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As it turns out, the competitive mode seemed more fun and was slightly better received by audiences. Conventional wisdom told them that women ( Diner Dash‘s primary audience) hated competitive play, so a collaborative mode was also added with a single score that both players contribute to. They settled on a competitive mode where two waiters compete to serve the same customers and achieve the highest score. This also created competition, because the person who covered the tables would also get the tips. Dinkin then realized that teamwork was present among waiters in a restaurant already for example, if someone had to clean up a spilled drink, the other person would have to cover their tables. One early idea was putting the second player in the kitchen, so that one cooks and the other serves the food. The team brainstormed ways of adapting the Diner Dash click management model for two players. Two players compete for the high-score in competitive multiplayer mode “You can’t just shove new models into this property that everyone loves,” cautioned Dinkin. One of the keys to making multiplayer work in Hometown Hero was authenticity. Edelman called it a learning experience, but one that “didn’t discourage us from believing in multiplayer and social gameplay.” They built it, but the players didn’t come. Multiplayer isn’t common in casual games because, as fellow panellist PlayFirst CTO Brad Edelman put it, “it makes things more complicated.” PlayFirst’s first experience with online multiplayer came in a joint project with Hasbro called Connect Four Cities, which was like “playing checkers on the side of a building.” The designers assumed that players would enjoy playing against other real people rather than just the computer, so they added a feature for two human players to challenge each other.
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The key question was how to keep a game alive (and making money) once it falls out of a portal’s Top 10 list.
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Continued abuse of our services will cause your IP address to be blocked indefinitely.Speaking at a panel at the Game Developer’s Conference in San Francisco, Kenny Shea Dinkin, VP and Creative Director at PlayFirst, said that the innovations behind Diner Dash: Hometown Hero were an attempt to address some alarming trends in the industry: namely, rising development costs and a more crowded market combined with the fact that only about 2% of customers download the full version of a game after finishing the demo. Please fill out the CAPTCHA below and then click the button to indicate that you agree to these terms. If you wish to be unblocked, you must agree that you will take immediate steps to rectify this issue. If you do not understand what is causing this behavior, please contact us here.
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