Wednesday, April 01, 2009

Your Greatest Adventure Lies Ahead...and Down. Zork.

Legends of Zork

Don't know if it's any good yet, but I'll be checking it out big time in the next couple of days.


I am fully prepared to be eaten by a grue.

-Adam!!!

All the cool kids are on Facebook

And now ourWorld is too. http://apps.facebook.com/danceplanet/


Dance Planet is the gateway into ourWorld.



-Adam!!!

Tuesday, March 31, 2009

(C)ontent

My favorite new Facebook app is Living Social. I've decided to jump in to the book section with both feet. When you switch a book from 'reading now' to 'read' the app immediately asks you to review the book, which I did.

Content: Selected Essays on Technology, Creativity, Copyright, and the Future of the Future (Facebook link)


Quote-leftA compilation of Cory Doctorow penned essays focusing on Copyright, DRM, and technology. Some of the older works (from 2+ years ago) are showing their age. For example, he takes shots at the failures of Amazon's Kindle (1st version) which, at least in part, ring hollow with Kindle 2's release.

A lighter, and slightly more reactionary view of copyright than what is found in Lawrence Lessig's Remix and James Boyle's The Public Domain, it's still full of style and insight. Of the three, I recommend Remix the most strongly, though all three books shed different light on the same subject.

If you find application of copyright in the digital world interesting, like me, or enjoy Doctorow's writing on sites like Boing Boing, also like me, you'll probably get a lot out of Content.Quote-right

Monday, March 30, 2009

Copyright Copyright Copyright - A 30 year thought experiment

Penny for your thoughts? Or are they copyrighted?

I've just read Remix by Laurence Lessig, The Public Domain by James Boyle, and I'm halfway through Content by Cory Doctorow. I'm swimming in progressive copyright theory right now, and it got me thinking.

What would the US be like if copyright lasted a flat 30 years?

In the public domain:
All the music, movies and TV of the 70's and earlier
Movies like Star Wars and 2001.
All earliest video games
Most of the 'classic' games. Monopoly, Dungeons and Dragons (early editions), Scrabble, Risk, etc.

Peer to peer file sharing would transform from a semi-criminal operation to a completely above board and essential part of everyday life. All of the old material would be available, for free, on the internet, all legal. In addition, an entire industry of compilations, reissues, remixes, and reimaginings would be possible. All free from licencing fees, permissions, and red tape. The majority of 20th century copyrighted works is NOT available in any form, nor are the copyright holders even known in many (most?) cases. Those works go from their current state of almost complete unavailability, to becoming completely accessible, with no effort at all.

The people most negatively impacted by a radical curtailing of copyright would be:
  • Large media corporations.
  • Artists who make money from work they did years and years ago.
  • Lawyers who make their living defending the previous two's "rights".
The purpose of copyright is to provide for the public good by ensuring that content creators can benefit from the fruits of their labors. The original methodology was to give creators an artificial monopoly over their creation that lasts long enough for them to get paid, but no longer. The sooner the content was in the public domain, the sooner the public as a whole could benefit from the work. That second part got lost in the shuffle and copyright has grown from the original, lasting 28 years from the creation of the work, to the current, lasting 75 years past the death of the creator.

Would George Lucas have created Star Wars if he had known he could only control it for 30 years? Would Gary Gygax have made Dungeons and Dragons? Would Dylan have written all that great music? I can't get into other people's heads, but I think most of the great works of the 20th century would still have been created, even with a far shorter shelf-life on the artificial monopoly we call copyright.

Would Lucas still have produced the new Star Wars and Indiana Jones movies if the source material was in, or soon to be in, the public domain? If not, somebody else could have. Is that a bad thing? Lucas is still the only person who can make 'official' movies, but what if they are forced to compete with everyone creating Star Wars content? That competition might have made a difference, quality-wise. Change the equation from 'who can make Star Wars' to 'who can make the best Star Wars'. Now apply that formula to everything (or at least everything 30 years or older.)

Make no mistake. Copyright is not a God given right given to content producers. It is not a reward to content producers. It is a legally created 'temporary' monopoly designed to encourage creative works.

What if anyone could create:
  • A Star Wars, Star Trek novel, comic, or movie.
  • A remix of Led Zepplin, Beatles, Bowie, Dylan, Hendrix song.
  • A video game starring Mario
  • Anything you can think of, from material created before 1980.
I believe there'd be a tidal wave of content using newly public domain works. Most would be terrible, but some would be amazing. Some would be of far greater quality than then current owners of the properties are willing or able to produce from within their monopoly protected walls.

What could you create?

-Adam!!!

Thursday, March 26, 2009

Making Fun Obsolete

You are old and slow, Pac Man

I've just read a glowing review of Street Fighter IV (SFIV), recently released on (I think) XBox360 and Playstation3. It struck me that a 2d fighting game can get a 9+ out of 10 rating in a landscape dominated by 3d games. I'm sure at least some of the execs and designers behind SFIV would have preferred they abandon their 2d roots and make a 3d fighting game like all the other top fighters in the 21st century. That would've, of course, been a horrible mistake. The Street Fighter franchise now stands alone as the last great 2d fighting franchise, and a seemingly profitable one at that. Well done, Capcom.

Will there be a Street Fighter V? Will it be 2d as well? My guess is yes and yes. It may be that Street Fighter carries the torch of A-List 2d Fighters to the end of the genre's line. My money's on it, actually. Will anyone try to duplicate their success? Probably, but now that Street Figher is *the* 2d fighter, I doubt the public has any need for another. I also doubt there is the will among developers to try and create a "Street Fighter" killer-type game, designed to knock it off it's 2d fighter throne. There's just easier targets to hit.

Is the 2d fighter, in the form of the Street Fighter franchise, the oldest viable gaming genre? Older game archtypes like the maze game (PacMan), shooters (194x, Galaga, Tempest), seem to have run their course. All that can be done within the framework of those games has been done, it seems. Unlike 2d fighters, driving games, and platform games, some old games didn't have a way to grow as computers became more powerful. I think 3d games, both exploration and shooters replace those older game-types rather than enhance them. The old games were fun, but new games are more fun. The "new and improved" treatment either failed (most new Sonic games), or transformed the game so completely that it no longer resembles the original (Metroid).

