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Welcome to the Club Penguin DS: Elite Penguin Force Post-Mortem
Welcome to the Club Penguin DS: Elite Penguin Force Post-Mortem. My name is Patricia Pizer. Please turn off your cell phones and remember to fill out the evaluation forms. Postmortem
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Obligatory Disclaimer
I am no longer an employee of The Walt Disney Company nor any of its subsidiaries. Bearing that in mind, I may not reveal proprietary information or confidential information pertaining to the title I will be discussing. Rather, this talk is intended to touch on some of the many issues that face projects and could be ascertained by any designer by playing the games in question, given a solid understanding of game design and development and/or attending a public talk by one of the Club Penguin officers, such as Lane Merrifield’s keynote at the Austin Game Conference. All opinions expressed herein are my own and in no way reflect the opinions of Club Penguin, The Walt Disney Company or the developer of the DS title. All art is either screen captures from public websites or original artwork by Marie Lu commissioned for this talk.
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Who am I? 42 Entertainment I’ve been a game designer for 22+ years
To provide some context, here are a few of the places where I’ve been privileged to work
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Club Penguin DS: EPF Postmortem
Challenges Wins Key Take-Away Points This talk is structured into three parts Challenges Wins Take-Aways
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Challenges 1. Buy-in from Club Penguin creators
Platinum standards for IP Marketing support Remain within their Canon Could not compete with CP – had to be an adjunct experience
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Challenges 2. First external use of intellectual property (IP)
Wary IP holder High risk
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Challenges 3. Three Stakeholders = Triangle of Pain Rights Holder
Publisher Developer Deliver on Contract Return On Investment Dilution of Brand Rights Holder: Purity of Vision; Publisher: Maximize Revenue; Developer: Time to Market Number of revisions Getting dev to grok IP Driving dev to standards of IP holder Educating publisher about IP holder issues IP holder timing contrary to typical publisher DS title timelines; Kids don’t get the concept of “in 6 months” – “Are we there yet??” 7
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Challenges 4. Very devoted fan base
Must remain utterly true to IP; can’t change the world or the rules Will reject item that doesn’t adhere to IP – See Lord of the Rings movies
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Challenges 5. DS platform game
Personal device vs. home computer; very different experience for players Limited connectivity for a game that’s been completely connected Limited memory & disk size – can’t recreate the entire world Needs both cooperative and competitive play as per CP play Much smaller screen real estate – couldn’t just port content Needs original content to be compelling Needs replayability for value Needs to feed back into Online game in some way – for instance, earn in-CP world coins Needs multiplayer ability but can’t achieve the numbers as per online Limited downloadability – put restraints on what we could pull off, especially in terms of longevity/replayability Finally, the need as a designer to distill out the very purest essence of the IP in order to deliver the same emotional experience.
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Wins 1. Support from Club Penguin
Incredibly helpful – often not the case – though standards very high Style Guide, etc.- Guaranteed title would have the look and feel players demand Reduced need for outside art resources
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Wins 2. Huge potential audience
CP is the WoW of kids’ titles – a hit would be huge VERY high IP awareness – try finding a parent of an 8 year old who isn’t familiar with it. Riffing off CP style – Get Smart style adventure and conceits – made for a fun title to work on
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Key Take-Away Points Build a full Partnership with IP holder
Depart from the IP Canon at your Peril Create a player-centric authentic feeling game Distill the key experiences of the original game, take advantage of the strengths of the new platform to create a naturally complementary adjunct experience
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Q & A
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Thank You!
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