Monthly Archives: November 2008

Typical…

When I saw this photo, it seemed so typical of me that I had to post it. Glued to my laptop, petting my dog, sitting nearby a copy of the wonderful boardgame Agricola. All that’s missing is Eve (and perhaps a plate of freshly-baked chocolate chip cookies. However, there’s generally a maximum window of 90 seconds between cookies leaving the oven and cookies entering my belly, so photos of me sitting next to a pile of cookies tend to be pretty rare.)

Anyway, I hope you’re all enjoying your Thanksgiving weekend. I sure am!

Articles of Interest

Via Kotaku, “Only 20% of games that begin production will ever finish. Of those 20% that are finished and released to the market, only 20% of them will ever realize a significant profit.” I’d be surprised if these stats were significantly different five+ years ago.

During my IGDA Leadership Forum lecture, I mentioned that a wide variety of studies had called into question the value of bonuses for white collar employees. Dan Ariely has posted some information about related research of his own. From that post: “people offered medium bonuses performed no better, or worse, than those offered low bonuses. But what was most interesting was that the group offered the biggest bonus did worse than the other two groups across all the tasks… We found that as long as the task involved only mechanical skill, bonuses worked as would be expected: the higher the pay, the better the performance. But when we included a task that required even rudimentary cognitive skill, the outcome was the same as in the India study: the offer of a higher bonus led to poorer performance.”

PlaySpan has raised $17m for its virtual goods platform and online payments system. “PlaySpan indexes all of the items in a game and markets them to gamers based on relevancy. It takes into account a player’s character and experience level, then offers a virtual good just when a player needs it most.” PlaySpan’s “PayByCash” division has 70+ payment solutions in 180 countries, and offers a prepaid Ultimate Game Card that is available in 20k stores.

There is ever more evidence that video games are great pain management tools. The latest: Snowy Game, a “basic 3D environment where players move along a snowy path and fire snowballs at nonmoving targets. They wear a virtual reality headset that ensures the patients aren’t viewing their therapy, and the challenge focuses their mind on aiming instead of the physical discomfort. The cool imagery takes their mind away from the burning pain, and the ‘shooting’ keeps their minds occupied. This sort of pain management benefits not only the patients, but the staff dealing with burn victims. (Emphasis mine. BTW, for insight into burn-related pain and the way it causes psychological pain to both victim and hospital staff, I refer again to Dan Ariely, who wrote a remarkable paper on his own experience as a burn victim.)

Keith Bakker, founder of Amersterdam’s Smith & Jones Centre (which treats gaming addicts) suggests that 90% of people seeking treatment for game addiction are not actually “addicted,” but instead suffer from severe social problems such as isolation, school bullying, etc. Totally unsurprising to me, and I’m very glad to see someone speaking out on this topic.

Russell Carroll has written a thoughtful review of Wii Music, which has been trashed by most critics. From his review: “Then there came that moment, after an hour plus of rehashing and playing the same song over and over again, where we really did jell together. It created the same sensation of accomplishment that I got when doing piano recitals and band concerts years ago. We really sounded pretty good. However, in watching the video, we saw areas where we could do better. That’s just one of the great moments in the game. An even more amazing moment comes as you push past making a particular song sound great and start making it sound like it is yours.”

There’s more to life than games:

While I certainly don’t agree with him on everything, I am increasingly impressed with the no-nonsense, intelligent positions taken by Congressman Ron Paul. Check out these two Q&As with the Congressman on Freakonomics.

We need to ask ourselves why we live in a society in which it is even conceivable that a holiday sale at Walmart could cause shoppers to smash down the doors of the store and trample an employee to death. (Seems like I read a story of this sort at least once every couple holidays. I know that these are isolated incidents, but they highlight our national, unhealthy obsession with shopping.)

Levels of Friendship

One of my biggest gripes about most online social networks that I participate in (Facebook, LIVE, etc) is the absence of functionality that takes into account how “strong” or “open” my friendship is with any given person. Fixing this is a major opportunity — if not a long-term, competitive imperative — for social networks in general, and the video game ecosystems that aspire to be legitimate social networks in specific.

We do not treat all our friends and acquaintances equally in real life, so why should social networks force us to treat our online connections in equal fashion? People need tools that enable them to selectively modify how any given user in their network can view their profile, interact with them, etc. This process of selective modification can be sped up with user-defined “friend types” that can be applied, in a stroke, to many users in a network.

For example, were such a system to be implemented for LIVE or Facebook, I would personally choose to break all my connections into three categories:

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Articles of Interest

Fun presentation about innovation and games. A part of it reminded me of my favorite PC game, Planescape Torment, which came about when the designer, Chris Avellone, asked himself what typical RPG conventions could be turned on their head? (I.e. if the meta-goal of an RPG is generally “don’t die,” what about making a game in which your ultimate goal is suicide?)

Via Soren, one of the geekiest (and best) political comics that I have ever laid eyes on! 🙂

Henry interviewed Ethan and I about Changing the Game (see parts 1 & 2). Normally I don’t post links to my interviews here, but this one is really worth checking out. Henry has a knack for asking very thoughtful questions.

Yet another story about the creation of Portal. I like this one because it highlights a factor that, it’s clear, really contributed to making Portal what it was… serious resource constraints! The environment, GlaDOS… all a function of insufficient time and manpower needed to blow the game out “more fully.” Constraints can be good.

MIT CMS is putting on its 3rd annual Futures of Entertainment Conference this Friday, 11/21 and Saturday 11/22. Speakers include Kim Moses, exec producer of The Ghost Whisperer; Alex McDowell, production designer for Watchmen; Gregg Hale, producer of The Blair Wtich Project; Yochai Benkler, author of The Wealth of Networks; Anita Elberse, HBS professor and author of “Should You Invest in the Long Tail?” and many more. If you’re in Boston or can make the trip there, it’s totally worth it.

Tectoy has announced the Zeebo, a gaming console that will launch in Brazil in the second half of 2009. It will connect, for free, to a 3G network via which all content is downloaded and purchased. It will sell for the equivalent of US$258, which sounds completely insane until you realize that the Wii apparently sells for over US$500 in Brazil thanks to import taxes and whatnot.

Soren writes a thoughtful post about used (retail) and new (digital) game sales. Unfortunately, as he briefly mentions, the problem no publisher has solved is how to drop price on digital games without damaging retail relationships. Tough one, that.

A rather original and interesting looking XNA game. Watch the video to the end; it’s a bit slow in places, but worth it.