Showing posts with label game design. Show all posts
Showing posts with label game design. Show all posts

Tuesday, June 24, 2008

Link Fiesta: Articles Worth Reading

I read a crazy amount of good articles yesterday, some old some new, and I'm feeling too lazy to add commentary, so read them and enjoy.

DESIGN
Addictive Mechanisms in MMOs.
http://www.massively.com/2008/04/24/mmo-mmonkey-mmos-as-conditioned-learning-engines-part-1/

Designing Crafting System in MMOs. (courtesy of Jeremy Liew)
http://www.psychochild.org/?p=409

COMMENTARY
Facebook as a Disruptive Platform for Gaming
http://www.gamezebo.com/features/special-editorials/facebook-gaming-s-napster

MONETIZATION
Socialmedia pays out 8 million to App Devs.
http://www.techcrunch.com/2008/06/19/socialmedia-pays-out-8-million-to-facebook-app-developers/

Monday, March 24, 2008

Is Mytopia the new Bunchball?

Dean Takahashi over at Venturebeat has a fairly glowing article about Mytopia, a new entrant to the casual games arena. Having played Mytopia, it strikes me as Club Penguin meets Club Pogo. Not a bad pitch, eh? No wonder they got angel money.

Mytopia's main differentiator: it's cross-platform, i.e. you can play simple casual games like Chess and Poker against friends on Myspace and Facebook.

Mytopia sounds a LOT like Bunchball, the real-time cross-network casual games platform (now known as Karma Games and Avatars on Facebook).

Bunchball is also built on Flash, also embeddable anywhere, and also cross-platform (Facebook, Bebo). It also has avatars, achievements, a currency, virtual items, and a leaderboard. So how successful has Bunchball been on the old socnets? Not very. It has never exceeded 11,000 daily active users on Facebook despite having the benefit of being one of the first apps on Facebook and the ideal url: apps.facebook.com/games.

The fact is: creating a community around real-time games is hard. If Mytopia's strategy is to build that community on the back of social networks, then they have a difficult road ahead them. Only one real-time game has managed to have significant traction on the socnets, Zynga's Texas Hold-em Poker. And I would give my left eyeball (metaphorically, of course) to hear from Mark Pincus about how he managed that amazing feat.

If Mytopia wants to succeed if should take a lesson from World of Warcraft. The designers of WoW discovered quickly that not everyone enjoys playing with other people, especially not at first, so they put tons of single-player quests into the game. That way people could play WHEN THEIR FRIENDS WEREN'T ONLINE and still enjoy themselves.

It seems to me that providing a compelling single-player experience IN ADDITION to a compelling multi-player experience is the only way to get a world built around casual games off the ground.

Having said that, for a single-player game experience to succeed on the social network, it needs to have a significant social component, such as challenges (think Jetman) or a leaderboard(every other game on Facebook). And in the case, of a leaderboard, it's more successful if the game is built around a quality people want to brag about such as intelligence (such as in the case of Who has the Biggest Brain- currently just under 200,000 DAU).

To summarize: Mytopia, good idea, good execution...good luck.

(BTW, for readers of the blog, I assume a lot of things about you: 1. you know all the companies I talk about. 2. You know about the games I reference, and 3. You're currently running a game company or investing in one. If I'm wrong about this, let me know in the comments and I'll try and offer more introductory details about the things I'm talking about.)

Tuesday, April 10, 2007

Kaneva Review w/ virtual world screenshots

Not my review, I never acquired enough Kaneva points, or whatever they call them, to earn my way into the virtual world. However, an MIT researcher got a special invite and captured some screenshots along with his first impressions of the virtual world. The interesting thing to me about Kaneva is that (currently) it's only an indoor world. I think limiting the world is a good idea. Part of the problem with Second Life is that is too large, resulting in vast empty spaces that hold no interest for the audience.

