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Diner dash hometown hero caveman cafe
Diner dash hometown hero caveman cafe




diner dash hometown hero caveman cafe

More than half of the transactions in Hometown Hero came from items that cost less than $5. What’s more, 57% of players who bought the game were first-time buyers who had never purchased a full game before. According to PlayFirst, Diner Dash: Hometown Hero was the fastest-selling game ever on. The map can theoretically keep expanding indefinitely, as long as there’s new content still being added.ĭid it work? Yes. PlayFirst incorporated “Coming Soon” stars onto the game’s main map to give people the idea that parts of the game are still under construction. In the Caveman Cafe expansion, for example, Grandma builds a time machine out of a microwave that accidentally transports her and Flo to the prehistoric era. Players could also purchase new restaurants for $4.99 each that continued the escapades of Flo and Granny while offering a new restaurant theme with new levels to play. The creepy Crypt Cafe expansion was launched in time for Hallowee’en

diner dash hometown hero caveman cafe diner dash hometown hero caveman cafe

Players could buy cool new outfits for their waiter and scenery pieces to create their own custom diners using real-world currency, for as low as $0.79 per item, then upload their creations to for others to enjoy. PlayFirst had already tested the waters for this in Diner Dash: Flo on the Go, the third game in the series, which introduced a feature called “Flo’s Closet.” The story of Flo on the Go was contrived around the fact that poor Flo kept losing her suitcase as she travelled, and players had to use the money they earned in-game to buy new outfits to dress Flo up.ĭiner Dash: Hometown Hero took “Flo’s Closet” a step further. Since players couldn’t both be Flo in multiplayer mode, it was decided that each person would get to create their own avatar to put in the game. 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.

diner dash hometown hero caveman cafe

The key question was how to keep a game alive (and making money) once it falls out of a portal’s Top 10 list. 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. The result, Diner Dash: Hometown Hero, introduced micro-transactions, user-generated content and multiplayer modes to the series. Not content to rest on its laurels, PlayFirst looked closely at websites like Gaia Online, Maple Story, Pogo and Puzzle Pirates for inspiration for the next Diner Dash game. However, after 200 million downloads, two successful sequels, portable versions for the Nintendo DS, Sony PSP and mobile phones, and a SpongeBob Squarepants-themed spin-off, the big question for PlayFirst heading into 2007 was “what next?” With its challenging click management gameplay and spunky hero Flo, the Diner Dash series is the crown jewel in PlayFirst’s game catalogue.






Diner dash hometown hero caveman cafe