Saturday, May 31, 2008

Home-made Arcade Controls

My current hobby project is almost done. I'm sad that I screwed up the finish, which is why there are all those light blotches all over it. Even so, as my first woodworking project pretty much ever, it's totally satisfactory. My next one (and there will be a next one) will be much slicker.

The ultimate goal is to build my own arcade cabinet. I've got handy friends, so I'm sure I can do it, even with my feeble skills.

-Adam!!!

Thursday, May 29, 2008

A Comment on Games

Almost all virtual worlds include games. Typically, playing the games is the avatar's 'job' and by doing so players can upgrade their visual representation with fancier looking avatars and fancier looking virtual living spaces. In essence, the players are buying status.

If this mechanic is the centerpiece of your VW's economy, for the love of pete, please make sure the games are fun.

Is it better to have games that use the player's personal avatar and are fully integrated into the world itself if they aren't fun? No.

Best: Fun games, fully integrated in the world.
Okay: Fun games that aren't directly connected to the virtual world.
Disaster: Un-Fun games, integrated or not.

-Adam!!!

Monday, May 26, 2008

Penny Arcade + Bella Sara = $#&*@ Yeah!

Warning - Like most Penny Arcade strips, there's a bad word! (oooh!)


I...I...don't want to.

-Adam!!!

Friday, May 23, 2008

Dramatic Features

As the virtual world landscape goes from Blue Ocean to rough seas, that which differentiates one world from another will become essential. The worlds that will fail will blend in and be lost. Those that flourish will:

Be first to bring a solid next generation virtual world experience to users.
or
Offer a unique experience, dramatically different from the majority of VWs.

While being first is great (Google, Amazon, etc.) there's only room for one at the top of that mountain. Being unique is the key if you don't want to take the longshot bet of being the top dog. To know what's unique, I want to list what (currently) makes most virtual worlds the same.

  • Avatars - 3d or 2d
  • Focuses on Kids (13 and unders) or Teens (everybody else.)
  • Game-like navigation. Sites that call themselves virtual worlds but don't allow avatars to move around in some semi natural manner are (to me) fancy chat/game rooms.
  • Chat
  • Currency (in some form)
  • Customizable Living Spaces
  • Stores - Outfitting avatars and/or living spaces
  • Gaming
    • In-World - Using Avatars in the VW setting.
    • Out-World - Game launches outside of the VW setting and may not even be related to the VW.
Many virtual worlds will have a feature or two in addition to this list, and few don't include all of these features. While the current generation of VWs seem to be sticking pretty close to this list, I think the next generation of VWs will require something that adds something unique and dramatic in order to succeed.

-Adam!!!

Tuesday, May 20, 2008

Forget 90% Failure - How about we ALL succeed?

Not everyone has a vision of doom and gloom. Ralph Koster of Ralph Koster's Website seems to think there's room for everyone, though his premise seems to require traditional gaming platforms being pushed into the background.

I think there will be a ton of attrition, but those that survive will establish a template for success that will last until the next generation of online gaming replaces Virtual Worlds as we now know them. I estimate that'll be about two years from now.

-Adam

What Virtual World do you Live In?

I know it's way to early in this process to ask, and I doubt enough people are reading for a decent response (or any at all) but if you have an opinion, I'm crazy interested.

I'd like as many of these questions answered as possible:

What Virtual World/s you are a fan of.
How much time have you spent in it, how recently?
Why do you like it/them?
Are you a paid subscriber? Why or why not.
What you'd like to see from a Virtual World that you haven't seen yet.

Just post your reply right here. Thanks!

-Adam

Virtual Economies - Big Risks, Bigger Rewards

While brainstorming today, we started talking about things ourWorld members perhaps could trade. Also, independent of this conversation one our members asked if they could gift their extra items to a friend (sadly, no, not yet.) The nail in the blog post coffin came with this article stating that Webkinz now allows a form of trading.

It seems so obvious, yet there are many, many pitfalls. "Gold Farmers", scammers, phishing, and general working of the system, are all valid concerns and the reason most young virtual worlds don't allow any sort of trading.

As far as I'm concerned, the community aspect of a virtual world is the interaction between it's inhabitants. For worlds where the inhabitants are primarily earners and consumers (i.e. almost all of them) the ability to treat belongings as real belongings and trade will be essential to success. For everyone else, there's always the 90% prediction.

-Adam

Monday, May 19, 2008

Virtual World Categories (least sexy title to date!)

The term "Virtual World" is already too broad a category to handle. Second Life, Club Penguin, World of Warcraft, and MUDs all fit the category, but are very different from one another. How are they different?

Age - Kids, Teens, Adults. That's a pretty easy distinction to make. Due to the concerns about safety for kids online, the distinction between what's for adults vs kids (defined by US COPPA regs as 13 and under) is vivid. Sites either cater to this demographic or they do not. Many sites like Zwinky and Maplestory simply don't allow kids at all. Others, like Club Penquin, assume all users are under 13 and conduct themselves appropriately (a genius move, IMHO.) The line between whats for teens and adults is still very blurry, and may never be clear, not counting that which is strictly for adults.