If you love the old games, as I do, they are still there. That's all that really matters.

-Adam!!!

Tuesday, March 24, 2009

Twist and Shout!

Seth Godin once again transforms the obvious into the practical (making me wonder why it isn't easier to do.)

The pillars of social media site success

By Seth Godin

Why people choose to visit online social sites:

  • Who likes me?
  • Is everything okay?
  • How can I become more popular?
  • What's new?
  • I'm bored, let's make some noise

None of these are new, but in the digital world, they're still magnetic.

If you want to understand why Twitter is so hot, look at those five attributes. They deliver all five, instantly.

Is this everything? If not, it covers a lot. In the case of virtual worlds, making noise isn't the only solution to "I'm bored", but it's a great one. Boredom is the thing ourWorld players complain about the most, at least to each other. Perhaps they need a few more chains to bang around with. I'm not sure I've considered the ability to be heard and seen as a primary solution to the boredom problem, but it might be the key to it all.

-Adam!!!



They are so Ghey

I think this is very, very cool.

Aeria Games Adds Same-Sex Marriage To Dream of Mirror Online

Anyone who's spent any time in a virtual world knows that in-game 'romantic' relationships are as common as tails on squirrels. As a moderator for a teen-centric site, there are all sorts of aspects of these relationships that concern me greatly. In most cases, it doesn't matter what I think.

Its also concerns me that we have to ban the words "gay" and "lesbian" from the ourWorld chat because we don't trust our players enough to use the words in a positive light. Even a quick review of the chat logs shows that our fears are well founded. Both "gay"and "lesbian" are used almost exclusively as insults, thrown around with disturbing regularity (While technically filtered, it's easy to misspell a word radically enough to defeat any filter: ghey, g4y, qay, ga7, etc.)

For a game to look past all that and officially sanction same sex marriage is very, very cool to me. It shows that while many players haven't grown up regarding sexual preference, at least one game company has.

-Adam!!!


Monday, March 23, 2009

Facebookery


Facebook users are up in arms about the new, 'terrible', format. I can see why. I don't think I like it, either.

F
rom Slate Magazine:
But eventually we adjust. Over the next few weeks, you'll probably grow increasingly comfortable with the new Facebook. You'll discover the path of least resistance to get to the stuff you like best, and you'll learn ways to tame the noise coming from everyone in your network. (The site allows you to block certain people's updates from appearing on your home page; over time, you can expect Facebook to add more refined ways to filter what shows up.) Soon you'll also forget much of what you loved about the old site. In a month or two, the new Facebook will come to seem like home.
While I generally agree with this, I think Facebook may face another side of this problem. The new version requires a lot of attention. A LOT. I may grow tired of it at an accelerated pace, because as compelling as Facebook can be, I do not expect it to become essential.
I can quit any time I want to, I just don't want to.
-Adam!!!

Monday, March 16, 2009

Saturday, March 14, 2009

Resident Evil Racism - Part 2

Because my post originated in the comments section of the Huffington Post article, I didn't have room to say absolutely everything I wanted.
A hornet's nest

I have a fervent belief in the freedom of speech and how it applies to all forms of media, including video games. I think Capcom could have saved themselves a lot of trouble, at least in the US, by not having a Resident Evil game set in Africa. It may have also saved them trouble if the hero doing all the shotgun blasting is always the same race as the zombie targets. I admit, I would be more comfortable with those solutions. I do NOT believe that they should have to make those sorts of changes if they feel their game...the director's artistic vision....is better as is. That's their call, not anyone else's.

-Adam!!!

Resident Evil Racism

The following is a response to this article:
Read the Article at HuffingtonPost

Racism is a concern to everyone with any sense. That said, Resident Evil 5 is a game with the same plot as RE 1-4. A government agent character has to fight his way through an army of infected Zombie-people. The last installment, which I enjoyed, had our hero mowing down legions of undead Spanish peasants.

It's a zombie type horror game, and as such lots of extremely bad things happen to formerly alive, formerly innocent people. Once they become monsters, what exactly should the game have happen? Is Africa just off the table for the setting of a zombie game? Should Capcom abandon the white main character of the franchise because the setting is Africa?

The RE series are extremely violent, R-rated type games. While I wouldn't let my 7 year old play them (or watch me play them), I refuse to let others dictate to me what is and is not ok for me. I'm extremely liberal pacifist who happens to enjoy First Person Shooter video games. Sometimes it's aliens, sometimes its futuristic distopian cyber-soldiers, often times its Nazis (it's always okay to kill Nazis, they don't have feelings), and in this case is zombified people who happen to be African because that's where story is set. I don't think that makes me a bad person. I just want to play good games. I don't think it makes the people who made any of these games bad people. They're just trying to make good games.

Read the Article at HuffingtonPost

Thursday, March 12, 2009

Want vs Need


When I worked for Wizards of the Coast, handling support for Magic: The Gathering, there was a common belief that we released too many card-sets, too rapidly. The cries were frequently forms of "You are forcing me buy too many cards, I can't keep up."

The key word..."forcing"

Even the lightest application of reason concludes that we weren't forcing anyone to do anything. Entertainment products are not a "need", they are a "want", and as such optional. We weren't selling insulin to diabetics, we were selling slips of cardboard to teenagers.

That said, the hobby game industry was the beneficiary (and possibly the originator) of what we called the Repeat Purchase Model. For hobby games, it started with Role Playing Games. You purchased the basic set, books, or whatever, and the fans were treated to extremely regular releases of technically optional, but frequently essential, supplementary material. While fans frequently grumbled about the amount they felt obligated to buy, lack of such material was considered the death of the game.

The Repeat Purchase Model was advanced into hyperdrive by the invention of the Collectible Card Game. Now a single product could be sold over and over again to a single customer. Profits could be made from casual customers and fortunes made from a relatively limited number of fanatics. By establishing a culture where the newest cards replaced, rather than supplemented, the oldest, players were compelled to keep buying lest their investment be compromised. They didn't necessarily want to buy more cards, but if they wanted to keep playing, it was required spending. A Want was transformed into a Need.

