Tag: friction


Games Have An Attention Problem

March 11th, 2013 — 6:25pm

Last week I talked about how mid-core games aren’t the answer to consumer engagement issues.  This week I want to take a closer look at some of the underlying design problems with casual and hardcore thinking, and how we might better address them.


It’s been several years since I first talked about games and attention.  At the time, I noted that games compete for our attention with other games, other media, and interruptions from friends, family and work.  Despite all the advances in friction reduction over the past decade, games are hard pressed to thrive — nevermind get noticed — in this noisy media environment.

Looking ahead, the trendline is not positive.  Content creation costs keep dropping, so the amount of content available keeps rising.  Our choices are unlimited but our time is not.

Traditional solutions to the attention problem fall into two buckets:

  • Reduce friction (a.k.a. the casual solution)
  • Add depth (a.k.a. the hardcore solution)

In general, good casual design affects a player’s willingness to play, while good hardcore design affects their desire to play.

 

The Casual Solution

The friction reduction method requires games to:

  • Have few barriers to entry
  • Be commitment friendly
  • Be attention span agnostic
  • Have a short build-try-fail loop

That’s all good.  However, while these characteristics reduce friction and increase a player’s willingness to play, they don’t actually generate a desire to play (or to keep playing).  In an effort to meet the requirements above and make the game more accessible, most designers simplify the game’s mechanics and the way those mechanics combine, effectively reducing the play dynamics as well (in the MDA sense).  The result is a shallow product with a small possibility space and little long term retention.

Casual games succeed by demanding less from the consumer — they don’t ask you to sacrifice attention you might prefer to devote to other things, complementing rather than competing with other media.  The best of these products tend to have large audiences with low unit economics and short user life cycles.

 

The Hardcore Solution

The depth approach, on the other hand, means the game:

  • Has extensive and varied play dynamics
  • Has a lot of content to consume
  • Gives the player a reason to make a deep personal investment (often through persistence, identity and relationships).

Again, a good list.  Games of this type tend to create a strong desire to play.  Unfortunately, they also erect a lot of barriers to someone’s willingness to play.  To create a wide range of play dynamics, many designers simply pile on the game mechanics (i.e. they keep layering on the rules and systems).  That’s a lot for someone to learn and then remember from session to session, and with a lot of mechanics to comprehend, 100% focus is required.  The only players willing to do that are the few that will make a large personal investment in the product.   The result is a deep product with a large possibility space and great long term retention, but it bounces most consumers at the start.

Hardcore products succeed by being more compelling than other media — they ask for your undivided attention and tell you it’s better spent on them than competing options.  High quality hardcore products tend to have small audiences with high unit economics and long user life cycles.

 

Hardcore + Casual

There’s nothing inherent to these two approaches that makes them incompatible, but you can see how solving for one can easily lead to problems with the other (it doesn’t help that, as an industry, we’ve set up a false dichotomy that places casual and hardcore products at opposite ends of the same spectrum;  mid-core is the latest iteration along these lines).

Much of the problem starts with the game’s mechanics, where most casual games have simple mechanics and simple dynamics, and most hardcore games have complex mechanics and complex dynamics.  There’s a reason for that:  they’re much easier to design and balance (simple dynamics imply a small possibility space, which presents fewer outcomes to balance;  complex mechanics make it easier to isolate systems for independent tuning, particularly when dealing with the large possibility spaces associated with complex dynamics).

What we really want are games with simple mechanics and complex dynamics, because simple mechanics are easy to learn and remember, while complex dynamics are deep and engaging.  How we do that is the subject of next week’s post.

Comment » | Casual vs. Hardcore Gameplay, Emergence

The Value Of Content Is Falling, The Value Of Content Is Rising

March 5th, 2012 — 6:46pm

I’ve written before about how value chain barriers are dropping, enabling a more product to reach consumers than ever before.  While a boon for consumers (setting aside for the moment the noise/discovery problem), this is a challenge for content creators:  more product means more competition, driving down prices and unit sales.  So the value of content is falling.

But it’s also rising.  Lower barriers make it feasible to bring niche products to market that couldn’t be justified in the past.  And consumers will pay extraordinary amounts for products that address a niche they find compelling.  The evidence for this is all around us, from low budget CCGs (e.g. the now defunct Warstorm) to high budget strategy games (e.g. League of Legends), and it’s been happening for years.

We’re talking about products that generate $50 – $100 per paying user.  Per month.  Do the math and ask yourself how small a niche you can serve and what it will cost to build the product.  You don’t need to spend millions like League of Legends, or even hundreds of thousands like Warstorm.  There are countless underserved niches out there just begging for a product.

Comment » | Value Creation In Games

Indie Games And The Culture Of Try

February 13th, 2012 — 6:34pm

I have this theory that consumers are more willing to try unknown and experimental products because they’ve spent the last fifteen years being inundated with email links encouraging them to check out funny videos, shocking pictures, political or religious rants, or whatever.  We’ve been receiving these links for so long that they’re no longer novel or nuisance — they’re part of the very fabric of things.

Since each of these links comes with an implicit recommendation from a friend to take a look — you got it via email, after all (or Facebook and Twitter these days) – it reduces security fears and compels you to proceed.  But you really have no idea what you’re about to encounter.   I believe the sheer volume and variety has broken down resistance to trying new things and set a low bar for results.  You expect it’s probably bad, but you’re willing to try it anyway because it’s new and fresh.

