“Stickiness” in MMOs… on Gamasutra

I’ve been reading Gamasutra since I was a nerdy little CS major dreaming of someday working professionally in games, and desperate to read anything published about the art, science, and business of games. Though it appears that the site has had its bumps through the years, these days I think its content and news are better than ever, probably thanks to an absolute killer staff led by, among others, Leigh Alexander (of the Sexy Videogameland blog) and Chris Remo (of Idle Thumbs insanity), both of whom I have serious crushes on.

Since no one actually reads this blog, I thought I would try my hand at writing up a blog article on a blog I started on their site, since they apparently offer that service now. I was thrilled to log on the next day and find that I had been flagged as an “Expert” blogger (though perhaps this just denotes than I’m an actual game developer and not, say, a student, or someone who stalks game developers). Moreover, my first post had been given a “Featured Post” flag – I think that means that it will show up in their weekly round-up of blogs. A very pleasant surprise, and an honor from a site that I respect greatly.

Here’s the first post: “Stickiness” in Games, or: Why you can’t beat WoW

And the follow-up: Levels vs. Stickiness, or: How WoW can be beaten

Yes I am attempting the “inflammatory/oversimplifying headline” technique of blogging.

I may start posting my game design thoughts on Gamasutra rather than here, and reserve this blog for more general ramblings and short posts. I’ll cross-post them here of course.

UPDATE: Huzzah, the second post has ALSO been marked as “Featured”!

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Flixel Game Jam: “Terminal Velocity”

If you like falling onto spikes, this game is for you.

I had a great experience this past Saturday attending the Austin Flixel Jam, an “indie game jam” where about ~11 guys met up to make a game in one day – specifically 6.5 hours (which is as long as the library would let us work in one of their offices).

I showed up knowing no one, with no idea what to expect – a true “dive in headfirst” scenario. I met the host, Phil Knoll, a very cool guy, and chatted with him about my experiences at Blizzard and SOE – small world, he’s indirectly done some outsourcing projects for SOE Austin and knows a couple of my friends there.

Finally some more guys showed up and we began talking about what we were going to do. I had expected that Phil, the organizer, might have had some pet idea already picked out; and that every single guy who showed up would probably have their own ideas as well… in short I expected something of a fight over who would get to make their game idea! Instead something very different happen: Phil mentioned that he thought we should make a game like Canabalt (the most well-known game made in the Flixel engine we were using). In particular we all felt the idea of a “single button” game seemed ideal.

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Art or Product?

Click for full image.

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Headline: “Blizzard does something horrible”

http://games.slashdot.org/story/10/01/19/0231206/Blizzard-Adds-Timestamps-To-emWoWem-Armory

“In a move that could cause serious privacy problems for players of World of Warcraft, Blizzard has added timestamps and an RSS feed to the game’s online armory site….”

For those of you who dream of making the most successful game of the world, remember that what comes hand-in-hand with that: everything you ever do will be mercilessly and endlessly criticized and picked apart, as soon as you do it or even as soon as you announce that you’re thinking about doing it.

You can even have a team of people spend weeks or months adding a new feature to a peripheral feature of your game, for the sole reason of helping your players to keep up with each other’s progress in the game better and have more fun playing together… only to find that people respond by being shocked that you could be so irresponsible as to do such a thing, and posting headlines about how the CIA can now track their raid schedule and what will they do with that information? I don’t know but the consequences are sure to be dire.

But seriously… although I make light of it as typical tin-foil-hat conspiracy-theorist alarmism, in fact this criticism is pretty valid, or at least inevitable; Blizzard will have no choice but to add an “opt-out” option, or some sort of permissions system linked with the in-game friends and guild lists. (Another few weeks or months of work, by the way.) That’s the other thing that comes with success: everything you do really does affect millions of peoples’ lives. (I’ve heard that in the tool that Blizzard GMs use to log player issues, one of the values of the Issues Type field is “Suicide Threat.”)

When you have 11.5 million players, the problem isn’t “dealing with your players”, it becomes “dealing with human nature, and in fact a big chunk of humanity itself.” All though it’s arguable whether games always should be so deeply wound up in players’ lives, the fact that they can be is why I love them.

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How to Design RMT That Doesn’t Suck

Today they make us pay for our guns. How long before we have to pay for our mustaches?

"This is serious, men! Today they make us pay for our guns - how long before we must pay for our mustaches?"

