Posts tagged gaming
Consider this man’s humdrum playing.
Now consider the reaction Sega Genesis programers would have if you went back in time and told them we’ve replicated their cutting edge hardware in software, are running it on our phones, and playing their platform fighting levels that take place on subways on actual subways.
The future is strange, here, and we’re already over it.
Exploiting Virtual Gaming Economies
During beta testing for Star Wars Galaxies, one player discovered developers had no plans to regulate the in-game economy. Immediately, he stopped obsessing over making the game great for fans and started building a business plan.
I was now making real-world money for making virtual money by making real money. It was amazing, and it worked perfectly. I would transfer 10 mil credits to Tan; he would pay me via bank transfer. He would then sell the fake money for real money at around a 100% mark-up. The player would get his 500k or million, and turn around and buy my merchandise for 1.5mil. This happened across the board, at all levels.
I remember with crystal clarity when I realized I was making more money from this enterprise than I was at my full-time job. I quickly decided to expand and hired four guys in Singapore to play 24/7.
Soon the money was stacking fast and I needed to expand again, and again. At the peak, I employed 12 men and women. I controlled, for the most part, the economy on four servers, and I was bringing in almost a six-figure salary.
The whole piece is worth a read just for the character study.
The author starts out contributing, “I made copious suggestions, everything from combat to social aspects. I complained for a week about how the zabrak horns should look.” Once he discovers the economic loophole, he becomes absorbed in gaming it. From a nest of computers, soda, and snacks he takes over virtual star systems, space ports, cranks up prices, and expands.
Finally he becomes frustrated as developers compensate for a tight economy by increasing the abilities and assets with which a player starts. Fascinatingly, his frustration comes more from the dilution of the game itself, rather than the hit to his finances.
“ One of the goals we had in designing our letter distribution was to give players letters that would allow them to form words much more easily than in other word games,” Holme said via e-mail. “In [Words with Friends], we put four Hs into the bag and set their value to 3—a big difference from Scrabble, which uses two Hs worth 4 points.” … In other words, he amplified the number of what Bettner calls the game’s “explosive moments.”
Double Fine Just Used Kickstarter to Fund their Next Game
Their goal was $400,000. They’re at $532,459 in less than 24 hours. Why this matters:
Keeping the scale of the project this small accomplishes two things. First and foremost, Double Fine gets to make the game they want to make, promote it in whatever manner they deem appropriate, and release the finished product on their own terms. Secondly, since they’re only accountable to themselves, there’s an unprecedented opportunity to show the public what game development of this caliber looks like from the inside. Not the sanitized commercials-posing-as-interviews that marketing teams only value for their ability to boost sales, but an honest, in-depth insight into a modern art form that will both entertain and educate gamers and non-gamers alike.
Over a six-to-eight month period, a small team under Tim Schafer’s supervision will develop Double Fine’s next game, a classic point-and-click adventure. Where it goes from there will unfold in real time for all the backers to see.
Funded.
Our Whale Dependency
Could someone do an investigative report on “whales”, the people whom spend upwards of $10,000 a year on social games? Given the ecosystem these people support, it would be nice to understand who they are and their motivations (addiction? copious wealth? high allowances?).
At first whales seem like a quirk, a funny did-you-know story for light conversation. But thanks to details within Zynga’s and Facebook’s IPO filings we can see that any bubble that might exist is being built on the backs of whales. Consider:
- Zynga designs and optimizes their games around $10k+ spenders, whom make up roughly 5% of their audiences. According to Zynga’s IPO filing, this small percent makes up nearly all of their sales.
- Zynga makes up 12% of Facebook’s revenue. Now consider that Zynga is one of many social gaming companies (albeit the largest). EA has 47,407,020 monthly active users to Zynga’s 241,842,917. Wooga has 40,220,000. King has 25,790,000. Playdom has 14,828,636. Start adding up these smaller players and it’s easy to imagine that 15% or more of Facebook’s revenues are tied to social gaming, which is dependent on 5% of their players.
- Zynga has a $9.36 billion market cap. Facebook’s upcoming IPO is expected to value the company between $75 billion and $100 billion. What % of these figures is dependent on whales?
Given their intricate relationship with social media, it would be best if we understood the motivations of whales, if only to understand what external factors could affect the industry. Combing through news and search results, the best descriptions or examinations of whales I could find were two or more years old. As we build more and more businesses around social media and upload more of our lives online, the need for whale understanding becomes more of an imperative.
Update: I’ve been asked for an example of a risk which could emerge. Older, somewhat thin numbers show Saudi Arabia to be a whale hub of sorts. Does this mean that a green revolution in Saudi Arabia, one which more evenly distributes oil funds or upsets the status quo for the wealthy would decimate a % of whale earnings? Perhaps. I think it would be wise to update our understanding with more robust, more recent numbers.
