My Photo Name:  David Edery

Location:  Redmond

Worldwide Games Portfolio Planner for Xbox Live Arcade, and research affiliate of the MIT CMS Program. (Note: This blog is not endorsed by Microsoft or MIT; statements expressed therein should not be interpreted as statements by those organizations)

Full bio & contact info, here.

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July 13, 2008

Designing for Older Gamers

Category: Console, Design — 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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June 29, 2008

Combatting Antisocial Behavior

Category: Design, MMOG, Social — David J Edery @ 11:54 am

The Freakanomics blog is worth subscribing to, if you haven’t already. Via it comes word of a neat experiment: in the psychology department coffee room at Newcastle University, prices for tea and coffee were posted on the wall, and an “honesty box” (i.e., in which to place your payment) was set nearby. This sort of experiment is fairly common, but the twist was that, in some weeks, a photo of flowers appeared above the price list. In other weeks, it was a pair of human eyes, staring directly at the person reading the price list. In weeks with eyes on the list, staff paid 2.76 times as much for their drinks.

This brought to mind my earlier post on the wonderful book Predictably Irrational, which noted that you could dramatically cut down on cheating in exams if you simply asked students to recall the Ten Commandments before they took a test, or — more pointedly — by reminding them of a school honor code. (You had to do this right before the test — it couldn’t happen weeks before and still retain the effect.)

A long time ago, I wrote an article for Gamasutra exploring the possible design of a feedback/rating system that would discourage antisocial behavior in MMOs. That system, which still may have merit, pales in comparison to the wonderful elegance and simplicity of these psychological tricks. And given that (1) one of the biggest challenges for online, anonymous systems like MMOs (and LIVE) is antisocial behavior, and (2) companies are spending tens of millions of dollars on these systems (if not more), why aren’t more companies hiring psychologists and behavioral economists as consultants or full-time employees? The cost seems justified, given the potential benefits.

(Actually, I’ve heard of a few MMO developers hiring economists, but I think that most are focused on the optimization of in-game economies, as opposed to tackling anti-social behavior. There is a relationship between the two, but they are not equivalent.)

June 15, 2008

Debating Difficulty

Category: Design — David J Edery @ 11:33 am

There are two design issues that I have been thinking about lately. One is the question of consequences, which smart guys like Clint Hocking and Randy Smith have lectured and written about. Are we robbing games of meaning (and/or eliminating the sense of wonder they can create) by reducing player choice, amping up positive feedback, and increasing the degree to which we hold the player’s hand? The second is the question of difficulty — how challenging should a game be, and is it “pandering” or “betraying the spirit of the game” to do things like offer a very easy play mode, design more forgiving checkpoints, add a hint system, etc? (Accessibility and difficulty issues are, in fact, a recurring theme on this blog.)

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January 15, 2008

How to Increase Trial, Improve Conversion Rate, and Sell More Games

Category: Design, Marketing / PR — David J Edery @ 11:06 pm

I’ve debated writing this article for a long time. My hesitation has stemmed, in part, from the recognition that many people have already beaten this particular horse. At least once a year, I hear an excellent presentation on this subject, usually at a casual games conference (where necessity breeds ingenuity). That said, I believe that many developers and publishers are making mistakes — on many platforms, not just XBLA — which if corrected could improve the sales of their games. So what the heck, I’ll jump on the bandwagon and say a few things. Hopefully some of them will actually seem insightful.

PR… it’s not just for Halo

Having a free trial does not exempt a downloadable game from taking advantage of PR; not even in XBLA, where every game gets downloaded by a large number of people. Why? Two reasons. First, that “large number of people” could be a lot larger. 2x (or more times) larger, in fact. Just because a lot of people download every game that comes their way doesn’t mean you can afford to ignore the people who don’t. Plenty of consumers only think to download the titles they are familiar with — that’s why licensed IP is so popular with many publishers.

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December 26, 2007

Serving Customers Instead of Labeling Them

Category: Design, Social — David J Edery @ 3:42 pm

Nothing says “the holidays” like plenty of food, drink, friends, and family. And party games, of course. My closet is overflowing with board games and peripherals just waiting to be unleashed on visitors (aka “informal market research participants,” aka “gracious victims of enthusiasm.”)

Guitar Hero remains popular on these occasions (which is no statement against Rock Band — I simply haven’t acquired a personal copy yet. Much as I’ve enjoyed my three fruitless visits to EB…) And yet, Guitar Hero 3 failed me as a party game until I finally gave up on “principle” and unlocked a couple cheats — specifically “no fail” mode and “unlock all songs.” So now I’m having more fun with my friends and family, but I’m a “cheater.” Oops.

