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Richard Bates

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Wallpapers. Allow the game UI to reflect the user's tastes. SingStore ... Selling not only songs, but also wallpapers and song packs ... – PowerPoint PPT presentation

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Title: Richard Bates


1
The SingStore, Open for Business How and Why to
Build an Ingame Store
  • Richard Bates
  • Lead Programmer

2
Introduction
  • SingStar a background
  • Why build an ingame store
  • How we built our store
  • Why we did it our way
  • Lessons learned

3
Introduction
SingStar launched in 2004
Over 70 SKUs produced so far in PAL territories
4
Introduction
US launch in late 2006
Further US titles this year
5
Introduction
6
SingStar on PLAYSTATION3 My SingStar
  • Wallpapers
  • Allow the game UI to reflect the users tastes
  • SingStore
  • Ingame store for downloading songs other
    content
  • My SingStar Online
  • Community features

7
Wallpapers
8
Why build an ingame store
  • Users demand more content
  • Appetite for new songs in SingStar is almost
    limitless
  • Store can be continually updated
  • No need to wait for disc releases
  • Production effort distributed more evenly through
    the year

9
Why build an ingame store
  • Can advertise new content
  • Players will naturally be interested in extended
    playing time and new experiences
  • Barriers to purchase are much reduced
  • High possibility of impulse buys

10
Why build an ingame store
  • Purchase patterns can provide targeted
    recommendations
  • Can satisfy niche audiences more easily than can
    a disc
  • Can leverage the catalogue for other purposes

11
SingStore
  • Background
  • Commerce API
  • Server configuration
  • Page delivery
  • Parental control

12
SingStore Background
  • SingStar has a large back catalogue of songs
  • Our ambitions for number of songs make disc-based
    sales less appropriate
  • Selling not only songs, but also wallpapers and
    song packs
  • Must deal with a catalogue of hundreds of items

13
Commerce API
  • Commerce API exists in the PS3 SDK.
  • Permits use of the PLAYSTATIONStore backend,
    including the wallet.
  • Gives flexibility to the developer in creating
    the shopping experience.

14
Server configuration
  • We have our own servers that hold
  • Localised descriptions
  • Still images and video
  • Metadata such as genre, year of release
  • Limited duplication of data in PSN

15
Using the commerce API
  • Consistent UI with the rest of the game
  • Focus on ease of navigation
  • No need to learn new pad layout or other UI
    conventions

16
Using the commerce API
  • Searching and filtering
  • Large numbers of items can be difficult to browse
  • Numerous fields of metadata permit complex
    searches
  • Default filters based on users region language
    use this same metadata

17
Using the commerce API
  • Handover to system software for checkout
  • Familiar PLAYSTATIONStore interface
  • Uses existing wallet
  • Requires a significant amount of memory plan
    early for this.

18
Page delivery
  • Thin-client, page request model
  • Server delivers pages of XML based content (think
    XHTML)
  • Tags downloaded relate to SingStar UI system
    elements text, visuals etc

19
Page delivery
20
Page delivery
  • Much functionality lives on the server and can be
    altered, updated and worked on separately from
    the schedule of the client side team
  • Some functions live only on the client and
    special tags exist for such purposes, e.g.
    displaying an item price from PSN

21
Purchase flow
  • Heavy use of custom tags to bridge between our
    servers and PSN commerce
  • Adding items to cart
  • Displaying item price
  • Displaying cart item count
  • Initiate checkout
  • Conditional redirect depending on success or
    failure of checkout process

22
Walkthrough
23
Walkthrough
24
Walkthrough
25
Walkthrough
26
Walkthrough
27
Walkthrough
28
Walkthrough
29
Walkthrough
30
Tools
  • SAM SingStar Asset Manager
  • SQL database and associated storage
  • Holds large data files
  • Manages configurations of discs song packs
  • Captures metadata
  • Versatile export processes

31
Environment promotion
  • PSN has a number of environments, from
    development through to deployment.
  • Our own store servers must be duplicated to match
    those configurations.
  • Consider when planning budgeting.

32
Other server needs
  • You may need to change the store catalogue while
    in QA
  • Consider having extra servers holding a demo
    catalogue

33
Parental control
  • This is a complex area
  • Different rules apply when browsing, and after
    content is downloaded
  • Consider it at every step, to avoid surprises
    later
  • There are regional variations

34
Parental controlat point of purchase
  • Investigate PEGI and ESRB logo requirements
  • Display ESRB content descriptors
  • Hide content inappropriate to user age
  • Disallow store access if user is younger than
    disc rating
  • Even if some store content would be suitable

35
Parental controlat point of play
  • Downloaded content is shared by all users
  • SingStar downloads are usable by whole family of
    titles
  • Game data PCL level is low
  • Content is filtered by the game
  • Item may be purchasable, but not immediately
    usable once downloaded

36
Testing
  • Ensure your test catalogue covers the spectrum of
    possible content
  • Verify all aspects of the title scale to cope
    with the expected number of downloads
  • Will require significant resources to test with
    accounts registered with different ages and home
    regions

37
Versioning
  • Particularly important for a store which is
    accessed from multiple titles
  • Restrict access when browsing
  • Restrict access once downloaded
  • Content visible but not playable at least
    permit it to be deleted!

38
Questions?
  • richard_bates_at_scee.net
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