/wp-content/uploads/2008/07/2k-boston.jpg" alt="2K Boston" width="225" height="218" />GamesIndustry.biz</a> interviewed Technical Director at 2K Boston Christopher Kline and discovered Kline feels there is no room between casual games and blockbuster hits. 2K Boston was the studio that developed <em>BioShock</em>, which was a huge hit. Kline said they came to realize there was no space left in the middle of casual games and big hit games for the Independent developer. The middle market was not going to sustain an independent developer, it was only going to get them the money spent on the game, but not make them a profit.</p>
<p style="padding-left: 30px;"><span class="quotable_PALGN">&#8220;I think what we realised, which really started that transition back at Irrational, we were doing games that I&#8217;d say were mid-budget – maybe USD 3-4 million – that there was no real market left,&#8221; he told GamesIndustry.biz.</span></p>
<p>Kline&#8217;s thoughts on the market are not really good for the consumer, but, if true, is good news for the casual games market. The casual games market can benefit from the independent developers that can&#8217;t market to the middle market. Those developers will bring new games and new ideas to the casual market. If 2K Boston has figured out there is no middle market, I am sure other developers have done so or will figure it out soon. Only a good thing for the casual games market.</p>
<p>Thanks <a title="Palgn" href="http://palgn.com.au/article.php?id=12074&amp;sid=be5ac70665ad439c4c4ea658c6e32b5e" target="_blank">PALGN</a></p>
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		<title>Casual Games Going The Way of Hard Core Games?</title>
		<link>http://casualgamerchick.com/2008/04/15/casual-games-going-the-way-of-hard-core-games/</link>
		<comments>http://casualgamerchick.com/2008/04/15/casual-games-going-the-way-of-hard-core-games/#comments</comments>
		<pubDate>Tue, 15 Apr 2008 14:07:49 +0000</pubDate>
		<dc:creator>Jennifer Schommer</dc:creator>
				<category><![CDATA[Industry News]]></category>
		<category><![CDATA[Indy Gaming]]></category>

		<guid isPermaLink="false">http://casualgamerchick.com/2008/04/15/casual-games-going-the-way-of-hard-core-games/</guid>
		<description><![CDATA[There is an interesting article by Daniel Cook over at Gamasutra that discusses the potential for the casual games industry to become what hard core games have become. The article has nothing to do with the actual games themselves, but more to do with developers and the outlets developers have to get their games published. [...]]]></description>
			<content:encoded><![CDATA[<p>There is an interesting <a href="http://www.gamasutra.com/view/feature/3611/the_casual_games_manifesto.php" title="Gamasutra" target="_blank">article</a> by Daniel Cook over at Gamasutra that discusses the potential for the casual games industry to become what hard core games have become. The article has nothing to do with the actual games themselves, but more to do with developers and the outlets developers have to get their games published.<img src="http://casualgamerchick.com/wp-content/uploads/2008/04/gamsutra.jpg" title="Gamasutra" alt="Gamasutra" align="right" /></p>
<p>Once upon a time in the games industry there were not huge publishers around and developers were able to get their games out there to people in Arcades or even early home consoles. Of course, if there is an avenue for a business eventually someone will make that business, enter game publishers. As the years progress, it becomes harder and harder for developers to get their games on retail shelves due to the space limitations. In the current state of hard core games, publishers make more on the games than the developers make.</p>
<p>Casual games don&#8217;t have shelving space limitations, but they are now dealing with portal space. One would think that only hard drive space limits the space on a portal, but  that is not ultimately true.  Hard drive space is a limiting physical factor much like shelf space, but the more damaging factor to developers is the massive amount of games that the portals &#8220;publish&#8221; to ensure customer retention. Now developers games can get &#8220;lost&#8221; among games that may not be as good as theirs.</p>
<p>Portal customer retention tactics also mean the customer may be more likely to return to the portal to purchase games and not the developer&#8217;s web sites. If customers are more likely to return to the portal, the portal becomes the publisher for casual games and it becomes harder and harder for the developers to get their cut from the games they develop, which forecasts an outcome for the casual games industry very similar to the hard core games industry.</p>
