Tag: game design


Expect The Unexpected

March 26th, 2012 — 5:47pm

One of my startup philosophies is to always plan for two or three things going wrong, all the time.  New businesses are chaotic enterprises, operating on limited information in new domains, constantly adapting.  You have to set an expectation for the unexpected.  If your baseline is a couple surprises every month or so, they’ll feel less like threats and more like business as usual.

That sort of attitude shift goes a long way toward coping with challenges as you build a company.  No more “oh my, what are we going to do?”, just a calm, rational “ok, we thought something might happen, lets figure out what to do about it”.

And if nothing goes haywire?  Great, you had a good month.

Next week I’ll be kicking off a multi-part company postmortem on Knockabout Games, the development studio I founded in 2002 to build games for mobile phones (during the first wave of mobile, i.e. pre-iOS).

Comment » | Startups

90 Seconds vs. 90 Minutes

March 12th, 2012 — 6:17pm

There’s an old saying I heard when I first started making games almost 20 years ago:  in the arcade, you want a 90 second experience to feel like 90 minutes;  on a pc, you want a 90 minute experience to feel like 90 seconds.

Game play lengths have changed a lot over the past two decades.  There may even be a case against thinking in discreet segments at all.  Nevertheless, it’s worth applying the general concept to the wide range of gaming platforms available in 2012 (inasmuch as individual platforms tend to set certain expectations).

Which of the following should feel like more time has passed than actually has, which ones less?

  • Arcade
  • Console – Retail
  • Console – Downloadable (e.g. Xbox Live)
  • Console – Handheld
  • PC – Retail
  • PC – Downloadable
  • PC – Web (e.g. flash games)
  • PC – Social
  • PC – MMO
  • Mobile

I’d say arcade, handheld, web, social and mobile games want you to feel like more time has passed.  The rest — retail and downloadable games, plus MMOs, want your play experience to feel shorter than it is.  That may not be how they should or could be designed, but the current expectations of the audience suggest that breakdown.

Agree or disagree?  The original phrase isn’t exactly symmetrical:  the economics of the arcade drove shorter play times, so they had to feel much longer to create the perception of value.  At home on the pc, with more time available, you wanted the player so immersed they didn’t notice the passage of time (which is less directly about value than maintaining engagement).

Comment » | Casual vs. Hardcore Gameplay

Casual Vs. Hardcore Play: Wrong Question

February 27th, 2012 — 4:02pm

I think there’s some acceptance in the industry that the terms “casual” and “hardcore” have been co-opted by historical circumstances and no longer match their functional meaning.  These days most people array casual and hardcore as two ends of an audience spectrum from large (casual) to small (hardcore).   What they’re really talking about is how niche a title is.

This would be merely a semantic debate and beside the point, except that folks in the industry also go on to attribute all kinds of other (arguably more genuine) characteristics to casual and hardcore titles.  For example, casual titles may have short play sessions, simple interfaces and fast learning curves.  Hardcore titles might have deep, complicated rule systems that encourage extended play and long life cycles.  By making the original assertion about audience, however, these characteristics falsely wind up at both ends of a spectrum.

To make something casual is to make it accessible.  There’s not much more to it than that.  Attention friendly, light on commitment, easy to understand, and so forth.  These are product characteristics not audience characteristics.

To make something hardcore is to make it more engaging.  More content to consume, more variety, more personal.

The question isn’t whether you’re making a casual or hardcore game but two separate questions:  does it enable casual play? does it enable hardcore play?  The answer can be yes to both.

Comment » | Casual vs. Hardcore Gameplay

The Culture Of Try And User Generated Content

February 20th, 2012 — 7:25pm

Last week I posted about how the acceleration of personal sharing over the past couple decades has created a “culture of try”, where consumers are much more willing to sample new things and aren’t turned off by poor experiences despite a high signal to noise ratio.

While this is significant for indie games, it’s also very important for any kind of game that depends on user generated content.  A willingness to try and fail, repeatedly, is being baked into our culture and expanding the ranks of those willing to create content in any particular product.

There’s a great blog post by Raph Koster from several years ago in which he observes that “everyone is a creator”:

“…the question is ‘of what.’ Everyone has a sphere where they feel comfortable exerting agency — maybe it’s their work, maybe it’s raising their children, maybe it’s collecting stamps. Outside of that sphere, most people are creators only within carefully limited circumstances; most people cannot draw, but anyone can color inside lines, or trace. If the games require serious commitment and challenging creation tasks equivalent to drawing from scratch, they will have smaller audiences.

This is, of course, the argument that some in the comment threads were making against complex ecologies, cool NPC AI, and so on. The logic goes that too much complexity will overwhelm the casual user. We must not forget that casual users aren’t stupid users, they’re just not adept at, or willing to invest in, that particular system. They are likely heavily invested in creativity in some other aspect of their lives.” (1)

A lot of Raph’s article is about the barriers many games (and products in general) leave in the way of consumers who want to experience it on their own terms.  I agree with his reasoning that improving accessibility enables greater creation and consumption on the part of users, but I think this masks the underlying cultural shift going on.  People have been conditioned by the internet to accept false starts, and this is helping them tolerate less accessible products.

Some rules, perhaps, to go along with this:

  • Rapid feedback is critical.  Failing is ok, so long as they know immediately.
  • Feedback needs to be obvious.  The reason for failure should be explicit so they don’t have to waste time trying to understand why it didn’t work.
  • The build-try-fail loop must be very tight.  You can’t expect a user to spend thirty minutes building something before they can try it, only to have to spend that much time again if it fails.
  • The act of creating itself should be a fun experience, not a means to an end.  Some of that will be intrinsic to the user’s desire to create that got them to the starting line, and some will simply be via the absence of barriers, but if your product is dependent on users making stuff there is no reason not to make this part engaging as well.

There are huge benefits to getting more users across even the most shallow creation line for a product, but the most obvious one is that “creators are the most voracious consumers” (2).  To extend that further:  more creators means greater consumption per user, and greater consumption per user translates to greater revenue per user.

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Footnotes:

(1)  I’d also recommend reading Dave Edery’s post on the benefits of UGC that Raph links to at the beginning.

(2)  That’s Raph again.  He’s going to think I’m stalking him pretty soon.

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