“ The creepy factor at [Zynga] comes when they start designing for “behavior” instead of game design and fun. Behavior is what they are looking for. Behavior is what they measure, on a massive scale. It’s not about having fun to them, its about monetizing the fun, cloning games, buying indie studios, and suing the shit out of other companies.”
A former Zynga engineer does an AMA. Wish I could say this is surprising.
I can’t wait until casual gamers become more mature, indie developers figure out how to market actually fun games, and the Zynga world of social gaming falls apart.
Also:
Q: How does the creative process work when you are only using data to build a game?
A: Take out the word “creative”.
Game Center Redux
More and more games are connecting to Game Center, but few use the platform for much beyond achievements. I sympathize with both users and developers. Apple hasn’t exactly created an enticing platform for either party. To me, Game Center’s failure stems from it’s basis on old-school game marketing tactics, like challenging friends and community leaderboards. To the average user (whom most likely wasn’t a gamer during the aforementioned Madden marketing age) Game Center is just boring.
But it doesn’t have to be this way. Game Center has the potential to solve many iOS usability issues and foster a large, diverse gaming ecosystem by taking a cue from Newsstand and adopting a dedicated folder model. Within the folder icons could be dynamically arranged by date, similar to the Kindle, with the last played game in the pole position. Such a model promotes a healthy ecosystem, quietly moving exhausted games to the floor while promoting embraced, new arrivals.
A Newsstand model would also provide a less cluttered, game-centric entrance to the App Store through a dedicated “Store” button. Newsstand has shown the iOS home screen to be “prime real estate”, capable of driving significant app sales. I’d even entertain the allowing Apple to drop a “Pick of the Week” game in an app icon slot, provided such recommendations were relevant and could be turned off by the user.
Even though a dedicated store entrance would surely drive sales, I doubt big game makers would take the bait. Each label wants to own their users, which quickly gridlocks discussions. EA, clinging to the dream of a successful Origin, never misses a chance to plug their own platform and fails to fix bugs with alternate multiplayer methods (I bet Scrabble becomes unbearable within 3 updates). Zynga and other social gaming companies require deep, fast analytics to offset the risk of their development investments by rapidly iterating their games, tuning a flop until it’s mostly passable. I doubt Apple will allow such visibility, especially if it exposes individual level stats.
Apple was able to overcome similar hurdles with Newsstand by allowing users to opt-into publisher databases. Such a solution would be inadequate for the likes of EA and Zynga, who leverage their user data in more advanced ways. For now I imagine people will continue to craft their own solutions by stashing the Game Center app in a folder, three screens down.
The Atlantic: The Zynga Abyss
The Atlantic published an excerpt from my essay for Distance today. It’s a little over 1500 words, and covers some of the main points in the essay.
It also includes a fantastic photoshopped stock photo of a lab rat playing FarmVille in a Skinner box.
Here’s a small snip:
In the 1890s, while studying natural sciences at the University of Saint Petersburg, a Russian mathematician named Ivan Pavlov was analyzing dogs’ saliva output over time. Pavlov noticed that dogs tended to salivate more before eating and that merely the sight of a white lab coat would induce salivation — even if no food was on the way. So he tried ringing a bell before presenting them with food, and found that over time, the dogs would salivate even if a bell was rung with no food presented. Pavlov’s research defined classical conditioning, in which a primary reinforcer (one which naturally elicits a response, e.g. food or pain) is associated with a conditioned or secondary reinforcer, such as the lab coat or bell.
Forty years later, Burrhus Frederic Skinner built upon Pavlov’s observations as a young psychologist in graduate school. He constructed a soundproof, lightproof chamber that housed a small animal; a lever was placed within the animal’s reach, which triggered a primary reinforcer. Called the Skinner box, the device opened up many possibilities for experimentation, leading to breakthroughs in later research: from the relative addictiveness of cocaine in isolation versus in a larger community, to the question of whether rats have empathy.
I’m really, really excited about the impending release after Feb. 17, especially given the awesome essays that Vitorio Miliano and Jon Whipple are working on alongside me.
Anyone curious about social game design, behavioral psychology, or even just why FarmVille is so damn addictive should take a look at the full excerpt.
Really inspiring work.
I hope the buzz of ‘gamification’ wears off and we return to saying ‘Skinnerian’. It’s so much less rosy that way.
EA relaunches Tetris on iOS with a $30/year subscription
This is what happens when you stop investing in gaming innovation and start investing in business model innovation:
The new iteration packs in new features, including a power-up laden “Galaxy Mode” and a “Marathon One Touch Mode” that has been “specially designed for touch screen gameplay.” Perhaps the most interesting addition is the ability to subscribe to the “T-Club,” which offers “exclusive access to new mobile challenges and content.”
I bet the word “monetize” is used more often than “fun” in EA halls. (Via Joystiq)