Thursday, February 18, 2010

Deja What Again?

From Virtual World News:

Richard Garriott's Portalarium Aiming At A More Mainstream Second Life?

Later in 2010 the company plans to release CenterPort, "the virtual world social hub for the OpenLife ecosystem, a broad yet fully integrated meta-community." CenterPort will start as a social network app, though the company promises that it "will be more graphically advanced than what you see out there on social networks today." It will include a persistent avatar and "a semi-3D world" where users can buy virtual clothes, housing, accessories, and more. Currency can be acquired either through ad-supported mini-games or direct purchases.

Some of the development features may be new, but the general description of their product sounds, well, like another game I'm pretty familiar with, right down to the poker game.

When Ultima 3 came out, Richard "Lord British" Garriott was THE rockstar of game developers. Also, he more or less invented the MMORPG with Ultima Online.

Maybe the report is missing important details, but I don't see the innovation here. With Flash 10 coming, even moving away from Flash seems like an odd move. Still, the dude's got a worthy track record. I for one will stay tuned.

Adam!!!
http://gameguts.blogspot.com/

Tuesday, February 16, 2010

Dantes Internet


Not sure where this came from, but I love it.

-Adam!!!

The Volunteer Train - CHOO CHOO!!!!

Somebody gets a lot more traffic than I do! One of the more popular ourWorld blogs must have posted about the volunteer program because over the weekend I have received hundreds of new requests from ourWorld players who want to be volunteers. As most of the requests have come from qualified players (over 13 years old and over level 30) it looks like there will be lots more volunteers in the next day or so.

This is very good news, as we'll want a lot of volunteers to make our new Helper program work.

Following the next update (scheduled for Wednesday, Feb 24th) all the volunteers will have the option to help other players. If they turn on the Helper tool, they will get alerts when somebody requests 'Live Help'. The system will transport them to the players room and they will (hopefully) be able to answer questions. It's a pretty simple system, but if our volunteers do half the job I think they can do, it'll be a great boon to new players trying to sort out our game, which has become quite complex as it has grown.

Adam!!!
www.gameguts.blogspot.com

Friday, February 12, 2010

Step 3: Profit!

Flowplay got a great write-up in TechFlash

Step 2 is 'make a kick-ass virtual world' (Step 1 is just to impress potential investors)

To see ourWorld grow and succeed over the last couple of years has been and remains truly exciting. Big thanks to the players who have shown extraordinary support for ourWorld. Without you guys, it's all for nothin'.

Adam!!!
www.gameguts.blogspot.com

Thursday, February 11, 2010

Build a Combat Robot in one Day

If you didn't know, I build combat robots (or if you're picky about termonology, R/C fighting machines) and it's a lot of fun. It's also easier than most people think. Normally I have an idea for a machine and build it a hour or two at time over the course of a couple of weeks. Well, with a new baby in the house and Jeni with a new job, time's been against me. Now the event is Saturday and I only had 2/3 of a robot (I registered 3). I needed at least one more.

I have a lot of vacation saved up, so I decided to take the day off and re-build my son's robot, "Vision #9". Today was my only day to work on it, so I had to finish. And I did!


Vision #9 (front) and Mister Twister (back). Both 3 pound Beetleweights

My Build Photo Album

See these and lots more robots fight at the Northwest Model Hobby Expo!


-Adam!!!
http://gameguts.blogspot.com/

Wednesday, February 10, 2010

Pulling out the Rug

It's always easier to add features to a game than to take them away. A lot of games will put off taking features away until a major event, like a new edition or version, both from a practical standpoint (paper games aren't good at mid-stream changes) as well as a PR standpoint. Players hate losing things they are used to. If you wait for a big event, you add some sugar to the medicine by introducing an assortment of new features that are replacing those that are being lost.

