Author Archives: David J Edery

Articles of Interest

Zynga has raised an additional $180m in funding from Digital Sky Technologies (DST), the same group that put $200m in Facebook.

Ubisoft is developing almost double the games for Natal as for Sony’s motion wand — 10 vs. 4 to 5. Interesting vote of confidence in Natal, or just a vote of confidence in the Xbox, in general?

Some interesting observations about things that annoy consumers in microtransaction-supported games, and possible solutions. One example: “I find it kind of annoying that when you rent items it is in real time, not in-game. So if you rent an item for a week and then only play twice a week then you only have the item for four or eight hours.” Solution: a durability system could give the player a sense of controlling his investment, since the inevitable deterioration of the item is the player’s responsibility rather than an arbitrary game rule.

According to a recent study of the US gaming market, mobile phones account for 3% of total games spending, traditional PC games account for 20%, consoles for 57%, MMOs for 9%, and game portals for 11%. European consumers, on average, spend less on portals & MMOs and more on traditional PC gaming.

November console game sales: 37% of sales were for the Xbox 360, 29% for the Wii and 19% for the PS3. Xbox is up from just 28% in 2008. All of that growth can apparently be credited to Call of Duty.

As expected, many Facebook users are initially responding with wariness or outright hostility to developer requests for their email address. (For those that haven’t heard: Facebook applications will no longer be able to send notifications to users, per a recent change in the platform’s policy.) This was well-put: “Much like any other web app developer, Facebook app developers are going to have to really engage and earn the trust of their users in order to get a significant number of user emails.”

There’s more to life than games:

Henry Mintzberg on executive bonuses: “The problem isn’t that they are poorly designed. The problem is that they exist.” Amen!

IGF Observation #3: Polish Required

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.

IGF Observation #2: Slow Initial Experiences

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.

IGF Observation #1: Compatibility Problems

I volunteered to be one of the many judges for the IGF this year. Here are some of the random observations that I jotted down while working my way through the batch of games I was assigned to evaluate. Hopefully these observations will be useful to people entering the competition next year.

Observation #1: you can’t win a competition if the judges can’t play your game.

Out of all the games I was asked to judge, approximately half did not run on either of the two different Windows PCs in my home. One is my laptop, which is much more powerful than a netbook but isn’t one of those “desktop replacement” models with a $400 video card. The other is my brand new gaming desktop, a machine probably more powerful than 99% of computers in US homes today. I could also have tried the games on my wife’s laptop, but if by some chance a game somehow corrupted her PC she would have killed me, so I opted not to risk that. 😉

I’m not surprised half the games wouldn’t run; the compatibility-related frustrations of PC gaming were precisely why, after many years of shunning consoles, I eventually threw up my hands and made the Xbox 360 my personal gaming platform of choice. And this isn’t a knock against the organizers of the IGF; they screen every game to make sure it runs before they submit it to judges for evaluation. The IGF can’t be expected to try every submission on fifteen different PC configurations… that’s the individual game developer’s job. But this isn’t even a knock against developers, because I appreciate how challenging traditional PC game development can be.

And that’s really the point of all this (I know, it took me long enough to get there.) If you’re an independent game developer working on a downloadable PC game, you really need to ask yourself if the benefits you get from your engine actually outweigh the portability benefits of Flash, and to a lesser extent, solutions like Unity. I doubt that consumers are, in general, much more forgiving than IGF judges. Requiring a download probably drives away half your potential customers right off the bat — the actual percentage varies depending on the game and the audience, of course. You’d better be certain that the game concept and technology you’ve settled on is so compelling that it justifies not only losing customers to a download, but also losing another large percentage to compatibility problems!

On a final note, this seems like a good time to once again reference Danc’s flash love letter: a worthwhile read for all PC game developers.

Update: After much additional effort, I was eventually able to play 70% of the games in my batch. I had to give up on the other 30%.

Articles of Interest

Inside Social Games estimates that offers are generating 30% of social game revenues in 2009 in the US.

Gameloft is de-emphasizing Android development. Their rationale: “We are selling 400 times more games on iPhone than on Android.”

While its well known that Valve goes to exceptional lengths to keep its game communities alive and growing, did you know that Team Fortress 2 has been updated 97 times since it was released two years ago? Almost once a week, on average.

And speaking of Valve, I love how organic their writing process seems to be. Writers are involved from the beginning of a game’s development (as they should be), but it’s understood that the narrative may change significantly — just like the gameplay — if a good-enough reason to make a change presents itself during development or playtesting. Bottom line: at Valve, narrative, like gameplay, is something that benefits from time and polish.