That’s huge for indie games.  Let’s face it:  most of them are crap.  But in a world where folks are at least willing to take a quick look anyway, these games are given a small chance to reach their potential.  Hidden gems are no longer completely buried for lack of attention, and even if the game is bad, consumers are not being turned off to the whole notion of indie games.

Of course, the causal link could be weak and there may be some other underlying factor (e.g. the internet has reduced the friction to communicate with others substantially, and the quantity of content itself has boomed thanks to new tools and technology;  either of those may be a sufficient explanation by themselves).  But it’s worth considering that, as much as the internet has balkanized different groups around specific subjects or opinions, people seem remarkably open to trying new things.

Comment » | Value Creation In Games

Friction Innovation Vs. Engagement Innovation

February 7th, 2012 — 8:06pm

I’ve been posting a lot of recently about value creation in games.  Most of my attention has been on the engagement side of this equation, but for today’s post I’d like to talk about the relationship between friction reduction and engagement.

First, friction reduction (a.k.a. accessibility) is not in an inverse relationship with engagement.  In fact, they’re highly complementary, since advances in friction reduction reduce the barrier to entry, increasing the viability of more experimental products.

Second, I’d argue there’s been an amazing amount of innovation on the friction side the past 20 years.  So much that there’s been little incentive to innovate on the engagement side.  I’m not saying engagement innovation has slowed – it has probably increased as well, just not at the same pace as advancements in friction reduction.  But when reducing friction is improving product value so dramatically, why bother taking any risks in engagement?

Looking for evidence?  I give you the last decade’s increase in cloning as exhibit A.  The friction reduction benefits are so strong that companies won’t even risk changing the numerical values in the game (see the Yeti Town clone of Triple Town).

I expect this is cyclical.  Friction reduction will eventually run out of steam in our current ecosystem and likely commoditize to the point where it’s simply not a differentiating factor, at which point more attention will shift back to engagement innovation.  But in the meantime I think the engagement piece is underserved, and there’s an opportunity there.

I do have some concern that over the long haul we, as an industry, will lose some of our expertise in engagement innovation if an entire generation of game designers grows up in a world based largely on friction innovation.  We’re not there yet, but I find it striking how many folks don’t know there difference between the two.

Comment » | Value Creation In Games

Engagement and Content Volume

January 16th, 2012 — 7:02pm

This is part two of the four part series on value creation in games. Part 1: Value Creation in Games; Part 2:Engagement and Content Volume; Part 3:Engagement and Personalization; Part 4: The Game Engagement Landscape.

 

In my last post I talked about how value creation in games falls into two large buckets:  access and engagement.  This time I want to focus on the engagement portion, and more specifically, how we increase it.  I’ll give the usual disclaimer about how there’s many ways to slice this, but in my view there are two ways to increase engagement:

  • Increase the volume of content
  • Increase the personal meaning of content

Increasing the volume of content – the sheer amount of it that can be consumed – increases the possibility space and therefore the likelihood that the consumer will find something that engages them.  That may evolve over time – i.e. initial bits of content may grow dull but, due to the large amount available, new bits are available that may extend interest.

Increasing personalization reduces the possibility space in a way that’s meaningful to the individual player.  It does not reduce the possibility space for the game’s audience as a whole.  Think of it as the percentage of interactions an individual has in the game (relative to the total interactions they have) that are interesting to them.  What’s interesting to one user may not be interesting to another, of course.

In general we use three methods to increase the volume of content:

  • Author a lot
  • Re-use content
  • Emergence

Authoring can come from developers or consumers.  In the hands of skilled developers the content is often extremely well-made and balanced, and difficult to pattern match.  But it runs out quickly, a lot goes unused, it doesn’t adapt well to varied player interests, and it’s expensive and economically hard to sustain except at very high sales volumes.

Letting consumers author the content (i.e. UGC, or what I like to call the infinite monkeys solution) generates an almost unlimited supply and the cost of creation is very cheap.  But it has its own challenges, including a terrible signal-to-noise ratio, difficulty maintaining cohesion and consistency with the overall product, and a dependency on some level of creative or technical expertise to generate interesting content (the burden of creation, at least for some portion of the audience).

Another alternative is to simply re-use content.  Far less expensive than developer authoring, it’s also relatively easy to balance.  For example, we might use meta-structures like high scores, scenarios or levels, difficulty settings, quests and so forth to package what is essentially the same core game loop in a larger play mechanic.  That can generate more long term interest and extend play, but it doesn’t actually solve the pattern matching problem since the core game loop remains the same (potentially leading to boredom fairly quickly).  Procedural content generation is another variation on this theme but tends to produce undifferentiated content.

That leads us to emergence.  In emergent play, core components are recombined to produce novel new play dynamics (in the MDA sense).  In the mid-90s, the colleagues at my first company often mocked my constant preaching about “complex combinations of simple, distinct elements”.  Emergence might occur at the systems level, or it might come from adding other people to the game (but not necessarily friends).  As with simply re-using content, emergence is inexpensive.  And it’s hard to pattern match, making it difficult for players to optimize play and get bored.  But it’s terribly difficult to balance.

Next time I’ll talk about the personalization side.

2 comments » | Value Creation In Games