We don't have that luxury with ourWorld, because our game gets incrementally updated every two weeks. Even a huge update is a smallish change in the overall scheme of things. This last week, we implemented a change in ourWorld that prevents players from buying gifts for other players unless they first make an actual purchase. The problem was that each coupon code for Gems (ourWorld's for-profit currency) we issued worked once for each account. This allowed one code to provide a small number of Gems to a large number of players. Free samples, more or less. The problem was that players were creating large numbers of 'fake' accounts, loading them up with free Gems from the codes, and bleeding those Gems into their main accounts. The problem reached epidemic status a couple of weeks ago when we accidentally released Gem codes worth more than the usual 10 and the number of fake accounts skyrocketed, throwing off all our statistical data for the week, and reducing the value of a single Gem to a fraction of its normal worth.

We had to make a change, and our choices were to reign in Gem Codes or reign in gifting. We think there's a lot of value in releasing a modest number of Gems each week for everyone, so we addressed gifting. The problem isn't gifting, the problem is free Gems combined with gifting. The solution turned out to be simple to implement. Players who have collected all of their Gems for free can't give gifts. Once a player contributes to the site monetarily (and there's a lot of ways to do this) they can gift normally after that, including with their free Gems.

We aren't really taking away a feature, really we're taking a way a loophole that has been badly exploited. Of course, many players don't feel that way. The ourWorld forum has erupted with complaints and polls and "how can we get ourWorld to change this back" threads. I totally understand. Players used to be able to get something for nothing, and now they can't. Even so, I've got to take a hard line with this. I know people are mad, but I've been to this rodeo before, many times, and the furor won't last. The best interests of the site and my company are my primary goal, and I know this is the correct call. It was true when the first Magic cards were banned (not a lot of fun, that) and when any game I've ever worked on was canceled due to lagging sales (BattleTech TCG, Harry Potter TCG, Clout: Fantasy...and more.) Sometimes the rug simply has to go, and there's nothing to it but to do it.

If anyone really wants to know, the gift limitation was my idea. Direct your hate mail thusly.

Adam!!!
http://gameguts.blogspot.com/

Tuesday, February 09, 2010

High Maintenance Customers




Some customers require a disproportionate amount of attention from the support team. They write or call nearly everyday, often with some sort of problem. Usually the problems are legitimate, if not a bit on the nit-picky side. The question isn't what to do with that one customer. She's a great customer, so you help her as best you can, every time. The question is whether everyone is having these same problems, and only this one great customer cares enough to tell you about them.

The question stresses me out.

It has been my experience that a small percentage of players have far more problems than the average player. I'm not sure exactly why this is, exactly. For computer games like ourWorld, it's most likely an unusual system set-up or poor internet connection, but there's no way to know for sure. Some people are a lot more picky than others as well. It's not surprising that some of the bigger spenders are also some of the most vocal about problems (I would be too!) I'm also hopeful that I'm correct that it's only a small percentage, because if lots of people are having these problems, and simply not letting us know, that's bad news.

Now that we've added a forum for ourWorld, it's easier than ever for players to share their experiences with us, and so far it's been good. We've certainly learned things we didn't know from the extra input, but nothing earth shatteringly wrong has been discovered (that we didn't already know.)

Maybe some people do have more problems than others, and that's just how it is.

Monday, February 08, 2010

Northwest Pinball and Gameroom Show

This was AMAZING last year. Check out their video (which I haven't watched with sound, so who knows what they are saying.)

http://www.nwpinballshow.com/video/index.php

For a single entry fee of $20/day there are hundreds of pinball machines and video games set to free play.

AWESOME!

-Adam!!!

Um...Ewww

Just got this Facebook notification:

"Warning! Pet Society Is About To Explode! It's so packed with Valentine's Day stuff it could blow at any minute!"

Me no likey.

-Adam

Are you a Hunter or a Farmer?

This is my interpretation of a recent Seth Godin blog post as it relates to online social gaming.


The difference between hunters and farmers in the gaming public has been apparent for years now, but only recently, with the explosion of social networking sites like Facebook, have games for farmers taken off as successful. I don't mean just social games like Farmville and Farmtown, though they certainly fit into the category. I mean any game where the barriers are time, patience, and social skill rather than direct obstacles to be defeated as rapidly as possible.

ourWorld is primarily a farmer game, populated with an assortment of hunter games. Most of the 100 or so flash games in the ourWorld arcade are hunter type games. The disconnect between the games and many of the players who just aren't all that into them has been obvious to us for a long time. Changes like allowing basic chatting and other activities to replace gaming as the means to level up have addressed this disconnect, and things seem to be fairly well balanced now, though I believe the disconnect still lingers.

