Absa Design Fights site live

Screenshot from the ABSA Design Fights website

After much anticipation from our community, the final Design Fights website from ABSA, Jupiter Drawing Room and Wireframe studios is live. Take a look through some of screenshots below and play the game over at the Design Fights website.

UPDATES: also take a look at some of the process videos.

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Comments ( 15 )

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Design Indaba Fights | African Digital Art added these pithy words on Mar 11 10 at 10:04 am

aaarg, ‘Unity webplayer something something’.

alan added these pithy words on Mar 05 10 at 2:30 pm

I have to install the “Unity Web Player” to view it, what a riot! Computer says no. And sorry for you, Linux users, looks like someone is still stuck in 1999 developing for proprietary media players.

coda added these pithy words on Mar 08 10 at 3:53 pm

“proprietary” is the wrong word. Rather “obscure”, ie. no market penetration. Nobody wants to jump through unnecessary hoops just to view content. Also, unless you’re visiting the site from this blog (or another that explains the concept) and therefore know what to expect, all you’re presented with is two logos and the “Unity Web Player” install button. No explanation, and zero incentive to click the install button.

I’d sooner click a link to download the game and play it from my desktop than download and install a browser plugin that I most likely will never need again.

coda added these pithy words on Mar 08 10 at 4:12 pm

The thing that gets me the most about this is that THESE ARE THE VERY PEOPLE WHO ARE SUPPOSED TO KNOW BETTER…

If you came to my company and suggested that you develop a website for us that uses some proprietary plugin that isn’t flash, I’d kick you out the door the second you’d finished that sentence. Embarrassed for the industry.

Jonathan added these pithy words on Mar 08 10 at 4:24 pm

I agree with Johan…we need to tread carefully around using a technology like unity….I love the possibilities, just think it falls way short from a UX and strategic point of view in this case…also the game isnt the greatest and the content is unclear, not sure how it serves the client? have a look at this unity game: http://www.openthegames.com/ its fun and well designed…great for the american market I guess.

ryno added these pithy words on Mar 08 10 at 4:55 pm

I dont agree to adding my mobile number to ABSA’s database

Shaun added these pithy words on Mar 08 10 at 5:34 pm

@Coda I believe that this was initially developed as a stand alone display unit at the Design Indaba and it wasn’t required to be a web based browser game. Therefore, in it’s actual application users would have had to just walk up and play.

I’ve heard (and this is unconfirmed) that due to the previous post that had so much drama, it was decided to upload the game so that everyone could play it and get a fair opinion on the full size and scope and not just rate it on some of the illustration work.

Johann added these pithy words on Mar 09 10 at 7:50 am

not fun to play

Derek added these pithy words on Mar 09 10 at 8:30 am

@Johann: fair enough, then that makes sense. Would have been useful to know before my tirade, why wasn’t that mentioned on the previous post?

coda added these pithy words on Mar 09 10 at 11:40 am

the levels where you have to navigate around are clumsy and very difficult to navigate, and @shaun, i agree, giving my mobile to ABSA is a huge discourager…

The fight scenes are cool, though! first time i’ve seen a unity versus-style game play.

Si added these pithy words on Mar 09 10 at 12:23 pm

Regarding the proprietry plug-in, I can still remember when flash was a prorietry plug-in and now it’s the standard! How is the internet to evolve if we are afraid to use proprietry software?? The plug-in is lightweight and easy to install. I also want to mention that the game was primarily developed to play offline at the Design Indaba using a playstation type controller which is obviously easier to navigate with (having said that using the keyboard is not that hard or clumsy, it just takes a little skill!). Playing the game at the Indaba also put it in context and I agree playing it online without having been exposed to it at the Indaba does not make as much sense conceptually. Finally we asked people for their mobile number simply because there was a prize offered to the player with the highest score at the end of each day.

Paul Tooze added these pithy words on Mar 10 10 at 2:30 am

Its so easy to go fail fail fail. Its much harder to actually pull off something as ambitious as this campaign set out to do.

I mean has anyone heard of a game being produced locally in Unity yet? Could you do the same thing with Flash? The game was a hit at Design Indaba in the context it was originally designed for and the fact that its even available online is a bonus. I would love to see links of any other local unity games if there are any.

It saddens me to see the haters having their day. This was a very innovative attempt to do something different and on some levels it succeeded and on others it didn’t. The bottom line is a lot of work and great creativity went into this and the level of complexity involved in producing a game is something a lot of the “creatives” reading these pages have little or no concept of.

I want to say a big up to the teams at Wicked Pixels and Wireframe for producing something that I think is very cool. The levels and characters are well designed and the gameplay is fun enough to go through all five levels and finish the game without feeling like you wasted half an hour of time. I also really like the animated videos and think that WP did an awesome job with these.

I think that the stylistic similarities to Mcbess’s work are a small issue in context of the campaign and that the fault with this lies in the brief, not the creatives executing this brief.

The bottom line is it is a campaign for a bank. Not a contender to be the next Tekken. I think its an amazing effort that has raised the bar for local interactive work and has produced something we have not yet seen locally. Give the guys behind this some credit for the huge amounts of time,energy and effort that went into it. I know its much easier to find and point out the faults but it really doesn’t do much to encourage quality and innovation locally.

Just my 2 cents.

Gregg added these pithy words on Mar 10 10 at 11:47 am

Giving your cell number to ABSA was optional. I know I didn’t.

Gregg added these pithy words on Mar 10 10 at 11:54 am

@Paul & @Gregg: FWIW, you can completely disregard my first two comments, which I posted under the assumption that the game was produced exclusively for web – since this post and the previous one completely failed to mention that it was designed for a stand-alone kiosk at the Design Indaba. Now I only wish I had the opportunity to play it then.

coda added these pithy words on Mar 10 10 at 5:57 pm

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