Ars Technica reports that Battlefield Heroes has changed its business model. Previously it was “free to play, and you can buy guns in-game with real money if you want, or you could buy them with in-game money for a reasonable price.” They’ve now changed that last part to “in-game money for a ridiculously exorbitant price… did we mention that real-money option by the way?”

People seem unhappy about this.

Of course, there’s no way that this change could be made without people complaining; simply because there’s never been any change made to any online game, ever, that someone has not complained about, and the bigger the change, the more the complaint.

The Problem We Can All See Coming

Flashing your abs is not the ultimate douchebag move - THIS is.

Flashing your abs is not the ultimate douchebag move - THIS is.

It does sound to me like they’re just plain doing RMT/microtransactions wrong. Any player of any online game will tell you (except perhaps the very rich ones): selling anything, for real money, that just plain increases your power level (especially in games that are directly competitive like an FPS, but in others as well), will always be unpopular.

It’s nice to see BF:H actually experimenting with this, if only so we can observe and learn from the results – I don’t think anyone’s ever actually pulled the trigger and tried that model, at least not on a significant scale… but I think we already know what we’re going to learn from this. Have you ever played Monopoly with some douche who offers another player $1 of real cash for Boardwalk? I imagine it feels the same way to get pwned by a player who is crappier than you but has a great gun just because he paid for it.

(And even if he actually killed you fair and square because he’s a better player than you, you’re going to immediately complain that it was just because of his pimped-out weapon. Game designers need to think a lot more about what goes through players’ heads when they fail in a game – ideally they should never have anyone to blame for their death but themselves. This is part of why Modern Warfare 1 and 2, and Team Fortress 2, are such successful multiplayer games: they all have forms of “kill cams” that let you learn exactly how you were killed, which gets you thinking about what you could have done to avoid it, which can turn an inexplicable/frustrating kill into a learning moment, which then amps up your desire to get back in and keep mastering the game. But I digress.)

Here are a few designs that I think could make “real-money weapons” viable in an FPS, without unbalancing the game and angering players.

Design Solution #1: Money Weapons are different, not better.

Would it be unethical to ask people to pay real money to unlock a virtual jar of urine?

Would it be unethical to ask TF2 players to pay real money to unlock a virtual jar of urine?

Imagine an FPS which had a core set of weapons which was available to everyone; but in which you had to pay real money to unlock extra weapons… so long as the “money weapons” aren’t just the most powerful weapons. They should be crazy unusual weapons that are balanced or have downsides compared to the alternatives. The analogy here is if you were to pay $5 in TF2 to open up one of the “new” items that they’ve been opening up for each class – these new items are carefully balanced against the other weapons and are all used about equally. (One problem here is that people might be very unhappy to find that a gun they paid real money to unlock has been nerfed to be better balanced against the other weapons.

Design Solution #2: Money Weapons can be better… but you still have to earn them.

In CS, everyone hates AWP whores - but the gun is expensive to get, and hard to hold onto. Couldnt paid weapons be the same?

"AWP whoring" can turn a game around... but it takes patience and skill to earn one.

This takes the above idea a bit further. Imagine a Counter-Strike-like game in which you can use the in-game money (which is a completely separate resource from real money and can only be earned by playing, and playing well) to buy weapons of higher and higher power. Once again there could be a core “line” of weapons that are unlocked for everyone, and can be bought with the “in-game” currency; but there could be also be special weapons that you have to unlock by paying real money. But again this just unlocks it,  you still have to buy it with the regular in-game currency like any other weapon. The advantage of this over the above option, is that here a “money weapon” could be just plain more powerful… so long as its in-game cost was balanced to its power like every other gun, so you would still have to play the game, save up money, buy the gun, and have to start over if you died and lost it. The analogy here is if you were to pay $5 for the AWP to be in your arsenal in CS, but it worked exactly the same in every other way; you have to play, win, and save up in-game cash to buy it. (And if your opponent kills you, he’ll enjoy picking up your “money gun” and pwning you with it next round – maybe he’ll enjoy it enough to go buy an unlock of it for himself!)

Design Solution #3: Money items are only more powerful in the right hands.

In the WoW TCG, Leeroy Jenkins is a rare and expensive card... but like the real Leeroy, you should think about whether his help is really worth the drawbacks.

The WoW TCG Leeroy Jenkins card is expensive... but like the real Leeroy, you have to think about whether his help is really worth the drawbacks.

