Wednesday, November 26, 2008

List of Christian Software I don't like

Over the years, I've taken some heat for maintaining a list of Christian software & Christian computer games that I DO NOT recommend. I've called it "The No Shelf" because we used to keep samples of all the games people sent us on a shelf in our stockroom.

You can view that 'NO' list by clicking this link: www.sundaysoftware.com/noshelf.htm

Some developers who's CDs are on my "No" list have called it "un-Christian." But here's my theory: if they are giving it away, then I'll take it off my "no" list. But as long as they are asking for your money, then an opinion and recommendation is legit. Paul would have called it "discernment."

Is it a conflict of interest to make our own software and then say "no" to other people's software? No, and here's why: we carry many other people's titles! If we like a program, you can get in our catalog. We're 'picky,' not stinky. The "No" list also contains some "Maybe" recommendations.

For a list of the Christian software and computer games we DO recommend... go to www.sundaysoftware.com/software.htm


Note to developers:
Want to know how to AVOID getting "no" listed? Talk to me about your program before you are finished with it. Not only will I give you free advice, but some of it might even be GREAT advice! ...based on having seen many CDs and their developers come and go, and based on knowing at least what OUR customer tell us they like.

Might some of our software be on someone else's "no" list? I suppose! I guess it depends on your criteria. We're up front about ours.

Review: Interactive Parables CD

Interactive Parables from Graceworks Interactive
(yeah, we carry it!)

Tim at Graceworks is perhaps most famous for his dedication to the Christian Game Developers Conference held annually in the Pacific Northwest. In 2007 he created Interactive Parables CD. Honestly, when I first saw it, it was raw. But to Tim's credit, he was committed to improving his first release, -something other developers seem less willing or able to do. He adopted a couple of my suggestions and when we started to test the game with our customers, they liked it. Sales have since done pretty well, - a testament to both Tim, the game's appeal, and the fact that the game fills an empty niche on the shelf: parables.


Overview:
In Interactive Parables CD, you select from one of 24 Jesus parables to learn and be quizzed about. You learn and play them in a 3d game maze. You can select the style of 3D MAZE to play in (over a dozen maze choices). In order to win the game, you must find your way through the game maze and answer questions correctly about the parable. The questions appear as multiple choice text and True/False.


Details:
You begin by reading the Bible story, then you enter a maze of rooms. Each room is filled with pop-up questions to answer, keys to find, things to jump over, run from and otherwise avoid, plus game objectives to complete, and bonus points to claim. Challenges include chasms, moving floors, barrels to jump, power-up stars to collect, and traps to avoid. Nothing scary... just challenging and fun. (See my note below about the need for better story graphics and interaction.)


In each game you'll meet "Mr. Green Jeans" (pictured right) -a young lad who is confused about the story. You must answer his questions with the correct response in order to receive gems that allow you to complete the level. This is one of my favorite features in the game... it really gives it some "content." Maps and inventories of each level are at your fingertips, though they are a bit obtuse.


On first glance, "gamers" might think the game environment a bit dated, and it is. The game engine is decent, but not as robust as some other 3d engines. The graphics are good but not great. "Better looking" games exist, and some of them are quite good. But IP has a key factor: it's fun to play and it has lots of action. There are better looking games that bore you.


What we'd like to see in a future version:


  • Better Bible story graphics. They're rudimentary in this early release. Hire a graphic artist Tim!

  • More game play options, such as, "a short game" ...so that kids who only have 20 minutes in a Sunday School class can play a parable. Currently, a parable takes about 40 minutes to play for a 5th grader. This is a great example of a KEY feature which would make the program even more marketable.

  • More varied level environments. Most have a basic warehouse or square rooms look. Would be nice to see levels tailored to the story itself. Studying the Sower's Parable? Make the level a farm theme. In games, the visual environment should reinforce the story.

Now here's the cool thing: Tim would like to see some of these improvements too. Many developers play their cards close to their vest. Many never get to version 1.2 or 2.0. And I can tell you from OUR sales of IP, that Tim should be able to afford to continue to improve the game.

Note to game developers:
IP is a good example of a modest game engine with modest graphics (compared to today's 3d extravaganzas), but appealing game play. Tim includes 24 parables and tons of game options, which is good example of "Less could have been More." He could have put in HALF the parables and level options and nobody would have noticed them missing, -then he could have spent more time on making the story content itself, and graphics, a little more interactive. And he could have released a second CD with the other 12 parables. Not that we're complaining... the 24 stories are a blessing of abundance.


Check out the game at www.sundaysoftware.com/image/interactiveparables

Windows only, as are most Christian software computer games.

