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Ghosts Attack: Developing the Story.

Today’s post is the first in a 3-part series about the story behind Ghosts Attack, written by the game’s Associate Producer and lead writer, Alexander Norris.

A lot of people have expressed interest in the story behind Ghosts Attack, and now that it’s close to being released, we thought it was a good time to share some of the thinking behind the creation of the story and how we built it up.

In the beginning, the story was limited by our capabilities as a very small, indie game developer. Having built an arena in which we could drive or fly around, we knew the game would be a first person shooter. But killing bad guys in a world of walls meant the baddies would need to know the walls existed. This would have required programming their characters to have significant AI and collision detection. And let’s face it — that just wasn’t going to happen with our budget. Which led to a short brainstorming session:

Hmm, what kind of bad guys don’t care about walls?
Ghosts?
Ah, yes! Ghosts could “care less” about a silly wall.

So, at this point in the game’s development, we had a world and enemies to interact with (In the earliest stages, the ghosts were non-animated, little black sprites with scary red eyes that moved toward the player in an intimidating straight line) but we needed something to spice it up…

How about red Boss ghosts?
Sure. How many?
Thirteen sounds good, and not the least bit cliché!

In order to tie the ghosts, the artificial world and the player’s in-game experience together, we created the back-story of a scientific experiment gone awry at Torgan Science. The disgruntled victims of that accident were now our source of exposition and conflict.

Finally, our tale needed someone to not tell it, but, more importantly, to show it. From our antipathy of handholding narrators and our respect for the player’s intelligence, came Karl, the Torgan Science Technician. We felt a snarky IT guy – who actually voiced doubt in the players abilities and was originally cold to any friendship that might develop – could propel the story selfishly, yet allow the player to feel like every new event was experienced “with” Karl – who willfully bucks the rules of Torgan Science, but still absolves himself from any consequences of the players actions.

So this gives you a bit of insight into how the story of Ghosts Attack came to be. We had a lot of fun coming up with the storyline and integrating it into the game to give a true ARG (Alternate Reality Gaming) experience. We hope you enjoy the game as much as we enjoyed making it. We have a lot more surprises and twists planned in the coming months as we release additional episodic content for the continuing story of Ghosts Attack and the mysteries of the Torgan 13.

Stay tuned for part 2 in this series: How the Story Affects the Design and Vice Versa.

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Ghosts Attack has been submitted to the iTunes store!

We are excited to let everyone know our first original IP, Ghosts Attack, specifically  designed for the iPhone has been submitted to Apple.  Over the past few months, we’ve been working very hard to bring to you the most compelling gaming experience on the iPhone.
  • Interface – We’ve tried to design the most natural feeling tilt interface for piloting your rover. Besides the ones we’ve shipped with, expect more abilities, upgrades, weapons and maneuvers for the rover in the future.
  • Visual Look and Feel – Creating another world has been a difficult task trying to balance the familiar (your location and the maps functionality) with the fantastic (an alternate universe filled with very not human entities). We’ve shipped what we think is the right blend of the two to introduce the world and set the stage for the coming story line.
  • Voice Recordings Complete – Finally! Over 250 individual lines were recorded for Ghosts Attack. What a logistical nightmare. I’m glad I don’t have a sound job at a company that makes RPGs.
  • Map Interface Friendlier – Most people don’t realize that the map interface loads whatever part of the world is under the crosshair. This was problematic when it was over the ocean since there are no streets to build walls from. Hitting Go takes you to the active map pin. Loading your own area is as simple as typing in an address or just sliding the map around till the crosshair is over a road you want to explore. Soon this will be less important when we release streaming. Then you’ll be able to drive from L.A. to N.Y. if you want. (I don’t recommend it but I may figure out a way to have a race. Stay tuned.)
Make sure to check it out and pick up the game in the App store sometime in the next couple weeks. (As of now, Sun Nov 8, we’re still in the queue for review.) It’s only $4.99. You’re going to get a lot of game and support for that price.

- Cross
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Its ROCKTOBER here at Tarver Games!

What a month! October was the “official launch” of Tarver Games and it was jam-packed with events, meetings, speaking engagements – and of course – development!

We made our official company debut in sunny San Diego at the semi-annual CTIA conference. Why were we at a wireless show you may ask? The company’s first IP is being developed for the iPhone —so what better place than a show dedicated to all things gadgety and mobile to get some valuable feedback on our first product. We met with a number of press, influencers and innovators and the CTIA crowd loved what we are doing with Ghosts Attack – especially the game’s location-based gameplay feature, which was a big hit.

