Monthly Archives: March 2007

Articles of Interest

  • Via Raph, a lovely game (to be shared with all skeptical friends and family) that attempts to explain how video games teach.
  • Remarkable account of creative hiring practices employed by Mark Kern, founder of Red 5 (previously interviewed by me here.)
  • Mixed news on the PS3 launch in UK, Australia, and France. Apparently, the French launch was a disaster, but the UK launch was solid. (PSP is apparently doing well in the UK as well.)
  • Article about building user communities. Some of it will seem very obvious to you, but there are a couple of interesting ideas sprinkled in there.
  • EA starts a music label. Yet another example of the increasing cultural and business impact of games (and of EAs inevitable progression to massive media conglomerate…)
  • Very funny comic about Viva Piรฑata.  ๐Ÿ™‚
  • Great article about Webkinz and Club Penguin. One thing I didn’t realize — Webkins limits the amount of time kids can play games, apparently to great effect. I guess busy adults aren’t the only people you can attract by avoiding typical timesink game designs…

Travian Under the Microscope

I’ve been meaning to write about a web-based MMO called Travian for a long time. Travian is, to my mind, the very embodiment of the phrase “so close, and yet so far.” It has all the basic components of a perfect low-budget MMO, but a few maddening design flaws make the game basically unplayable (in the long term) for most people. The following is a very long deconstruction of the game. If you’re interested in MMOs, read on. If not, it’s safe to skip this post. ๐Ÿ˜‰

Travian in a nutshell

In a nutshell, Travian is a pseudo-real-time massive multiplayer strategy game. You build towns and armies, and use your armies to conquer and pillage other towns. I say “pseudo-real-time” because, while the game operates in real-time and you can take action whenever you wish, each action requires a variable but substantial amount of time to complete. (For example, building a granary might take 20 minutes in the real world; upgrading it might take several hours. And while you’re building your granary, you can’t build anything else. Likewise, sending your army on a raid could take as little as 30 minutes or as long as a day.) There is real genius in this — it preserves the feeling of a real-time game while effectively preventing people with tons of spare time from overwhelming competing players. The eleven-year-old who wants to can obsess over the world map and communicate with allies to his heart’s content, while the forty-year-old parent with twenty minutes to spare can quickly take his turns and tune out till the next day.

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Articles of Interest

  • Recap of the Experimental Gameplay session at GDC. I was only able to attend the first 45 minutes or so, but what I saw was really entertaining. Most interested in the first slew of (sound-centric) games… unfortunately the recap only mentions some of them. Also, I learned of Petri Purho’s blog during this session; he’s a game designer with a great sense of humor. Check out his work.
  • Recap of Clint Hocking’s GDC talk about self-exploration in games. He makes a great point about games that implicitly force you to be “very good” or “very evil” (which is pretty much all games with a moral slider). Doesn’t that arbitrarily limit the player? Doesn’t it cut out some interesting design opportunities?
  • Three Rings’ Whirled will be a web-based UGC toolbox / virtual world where people hang out and create their own minigames. I know of at least three other projects along these lines; I wonder how many hundreds are in the works that I don’t know about.
  • EA’s Neil Young talks about their new BattleCast feature (basically, other people can tune into your game session as watch along.)
  • Microsoft finally announced Games for Windows Live; aka the Live service on your PC. Most people are talking about achievements, multiplayer, etc, but I’m more excited about ways this can help foster user-generated content.

Articles of Interest

Way, way too much interesting news over the past ten days. Will be breaking things up into several posts. First:

  • Transcript of Will Wright’s amazing SXSW keynote. Just brilliant. Focuses on storytelling in games and on user-generated content. My favorite quote: “We could have the computer come to some understanding of the story the player is trying to tell… We can even present dramatic obstacles to achieving those goal states, and this amplifies the drama… If we can parse intended story, we can change the presentation, the lighting, music, events… I wish games were more like [the movie] Truman Show.” Interesting to contrast this talk with Warren Spector’s GDC presentation.
  • Interesting casual game statistics from GDC: Puzzle Pirates is reaping $100K/mo from subs, $250K from microtransactions. Club Pogo has 1.4M paying subscribers. Good news on both fronts.
  • Most of you have heard of Sony’s PS3 “Home” by now. Achievements meets Miis meets Flickr/YouTube, with ads. Honestly, a very cool initiative (how’s THAT for grudging praise!) Honest opinion: this will have little-to-no impact on Sony’s sales until they significantly drop the price of the PS3. “Home” (even assuming solid execution) is the kind of thing that existing customers love, but potential customers generally undervalue. Oh, LittleBigPlanet seems very cool, too.
  • Viacom sues Google over YouTube, and (unrelatedly), analysts reveal that YouTube only reaped $15M revenue in 2006. Google better figure out how to squeeze more juice out of their $1.65B investment soon… $15M can’t even cover YouTube bandwidth costs (or legal fees, for that matter…)

GameSpy Writeup of “Sharing Control”

A partial transcript of the session can be found at GameSpy.com.