The culture that created this system was to some extent accidental. When Magic was new, the game was not perfected and the cards contained errors and flaws that would not come to light until much later. Newer editions fixed, or attempted to fix, these problems through text and rules revisions. Tournament play addressed these problems by limiting what cards would be allowed in the most heavily supported formats. Eventually, older cards and card sets were deemed to be fun, but flawed. Players that did not have access to them felt slighted when playing against those who did. Using old cards was, and is, an offense just short of cheating.

While the culture started off semi-accidentally, it has been embraced by both manufacturers and players as the status-quo. It is now expected that the first editions of a card game will likely be flawed and eventually supplanted by newer, better versions. New cards will replace old. New rules will replace old.

This culture is not without its downside. Players who feel coerced into making purchases do so cognizant of what's going on. They may be spending money now, but the product must deliver EVERY TIME or else they'll get off the merry-go-round, doubtful to return. Once off, the ride is spinning far to quickly to jump back on again with any ease. There's always a new ride (Online MMO's, anyone?) to replace the old one.

With any product, including Virtual World subscriptions, of which I am trying to apply these lessons and theories, the goal is not to make a want feel like a need. There is a backlash when a purchase is made and the perceived need falls short of expectations. Also, its hard to feel good about purchasing something you need.

Wants, on the other hand, are all about feeling good. The customer (or fanatic) is making the choice for themselves. If the product falls short of expectations, as they do from time to time, there is less backlash when the decision to buy is owned by the customer, rather than projected to the publisher.

Virtual Worlds, like Collectible Cards, are entertainment products. They are about fun, and good feelings. Coercion is not the correct tactic. Enticement is.

Want > Need

-Adam!!!

Tuesday, March 10, 2009

Less is More (4k Games)

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.

4bsolution. Collect the glowy things. One of the prettier games, hence the photo.

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!

Monday, March 09, 2009

Dominion Chat Police


Lets accept the Club Penguin numbers that say 4% of all virtual world players make some sort of purchase. Let's also take into account that after two weeks, the odds of a player making a purchase drop by 50%. Very rough statistics, but I believe them.

So, how does that impact how I should treat free-account bad actors? What is the risk to the bottom line if those players simply vanish?

Free customers bring value to the site in three ways:
  1. They become paying customers
  2. They refer other players who become paying customers
  3. They add value to the site through participation in the community.
Lets say I get a report that PlayerX is leaving threatening messages. Without even confirming the validity of the report I can look up Player X's account info. I learn that:

Value possibility 1: Paying Customer. Player X has been playing for three months, and made no purchases. At this point there is a 1 in 50 chance something will happen turning him/her into a paying customer. 1 in 50 is not enough to give the player the benefit of the doubt.

Value possibility 2: Refer a Paying Customer. Player X has used the 'Invite Friends' promotion to refer one player to the site Assuming the reference is real. PlayerX has brought PlayerY to the site. PlayerY played six days, two months ago, for free. Didnt' refer anyone. There are other types of references, of course, but I have no evidence that PlayerX is a 'sneezer'.

Value possibility 3: Contribute to the community. PlayerX has generated one complaint from another player. You can assume that for every complaint, there's more people impacted, maybe a few, maybe dozens, maybe hundreds. How valuable are these players compared to PlayerX? Player X's contribution, based on limited evidence, is already a net-negative.

I don't make it a habit of deactivating accounts based on single accusations of wrong-doing, but if I did, I doubt I'd go far wrong provided I keep in mind what sort of customer is likely valuable, and which sort is not. What makes a player valuable?
  • If the player has made any sort of purchase, of course.
  • If the player has referred other active players or paying customers.
  • If the player has ligitimately contributed to the community (hard to measure, but if I could, I would.)
Also, my opinion is that most of the people who fall into one or more of the 'valuable player' categories above, don't have complaints made against them, with the exception of the occasional feud. Those player care about the community enough to take care of it. They usually provide solutions, not problems.

-Adam!!!

Friday, March 06, 2009

Face to Face ( to Face)

These are the three virtual worlds I'm most familiar with. I thought I'd compare their visual style next to eachother, with a focus on Avatars. I tried to get shots with both boys and girls, fancy and plain, in each. To make things simple, I also tried to get avatars just sort of standing around. All three of these games have dance-type moves, but getting a shot of each, of comparable quality, would have been tough.

The Dude hanging out on the beaches of SmallWorlds


Again, The Dude. This time in YoVille


No Dude in ourWorld, but it's still me.


I tried to get a shot of a boy and girl from Gaia Online, but I just couldn't manage it. Needless to say, they have very cartoonish, anime style avatars that don't, strictly speaking, animate. Not terrible, but not great either.

-Adam!!!

The End of Days

Every day I deactivate free ourWorld memberships. Every day I wonder why I'm doing it.

Boom, but why?

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!!!

Wednesday, March 04, 2009

YoVille's Got It Goin' On

Yoville Hits 6.6M Monthly Uniques Across Facebook And Myspace

With 6+Million users, no wonder it's crowded

I have to say we're looking very closely at YoVille's success. We feel ourWorld does a lot of things better than YoVille (not everything, but a lot) , and we're very excited about our upcoming Facebook launch. Hopefully, there'll be a few players left for us.

I'm looking forward to a three way battle between YoVille, ourWorld, and SmallWorlds. May we all win!

-Adam!!!

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.
All of these things narrow the Guest Experience, which seems like a bad thing, but its not. First, we want you to register, and its really easy. Requiring registration before getting the full free experience isn't too much to ask. Most sites require registration before you get in at all. Also, too much experience for a first-time can be overwhelming. ourWorld's complexity overwhelms a lot of new players. They stand there on the virtual street surrounded by choices having no idea what to do.

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!!!

Monday, March 02, 2009

Gone Commercial (And Loving It!)

MiniClip is one of ourWorld's biggest partners, and to celebrate that partnership on this Blog I've added the MiniClip banner to the bottom of the page. No, I'm not trying to hide it down there, it just didn't fit on the sidebar well enough.

Hey, none of these games is ourWorld? Well, I'm sure they're ok too.