However, Kaneva makes a different design choice that I think is problematic. They make you go to a mall to buy things for your apartment. In the review, the researcher goes to buy picture frames for his apartment and has to walk around the mall to find the shop that sells picture frames. I would have given up after about two seconds, but then again I buy everything online. Doesn't it make more sense to give your user the option to buy stuff for his or her apartment while he or she is in the apartment? Why make it hard to buy stuff? That just seems short-sighted.

Kaneva, and maybe every virtual world, makes the mistake of assuming that the key feature of virtual worlds to be exact replication of physical space, and our experience of moving through it. Second Life's original credo was no teleporting, because they wanted users to experience the virtual world as they would the real world. They changed that stance, I'm assuming because users got tired of walking for ten minutes to get to somewhere interesting. In fact, Slurls were developed by third-party developers so that Second Lifers could avoid travel through Second Life altogether(well, maybe that wasn't the intent, but it is the result. A Slurl is a link on a webpage that when clicked takes you directly to a location in Second Life.

I think it's a huge mistake to attempt to make virtual worlds into direct analogues of the real world. Traversing space in the real world is unavoidable. In a virtual world, it is optional. We developers would be wise to remember that.

I have a lot more to say about this subject but I'll reserve it for another post, when it's not 3AM. :)


BTW,

Saturday, March 3, 2007

Game Geek: I Like It Hard and Long, so Kill Me.

Hard, as in difficult. Long, as in...well...long.

Nowadays, a lot of games, especially console games, can be beaten in ten to twelve hours. They're designed that way. The games industry believes that people don't want to play long games. I think that's true...if the game sucks.

MMOs, like World of Warcraft prove that people want to play a game for months. Once a player is engaged in a satisfying gaming experience, they want it to go on forever. Or at least, as long as it's still fun. The fun part is tricky. It's so tricky, Raph Koster wrote a whole book to explain to people what makes games fun.

Last night, I had fun. I spent about six hours playing Wizardry: Proving Grounds of the Mad Overlord. I'd been craving it since I read the article in Gamasutra about the golden age of computer role-playing games that I mentioned in a previous post. I never beat Wizardry when I was a kid, so I figured now with all my extensive gaming experience, and the help of the internet, it should be pretty easy. Um, well..no. It's still really hard.

For those of you who aren't familiar with it, Wizardry is the standard "party of six heroes descend (slowly) through a dungeon of monsters to defeat an evil wizard" game. Except, I'm pretty sure, Wizardry is the game that created the standard.

By the time I went to sleep at 3AM, all my characters were level 8. Only level 8. After six hours of play. For comparison, if you play World of Warcraft for six hours you will probably have reached level 30. I shouldn't say probably. That's a solid number based on research from Xerox Parc. In fact, in WOW, you can reach level 60, the highest level, in twenty hours.

I'll be honest, if it wasn't for the save state function on my emulator, I wouldn't even be that far. In Wizardry, when one of your characters is killed, they are dead. That's it. Roll a new character. I, of course, cheated, just like I did back in the eighties by making copies of the save file so that if one of my characters died I could just restore the game.

But I kinda wish I wouldn't have. Accepting that your character can die forever, is a completely different way of thinking about role-playing. You can't get emotionally attached to your characters. They die. You punch your computer. You create a new character and add them to the party. You become more cautious about encountering powerful monsters. You run away more often. You don't bully through the game, you assess risks, you think strategically. You learn to accept losses.

Modern gamers never have to accept losses, they just hit restore.

Character death is a game dynamic that I'd like to see return to games. Right now, RPGs are focused on process, i.e. building up character's experience, rather then the ultimate goal, defeating the game. That makes perfect sense for neverending MMOs. But in a standalone title, refocusing the player on achieving the goal and having then make the necessary sacrifices, such as the death of your super-awesome archmage, to achieve that goal would be refreshing, and IMHO, truer to life.

Ooh! I just came up with a name for a game of this type: Dungeon Fodder. I claim it, it's mine, so all you greasy handed, grabby game developers better back off, or I'll have to kill your Night Elf.