My Photo Name:  David Edery

Location:  Kirkland

Bio: Manager and Principal of Fuzbi, a consulting firm focused on the business and design of online video games, and research affiliate of the MIT Comparative Media Studies Program.

Full bio & contact info.

My book, "Changing the Game"

  Press reviews can be found here.

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December 15, 2009

IGF Observation #3: Polish Required

Category: Business (in general), Design / Production — David J Edery @ 2:04 pm

Observation #3: A polished game stands out from the crowd.

Some of the games that I played could really have used a few additional rounds of playtesting and design iteration before they were submitted to the IGF. The developers of those games would probably have been better off holding back their games until next year’s competition.

I know this can be tough to swallow. Perhaps you’ve worked long and hard on your game, and you really want some recognition for your effort. You might be counting on that recognition to help boost your marketing or business development efforts. I can imagine many an indie developer thinking, “My game isn’t perfect, but it shows a hint of something great, so I’m going for it!” And to be clear, that’s a fine attitude — if you wait until your game is “perfect,” you’ll probably never finish it! But unfortunately, some developers jump the gun and submit their games before they are truly fun, much less “perfect.”

If you’re creating a new gameplay mechanic (or an interesting twist on an old mechanic), make sure that you have implemented at least one very polished, very entertaining instance of that mechanic. A single, excellent level is better than five mediocre levels, in my opinion. Per observation #2, other developers are making me trudge through hours of tedious gameplay, so I’m going to be especially appreciative of a developer who wows me with ten short minutes of brilliance.

Of course, “very polished” doesn’t necessarily mean “short and sweet.” But many independent developers don’t have the time or resources to produce several hours of very polished gameplay, so all I’m saying is that if you can’t, you might as well err on the side of short and sweet. I’m fairly certain that you’ll be better off!

PS. Don’t forget to frequently playtest your game on other people. It doesn’t take long to lose your sense of perspective when immersed in a project; a pair of fresh eyes will significantly increase your odds of ultimately developing a polished gameplay experience. Also, for an example of a relatively simple indie game that is extremely polished, check out geoDefense (or its sequel, geoDefense Swarm) on the iPhone.

December 14, 2009

IGF Observation #2: Slow Initial Experiences

Category: Business (in general), Design / Production — David J Edery @ 3:03 pm

Observation #2: if at all possible, it’s best to entertain a judge from the very first minute — just like a potential customer.

Several of the games I evaluated simply weren’t very fun to start with. Some even came with explicit caveats which I will collectively paraphrase as follows: Dear judge, you must play this game for several hours before you understand why it is special.

Who wants to slog through an endless tutorial that isn’t inherently fun before actually getting to enjoy themselves? Who wants to trudge through hours of uninspired gameplay before the “magic” of the game’s design reveals itself? As a judge, I’m willing to do it because I feel obligated, but which game do you think I’ll probably give the higher score: the game that entertained me for three consecutive hours, or the game that entertained me for only the final hour out of three hours, total? With rare exception, it will be the former. And you can bet that most consumers will vote the same way with their wallets. In summary:

  • Long-winded, boring tutorials are bad (seems like this should be self-evident, right?)
  • Conversely, dumping people into a game without any explanation of how to play is also bad, unless the initial gameplay experience is very intuitive. For an example of a game that does a good job of introducing the player to the core mechanics of the game, see Braid.
  • Games that don’t become very interesting (or don’t reveal their “special sauce”) until the player has invested lots of time into them are not inherently “bad”, but unfortunately such games are often doomed to smaller audiences. Most people simply aren’t willing to give a game the benefit of the doubt if it doesn’t entertain them relatively immediately. Long story short, developers should think carefully about finding ways to expose their game’s “special sauce” right away.

PS. On a tangent, my old post on crafting a good game demo might be interesting to some of you.

October 24, 2009

Almost Lucid

Category: Design / Production, Marketing / PR — David J Edery @ 1:34 pm

Anyone developing an original IP for XBLA, PSN or Wiiware should take note of LucasArts’ Lucidity. Why should you take note? Because Lucidity is a truly delightful game that unfortunately showcases two of the most common “big mistakes” made by developers and publishers on XBLA. If the leaderboards are any indication, Lucidity’s sales are suffering as a result.