In case you're wondering, oh yes, you can play ourWorld right off the MiniClip site. Good times.

-Adam!!!

Sunday, March 01, 2009

Show Me What You Got


I haven't had to hire anyone in quite a while, but I expect I'll have to again, eventually. I will type all the potential hires names into Google. I'll see what I can find on Facebook. I'll see what I can find on LinkedIn. In short, I'll see what I can find.

I'm not looking for embarrassing pictures from your college days (but I'll enjoy them if they come up.) I don't care about that stuff, unless that's all that's there. No, I want to know what you've accomplished, and if any of those accomplishments are reflected on web. Not everything we do is reflected on the Web, but plenty is. Example: I wrote an extremely mediocre story 15 years ago and posted it to a Usenet site. Google my name and it'll come up, I think it reflects well upon me that its there (provided nobody reads it.)

I've working on the internet for years, so there's a lot on me. I'm also narcissistic, so I keep close tabs on what Google thinks are the most important things about "Adam Conus". I wonder what Google thinks about you?

Edit: This post wasn't an excuse just to post Google's uber-cool Dr. Seuss graphic, but as that's the best part of the whole thing, I'm going to say it was.

-Adam!!!

Socially Networked


Not sure if it's Twitter or just dumb luck, but traffic to this Blog doubled in the last 24 hours. That's an average of about 13 readers per day to a record 26 yesterday!..I hope the Blogger servers can handle it.



I'm not the only one branching out. OurWorld is too.

ourWorld's Twitter Page
ourWorld's Facebook Page

If ourWorld posted similar % gains, that'd be something.

-Adam!!!

Twenty Six Hundred


Play classic Atari 2600 games online.
A whole bunch of them, all in your browser, all for free.

Adventure was always my favorite, and it's still great fun to play. The first game (that I know of) to feature an "Easter Egg". I love the fact that I still know my way around the mazes after 20+ years. Why can't I remember where my keys are from half an hour ago?

Atari 2600 - Adventure

-Adam!!!

Saturday, February 28, 2009

Virtual Pan-handling

One of the main reasons I play ourWorld is to experience the game as typical players experience it. When I play ourWorld, I do so as a regular player, with a regular membership. Nothing more or less than any other member with a paid subscription would have.


One of my policies has been to accept all friend invitations. I don't want to miss out knowing somebody who I really want to know. Unfortunately, that's not how it really works. Too many friends essentially eliminates friends as a useful tool. They're just random names on a 1000-strong list, and I still only know a couple dozen as 'real' online friends.

While my account is no different than any other, I do use it for a few official functions. When players win ourWorld Contests, I use my account to award the prize codes. An unfortunate side effect of issuing these codes with my main account is now people think it's okay to ask me for free coupons and Gems (ourWorld currency, normally only available for real money.)

I could handle one or two people a day asking for free stuff, and then taking no for an answer. Unfortunately, since awarding the contest prizes, I now get lots of people asking repeatedly. So many requests that it's sapping the enjoyment out of playing ourWorld, and that is intolerable.

My solution is semi-harsh, but I plan to stick to it. Players get one free pass. Ask me for free stuff (or give me a sob story about how you can't afford anything, which is worse) and you get one warning. Ask me again, and you're off my friends list.

From a purely pragmatic standpoint, players panhandling for free stuff are not the players who are ponying up their credit cards and purchasing memberships and virtual currency. That means my friendship is based on how actually friendly they are. Most of the ourWorld friends I talk to regularly are very nice and I don't care if they are members or not. Even huge sites like Club Penquin only have about 5% paying members. That said, if you're a high maintenance user, bugging me daily, you might consider making a purchase. I will happily contribute to a relationship based on social niceties. I will happily contribute to a relationship based on an customer/provider relationship. While its hard to mix the two, I think I do a good job with friends who are also customers as well. Bring nothing to the table, and I don't think it hurts me or ourWorld much to remove you from my friends list. That's all I'm saying.


-Adam!!!

Friday, February 27, 2009

Twitter-Done

It keeps coming up in media, in casual conversations, even at work. Twitter.

I signed up months ago, but this time I'm really going to try and sort out what Twitter can do for me. Heaven help me.


The book, Remix, really is worthwhile.

-Adam!!!

Thursday, February 26, 2009

I Know My Family Will Be Prepared

More debate over violent video games. This time with conclusions I can support.


Are Violent Video Games Adequately Preparing Children For The Apocalypse?

-Adam!!!

Wednesday, February 25, 2009

They Know "Comfortably Numb" is Friggin' Awesome, Right?

Violent Media Numb Viewers To The Pain Of Others


Another study designed to support an established behavioral theory. i.e. video games are bad.

Let me make a list of things I think could generate similar results:
  • A bad day at work
  • Traffic Jam
  • Headache
  • Most media I define as 'awesome'
  • Pink Floyd, Slipknot, or Barry Manilow
  • Dealing with agressive pan-handlers daily
  • Being hungry
  • Being full
  • Wearing orange (don't know until you test it.)
My point: Lots of things can impact how we react to a given situation, particularly in the short term. People are drastically impacted by their environment, and video games are a kind of environment. Have the kids play violent video games for a year and see how they act (compared to a control) a year later. That might hold some weight.

I particularly like how the article paints the research as "[filling] an important research gap in the literature on the impact of violent media."

Rubbish.

-Adam!!!

Tuesday, February 24, 2009

A Simple Plan

I don't need another T-shirt. It's epic how much I don't need another T-shirt. I may NEED this T-shirt.

A Simple Plan

Available from threadless.com

Another slice of awesome courtesy of Wil Wheaton.

Phone Privilege Day at the Home


PPDatH is an old Wizards of the Coast Customer Service phrase (coined by Jeff Harris, who should contact me if he reads this. DUDE!) We used it any time the day's ration of crazy/stupid/incomprehensible callers outnumbered the sane ones. We handled rules support for Magic: The Gathering, so the 'sane' bar was already set pretty low!

Nowadays, when I handle support, I do it mostly via Email. The primary advantage to Email is the ability to step back from the insane for a moment. Once my wits are in place, I can then tackle the problem du jour with the optimistic vigor I have worked so hard to cultivate. Still, there are days...