Tuesday, November 25, 2008

Christian Software Game Design Tips

I've been to the 7th level of Captain Bible and run the Unibot, ...and played most every other Christian Computer game that ever was. It's part of what I do... and have always done since I began teaching with software in 1990. Amazin Blazin? Bible Builders? Onesimus? Gil's Bible Jumble? Bongo Loves the Bible? Heavenword? Catechumen? Played them all.

More importantly, for over 18 years I've been next to the KIDS who were playing these games. Here are some of the important things I've learned and often share with Christian computer game developers:

1. Pay Attention to What Other Developers Have Made
This would seem to be obvious, but I run into developers all the time who have never seen ANY of our software, or played any of the more popular Christian computer game titles out there. They are just all fired up about THEIR concept. Do the research and talk to other developers. Most of us are very willing to share our experience and advice. Some of it may even be correct.

2. Teach to the mainstream. Don't teach your peculiar brand of Christianity.
There's a game out here about a new world order coming to power and trying to put down the Church. Seriously, you are welcome to such a belief, but it's not going to win you many converts or sales. And you DO want to make more software, right?

A corollary to this is "have a sense of humor." Quite a few Christian software games are a bit too serious, and quite a few 3d Christian games have such dark themes that you'd think "battling evil" was what 3d game engines were designed to do!


3. Keep it simple.
Overly complex games lose players, and more importantly, YOU lose the opportunity you wanted to share the Gospel through your game. Don't make your game overly long either. Most kids and youth are not hard-core gamers. I know from personal experience that it's hard to objectively evaluate the level of difficulty of a game you have spent MONTHS working on. Always put it before new testers who've never seen it before. Watch them play it. In every game we've ever made, we've had to make the navigation easier, and the gameplay more obvious. Many of the games we evaluate from other producers could have used these same adjustments.

4. Don't overspend on layout and graphics, and underspend on the presentation of Bible content.
I see this mistake all the time. Game developers spend too much time on creating cool levels, and the actual Bible content looks crappy, or like an afterthought.

In fact, don't overspend at all. Keep your projects small and on a really tight budget. The Christian software market is smaller than you think.


5. Avoid getting locked into ONE distributor.
I've lost track of the number of developers who have "distributor done me wrong" stories. Diversify. And as you develop your title, ask various distributors to preview it and offer suggestions. I've played many programs that I WISH we could have suggested changes to BEFORE they went out and made 5000 copies of it , ...and those changes would have made it appropriate for OUR catalog, and maybe a few others as well.


Bongo Loves the Bible CD is a great example of a Christian computer game designed to fill a much needed CONTENT and MARKET NICHE.

www.sundaysoftware.com/bongo


  • Bongo Loves the Bible CD is FUN, and has a sense of humor.

  • It's for both children and youth.

  • Each of its four games can be 'won' in under 35 minutes.

  • It covers basic Bible content, but also Books of the Bible, and "How the Bible Came to Be" ...all popular topics in many churches. Yet it is fun to play at home too.
  • It's 3D games can run on slightly older computers (the kind many churches have)
  • And it was done on modest budget.

Article: How to teach with 3D games

For some reason, teachers and parents seem to back away from the computer when there's a game on the screen. Yet many Christian computer games are BEST played when there's an adult playing right alongside the young person.

Here's the link to the full article: www.sundaysoftware.com/articles/3dtips.htm

Christian Software developers are encouraged to read it as well to gain some extra insight into how their "game" software might be better designed for better learning.

For example, I tuck-in extra content in our games KNOWING that a teacher will be there to point it out. Kids, of course, will be kids and try to bypass anything that slows them down.
I also often design the flow of the game to follow the Bible story outline, so that just by playing the game, they learn how the pieces of the Bible story fit together (Our Joseph's Story CD is a good example of this www.sundaysoftware.com/joseph)






Review: Attack of the Sunday School Zombies

This Christian computer game CD is NOT going to do big sales.
Not even "modest" sales.

Why? Because it has the words "Attack" and "Zombies" in the title. Kids love the title, but they don't buy software. Parents and teachers buy software, and they've told me they don't like the words "attack" ...sounds too violent, or "zombies" ...sounds too ghoulish. But I adore the title, and the game, and the concept of what the game is trying to achieve.


So this "review" is actually a lesson in THE MARKETING of Christian game software. ;-)

The 3D Game:
Players navigate "Super Kenz the Bible Kid" around a 3d church, flinging donuts from her "donut flinger" at 8 different 3d characters. The 8 characters have been turned into "Zombies" (not the bloody kind, but the church kind) who have a bad attitude or the wrong reasons for going to worship and Sunday School. Did I mention "donut flinger" ?? Super Kenz must find boxes of donuts to reload it. And they're chocolate, so they leave a mess.



