Java4k.com is cool. 60+ games, all under 4k. Sure, they wouldn't play on my Commodore Vic-20, circa 1984, but don't hold that against them.
Programming with such strict restraints is a fascinating, and entertaining, exercise. Each designer needs to focus on what is essential to the game's appeal, disregarding all else. Simple can be extraordinarily fun, as anyone who's played with a ball can attest.
Well Done!
A head-cocked-to-the-side view of gaming from a hobby game veteran. Everything from Virtual Worlds to throwing rocks.
Showing posts with label card games. Show all posts
Showing posts with label card games. Show all posts
Tuesday, March 10, 2009
Friday, March 06, 2009
The End of Days
Every day I deactivate free ourWorld memberships. Every day I wonder why I'm doing it.
Some of our partners don't even offer the option to deactivate a free membership. You just can't. Technically we don't offer it either, but since I can do it, I do.
One player suggested she was doing us a favor, not requiring us to take up memory with her account info. I *think* the usual idea is that we jettison whatever information we have about that player, so they feel somehow more anonymous. Of course, we're not jettisoning anything, we just flip the switch so they can't see it anymore.
For a while, players were working our 'free gems' referral system by creating dummy accounts that fed into their real accounts. That's fine with me, except that a few of the players decided they wanted me to deactivate these dummy accounts for them. It's one thing to work the system for free stuff. It's another to take up my time doing it, for no reason at all. I was polite, but firm, with those players.
ourWorld is an eco-system. Players earn various forms of currency, they leave messages for one another, they become friends with one another, and the system sustains this action through the site's features. It also means the players are extremely inter-connected. It's not even possible to just 'delete' somebody, as that would throw all that inter-connectedness into chaos.
Deactivating free accounts for no good reason may be a mistake. Parents requesting thier child's account be deactivated is a legitimate request, so I'm not saying not do it at all. Potential customers may not be aware that I can reactivate the accounts, and therefore not return when they otherwise may decide to. A longshot, to be sure, but closing doors is generally bad policy.
What I'm saying is, don't expect a "Cancel Account" button on ourWorld any time soon.
-Adam!!!
Some of our partners don't even offer the option to deactivate a free membership. You just can't. Technically we don't offer it either, but since I can do it, I do.
One player suggested she was doing us a favor, not requiring us to take up memory with her account info. I *think* the usual idea is that we jettison whatever information we have about that player, so they feel somehow more anonymous. Of course, we're not jettisoning anything, we just flip the switch so they can't see it anymore.
For a while, players were working our 'free gems' referral system by creating dummy accounts that fed into their real accounts. That's fine with me, except that a few of the players decided they wanted me to deactivate these dummy accounts for them. It's one thing to work the system for free stuff. It's another to take up my time doing it, for no reason at all. I was polite, but firm, with those players.
ourWorld is an eco-system. Players earn various forms of currency, they leave messages for one another, they become friends with one another, and the system sustains this action through the site's features. It also means the players are extremely inter-connected. It's not even possible to just 'delete' somebody, as that would throw all that inter-connectedness into chaos.
Deactivating free accounts for no good reason may be a mistake. Parents requesting thier child's account be deactivated is a legitimate request, so I'm not saying not do it at all. Potential customers may not be aware that I can reactivate the accounts, and therefore not return when they otherwise may decide to. A longshot, to be sure, but closing doors is generally bad policy.
What I'm saying is, don't expect a "Cancel Account" button on ourWorld any time soon.
-Adam!!!
Labels:
account deactivation,
card games,
community,
ourWorld,
virtual worlds
Tuesday, March 03, 2009
Be Our Guest, Be Our Guest!

Everyone has to be a new user at some point. The process, it seems, is hard on everyone. ourWorld uses a guest system for brand new users. Before you have even saved your character or chosen a name, you are a guest. Your name is simply "guestXXXXX" and you can roam around, chat, and play games. Many of the complex interactions are prohibited, for an assortment of practical reasons, but you can certainly get the gist of the game. Because we don't know how old guests are, they are also limited to the chat filter reserved for players under 13 years old, just in case.
Guests, however, have become somewhat controversial. They can be difficult, rude, annoying, and generally unpleasant. In some cases guests are existing players who want to be jerks without tarnishing the reputation of their normal identity. Many established players want nothing to do with them, and as a rule avoid the public places where guests spend most of their time. This means that guests only get to socialize with other guests. Even the well intentioned majority of players are subjected to (possibly) the worst social experience the game has to offer in a small percentage of highly concentrated anonymous bad actors.
We've discussed a number of possible solutions. Here's a sample:
- Guest Island, a guest only location where new guests appear. Guests must register to leave Guest Island. That doesn't really solve the problem, it just insulated existing members from it.
- Muting Guests - If you want to talk, Pick a name and save your character. This we're trying out. We're concerned that it will have too strong a negative impact on full registration. (I'm in favor of it, though.)
- Limiting where Guests can travel. - Like Guest Island, but open to all players. The Boardwalk in ourWorld is already Guest-central, so this wouldn't be a huge change. This might be a good idea, provided the location we choose is dynamic enough to hold their interest.
From a idealistic standpoint, I want a guest experience that is so clear and engaging, that guests don't have time or desire to be jerks. Players tend to be less abrasive once they've earned even the smallest quantity of social capital. I wonder if there's a way to provide that right out of the gate?
-Adam!!!
Labels:
card games,
experience,
guests,
newbie,
noobs,
ourWorld,
trial,
virutal world
Monday, February 25, 2008
I want to make money by giving my games away.
Chris Anderson, author of The Long Tail, is working on a new book about the economy of "free". His views on how business works totally jibe with what I want to do, but I can't wait until 2009 to find out what he says.
I want to:
* My current plan is to charge for the downloads, but if there's a model that allows me to support the site, and myself, without charging, that's the way to go for sure.
This is the article, about the article, which will be in the next (current?) issue of Wired.
-Adam
I want to:
- Build a website with PDF downloads of complete, ready to play, card games.
- Give the games away for free*
- Invite other game designers, including designers of out of print games, to do the same.
- ?
- Profit
* My current plan is to charge for the downloads, but if there's a model that allows me to support the site, and myself, without charging, that's the way to go for sure.
This is the article, about the article, which will be in the next (current?) issue of Wired.
-Adam
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