While working at Blizzard, I got to hear a speech from Richard Garfield, the creator of Magic: The Gathering, where he explained that the design of the game (at least originally) was for the “very rare” cards (which, by the way, inevitably become the “very expensive” cards on eBay) to not actually be inherently more powerful than any other cards; instead they should be more specialized. In other words they could be extremely powerful, but only when combined with the right other cards; for example, a card might have a major downside, but it would be powerful in a deck of cards that worked to mitigate that liability. I’m sure there’s a thousand exceptions to that rule in the game and cards that are just plain overpowered, but it seems like allowing people to buy items that are only “high-power” situationally – when used creatively and in tandem with other items – could be a model that still feels “fair”. The analogy here would be if, in  Modern Warfare 2, you could pay $5 for a very specialized “perk” which was balanced against the other perks, had inherent downsides, but which could be combined creatively with other perks to create a build which – if played well by someone who understood their tactical strengths and weaknesses – would result in a very powerful and unique opponent.

Conclusion (with belabored analogy)

Game companies should realize that the core of their business is keeping the gameplay fun, and a multiplayer game quickly stops being fun once there is imbalance or unfairness (actual or perceived) – and they should entrust these decisions to designers. Designers should see business models like these as creative challenges.

Designing a game can be like building a TCG deck: there’s certain things the deck has to do to be viable… in this case, one of those is “make a profit.” The “Real Money for Items” card can be a powerful one in the deck of your game design – so long as you build the rest of the deck to compensate for its pitfalls.

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Flash Game: “Guest House”

Guest House.

I’ve seen one of these “escape the room” games (or as I call them, “mini-Myst” games) done in Flash before, but not nearly this well-done. Looks like the graphics were done in Adobe Illustrator…?

Very well-made overall, but take Leigh Alexander’s advice to heart: occasional flurries of random clicking around what you’re interested in can never hurt things.

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Into the Night: Jason Rohrer meets Chris Crawford

No one at my “mainstream” game development company seemed very interested when the film “Into the Night” was filmed at the nearby Alamo Drafthouse during the Austin Game Developer Conference of this year.

No surprise at the lack of interest; as this represents the intersection of two very esoteric and relatively obscure corners of game design. It features Jason Rohrer (a solo independent game designer who has created some successful “avant-garde” indie “art games”, most notably Passage, a free game which I played and enjoyed and greatly recommend that everyone play); talking with Chris Crawford (a game designer from the Commodore 64/Atari era who essentially started in his living room what would later become the GDC, and created the esoteric-but-interesting PC game Balance of Power, but who left the industry after getting tired with the lack of innovation in game design).

The film was made during GDC 2009 and followed the two around as they conversed about the game industry, past and present, and talk about each others’ game designs. Apparently this film was made as part of a French TV series which takes two “creative luminaries” from a given field and films them “interviewing each other”. I just found that the film is available online (French subtitles and all):

http://files.me.com/n.magnier/i4vx97

They’re both… rather odd, colorful characters, in different ways… but with a serious respect for each others’ work and a mutual appreciation for innovation in game design. Definitely a lot of discussion of interesting ideas here… though Crawford always strikes me as someone who actively seeks out ways to make himself more incomprehensible and irrelevant.

But I sympathize with them both though in their enthusiasm of finding entirely new types of gameplay, and particularly with Crawford’s quest to find gameplay that lets players “explore a story” and engage in gameplay focused on social interactions.

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Game Design & Testosterone

A great post from Danc at Lost Garden going into some research into players’ testosterone levels while playing competitive games; and, most interestingly, how these reactions are different when playing with friends rather than with strangers. Great game design lessons to be drawn from that.

It’s a bit naive though… this idea that when friends sit around playing together, the winners hold back on acting “dominant” and instead say things like “Good try!” and “That was close!” to make the losers feel better. Most of my “couch gaming” was playing Goldeneye with my brother and my two cousins… and maybe it’s just because we’re all douchebags, but they were usually less of a “mutual encouragement session” and more of a nonstop reenactment of the Hockey Game Scene from Swingers.

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Conversations About Animals 1 & 2

Welcome to the first and second, and probably the only, editions of my new webcomic. I call it “Conversations About Animals.”

Number the one:

Number the two:

That is all.

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World of Goo on sale for… whatever you want!

http://2dboy.com/games.php

The indie game World of Goo just turned a year old and for one week, they’re letting people download it for… whatever they think it’s worth. If you want it for 1 cent, it’s 1 cent!

I hope they publish what their average prices, etc. for this are. I paid $5 myself… haven’t played it yet but I’ve been meaning to check it out since it’s come out.

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