After quite a few donuts "hits," the Zombie stops and talks to Super Kenz. First the zombie spouts their complaints about church ("it's boring," or "I don't like some of the people," or, "people are hypocrites."). It's all familiar stuff, unfortunately. Kenz sympathizes a bit, then opens up her handheld iTell Bible Computer and shows them a couple of Bible verses that address the specific complaints. The zombies comes around, and returns to normal. After all 8 zombies are found and corrected, they all show up in the sanctuary to thank her.



I wanted to make fun little game about the RIGHT REASONS to go to worship. I wanted a game that addressed all the EXCUSES I've heard over the years from kids in the various churches where I've served and taught.

But I know what churches buy: they buy software about Bible stories, not topics. "Why you should go to church" is not on their curriculum! So by creating Zombies, I'm trying to force the subject. Because frankly, if you've taught for any length of time, you know it is "THE" topic.


Notes to Fellow Developers:

If this were the only game I ever developed, it would be my last, because most every developer needs to make some profit out of a project in the first year. I could only develop it because I had other more successful titles. So in a very real sense, Attack of the Sunday School Zombies CD is my gift, an indulgence. And because I can carry the title for many years, and keep it in front of my audience, I'll probably eventually make my development dollars out of it. Production houses and bookstore chains can't do things this way.

I knew I needed to make a FUNNY game. (and there's a difference between "fun" and "funny" btw, and games should be BOTH). I knew it had to be a game kids would want to play long enough to get them to hear themselves complaining, and maybe get little attitude adjustment along the way. The game's narrated scriptural "reasons" and attitudes also give teachers and parents something to grab and discuss.

I'm no dummy. I know kids will want to bypass the content and keep shooting donuts. That's the key in my designs: balance. "Balance" means make the game interesting or fun enough that the content catches them with their guard down.


And because of everything I've just said, I knew I needed to make it a "short" game, and not a 10 level 12 hour epic. Epics cost money, and this game would only get bought by church folks who have on average only 35-45 minutes of class time. Zombies takes about 20-25 minutes to play.

Learn and see more at http://www.sundaysoftware.com/zombies


Note about Violence in Christian Video Games...

I've had some customers who don't like the fact that Super Kenz SHOOTS donuts at people. Any kind of "shooting" or "hitting" bothers them. For most developers in this small market, you simply can't make choices like that. You have to appeal to as many as you can to be able to make a ago of it. But once again, because Zombies was a "pet" project, and didn't have to pay the mortgage, I could indulge my strange sense of humor. I think shooting donuts at the pastor is hilarious, and quite appropriate to get him to loosen up a bit. (yes, the pastor is one of the zombies)

Review: Tomb of Moses CD

Tomb of Moses is the latest 3d Christian game to hit the market and one of the best, if you like multi-level, multi-hour, complex mystery games, and can manipulate the keyboard and mouse at the same time. If you like to run around and shoot stuff, this game isn't for you.

Developed in conjunction with the German Bible Society, Tomb of Moses uses the A6 game engine to achieve a really good looking 3d game environment. Copyright 2008. It comes in both English and Spanish versions. http://www.tomb-of-moses.com/

The plot:
"Professor Fog" has left a trail of clues to his whereabouts, which the player collects and follows through 7 3d levels. Lots of stuff to find, use, figure out, with the eventual goal of meeting Fog and discovering the Tomb of Moses. But the Exodus content itself seems to take a backseat to the mystery, gameplay and graphics. For example, the Burning Bush scene is merely an old-fashioned looking graphic of Moses at the bush, with a voiceover.

I've used software with children since 1990 and I can tell you that older kids are going to get bored. Teens, 20's and adults who like computer games are going to like it, if they enjoy mystery style games, and have plenty of time of their hands, and don't frustrate easily. Teachers are going to be disappointed that the Exodus story itself isn't really the main focus and that the game takes so long to play. That said, T.o.M. does come with extensive documentation and student worksheets.


One big disappointment:
I didn't like the navigational options they choose to design into the game. Players must manipulate the A,W,S,D keys on the keyboard to move forward back left right. But you must also use your mouse to change your point of view as you move. This gives the game a "side scroller" feel when you press the A key to move left. This left & right hand navigational scheme also requires some keyboard/gamer coordination that many children/adults will be frustrated with. Took me a while to get used to it too.

And they didn't have to make it like that. They had choices in the A6 game engine to choose a different, more natural way of moving through the 3d landscapes. Wish they had used them. Perhaps in version 2, --it would be a BIG improvement.

Disclosure:

We have just finished version 1.1 of our own Exodus Adventures CD using the same game engine (see graphic at right of Sunday Software's Exodus Adventures CD >>>). www.sundaysoftware.com/Exodus

The screenshot from Exodus Adventures here shows the character whom the players navigate, and some of the 3d models from the story with whom she interacts to learn the story. The Egyptian guard, for examples, presses her to make mud bricks for Pharaoh's buildings. Tomb Of Moses has no such characters or open landscapes.