Web vs Download - Do you have to download something special to play the game, or will it run in your browser? Browser games tend to be free and designed for quick and easy play. Games requiring a download are risking being ignored, as users are dubious of downloads and they require an extra level of patience. Available technology tends to define this category, but user expectation is a critical component in deciding what will work for which option.

Game vs Social Network - Most Virtual Worlds are both, so it's a question of emphasis. How fulfilling is the solo experience? How do users spend their time? WoW is a game. Facebook is a social network (though not really a VW.)

Navigation - How players move around in a virtual world in many ways defines the world. Club Penquin, ourWorld, and Dizzywood feature worlds created by the publisher that function as an online version of the real world. Avatars moving around is a focus of the experience. Some sites, like Faketown, feature avatars but the navigation is more like standard web navigation though the avatars can move around in some portions of the site. The fundamental experience of a virtual world is determined by the navigation choices made by the developers. If it doesn't feel like a world, it's not a virtual world, it's just a website (or game.)

There's more, but that's enough for now. If I don't understand this stuff, I can't succeed at it.

-Adam!!!

Saturday, May 17, 2008

Jack in the Wha?

How far off topic can I go? Let's find out. My wife had the munchies and went to Jack in the Box for a snack (closest fast food to our house) and came back with a the Sampler Trio. They also threw in some sauce...



14 packets of sauce. Four-friggin'-teen.

-Adam

Am I really 90% doomed to fail?

90% of Corporate Virtual World Efforts Fail in 18 Months


Assuming this is true, and from what I've seen, I wouldn't doubt it. The question for those of us in the Virtual Worlds business is what will it take to be that 10% that succeeds.

Be Remarkable - The worlds that survive will be unique in some way, or the best in some way. (It's easier to be unique than best.) Dinosaur Junction is so much like Club Penguin, it's ridiculous. Not unique. Not best. I'll take 9:1 for them to fail.

It's the Community, Stupid - Yep. Fancy graphics and great games are available everywhere. What really drives an online world is the people who inhabit it. It's got to be easy and fun to hook up with real live people.

It's got to WORK - Most of the virtual worlds I've visited are still in deep, deep, beta. Whirled and Urbaniacs both have serious problems with user interface and general functionality. As other worlds from heavy hitters like Disney come on line, the rest of us have better be ready with stuff that's ready to compete. Like, now.

-Adam

Friday, May 16, 2008

Nintendo says 'Casual' Doesn't Exist

Nintendo Europe's senior marketing director Laurent Fischer says so.

I wasn't going to bring this up until I ran across this amazing response on the Escapist Forum:

By Jon Rose

Let me make the distinction clear for the hangers-on who jumped straight from the short bus into my hobby:

Hardcore - people who keep buying games out of some idiotic habit despite needless complications with hardware, absurd prices, disappointing "AAA" wankfests and/or thoroughly corrupt review industry who seem to have an extreme aversion toward actually fulfilling their function

Casual - everyone else

So, "casual" is at best a useless synonym. "Not retarded" works well enough that we really don't need to coin a new term.


Nail+Head=Hit

-Adam!!!

Wednesday, May 14, 2008

Why is Club Penguin safe for your kids?

Club Penguin is the king penguin of online virtual worlds. Bought by Disney for $350 Million, developers watched, mouths agape, as somebody else's amazing idea paid off big time...with simple little penguins and some flash games.

Of course, there is far more to it than that. In addition to being a lot of fun, Club Penguin is one of the safest sites on the internet. With around 100 people monitoring the site and providing customer service, no other site has the resources to assure parents that their kids have EXACTLY the experience they want and expect. What to all those people do? Well, for one they find naughty words.

-Adam

World of Warcraft is opening doors for other MMO's?

So says somebody in the industry.

It's kind of interesting to think that the WoW's leftovers are of greater value to publishers than the entire MMO market when Blizzard launched the gaming behemoth.

*If* a publisher can keep their costs down to survive in the long tail of the MMO audience there's more opportunity for niche MMO gaming than ever before. I'm not convinced the economics work, as the games are crazy expensive to develop. Of course, like everything in the tech sphere, dev costs will continue to go down.

Hmmmm...

-Adam

Tuesday, May 13, 2008

Game Guts - Inside Virtual World Gaming

There's no getting around it, I'm in the virtual worlds business now. It's my job, it's what I do in my spare time (besides playing Wii, building robots, and HL2 for the umpteenth time), and it's what I think about as I'm dozing off to sleep at night.