<p>The article brings up some interesting facts for casual developers and is a good read, but be warned it is fairly long.</p>
<p>Thanks <a href="http://www.gamasutra.com/view/feature/3611/the_casual_games_manifesto.php" title="Gamasutra" target="_blank">Gamasutra</a></p>
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		<title>Penny Arcade Getting into Digital Distribution</title>
		<link>http://casualgamerchick.com/2008/04/03/penny-arcade-getting-into-digital-distribution/</link>
		<comments>http://casualgamerchick.com/2008/04/03/penny-arcade-getting-into-digital-distribution/#comments</comments>
		<pubDate>Thu, 03 Apr 2008 19:26:41 +0000</pubDate>
		<dc:creator>Jennifer Schommer</dc:creator>
				<category><![CDATA[Industry News]]></category>
		<category><![CDATA[Indy Gaming]]></category>

		<guid isPermaLink="false">http://casualgamerchick.com/2008/04/03/penny-arcade-getting-into-digital-distribution/</guid>
		<description><![CDATA[Hothead Games and Penny Arcade have partnered to form Greenhouse, a digital distribution platform dedicated to Independent developers. Greenhouse will give gamers an outlet to find games created by independent developers and gives independent developers a way to get their games published. Normally, big publishers are reluctant to publish what they consider &#8220;risky&#8221; games. In [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://casualgamerchick.com/wp-content/uploads/2008/04/greenhouse.jpg" title="Greenhouse" alt="Greenhouse" align="right" />Hothead Games and Penny Arcade have partnered to form Greenhouse, a digital distribution platform dedicated to Independent developers. Greenhouse will give gamers an outlet to find games created by independent developers and gives independent developers a way to get their games published. Normally, big publishers are reluctant to publish what they consider &#8220;risky&#8221; games. In other words they only want to publish games they know will make money. Greenhouse gives independent developers a way to get their games published without meeting the big publishers rules. This could lead to more innovative games and games that break the mold.</p>
<blockquote><p>&#8220;There are so many great games out there that you don&#8217;t hear about,&#8221; explained Robert Khoo of Penny Arcade. &#8220;They&#8217;re too niche or too risky in terms of game play for the top publishers to be comfortable with distributing. We want the Greenhouse to be an alternative for these developers.&#8221;</p></blockquote>
<p>Greenhouse is currently in beta and can be found at <a href="http://www.playgreenhouse.com/" class="releaselink" target="_new">www.playgreenhouse.com</a>.</p>
<p><span id="more-1481"></span></p>
<p><strong>Press Release Follows:</strong></p>
<p><strong>VANCOUVER, British Columbia &#8211; April 2, 2008</strong> &#8211; Hothead Games and Penny Arcade today announced the Greenhouse, a new distribution platform dedicated to supporting independent game development worldwide. Operated by the newly-formed company Greenhouse Interactive, the Greenhouse digital distribution platform will offer gamers a convenient alternative to traditional boxed games and showcase a careful selection of games that otherwise may be overlooked in a crowded retail marketplace. Built to supplement other online game delivery platforms, Greenhouse provides a content delivery method focused on independent developers, helping indie games and gamers come together.</p>
<p>&#8220;There are so many great games out there that you don&#8217;t hear about,&#8221; explained Robert Khoo of Penny Arcade. &#8220;They&#8217;re too niche or too risky in terms of game play for the top publishers to be comfortable with distributing. We want the Greenhouse to be an alternative for these developers.&#8221;</p>
<p>As of today, Greenhouse Interactive offices in Vancouver are open, with the Greenhouse beta available at <a href="http://www.playgreenhouse.com/" class="releaselink" target="_new">www.playgreenhouse.com</a>. Greenhouse&#8217;s first game launch will be Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness, Episode One &#8211; another shared project of the two companies. &#8220;Digital distribution opens so many doors for independent game development, arguably just like the VCR and DVD players did for indie films,&#8221; said Vlad Ceraldi of Hothead Games. &#8220;We believe in the Greenhouse as an opportunity to support other indie developers and complement the platforms and services currently out there, ensuring that the environment for such development firmly takes root and continues to grow.&#8221;</p>
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