When I first started with ourWorld, I read up on community management. There was precious little usefull information out there on how to handle a large number of online contributers*, particularly teens. Most of the attention was spent on how to *be* a member of a community, rather than how to manage one. What written help the internet could provide, proved useful. I'll share the most imporant bit:

"You are a moderator, not a therapist."

It's shocking how often this phrase helps me do the correct thing. And there you have it.

-Adam!!!

* A quick Google search for 'virtual world community management' brings up a host of articles now. No idea if they're any good. When I have time, I'll need to see.

Monday, February 23, 2009

The Transitory Nature of Things

I think there is a desire for things to be permanent, yet so much that we treasure is made even more valuable by the knowledge that its not forever.

I'm toying with the idea of a communal art-project for ourWorld, that allows players to cover up the work of the previous artists, or if left too long, vanishes with time. I love the notion that players could impact their virtual world, if only for a little while. It's just an idea, and I'll have to do some convincing to make it happen. It's not technically prohibitive, it can be monetized, and it's pretty fraking unique. Fingers crossed.

Speaking of Transitory. Here's a clip from my last robot fight. My robots were the losing pair.



-Adam

Monday, February 16, 2009

Are we that?

Today's post from Seth Godin got me thinking (as they often do).

Authenticity

If it acts like a duck (all the time), it's a duck. Doesn't matter if the duck thinks it's a dog, it's still a duck as far as the rest of us are concerned.

Authenticity, for me, is doing what you promise, not "being who you are".

That's because 'being' is too amorphous and we are notoriously bad at judging that. Internal vision is always blurry. Doing, on the other hand, is an act that can be seen by all.

As the Internet and a connected culture places a higher premium on authenticity (because if you're inconsistent, you're going to get caught) it's easy to confuse authentic behavior with an existential crisis. Are you really good enough, kind enough, generous enough and brave enough to be authentically a hero or leader?

Mother Theresa was an atheist, filled with self doubt. But she was an authentic saint, because she always acted like one.

You could spend your time wondering if what you say you are is really you. Or you could just act like that all the time. That's good enough, thanks. Save the angst for later.

In the case of a ourWorld, or any virtual world for that matter, there is a question of Who We Really Are. ourWorld is distinctly different than the creators had in mind when they started. That's not a bad thing because our team is fast enough and smart enough to adjust to the realities of who most of our players are and what they like. But the switch, I think, has left us less defined than we ought to be. Are we a dog or a duck. We set out to be a dog.

Virtual Worlds based on established brands, like Disney, have the ability to take a concrete idea/brand and ask "are we that", and if the answer is no, make adjustments. ourWorld is for teens who like games and socializing, but asking "are we that" is still too broad a question. Even though we are acting like a site for teens who like games and socializing, does that establish a recognizable identity? More to the point, does it help define who the players are?

Like I said, it got me thinking. I'll have to think about it some more.

-Adam!!!

Saturday, February 14, 2009

Happy Valentine's Day - Mollusk Style

Octopus Blind Date on Saturday, 2/14 at noon. Witness what happens when sixteen arms, six hearts (three hearts each) and two giant Pacific octopuses meet on Valentine’s Day. Aquarium biologists set the mood with decorative hearts, roses and romantic music at the Octopus Exhibit. But it’s up to the octopuses to decide whether or not love is in the water!

"Hey baby, you got a sweet set of tentacles..." (Totally G-rated)

-Adam!!!

Friday, February 13, 2009

Happy Valentines Day (for fun and prizes)

We're almost done with the ourWorld Valentine's Day photo contest. We've had thousands of entries, and I expect close to 200 finalists by the time Valentine's Day has come and gone. From there we'll whittle the best down to a few choice images, and then the winners.

To see the best entries, check out the ourWorld Photos Flickr page.


Happy Valentine's Day!

-Adam!!!

P.S. You are all bitch for doing that

This blog boils down the difficulty of handling online support for kids into a pure, uncut, resin: COPPAKids

For your entertainment, I'll post a bit right here:

I cant make a [COMPANY NAME] acoiunt, why. Its says Im 12 years old or younger
but IM NOT. I want to make a Acount. Please let me.PPPLLLEEEAAASSSEEE!!!
Permalink
hey [WRONG NAME] my name is [BLEEP] like the car but i am not a car i love all kinds of sports do you think we could be friends and i am a great singer in the school and how did you become famous please write back
Permalink

Dear [COMPANY] Feedback,

It says that I am under 12 when I am not. I am 13, but please don’t tell anyone that. I hope all this feedback is kept private. Please let me become a part of [COMPANY], I really want to! =]

From
[RIDICULOUS USERNAME]

Permalink

hey [company name] people can you erase the thing on my computer that says you are under the age of 13 because im 20

p.s. you are all bitch for doing that

There's more, all 100% awesome.

-Adam!!!

Thursday, February 12, 2009

All Hail the Emperor of Humanity!

My past seems to be taunting me in unexpected ways this week. 10 years ago, this would have been the coolest thing ever. Now...well, it's still pretty darned close!



I want one!

WarHammer 40k was my obsession of choice for many years. I still have all the old mini's tucked away in my closet, just in case the galaxy turns out to need defending after all.

-Adam!!!

Rules Are Made To Be Broken

...and thank goodness.

One of my tasks is to manage the ourWorld photo contests. Of the 950+ Valentines Day contest entries we've received so far, I've reviewed roughly 600 of them. Happily, I've been able to discard about half of the entries because they didn't follow the contest rules close enough to be considered.

The theme of the contest was couples (Valentine's Day, after all) so I required that there be a couple in every photo, and the names of the couples be either visible or provided in the text of the entry. This rule has a simple purpose. I want to give both people in the winning photos a prize. As it turned out, the rule DQ'd about 30% of the entries. We said we wanted the photos to not be from the in game photo-studio, again because the names of the Avatars would not be visible (also because those photos tend to look the same.) Another 20% out the window. A few players didn't get to the bottom of the rules where we imposed a 5 photo per player limit, designed to keep individuals from spamming us with entries. It's hard to enforce, unless players sent us 6+ photos in a single Email entry, as many did.