I believe the contrasts between hunter and farmer games are already known, but are being labeled differently and perhaps incorrectly.

Hunter - Farmer
Male - Female
Traditional - Social

Are all three of these pairings the same? In a very, very, broad sense, I think it's fair to say that more hunters are male and they tend to play more traditional games. Conversely, more farmers are female and tend to play more social games. As soon as you start to get more specific, however, things get less clear. What exactly is the difference between a traditional game versus a social game? The two get more intertwined every day. Sure, a lot of girls and women play social games, but lots and lots of guys do as well. Mafia Wars is a farmer game, but not targeted specifically at women (as far as I can tell.) Same for Farmtown.

I think it's a good idea for a game designer to have a clear idea of who he or she is making their game for, but finding categories that are stronger than just "boys vs girls" or "traditional vs social" will make those ideas more successful.

-Adam!!!

Thursday, December 24, 2009

Destroy All Critics!

There is ZERO reason to waste bandwidth complaining about the quality of a web comic. I can (and do) ignore most of them without anyone's help. PVP, on the other hand, is awesome, and everyone should know about it.


Back when content always cost money, the purpose of a critic was to tell you what was good and what was bad so you didn't waste your hard earned scratch on crap. That's still more or less true when it comes to things that you can't try out for free. The thing is, there's not much you can't try out for free these days.

With the free model in place, what does a critic have to do? Well, in the age of the internet, a role of critic gives way to that of an advocate. There's no longer any point to criticizing as everyone has access to the same (or at least adequate) content that a critic does, normally for free. The new problems is that of sorting the wheat from the chaff, and that's where the critic/advocate again becomes useful. There's hardly any use for 'bad' reviews these days. I can find things I hate on my own, thanks. What I need is a concentrated dose of what's awesome. What that is amazing would I possibly miss if the advocate doesn't alert me to it?

People seem more naturally predisposed to rant about what they hate, but that's of no use in the internet age. Useful information centers around what's great and why. Provide that, and you're contributing.

-Adam!!!

Monday, December 21, 2009

Wednesday, December 16, 2009

Stubborn as a M.U.L.E.

My favorite game of all time. Suck it, Mario.

The original M.U.L.E. game, on the Commodore 64, is probably my favorite game ever. Yes, I'm old. While I've been able to play it on C64 emulators for years, controls and life in this modern age have prevented me from playing it as it was intended, with two to four real live human opponents. That has just changed.


The new version has got 'it' and 'it' is a big pile of tasty smithore. YUM!

Planet M.U.L.E.

After years of rumor, M.U.L.E. is once again available FOR FREE on Windows, Mac, and Linux. It's brand new, buggy as hell, failed to run on two of the three computers we've tried installing it on, but on MY computer it works like a charm. The game is about 95% the same as the original, and most of the differences are bugs to be addressed in future updates or very minor improvements. The devs say on their forum they want to duplicate the original game as faithfully as possible before adding options that deviate (too far) from the classic's perfection.

While it runs on my PC, it seems like this game really needs to be on Facebook and on mobile phones. It seems perfectly suited to those platforms.

-Adam!!!

Monday, December 14, 2009

I am Dirk the Daring. Dragon's Lair!

There is no question that the original Casey's arcade left a permanent and powerful mark on my childhood. Even now, the smell of freshly popped corn brings me back to the hot, crowded, neon-purple-lit techno cave that consumed so much of my middle school years and so many, many, multi-colored tokens.

Casey's was the Everett Washington home of Dragon's Lair. For 25 cents (all the other games at Casey's cost a nickle, offset by a cover charge.) we could enjoy a visual gaming experience unlike any other. It was magical.

20 years later, Dirk the Daring still has running, jumping, grunting, and slaying to do.

Now that magic is captured on the tiny, tiny iPhone screen, and you know what? I can still smell the popcorn when I play it.