First, it’s worth recognizing how many things Lucidity gets right. It is beautiful, distinctive, and offers an original gameplay mechanic that actually works. Many game developers will never manage to create something that meets all three of those criteria in their entire careers. And many developers, with such a game on their hands, might assume that their success is all but assured.

There’s just two problems. If you’ve been reading this blog for any significant period of time, you already know one of those problems: insufficient marketing. Lucidity was unveiled mere weeks before it was released. No time to build consumer awareness. No time to woo the press. Nothin’.

The other problem is the game’s unforgiving design. (I won’t say the game’s “difficulty”, as something can be difficult without being unforgiving.) Lucidity lacks a checkpoint system, and that combined with a few other design issues causes the game to quickly become a punishing experience. This is apparent to players even in the demo.

It’s no accident that most modern platformers are more forgiving than their ancestors. While many XBLA and PSN users enjoy a stiff challenge, their patience is ultimately limited. Don’t let the success of a few insanely challenging retro titles fool you — those games have generally succeeded because of nostalgia, not because today’s gamer longs for the relentless butt-whooping of old.

1) Come up with a meaningful value proposition for your game. 2) Craft a gameplay experience that emphasizes that value proposition and that accommodates as many players in your target demo as possible. The latter can almost always be accomplished without noticeably diluting the gameplay experience. 3) *Repeatedly* communicate the value proposition far in advance of your game’s launch. –> These are the fundamental tricks of our trade.

PS. A year ago I wrote an article on game difficulty that is relevant to this post. The comments on that post were solid, too.

May 28, 2009

Triangulating Accessibility

Category: Design / Production — David J Edery @ 3:02 pm

A couple of months ago, Eve and I played The Maw together, and I’ve been mulling a related post ever since. The Maw, for those of you who haven’t played it, is one of the more approachable titles on XBLA. It has relatively simple controls — for a modern 3D platformer, anyway — and a cute style and theme. I’m quite fond of it. Anyway, watching Eve grapple with The Maw was enlightening, to say the least.

A bit of background for newer readers: Eve is a perfectly capable smarty-pants, but she didn’t grow up with video games and is often frustrated by the few console titles that I have introduced her to. I knew that she would have trouble with camera management in a 3D space; that’s a skill that simply needs to be learned over time. And I knew that she’d have difficulty remembering which Xbox controller buttons mapped to which in-game behaviors, even though The Maw has relatively few mappings; that’s partially an experience issue as well, and partially a consequence of the Xbox 360 controller’s near-magical ability to terrify and stupify casual gamers.

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November 17, 2008

Levels of Friendship

Category: Design / Production, Social / Cultural — David J Edery @ 10:27 pm

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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September 6, 2008

Combatting Writer’s Block

Category: Design / Production — David J Edery @ 1:40 pm

Chris Avellone was telling me about a panel on writing that he attended at Comic-con which devolved into an interesting conversation about circumventing writer’s block. That’s a challenge I struggle with all the time, so I asked him for his notes on the panel, and he was kind enough to share them with me. And now I’m sharing them with you. And you can share them with someone else, if you like. Ain’t sharing grand? PS. Many of these tactics seem as applicable to game design as they do to writing.

  • Go buy three magazines (games) you don’t normally read (play), then flip through them and free associate.
  • Grab a Gideon Bible, open it randomly and then see what it sparks.
  • Have three creative projects going at once so you can switch off when you get stuck with one. (For games, they shouldn’t have to be large in scope; how about having a pet flash, XNA, or mod project on the side?)
  • Do something else creative that doesn’t involve writing – doodling, sketching, painting, whatever.
  • Go workout for 30-40 min with no music and no TV, and then let the endorphins do their work.
  • One guy said that “writer’s block happens because you’re writing something you’re not excited about or interested in,” and he suggests that when that happens, take a step back, ask why, then charge into it in a different direction that does excite you.
  • Keep a collection of works that excite you. When you hit a block, go back to this library, re-read them, and remember why they excited you.