Android was the talk of CTIA and we are keeping a close eye on this segment to see how the it plays out as a gaming platform. Who knows, maybe we’ll build a Ghosts Attack app for the Android :-)

We also attended the Digital Hollywood Conference in Santa Monica where our own Chris Cross participated on a panel about extending brands and IPs across multiple platforms. Sitting alongside other executives in entertainment – from games to film, TV, toys and comic books – discussions raised some very important topics including game budgets and franchise development. Chris, reflecting on the very first Medal of Honor game he developed while at Dreamworks, revealed that it was never intended to be a franchise, rather a one-off title. But its storyline resonated with a massive global audience and proved that it could sustain relevance over a long period of time with major cultural footprints. That, Chris pointed out, is the formula for a successful IP.

Unfortunately, $20M budgets and 400-person dev teams are few and far between, but by focusing on today’s more nimble platforms – like the iPhone – game developers can test the waters without taking huge amounts of financial risk. That’s what we are doing here at Tarver Games – with a small team of game development specialists, we plan on delivering a bunch of small output games and from there, we will see what resonates. This is the foundation of our business and will help us expand our IPs and remain fiscally responsible.

Our final stop this month was the Social Media Club of LA’s “Games Go Social” event, held at Rubicon’s swanky offices in Santa Monica. Quinn spoke on a panel alongside other talented game makers from EA, GirlGamer and GoSub60 Games, and talked to an engaging crowd of Twitter happy social media and gaming enthusiasts. The live stream, provided by TechZulu, generated more than 6,000 online viewers and 500 chat participants – a record high for #SMCLA! The takeaway from this discussion – aside from the fact that a man who poses as a woman in an online environment is called a “mangina” – is that game communities and fans are using social networking sites Twitter, MySpace and Facebook to stay connected and informed. You can view the event on TechZulu here: http://bit.ly/2vWgTe.

Thanks to everyone who rocked it out with Tarver Games this month. We hit many milestones, including the launch of this very fine web site and the development of our Facebook and Twitter pages (thanks Sean and James!) and receiving positive media coverage of our company and product (thanks Karen & Andrea!). We are so appreciative of all your support and are psyched to continue sharing this journey with all of you!

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Tarver Games – bringing innovation to the iPhone game market.

I’m sure many of you are wondering just who is Tarver Games and what are we all about?  While many game publishers and developers rely on “tried and true” intellectual properties (IPs) and sequels, our team is ready to bring innovation and fresh ideas to the marketplace.

Tarver Games was founded in 2008 and we are based out of Santa Monica.  This company has a single mission – to become a top-notch IP design house developing quality games and applications for multiple platforms and audiences. We have a talented staff of developers who have worked for the world’s leading video game developers and publishers including EA, Activision, Blizzard, Infinity Ward and Dreamworks Interactive.  The 2009 line-up includes games and applications developed for the iPhone, with future products planned for the Mac OSX and video game consoles including Sony Playstation3, Microsoft Xbox 360, Nintendo Wii and future versions of these products.

Our team is dedicated to making fun games that connect people socially and challenge players as little or as much as they desire. When the iPhone entered the scene as a viable gaming platform, we realized the potential of developing games for this platform. We could produce quality products in less time and on a much lower budget than traditional games. In April 2009 we released a test product called Cold War to test both design concepts for the iPhone and to test the submission process for the App Store.  The game is no longer available in the App Store but it served its purpose and prepared us for future products.  However, we do have plans to come out with a follow-up to Cold War sometime in the near future so we’ll keep you posted on that.

Which brings us to Ghosts Attack – our flagship IP that will take players through a series of thrills and mystique and fast shooting action. We will be submitting Ghosts Attack (priced at a cool $4.99) to Apple next week and hope to have it up in the App store for purchase soon after that.  We are very excited about this game and hope everyone enjoys playing it as much as we have enjoyed making it. Here’s the low down on the game – Ghosts Attack is an epic first person shooter for the iPhone (and iPod Touch 2G) that integrates Google Maps technology with a dynamic alternate reality gaming (ARG) experience. There is a deep and compelling story behind the game that takes players into a parallel universe that was accidentally discovered by a group of scientists forty years ago – piloting a remote controlled Rover with only Google Maps as your guide. You get to uncover the mysteries of Torgan Science while fighting the hostile inhabitants to salvage data recorders, equipment, drop a network of beacons and buy upgrades for your rover.

Make sure to watch for it in the App store and keep checking back with us on the latest news and developments on Ghosts Attack. We have an exciting year ahead and we hope you will join us for the ride.

Team Tarver

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Welcome to the new Tarver Games website!

Tarver Games, LLC is an IP design house developing quality games and applications for multiple platforms and audiences that connect people socially. Our first products are games and applications developed for the iPhone, with future products planned for the Mac OSX and video game consoles including Sony Playstation 3, Microsoft Xbox 360, Nintendo Wii and more.

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