-Adam!!!

Friday, November 13, 2009

It's My Turn to Get the Pizza You Asshole I Need it More!

From Slate Magazine

Et tu, Mario?



Wait until Christmas? My wife thinks so...

Jesper Juul, a video-game researcher and professor at NYU's newly minted Game Center, argues that multiplayer games give us three things to balance. Players want to win and they want the game to be fair, but they also need to navigate whatever relationships they have outside the game—that is, if you shoot your friend in the head in Call of Duty, you'll have to answer for that in the offline world. My brother and the jerk from E3 were solely concerned with winning. I mostly cared about the game being fair. None of us, though, sat down and talked about the third factor—what we were planning to do during our journey as in-game teammates.

I recommend the entire article! (Don't worry, it's short)

-Adam!!!


Saturday, October 17, 2009

Shut My Mouth, Open My Ears

I've been struggling with how to manage the ourWorld volunteers for around six months. Everyone agrees we should have them, but what they should do (and why they should do it) have remaining frustratingly elusive questions. To make matters more complex, the players really want to be volunteers. Requests to join the program (such as it is) have been staggering.

I realized, just yesterday (around six months late) that what the volunteers do is important, but a distant second to what they are really for. The primary job of the volunteers is to tell me what they think. My most important job is to listen to them, with all other jobs remaining important, but not the first priority. My old strategy for meeting the volunteers' needs was finding things for them to do. By doing that I would somehow take a step towards solving all the challenges of a volunteer program.

Starting this week, listen first will be the my volunteer motto. Listen and act.

Note: Listening is not the same as agreeing. The answer to many volunteer issues will be 'no', but it will be a considered answer, and an honest one.

-Adam!!!

Friday, October 09, 2009

Movie Time!!!!

Once again we're having an ourWorld YouTube contest. If you're an ourWorld player, you might want to give it a shot, as the top prize is 1000 Gems and all valid entries will get rewarded.



http://www.youtube.com/ourworldmovies

For details, see the ourWorld Blog

-Adam!!!

Monday, September 28, 2009

Virtual Security, Pretators and Solicitors

The economy of a virtual world is one of the most important aspects of its community. Normally, a robust economy is tied closely to the success of the site.

The down-side of an economy focused game with a free-to-play component is that there tends to be a lot more have-nots than haves, and in many cases the have-nots do not have the means to upgrade, even if they truly love the game. When they do love the game, they can get desperate. Enter predators and the solicitors.

Predators convince other players to give them their Login Information (Email and Password for ourWorld), usually in exchange for the promise of something, normally currency or membership. Other reasons player ask for Login Info include players offering to trade accounts for 'fun' and more recently as a membership condition for social groups within the game. Not sure if that last one is ever legit. I've only just noticed that in the last couple of days.

ourWorld's automated report system caught and reported me making this image! Also, nobody gave me their info. Better luck next time (KIDDING!)

Solicitors run around giving their Login information away willingly to anyone that will listen, often just announcing the info to whomever might be in the room with them. They hope that somebody will take over their account and load it up with free goodies. Its sounds crazy but it happens all the time. Normally by younger players, but not always.

Ramifications of these actions are still relatively limited in ourWorld. It's not possible to give or trade your items away directly, and the ourWorld Marketplace (that allows sales to other players) is still limited. Basically this means there is no easy way to profit from taking another player's account in ourWorld. For the most part, the worst a person can do is vandalize the account, spend the account's currency, sell the accounts items, and lock the owner out.

It is likely we'll add more robust transactions. Trading, maybe, and other ways for players to interact with each other in ways that may benefit one player more than the other. When that happens, suddently stealing accounts can result in a direct benefit to the thief's account. If you can dump items or currency into your account, its becomes very tempting to try and gain access to others. When players are running around announcing their passwords to strangers around them, it becomes pretty easy as well.

If more robust player transactions happen, people illicitly collecting Login Info will become a huge problem (not that it isn't now) and we need to be very strict about how we deal with it (not that we aren't now.) What we really need to get across is this one simple rule:

Never give your password to anyone for any reason, EVER.