Could you imagine 900+ worthy entries? What a nightmare that would be! I'm torn on whether I want to keep these 'complex' rules as a filter, or make sure that future contests are as easy to enter as possible. Most of the best photos follow the rules closely, thus maximizing the chance of winning. I had to let a few good ones go, though.

If anyone reading this is thinking of entering the contest, also take note of the judging categories. Of the remaining 300 valid entries, about half didn't meet the specific judging criteria close enough to be put in one of the three finalist categories.
  • Fashion - Both avatars are dressed up and looking cool (or unique, or silly, or something!)
  • Dancing - Both avatars are performing a dance move. Some of my favorites have features avatars photographed dancing in sync. These are hard shots to capture, but worth it.
  • Quote - The avatars are saying something sweet or funny. This is the least populated category. Of 600 entries, I have less than 20 finalists in this categories. Emotes, 'I love u', 'wanna be my gf', aren't quite sweet, funny, or original enough to make the cut. With only two more days left in the contest, this category is wide open.
Read the ourWorld Photo Contest Rules on the ourWorld Blog

-Adam!!!

Wednesday, February 11, 2009

In Another Life...

Graphic design is what I went to school for, and a couple of years back I took one last stab at getting back into that business. To get back into the swing of things, I decided I'd do some free logos for Battlebots teams that requested it. I was a fan and many of them really needed better logos! I had a couple of takers and was generally pleased with the results. While most of the teams are long gone (though Battlebots may be back soon), logos are forever. Case in point, Infernolab's reuse of my work:

I couldn't be more pleased that Jason thought enough of my work to reuse it after all these years. I'm also pleased it blew up without serious pixilation. My designs were too focused on web applications back then (but hey, that's why I was working for free!)

More pics of this sweet arcade cabinet.

My obsession with combat robotics is still alive and well. Our club, Western Allied Robotics, will be holding its next event at the Seattle Center House on April 12th, Easter Sunday! I designed the WAR logo and site graphics well.

-Adam!!!

Sunday, February 08, 2009

Update Day

I love update day on ourWorld. That's the day, roughly every two weeks, where we update the site and add new features.

This last update occurred on a Friday (normally it's on Monday) and instead of adding new features, we actually did some system house cleaning, which for many players, actually had a negative impact on their experience. It's been rough on many of those players. I agree with everything we did, but I totally understand how they are reacting. I'm sure I'd feel the same way.

Membership cancellation - We hadn't been turning off lapsed subscriptions. In some cases we provided a free coupon last year and those players had enjoyed most of the paid member benefits for months and months. Lots of players assumed they were keeping those features indefinitely, without subscribing.

Super Rewards - One of two features allowing players to earn free Gems (which normally cost real $) wasn't working out for us the way we wanted. It was deactivated. Now friend referrals and links like the image posted on this blog are the only ways to get free Gems.

Friends Limits - Some players in ourWorld have accumulated thousands of friends. It was drastically slowing down our system. Now free accounts can only have 200 friends, paid memberships can have 1000. This is causing the most pain for players.

Notice how all three of these features only (seriously) impact non-paying players. I'm being told repeatedly that players are leaving because of the changes, but how should I feel about that? If they aren't willing to become members, we're losing their contribution to the community, but little else. At least on an individual level. New players are still coming in record numbers, and they'll never know that players ever could have over 200 friends, that Super Rewards was ever there, and that back in the day, a one month membership could provide months of premium benefits.

The question remains, is the free experience of ourWorld good enough? I'm confident it is, as we keep adding to what is available to free players, just not as quickly as the premium features. Non-playing players don't consider what they bring to the table, and they shouldn't. Their job is to play and to come back if they like it, not come back if they don't. Our job is to try and keep them coming back in numbers large enough that a tiny percentage that do pay, will pay. Then, once they have paid, make sure they get their money's worth. Easy! (If only...)

-Adam!!!

Monday, January 12, 2009

Be careful, kids!

If you don't read check out GraphJam every day, you're missing out.


Quick! There isn't anyone named sexiboi18 in ourWorld yet. (groan!)

-Adam!!!

Saturday, January 10, 2009

Real or Miniature

I created a quiz on Facebook! Can you tell which photos are of real things and which are of miniatures? Some people can!

I think this will take you to my quiz (Facebook membership required)

This started out as a regular photo!

The effect that makes the photo look like a miniature is called Tilt Shift. I've been interested in photos that have been modified this way since I first noticed it a few years ago, but never bothered to try it myself. Now there's a simple web tool that does the basic modification for you.

Check out Tilt Shift Maker!


-Adam!!!

Friday, January 09, 2009

Twas the Season...In Pictures!

One of the high points of my ourWorld holiday season was dressing up as Santa. I took a lot of in-game photos, visible on the ourWorld Photos Flickr account.



I received a lot of requests. The kids wanted, in order of popularity:
  1. A pony (an off-color inside joke, I think)
  2. A girlfriend/boyfriend. Sometimes specific, sometimes general.
  3. Money
  4. World Peace
  5. Puppy
To be fair, money and peace were a toss up, with money gaining a slight edge towards the end. My avatar now looks like it does in the sidebar here. That image is automatically updated and yes, you can click it to join ourWorld.

-Adam!!!

Wednesday, January 07, 2009

The Deep End

I just received a comment about the ourWorld experience. This sort of feedback is really helpful as we try to mold our site's First Impression.

There are two factors that play off each other poorly.

  1. To provide a consistant new user experience, new users need to appear in a part of your world designed to accomodate them.
  2. When all sorts of new users appear in the same place, they tend to detract from the experience.
New users are more difficult to handle, in-game, than just about any other sort of player. They don't know what to do. They don't know what to say. If there's any kind of etiquette, they don't know it. They don't yet have a vested interest in the site or the community, so they're prone to a level of rude/crudeness that mellows as players settle in.

I like YoVille's party system, because its easy to find and it gives even the newest players a framework for discussion. TOPICS.

The ourWorld experience starts with a mission-based tutorial, but that doesn't last long, and it doesn't satisfy the need to establish communication with the other players. Those other players also don't know what to say, so its common to see a crowded room full of people not talking (or talking crap.)