Rumor: Facebook may require developers to accept Facebook Credits alongside other payment options in their games and applications. Facebook’s cut? An “Apple-like cut of 30%.” I’d expect Facebook to go about this more subtly (for example, by doing more to expose quality games and applications, but leaving out those that fail to embrace Credits. If you don’t want the extra exposure, you can leave Credits, but you’ll likely just pay for the exposure in other ways…)

The Economist has published an excellent article, “A world of hits“, that echoes much of what I’ve been arguing about the Long Tail on this blog, and offers some interesting new data to boot. Worth a read!

There’s more to life than games:

Nice ABC video on Zappos’ service mentality, compensation and corporate culture. Interesting aspect of the hiring process: new employees are offered $2k with no strings attached if they’d like to quit at the end of their orientation/training period. I’m guessing that’s not really enough cash to make most people even seriously consider quitting, but it sends a signal (“if you’re just here for money, just take this check and leave now”) that in and of itself probably has some value.

On picking the co-founder of your startup: “The ideal founding team is two individuals, with a history of working together, of similar age and financial standing, with mutual respect. One is good at building products and the other is good at selling them.”

Thoughts on NDAs

The following article should not be taken as legal advice. I am not a lawyer. You’re welcome to discuss my opinions with your lawyer, of course.  ðŸ˜‰

NDAs, aka “non-disclosure agreements,” are common to every industry, but the video game industry has a special fascination with them. We fear that our ideas will be stolen. We worry about alerting competitors to our plans (and thus giving them time to respond more effectively.) We worry about losing control of the marketing message.

Your idea isn’t as sacred as you think it is

In general, we worry excessively — particularly about the theft of our precious ideas. The overlap between companies who will steal raw ideas and companies who are competent enough to execute upon them is very, very small. And the number of ideas that are genuinely worth stealing is even smaller.

Don’t confuse the theft of ideas with game cloning — the latter is common because execution has already taken place and the market for the idea has been proven. Executing on a design and proving out a market are hard things to do, and only the best companies (Valve, Blizzard, etc) successfully do so on a regular basis.

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On EA’s Acquisition of Playfish

I wrote the following brief, high-level news analysis for a multi-industry expert network that I joined earlier this year; figured some of you might like to read it.

EA has just acquired social-network games maker Playfish for $275 million, plus an additional $25 million in equity retention arrangements and up to $100 million in additional cash contingent upon future performance. Playfish is one of the top three game developers in this space, the others being Zynga and Playdom (both privately held.) Zynga is widely rumored to be targeting an IPO within a year, leaving only Playdom as a wild card.

Why would EA pay such a large sum for a company that was only founded in 2007? In fact, one could argue that Playfish doesn’t even possess particularly distinctive IP and that its games are easily cloned (as Zynga demonstrated when it created “Cafe World” — a close copy of Playfish’s hit game “Restaurant City.” Cafe World now has 28 million monthly active users on Facebook, as compared to 18 million for Restaurant City.)

The answer is complicated. On one hand, big video game publishers have a history of overpaying for top development studios. But on the other hand, while social-network games may seem like simple things, they are in fact dramatically different from the video games that publishers like EA have built their businesses around. EA is, in part, acquiring expertise.

The traditional big video game publishers rose to prominence in part because they were capable of funding the development of robust, complex, multi-million dollar video games and in part because of their retail marketing and distribution prowess. In short: they are very good at getting people below the age of 35 to pay $30 to $60 for a boxed game that can be enjoyed alone on the couch or at the desk or with friends online. But social-networking games, by contrast, require a completely different product development and product marketing skill set. These games are free to play and generate revenue via optional microtransactions — they must be designed explicitly for the purpose of driving such transactions, as opposed to traditional games which can simply “be fun to play.” Furthermore, the core gameplay mechanic of any good social-network game must encourage players to invite their friends into the game — again, it cannot simply be “fun.” And of course, there’s no retail shelf to position a social-network game on; instead, developers must rely on non-traditional advertising, on the viral mechanics of their games, and on cross-promotion between online games to drive traffic.

This latter point is critical. The top social-network game developers have become very effective at driving players from their existing games to their new games. This means that they are essentially capable of helping any new title reach a critical mass of players almost immediately, and for “free.” From that point forward, if the game is designed well enough (i.e. if it is highly viral and good at engaging and retaining players), it will succeed.

So why did EA purchase Playfish? Because EA’s game designers are not accustomed to building games that focus mainly on viral design or on monetization via microtransactions. Because EA’s marketing people are not intimately familiar with the techniques necessary to market these non-traditional games to these non-traditional audiences. And because Playfish offers an established network of players that future games can be cross-promoted to. Of course, it certainly doesn’t hurt that Playfish is rumored to already be generating $50 million a year in revenue. Lastly, Playfish was likely the “cheapest” of the three established game developers in this space.

One could certainly argue that it would have been cheaper for EA to spin up one, two, or even three independent studios and charter them with experimenting in the social-network game space (especially if they’d had the foresight to do so two years ago.) Eventually, one studio would have hit on a successful formula, just as Playfish did. And perhaps other major publishers, such as Activision, should be considering such a strategy. But EA’s acquisition of Playfish certainly makes sense… it simply remains to be seen whether they overpaid or not.