Everyone follows that rule, and the problem simply vanishes. I am baffled about what more we can do to spread this simple concept.

-Adam!!!

Sunday, September 06, 2009

Linear Progression - Two Versions

This is a revisit of a very old series of posts I wrote back when I was focused on card games, rather than virtual worlds. For the most part, the theories are the same, though I've split and clarified them a bit. My original post from 2007 described what I here call Consumer Progression. The second group, which I'll call Engagement Progression, borrow from the original, but describe a different sort of behaviors. In both cases, people move through the progressions until they stall, reach the end, or abandon the game. Making it easy as possible for players to progress is one way to ensure a game's success.

Consumer Progression - Three broad categories that describe the spending habits of consumers. The categories form a linear progression with each consumer starting at Tourist when they first experience the game. A purchase elevates them to Customer. A habit of regular purchases may then elevate them further to Whale.

Tourist - a person who has experienced the game without paying for it. In the case of games with a freemium model, these players often make up the largest portion of the games players. Other examples of Tourists could include free trial players, player who have borrowed or
played a friend's copy, and even players of pirated copies (depending on how you look at it, and the nature of the game.)
Customer - Anyone who has made any sort of purchase, no matter how small, becomes a customer. They are a radically different animal than the Tourist for a number of reasons. The most obvious is their value. The average customer's likelihood of making a second purchase is an
order of magnitude higher than the likelihood of the average Tourist making a first purchase. Because they make up the most profitable group of players, overall, it is essential that the needs of the Customers are kept as the highest priority.
Whale - A customer that makes either extremely large purchases, or extremely regular purchases, becomes a Whale (originally a casino term for extremely rich and profitable high rollers.) A customer that keeps their subscription active, but makes no additional purchases is a
great customer, but not a Whale. If I had to pin a number on it, a Whale is a customer that purchases at least triple that of the average Customer.

Engagement Progression - Categories designed to measure how much a player cares about the game, and to some extent, how emotionally involved they are with it.

Noob - Players that have just started. They have already decided to stick around long enough to give the game a chance, so its up to the game to impress them, entertain them, and not confuse or frustrate them. Noobs typically have no emotional connection to the game, and in the case of social networking games, they are a often a source of much anti-social behavior.
Player - Most of the people playing a game are players. They like it, they come back, they may even pay (if not required to.) They don't have any use for the crutches Noobs so often require, so its the game's job to either hide them or make them clever enough to not get in the way. If a player has an emotional attachment to the game, it is either weak or directed more towards the other players in the game.
Fan - When a player becomes emotionally involved in a game, that player becomes a fan. Fans are willing to take action beyond simple purchases. Fans write blogs and manage online forums. Fans volunteer. Fans are players who have formed an emotional bond with the game.
Elite (Super Fan) - Similar to a fan, but truly, truly dedicated. The 1%'ers, though in truth, they represent less than 1% of the players. These are players who get more out of a game than the designers could have ever intended, and they typically want to contribute back to the thing that gives so much to them.

Its always dicey categorizing people, but I believe looking at these categories, it is possible to make reasonable choices about new features, costs, and services. Combine these notions with information specific to your game, spending habits Whales vs. Customers, for example, or number of players showing Fan-like behaviour vs. simple Player behavior, and decisions become easier to make, with more chance of success.

-Adam!!!
GameGuts Blog

Friday, September 04, 2009

Noob Tools

Buy-in levels: Tourist, Customer, Fan

Experience levels: Noob, Player, Elite

Levels match each other roughly (but not always)

Noob needs are more distinct than the other two. In fact, many games allow the experience between players and elite result from a gradual progression, rather than a distinct shift in the game's focus when the gamer's status shifts.

Noobs, on the other hand, often require special attention in order to progress their status to the more rewarding Player status. Typically, Players find the attention Noobs require distasteful, so those features must be hidden as soon as they are no longer needed.

This means a game requires a robust 'Noob experience' that is clever enough to conceal itself as soon as it is no longer needed. The more complex the game, the more robust the Noob tools must be.

-Adam!!!