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The Game Developer's Guide to Pwning Second Life 39

Posted by Zonk
from the pwn-to-own dept.
wjamesau writes "How do you create a game in Second Life that earns you thousands of dollars and scores you development deals with outside publishers? One SL user did just that last year with a casual game called Tringo (sort of multiplayer Tetris with gambling). The game became so popular in Second Life that he sold the rights for a Web version, a GBA port from Crave, and coming up, a TV game show. While there's dozens of other games in Second Life, from FPS to RTS to a mini-MMORPG, none of them have come close to Tringo's success. Kotaku is running an article I've written, based on three years helping Linden Lab organize and run the annual Second Life game developer contest: a how-to guide for creating the next Tringo-big hit."
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The Game Developer's Guide to Pwning Second Life

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The first time, it's a KLUDGE! The second, a trick. Later, it's a well-established technique! -- Mike Broido, Intermetrics

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