While their are some similiarities, the extensive dissimilarities mean Exodus Adventures and Tomb of Moses are NOT in competition with each other. Exodus Adventures has three adventures, each designed to teach part of the Exodus story in under 40 minutes. Tomb of Moses is an epic game that could take you 7 to 8 hours to play. Exodus Adventures focuses on encountering the actual story of Moses. So for example, the encounters the Burning Bush in a 3d environment, whereas in Tomb of Moses, the burning bush is a 2d graphic and voice over.

In Exodus Adventures CD, for example, you go to Pharaoh's Palace to learn about the plagues, or to the Well of Marah to figure out how to make the water sweet and interactive with an Israelite. In Tomb of Moses, the focus is on the Professor's storyline... he's gone off and you must find his clues, keys and eventually him. You try to figure out how to open locked doors, etc. As you look for him, you can find Exodus story content. But there are no 3d characters from the Exodus story. (I could go on, but you get the idea.)

Both CDs, strangely enough, feature a 3D game level patterned after St. Catherine's Monastery at the foot of Mt. Sinai. But the similarities end there. In Tomb of Moses, the monastery is mostly a level you once again try to find clues and keys to get out of. In Exodus Adventures, it's a base of operations from which the player goes into Egypt, or flys into the Sinai desert to play a game. Exodus Adventure's 3d monastery level is bigger and more wide open to exploring. And, for example, it's a place you come back to at the end of the story. Exodus Adventures CD's monastery also has INTERACTIVE content rich areas, such as "Miriam's library" which features an interactive game to learn Miriam's Song.

Exodus Adventure's navigational controls are much more natural. You can run forward and turn left or right at the same time using just your forward key and the left or right arrow key. In Tomb of Moses, you must press the W key with your left hand, while aiming your mouse with the right hand. This is quite a problem if you're playing on a laptop! Really gives your touchpad finger a hard workout.


And oddly enough, both CDs feature an older gentleman "guide" if you will. In Tomb of Moses he appears as a stiff graphic with only his mouth moving. And his narrations are cryptic, and one reviewer said his voice was "creepy." In Exodus Adventures "Sir Dabney" is a full fledged 3d character who appears throughout the game with instructions, but also with comments and questions for the player to ponder.


The DIFFERENCES in the two games illustrate a key problem I've seen for years with Christian software developers. They know how to build complex games, but they don't devote "creative programming enthusiasm" to the actual Bible content which their games attempt to include. In T. of M. you can literally wander around for 20 to 30 minutes in a level trying to figure out HOW to "get out" of that level and move forward in the game, ...without having any of the Exodus story reinforced to you because you've already read what little they put in that level.

Other "Christian" games barely include ANY content. Tomb of Moses includes quite bit of the Exodus content, but it's buried by the gameplay.

I know, I know.... Tomb of Moses isn't trying to be an "educational" game, -it's tryng to be a game for gamers first, and perhaps teaching about the Exodus to players who otherwise wouldn't get the story. But it's a false assumption, IMHO. Few people who don't know about the Exodus story are going be buying this CD. And secular gamers aren't going to like the lack of "action" in the game play.

They obviously had some talent and funding. Let's hope they upgrade this game with some 3d models, better navigation, and giving the Exodus story itself a little more front and center UMMPFF.

The Christian Software Blog Begins!

Hello, and welcome to my Christian software and Christian computer games blog. I've been spreading the word about Christian software since 1990. I make it a point to look at most everything that comes on the market and have an OPINION about it. No 'press releases' masquerading as 'reviews' here!

I started playing & teaching with Christian software in 1990 when I was an associate pastor at a Presbyterian church in suburban Chicago. In 1996 I started Sunday School Software Ministries to help teacher find and use Christian computer games, -to teach God's Word to kids who were bored with traditional methods. We've now morphed into a software producer and distributor. Unlike many who have come and gone in this genre, we're here to stay.

I have a Christian software website that has always included a short discussion list of software we didn't like (and why) (http://www.sundaysoftware.com/). This blog is intended to broaden and invite discussion. I have designed and produced several of my OWN Christian software game titles, so I know but what the challenges are -both from a technical and content side, as well as, the distribution and marketing side. (And btw... we GLADLY carry other developer's software if it meets our criteria.)

I'm also the founder and now Editor over at www.rotation.org. A few articles about my work there appear in this blog as well.

If you have any questions, or want to go deeper, don't hesistate to contact me at 614-527-8776, or email me at neil@sundaysoftware.com

Neil MacQueen
Welcome to my blog. To see what it's all about, view my first post: the christian software blog begins!