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August 23, 2007

Working Without A Crystal Ball

Category: Design, Distribution, Marketing / PR, Strategy — David J Edery @ 9:17 am

Note: I think this post may be interesting to anyone creating, investing in, or distributing games (regardless of whether or not they are Xbox Live Arcade games.) However, I needed to ramble through some seemingly tangential stuff to make my point. Please bear with me. :-)

XBLA portfolio management is a complex thing… I’m one part cat-herder, one part traffic cop, one part talent scout, and one part “quality control.” (The latter part is especially tricky… who wants to be the guy who turned down Katamari because “the art was weak”, or one of the eight publishers who turned down Harry Potter because “the writing could use polish.”) I approach these roles with a healthy dose of humility (and even anxiety), knowing that at any moment I could become “the moron who turned down [fill in the blank].” Unfortunately, the longer I hold this position, the more likely that becomes!

Trying not to be a moron

So I’ve put systems in place to hopefully help reduce the risk of my own tastes (or lack of vision) from polluting the portfolio. I can’t really discuss the details, but they include a sort of “wisdom of crowds” feedback loop, in which indie submissions are screened and rated by a group of my colleagues within Microsoft (who are asked NOT to discuss the submissions with each other before rating them — mainly to avoid group-think.) The wisdom of crowds can make my forecasts more accurate, and it can help compensate for any subconscious biases I have. Unfortunately, what I don’t believe it can do is help me identify future mega-hits (i.e. “the next Geo Wars“.)

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July 6, 2007

Language Processing

Category: Design — David J Edery @ 10:05 am

Those of you who played text-input adventure games back in the day (King’s Quest, Leisure Suit Larry, etc) will recall how fun it could be to test the limits of the game designer’s imagination by experimenting with language commands. It was thrilling when you tried something “unusual” or “outrageous” (in your mind) and yet the game responded appropriately. Of course, it was also frustrating when you tried to accomplish something serious and the game didn’t understand you. (For an exercise in said frustration, give the much-hyped Facade a try if you haven’t already. It’s a glimpse into what made these games fun, and everything that made them less-than-fun.)

At any rate, most of that “joy of experimentation” disappeared when adventure games migrated to mouse-only. Perhaps not coincidentally, adventures games themselves began to disappear soon afterwards. But text-input has returned in the form of viral marketing gimmicks like the Subservient Chicken campaign, and in IM bots like Spleak, which capture the imagination in part by encouraging users to test the limits of the designer’s vision and resources via text input. Both the Subservient Chicken campaign and Spleak have proven quite successful within a limited but significant audience.

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June 15, 2007

Demographic Advocates

Category: Design, Marketing / PR — David J Edery @ 10:53 pm

It recently occurred to me that video game publishers might be well served by having an internal advocate for different demographic groups. (The details: i.e. is it one specific person or several people with other responsibilities are less interesting to me than the idea itself.)

The idea came to mind when I was thinking about Marble Blast Ultra, one of our XBLA games. I have heard it said on more than one occasion that “if Marble Blast Ultra included a sandbox mode in which there were no penalties, no timers, etc, it would be a perfect kid’s game.” Conversely, when playing Pokemon Diamond, I’ve often thought “if only there were a way to speed up the rather slow and repetitive feeling of battles (among other related issues), this game might have some chance of appealing to more adults.”

(Those of you who’ve played Pokemon will understand what I’m talking about here. How many times do I need to sit through the same animation of the same attack? Is it OK to be bored after the 500th time I’ve watched the “throwing my pokeball into the field” animation? The repetition is valuable to kids but adults might enjoy a “skip” option…)

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May 29, 2007

Board Games vs. Video Games

Category: Casual Games, Design, Social — David J Edery @ 2:15 am

Memorial weekend has slipped by. My folks were visiting from out of town. They asked the usual questions about what I do, and only time will tell if my answers were more satisfying than usual. (I’m think that analogies to retail businesses help.)

We did not play video games.

Given my occupation, why is that the case? Because I don’t currently own any video games that would do a better job of bringing us together (and creating time/space to chat) than old-fashioned, non-digital Scrabble or Blokus. So we played Blokus.

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March 20, 2007

Travian Under the Microscope

Category: Design, MMOG — David J Edery @ 11:49 pm

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. ;-)

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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