I will say that once ourWorld players do make some friends, they have a lot of fun. Our loyal players are extremely loyal, and I think its because our work is paying off with a strong, entertaining, experience. (of course, I'm biased.)

No solutions today, but food for thought. That might be even better.

-Adam!!!

Monday, December 29, 2008

Time to Pick One

In today's ourWorld update, we added a "heart" feature. Each player gets exactly one heart that they can give to a single bestest friend.


My ourWorld Crush/Match is my real life wife. Back off girls, he's taken!

Virtual dating on ourWorld is commonplace. Everyone is looking for a bf or gf (mostly girls, as they outnumber boys) and a fair number of players, of both genders, collect virtual sweethearts much the way one collects weapons in a first person shooter. I believe "playa" is the word for their activity.

Now, it seems, each person will have to pick a favorite other person (or not), declared for all ourWorld to see. Time will tell will see how dramatically this changes the social scene.

Already I can see girls becoming each other's BFF's to avoid choosing a single guy. Not sure that will work for guys who, due to their relative scarcity and the number of available girls, are more frequent offenders.

Note: If you are an ourWorld player who just found out you weren't your sweety's favorite, that cheatin' other person didn't deserve you.

-Adam!!!

Wednesday, December 24, 2008

I Have Talented Friends

One of my oldest buddies, Bryan Edge-Salois, is a freelance writer. Here he brings us...

8 Myths About Video Games Debunked


I believe these myths are dying of natural causes, as the general population of gamers more and more represent the general population, overall. These myths are still embraced and spread by an ever-shrinking group represented by:
  • An older non-gamer demographic.
  • The not-yet-in-the-21st century wing of the mainstream media. (Dr. Phil, for example.)
  • A minority of vocal anti-gaming zealots. These folks have an uncanny knack for getting the the ear of the previously mentioned media people.
Don't worry. As long as you ignore them and stay off their lawn, they can't hurt you nor take your XBox away.

Merry Christmas!

-Adam!!!

Sunday, December 21, 2008

Even Freedom isn't Free

One of the most common inquiries sent to ourWorld support are requests for more free stuff. Its not surprising as the ratio of free vs for-money content has shifted, gradually at first, but more so lately, towards stuff that only paying customers have access to.



We have a lot of kids playing, particularly younger teens. I understand they don't have control over whether or not they become customers as a credit card or PayPal account is required (we do accept by-mail payments, but its not a popular option.)

Just today we got a from a player who wanted us to make items cheaper because, and I quote "I honestly don't want to spend money for a online game. (No matter how cool the game is!)"

Her honesty is nice, but she is saying explicitly what the cynic in me thinks every time I read a message requesting we give more away for nothing. If she's never going to become a customer, her value to ourWorld is based on her contributions to the community and the number of paying customers she refers to the site. Statistically, that's not a huge value to us, so I have to say no. Over and over again.

We could give more away for free if:
  • Doing so will radically increase the retention of Tourists, leading more to eventually become Customers. The numbers don't currently support this.
  • We can increase the value of Tourists (through ads, promotional deals, or something else I haven't thought of.)
  • The free items lead to additional purchases by the players who do spend.
If the players' requests don't have an impact on one of those three things, the answer has to remain a polite, but firm, no.

-Adam!!!

Wednesday, December 17, 2008

Super Tourists

When I first wrote the series of posts covering Tourists, Customers, Fans, and Super-Fans, I wasn't in the Virtual World business. Now that I am, I want to re-explore Tourists. Not just any Tourists, Super-Tourists!


Quick recap: I call the players who are using the free version of your product Tourists. They are checking it out, and maybe they'll pony up some cash and become customers. (Note: Tourist is the literal name of non-paying players in ourWorld. I don't know if that's coincidence or not. I came up with the term Tourist long before I ever heard of ourWorld.)

If you are a player with a free membership this is what you offer:
  • You might buy something and become a Customer.
  • You contribute and enhance the community, increasing the value of the game for Customers and Fans
  • You may refer other players to the game, so even if you never become a Customer, you may be responsible for someone who eventually does.
Note: A Tourist who doesn't do any of those things may be harmful to your game. Community contribution is subjective, and freeloading troublemakers can be an issue. Tourists who constantly use up the time of your support staff can also be an issue. I hate to cut anyone loose, just in case there is potential, but sometimes you have to.

Super Tourists are players who bring a lot to the table, besides their own money. They are as involved as a Super Fan, only without the check-book. They enhance the community by having a lot of friends and being fun to play with. They refer a lot of players to the site, many of whom become customers. For games where volunteers are needed, they're front and center. It's generally accepted that volunteers don't do it for the 'stuff', but for recognition. It may be that Super Tourists require more 'free stuff' than normal customers because their lack of spending limits their experience.

As I've recently posted, ourWorld has just started an assortment of reference features (click the avatar in the sidebar!) but we haven't started ID-ing Super Tourists yet. I'm not even sure how many (if any) there are. I'm going to look into it.

-Adam!!!

Tuesday, December 16, 2008

Idle Mice are the Devil's Work

"im bored"

When looking through chat logs, nothing drives me crazier than seeing that phrase. It's maddening, because it seems like we could do something, but nobody really knows what. Playstation Home just launched and the most common comment I've seen about it is that it's boring. (That and it will be good when they expand it. Why does that sound familiar?)

Virtual Worlds are, for the most part, extremely fancy chat rooms. The problem is, they look like games, so there is a sense that something more ought to be going on. But what?
  • Games - I'm beginning to think that Virtual Worlds are an imperfect fit with games. Pure gamers aren't interested in the social aspects of VWs and social players aren't all that jazzed about single player or competitive gaming. A percentage of players are interested in both, but I have no idea what that percentage is.
  • Exploration - Making a VW large enough where exploration is fun for more than a few minutes is difficult and expensive. In ourWorld, most of the 'regulars' spend most of their time in the condos (private member-only locations) rather than hob-nobbing with the noobs in the public spaces.
  • In-World Activities - This shows the most promise, and what I'm working on with ourWorld right now. Something for your character to do, that isn't really competitive, and doesn't keep the player from being social. If the social players can't chat, they tend to steer clear of that activity. Pretty vague, huh. Yes, I'm still working on the specifics myself.
  • Organized chat - YoVille has a fabulous feature where players can set a topic-specific party and invite interested players to their place. The topics range from age-specific (under 15s only), X-rated (of course), and the more mundane (Jonas Brothers Fans.) I think this is a key boredom killer, as it focuses the chat and the community rather than distracts from it.
Part of the problem for both ourWorld and (I imagine) Playstation Home is the teen audience. As stated before, a notoriously hard group to please. Still, teen players are a lot of fun if you can make them happy. OurWorld is starting to get into a groove, with regular players and a constant stream of new players (click the avatar...)

