MechDuels is a new type of game for Challenge Games. It's a synchronous game, where players play in real time against other online players. This presented some novel challenges for me as a developer and an interaction designer.
Challenge Games make games that run in a player's web browser. Their games are role playing games and collectible card games, built as a web site with story development and player-vs-player action. Players battle each other asynchronously. Apart from the initial conditions (e.g. starter spell, card stacking order) the result of the fight is computed by the server, and players can watch the fight unfold at any time. MechDuels was conceived to break from the asynchronous nature of games like Duels and Warstorm, and start a new paradigm.
I learned a lot developing my own AJAX content loader, but the process would have been less painful and the results would have been more solid had I looked to Facebook's technology platform for inspiration.
When tackling a high-risk project, limit the amount of new or complex technologies being used. We envisioned the backend being able to interface more closely with the XMPP layer, but there just wasn't development time for all the neat solutions.
Make sure the entire team has a unified vision of the target users, early on in the project.