The panel exceeded my expectations, for which I have to sincerely thank the panelists. PS. Ray Muzyka is a master of understated humor.

Quotes From “PC Gaming in an Age of Connected Consoles”

Today’s session went pretty well. I didn’t stutter uncontrollably, pass out, or embarrass myself in any other highly-visible manner. Oh, and the discussion was nice, too. Some of my favorite quotes:

“The people who have a $600 graphics card know how Bittorent works.” – Mike Capps, on PC games and piracy

“EA doesn’t understand that Kellogg is our competition.” – Rich Hilleman, on the broader consumer market

There was also a great moment, which I unfortunately could not capture in writing, during which we discussed the potential benefits of the PC as a forum for adult-only (or otherwise “risky”) game content, as compared to “family-friendly” consoles. Mike Capps inspired the discussion by noting that adult mods can’t thrive on the console. Soren Johnson shared a story about the portrayal of religion in Civilization, and how political sensitivities around that could have been even sharper on the console. And Rich Hilleman noted that online poker is already a massive success on the PC — in other words, adult-centric PC gaming is already a big market — and also that pornography typically goes hand in hand with advances in media technology. Basically, my panelists were telling the audience to consider an, errrrrrr, “hardcore” strategy for the PC game market.  ๐Ÿ˜‰

Serious Games Squared

IMO, few things are as “newsworthy” as a major publisher declaring their real commitment to the pursuit of the serious game market — at least today, while declared publisher interest in serious games is still rare. And by “real commitment”, I mean more than just publishing another take on Brain Age. I was thrilled to attend Ichiro Otobe’s talk at GDC, a rough but relatively faithful transcript of which is copied below.

Background, for those who don’t know: Square Enix is developer/publisher of game franchises such as Final Fantasy, which has sold 75M units worldwide, and Dragon Quest, which has sold 41M units worldwide.

So why is Square Enix interested in serious games?

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Restaurant Game

Jeff Orkin, the brain behind the exceptional AI in F.E.A.R (and current PhD student at MIT) is working on a cool new project and needs your help:

The Restaurant Game is a research project at the MIT Media Lab that will algorithmically combine the gameplay experiences of thousands of players to create a new game… Everyone who plays The Restaurant Game will be credited as a Game Designer… Designers will be ranked based on how well they play their assigned roles… There will be only one Lead Designer… This project attempts to address two frustrations I experienced as a professional game developer. 1) Convincing human social behavior is difficult to model with existing hand crafted AI systems. 2) Play testing by people outside of the development team typically comes too late to have a major impact on the final product.

Sony PR Lunacy

I don’t usually post quick one-offs, but this is worth it. Welcome to one of the most foolish PR moves in the history of the video game industry. Followed by an understandably quick (and rather humiliating) reversal.

Can’t claim I’m posting this for purely innocent reasons (I have a competitive streak a mile wide) — but I do honestly believe that this is an excellent example of a big corporation being completely out of touch with the rules of the blogosphere.

Want a lesson in handling a potentially negative situation on the Internet in the appropriate manner? See Linden Lab’s handling of the “First Life” campaign.

Articles of Interest

  • Konami is developing a Yoga Training game for the DS. Probably the most stark example of third party publishers buying into the mass-casual vision laid out by Nintendo.
  • Acclaim is taking community-centric game design one step further by effectively launching the equivalent of American Idol/The Apprentice for game design. The “best” contributor to an existing project will become the “director” of a future MMOG. Neat stuff; looking forward to seeing whether this is purely a PR stunt, or a genuine attempt to loop users into game design (plus PR stunt).
  • Lots of Google/YouTube news. TV networks are thumbing their nose. Google is developing its own DRM solution (to help appease the aforementioned networks, no doubt). But Google has reason to smile, because YouTube traffic keeps exploding.
  • I love Penny Arcade. ๐Ÿ™‚
  • Always useful to be reminded how unbelievably compelling Xbox achievements are to some customers…
  • GameTap is trying hard (short of significant first or second-party funding, as far as I know) to claim the mantle of “indie game champion.” All kinds of snide, competitive remarks are coming to mind, but I’m stiffling ’em. ๐Ÿ˜‰