-Adam!!!

Monday, December 15, 2008

Old Man Winter

One of my best friends, Mark Gardiner, is a talented photographer. I submit proof:

Winter

Thanks, Mark!

Sunday, December 14, 2008

Who is that handsome anime-looking dude?

OurWorld is adding a new feature, an affiliate script that grants the player ourWorld Gems (the currency that normally costs $) if people use its link to join the site.

If you were to click on that avatar image and join ourWorld (and save and gain a couple levels) I'd get +10 Gems. Nice.

Wylde (that's the ourWorld me!)

I love this kind of stuff.

Thursday, November 27, 2008

Is Henry Rollins really helping?

There was a 2003 british TV show called Full Metal Challenge, which I quite enjoyed. One of the two hosts was Henry Rollins.

I was just reading a review of the show, and the reviewer really despised Henry Rollins' role as co-host of this gearhead-centric game show. While he didn't bother me, I did wonder why he was there when I watched the show. Why was he there?

Attaching a celebrity to your product provides attention. This is handy when you're product is a little outside the norm and/or in jeopardy of being overlooked. The producers of the show decided they needed somebody that would get noticed. They went with Rollins, and while the choice may have turned a few heads, that was the point.

The downside is that one person's awesome bad-assed musician/writer is another person's loudmouth tattooed knucklehead. People who watch your show (or play your game) want it to be represented by people who they identify with. People they feel are like them or people they would like to be more like. If that connection isn't made the result is always some flavor of poor. If the connection IS made, the results can be spectacular.

A celebrity endorsement is part of the story you're telling about yourself? The attention is a given, but it'll be a waste if the story doesn't make sense in the end.

Sunday, October 05, 2008

When your worst is good enough

I just bought another pair of shoes from Zappos. My size 13's make it hard to find shoes I like in styles I like. In fact, it's nearly impossible in a brick and mortar store.

Not long after placing my order, they sent me this Email:
Dear Adam Conus,

Good news!

Although you originally ordered Standard (4 to 5 business days) shipping
and handling, we have given your order special priority processing in
our warehouse and are upgrading the shipping and delivery time frame for your
order.
Your order will ship out Monday, October 6th 2008 and be given a special
priority shipping status so that
you can receive your order even faster than we originally promised!

Please note that this is being done at no additional cost to you. It is
simply our way of saying thank you for being our customer.

What does this say to me? Well, I know that everyone gets a message like this, so while I liked it, I know I'm not special or anything. What do I think it really means? I think it means the basic level of shipping/service they reserve for when they are slammed (Christmas, perhaps) and anytime they can provide better-than-promised service, they do.

Smart. That's why I recommend them. (That and their shoes are awesome.)

They also provide a link so I can market for them: My shoes. So thoughtful!

-Adam!!!

Saturday, October 04, 2008

It doesn't matter if the customer is right or not.

This is a quote from a post in The Escapist Magazine Forum:

The Customer is Always Wrong

I had a customer come in all angry-like. He comes up to the counter and puts a movie he had bought on the counter and said "This movie is gay!" So I take a quick look at the movie and see it is Brokeback Mountain. I had to restrain my laughs, but anyways some of the other customers started to chuckle. I told him "We can't refund movies if they are not defective." So he then says "Well it does have a small scratch on it." And I promtly told him "The movie DID work when you put it in the DVD player, or else you wouldn't know that this movie is in fact about 2 gay men."


The post is meant to provide a semi-humorous take on the idiocy of customers, in particular that one. The thing is, the repugnance of that one person aside, there are a couple of things wrong with this picture.

First, the customer's expectations were not met. They wanted a cowboy movie, and they got a gay cowboy movie. Let's be honest, there is a pretty big difference. Whose fault is it they didn't know what they were getting? Not everyone is plugged into movies the way geeks like myself and the sort that work at Blockbuster are.

Second, in this case, Blockbuster's 'no refund' policy seems to have resulted not in the savings of a couple of bucks, but instead a pissed off customer and a (possibly) vandalized DVD.

Customers are people. Flawed, irrational people. People make mistakes all the time. How those mistakes are dealt with is frequently the difference between those people staying customers and those people becoming somebody else's flawed, irrational customer.

-Adam!!!


Tuesday, September 30, 2008

It doesn't matter to a Kid

Its obvious to everyone in the industry that Club Penguin is doing things right. Will the same strategies work for teen and adult products? Of course they will.

Club Penguin owes popularity to Disneyland attitudes

I think I spend too much time worrying about the nuts and bolts of ourWorld, and not enough on creating the right attitude. I mean, the people I speak to directly get what I can generate personally, but I haven't managed to broadcast that ideology.

-Adam!!!

Tuesday, September 23, 2008

Capitalism - Not on Mythic's Watch!

WAR declares war on Gold Farmers

Here's the thing. If you know people are going to be farming and selling gold, why not just build your game in a way that takes advantage of the practice, instead of employing feeble, expensive, and (I predict) useless tactics that prevent the sellers and the buyers from playing the game they want to to play. If I were building an MMORPG, I'd build a safe system for buying and selling gold right into the game, add prestige incentives for use, and take a slice right off the top. You have to START with that in mind, because depending on your game, too much gold too quick could certainly mess things up.

I think this falls into the category of, "World of Warcraft does it this way, so this is how it must be done." Of course, WoW doesn't really stop gold farming, but smaller companies will try to 'succeed' where WoW failed. Have fun guys.

Games are about what the players want, not your 'vision' of gaming utopia. If players want to buy gold, I say sell it to them.