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Kongai

Category: Business (in general), Design / Production — David J Edery @ 12:28 pm

(I’ve been sitting on a bunch of posts, being too lazy and/or preoccupied to clean them up, insert hyperlinks, and publish them. I finally summoned the will to get them out this morning. Here’s the first.)

If you haven’t already done so, I recommend checking out Kongai, a digital trading card game designed by David Sirlin and publicly released on Kongregate a couple months ago. David, for those of you who don’t know him, is the guy rebalancing Street Fighter for XBLA/PSN (and a very thoughtful designer, in general.)

Kongai is a well-designed card game, but what’s remarkable about Kongai is not necessarily its gameplay, but how Kongai is positioned within the larger context of Kongregate. Kongai cards are awarded the same way LIVE Achievements are – in reward for accomplishing explicit challenges in the various games found across Kongregate. (Actually, Kongai cards are more like Pogo Badges, because Badges are awarded for time-limited challenges, unlike LIVE Achievements, which are hardcoded to a game prior to its release and which never expire.) Having played Kongai for a while now, I can personally testify to the allure of virtual awards that have concrete value in a playable metagame in addition to the “status value” of normal Achievements!

There are quite a few portals and networks claiming to offer “Achievements 2.0″, but Kongai is the first thing I have encountered that feels even remotely advanced enough to merit such a claim. Gamasutra published an article on the design of Kongai, if you’re curious to learn more.

August 9, 2008

Bubbling about Braid

Category: Design / Production — David J Edery @ 6:48 pm

As a general rule, I choose not to write about individual XBLA games on this blog. But this was a special week for XBLA, and I’d like to acknowledge the primary reason for that:

Last Wednesday, we launched Jonathan Blow’s Braid. As many other commentators have already noted, Braid is now the highest-rated game on XBLA. Its review score puts it in the company of Mass Effect. Rock Band, and Halo 3. It is being compared to Portal, but Portal had a much larger development budget. IMO, Braid is in a class all its own.

That said, I’m not writing this to promote Braid (it doesn’t need the help at this point.) I wanted to share some thoughts on the game itself, and on lessons that we can potentially learn from it.

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July 27, 2008

Back-Linking and Dormant Content

Category: Design / Production, Marketing / PR — David J Edery @ 8:44 pm

At Comic-Con, Cliff Bleszinski revealed that Gears of War 2 would feature linked Achievements, or special content that is unlocked only if you’ve earned a specific achievement in the original Gears of War. For example, if you’ve completed Act One in Gears Of War, you will unlock a playable Anthony Carmine in Gears of War 2. This is similar to what Peter Molyneux is doing with Fable on XBLA, i.e. enabling you to win currency that can then be spent within the world of Fable 2.

I suspect that this sort of thing will become increasingly popular with developers, some of whom will do it simply because it’s cool, and some of whom will do it because it can be useful for promotional purposes. (Use the earlier release of “Game A” to help drive interest in “Game B.” Or alternatively, take “Game A,” which isn’t expected to be a huge hit, and link it to “Game B,” which is expected to be a huge hit, in hopes that “Game A” benefits — a potentially more subtle or interesting version of the “bundle Game A with a demo or beta of Game B” strategy.)

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July 13, 2008

Designing for Older Gamers

Category: Design / Production — David J Edery @ 10:23 pm

Gamasutra has posted an article sharing ten lessons for designing games that appeal to “older gamers” — which they also call “silver gamers.” Most of the lessons seem obvious, but it’s worth being reminded of them.

I would have liked it if some of the lessons were expanded upon. For example, lesson #1 emphasizes the importance of repeatable tutorials, but tutorials are simply one means of addressing a larger issue: that of teaching people what they can do in a game, and then helping them to remember those lessons later on. (Lesson #2 was “better printed manuals, reiterating the importance of this issue.) Given the tremendous length of some games, and the fact that busy adults may spread that gameplay over weeks or even months, it’s easy to forget the lessons taught in a tutorial.

This problem is exaggerated in games, such as Assassin’s Creed or MGS4, that pack large amounts of functionality into disparate objects and/or context-sensitive situations. (Though MGS4 does some things nicely, like automatically displaying all the ways to use an item when you select that item from the menu.) The request for meatier printed manuals, like repeatable tutorials, is ultimately a symptom of this larger problem.

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