This shift in my life has ground this blog to a halt, as I'm just not thinking and reading about hobby gaming (cardboard games) nearly enough to comment about them. Rather than kill GG, I've decided to simply shift to the entertainment type that dominates my current life. Virtual Worlds. I'll still pepper this blog with misc. stuff, including the occasional shot at Hasbro (I can't help it.) Since starting work at Flowplay I've had an opportunity to experience the following virtual world/gaming sites, and I have opinions on all of them:

ourWorld - My employer, so don't look for objective commentary here. =-)
dizzywood - Fantastic 3d site aimed for younger kids. My favorite kids site.
Club Penquin - Disney paid huge bank for this, which is why virtual worlds are suddenly the rage. It does a lot of things right!
Whirled - Gaming site that focuses on user generated content. Buggy as hell, but very interesting. More suited to teens and adults.
Urbaniacs - Hip-Hop Superhero themed site. Great concept. Flawed execution. YMMV.
Dinosaur Junction - Club Penguin rip-off, with educational spin. Not bad, just painfully unoriginal.
Faketown - Venerable 2d site with a lot of user generated content. From what I saw, not for kids!
Neopets - Another tenured site. Neopets has a lot to offer, but is far from perfect.
Gaia Online - I have to admit I haven't looked at this one too closely, though there are a couple of big fans in the office here.
Bella Sara - My old gig. Horse themed world aimed squarely at pre-teen girls. I have no idea what they're doing now, but I wish them well (I own stock.)

That's most of the major ones I've checked out. There's also client based virtual worlds like 2nd life (which I've played with, but not recently) and online multiplayer games like MapleStory. I sort of put those types of games in a different category, though it's all one big virtual world family.

I will say this. As far as I'm concerned, everything I've written for this site regarding games, gaming, and game marketing applies to virtual worlds. The product has a different format, but games are games and people are people. To succeed, a virtual world needs to bring something special to the table, and it has to appeal to a specific audience above all others.

Cheers,

-Adam!!!

Friday, April 11, 2008

Decipher wants to reinvent the CCG

It looks like somebody has been reading my blog (or the same books I do!)

Decipher, who brought us the original Star Wars and Star Trek CCGs is back, and it looks like they're on the right track.

The game: Fight Klub

The idea: Everything is centered up online networking, including sales, keeping the focus on the relationship between the publisher and the fan. If the game is good, it might be the future of hobby gaming (sorry distributors and retailers!)

I...love...it. This is the sort of thing I've been hoping to see for years. A publisher is TRYING again. Good luck, Decipher.

Yes, I joined. Yes, I plan on buying this game (it's $30...how bad could it be?)
I hope you do too, if for no other reason but to see something different happen.

-Adam!!!

Tuesday, April 01, 2008

Welcome to ourWorld

What's the point of having a blog if you can't shill for your new employer? This is the start of my second week here at Flowplay and they've (we've) launched a cool new gaming site called ourWorld

My title is Customer Experience Manager, so I'll be in charge making sure every little thing you see, do, and experience on the site is either perfect, or has being made perfect on the 'to-do' list. If it's not perfect, I'm also the person who'll be making it right.

Unlike other game aggregate sites, where there's simply a list of games, ourWorld is a beautiful, avatar based, WORLD, and games are the featured attractions. It's very much like an online theme park.

It's brand new, there's tons of content still in the pipe, and you get a lot of play out the free membership. Check it out! My avatar's name is Wylde, and if you ask, I'll be your friend.

Oh, if you have suggestions about the site, or find something that isn't perfect (and I'm sure you will), don't be shy about letting me know.

Hint: Level up by spinning the prize wheel.

Thanks!

-Adam

Two of my Favorite Things

From Kotaku

Gingerbread: Tapping the Casual Cake Market


I don't know if this makes me want to snack, or game. Aw heck, who needs to choose!

-Adam

Thursday, March 20, 2008

Facebook Experiment

Since I just spammed all my Facebook friends, I figure I might as well commit all the way and post here too. The point of Facebook is to bring people together, after all. I decided I'd use its event organization tool to spread the word about Western Allied Robotics' next tournament, Seattle Bot Battles 6.




I just checked, and there are no gaming tournaments listed in the Seattle area AT ALL. Is this a mistake? I think it might be. It seems like people who belong to gaming fan groups would be interested in finding gaming events in there area. Given how easy it is to set up an event (SBB6 took me less than an hour) and invite a lot of people who are probably interested, it seems like a no-brainer.

Am I missing something?

-Adam

1000 True Gamer Fans

This article asserts that if you have a 1000 fans, spending $100 per year on whatever it is you do, you should be able to make a comfortable living, provided you keep your costs down. It's talking about an internet business, so yes, it makes perfect sense.

Could this be a viable strategy for a one-person-band game publisher? With a little custom built strategy, I think so.

-Adam

Tuesday, March 18, 2008

More Sad News

Arthur C. Clarke dies at 90

I think it's safe to say he was my favorite author. I don't read a great deal of fiction, so when I do I want it to be great. Clarke's work was.

-Adam