Articles of Interest

Nintendo finally acknowledges the possibility that demos “might” help stimulate Wiiware sales; now if they just fix their most basic merchandising and UI issues, they’ll… still be way behind the 360 in the downloadable arena. But on the positive front, I love the (admittedly noncommittal) remarks Iwata made about his potential interest in a Nintendo handheld sporting free 3G connectivity like the Kindle.

China’s General Administration of Press and Publication (GAPP) has attempted to shut down World of Warcraft again; the Ministry of Culture claims the GAPP doesn’t have the authority to do that. Regardless of the outcome, this situation (plus the events of mid-October) should make any foreign game company quite nervous about investing in China. Unrelatedly, Blizzard has finally introduced in-game content available exclusively for cash purchase to WoW. It’s clearly a mild test designed to gauge potential profitability and user backlash… but I bet this eventually leads to more microtransactions in WoW and/or other Blizzard premium MMOs.

Check out this wonderful (and unfortunately rare) example of one game developer’s efforts to attempt a little jujitsu on PC game piracy. The developer is RedLynx, creator of the massively-successful XBLA game Trials HD, and their “jujitsu” was leaking their own game to Bittorrent — with minor adjustments of course.

Techcrunch finds more offer-related problems in Zynga’s FishVille which causes Facebook to pull down the entire game. Now Zynga is suspending its use of offers until a better way to police them is identified. This is a good thing — it will (hopefully) result in a very rapid cleansing of the offer business (at least in the social gaming space.)

There’s more to life than games:

More on health care: “A recent report by the Robert Wood Johnson Foundation and the Urban Institute, looked at how well 19 developed countries succeeded in avoiding ‘preventable deaths,’ such as those where a disease could be cured or forestalled. [The United States] ranked in last place… The figures are even worse for members of minority groups. An African-American in New Orleans has a shorter life expectancy than the average person in Vietnam or Honduras.” Well, here’s some cause for celebration (and surprise): both the American Medical Association (AMA) and the AARP endorsed the health care legislation recently passed by House Democrats, just prior to its passing.

Happy Dogs

My friend Terry took these fantastic photos of my dogs, Pooka (the white one) and Keiko (the black one). They were simply too good not to share. Check out the dirt that Pooka is kicking up in the first photo — she’s one mean running machine! 🙂

pookabull
doggie-yingyang
pookajoy

The Death of Lead Gen?

It’s been a while since any given news story caused five different people to spontaneously email me. The latest story to do so is the Techcrunch exposé of scam artists who are working through the popular lead generation services (such as Offerpal) that are used by most major social gaming companies.

The story has already inspired quite a few responses, such as these thoughtful articles by Andrew Chen and Justin Smith, and this entirely predictable response by Mark Pincus, the CEO of Zynga.

My quick two cents: have the lead generation services (and therefore the social gaming companies, and therefore Facebook itself) benefited from the behavior of scam artists? Yes, absolutely. Should the lead generation services immediately do something to address the problem (and if not them, then the social gaming companies or Facebook itself?) Yes, absolutely. Does Facebook “deserve to be sued”, as one of my good friends suggested to me? No, it does not. Does this whole thing prove that social games are a house of cards? I highly doubt it.

Facebook is a popular open ecosystem, and like any other popular open ecosystem, it will be exploited from time to time by unethical people. There is always the argument that Facebook “could be doing more” to police the ecosystem (and in fact, it had already announced a plan to do precisely that as part of larger changes to the platform) but at the end of the day you simply cannot compare Facebook to the Playstation, to Wal-mart, or to any other closed ecosystem. Facebook has an essentially unlimited number of “content partners,” and while it should keep a close eye on the biggest of those partners, it is inevitable that some shadiness will eventually slip past the Facebook Police.

Sony and Wal-mart, on the other hand, have the advantage (and the great burden!) of controlling everything that enters their virtual and/or physical shelves… and they have much smaller shelves. So while I hope that Facebook will indeed do a better job of catching scams in the future, I don’t blame it, and in fact I hope it chooses to emphasize crowdsourcing techniques (i.e. better enabling users to flag and stifle abusive 3rd parties) as much as expanded police squads.

The social gaming companies turned a blind eye to their part in this problem, and now they are catching flack as they deserve. But this will blow over, and lead generation will likely continue to represent a significant percentage of their ongoing revenue. Why? Because at the end of the day, there are legitimate advertisers, content providers, and 3rd party networks with a vested interest in the success of this model. These aren’t all late-night, 1-800-type con-men; these are advertisers like Netflix, FTD, and GAP and product/service providers like Apple, The Wall Street Journal, and The New York Times. The only “house of cards” here is the house that Tattoo Media built.