game business

  • Improving F2P

    Are you one of those game developers who think that free-to-play games suck? You think they’re soulless, or that their builders do not understand how to treat a customer? Or why games are sacred and special?

    After all, f2P developers are often looked down upon by traditional game developers, particularly indie ones, as not being artistic.

    Well, in the spirit of greater understanding on all fronts, I’m here to tell you how to understand these developers.

    The thing to understand about the free-to-play market, and its best developers, is that F2P developers treat everything as science. Everything is subject to analysis, and everything is subject to proof, and the business process is about seeking what works. If what works happens to also be an original, innovative, interesting design that meets a checklist set of criteria for being art, well, all the better. But really, it’s about what works.

    We have to be honest with ourselves. There is an awful lot of stuff that we have cherished for a long time in the games business which turns out not to work. Sometimes it takes us years to shed the scales from our eyes about the fact that hoary conventions of yore are just that — conventions, mutable and open to change.

    A screenshot from the Atari version of Panzer-Jagd.
    A screenshot from the Atari version of Panzer-Jagd.

    After all, was not the great innovation of World of Warcraft that it “removed the tedious bits”? Many of those tedious bits were “proven mechanisms.” And regardless of whether we feel that some babies went out with the bathwater, there’s a certain part of you that has to go with what worked — and if a few babies going out with the scummy water is the price, then, well, it can be hard to argue against.

    There is also the plain fact that it takes a player to play a game. What worked for grognardsย  who were willing to fix the BASIC errors in Panzer-Jagd on the Atari 8-bit (*sheepishly raises hand*) does not necessarily work for the player who delighted in Doom, which in turn fails the player tossing angry red birds at hapless pigs.

    The field moves on because the audience does, and what works moves with it. Having some science in the mix to track, assess, and predict those movements is only common sense.

    And the more the audience divorces itself from we who make their entertainment, the more important it is that we be clear-eyed about what their tastes and behaviors actually are. And that, in turn, greatly undermines the value of “experts,” — because we are in many ways, the most likely to be hidebound and unable to see past the blinkered assumptions precisely because we built them up with hard-won experience.

    But! And it’s a big but.

    Read More “Improving F2P”

  • Interview for a high-school junior

    Hi this is N—–.

    I am a jr in high school right now, we are doing something called a jr research paper, and the career that I chose and have been looking into is game design and I need to get an interview with a game designer, I was wondering if you could email me back and you may help me. If you have the time that would be really nice.

    Thank you

    Sure. Here’s my answers to your questions:
    Read More “Interview for a high-school junior”

  • Gamasutra interview post-GDCOnline

    The normally vivacious Leigh Alexander was an a contemplative mood as she posed questions to me in an hourlong interview right after GDC Online. We talked about how games are changing with mobile and social coming along and making sessions shorter and arguably less classically immersive; and how we ourselves are drifting away from the big games, as players.

    I wish more of the interview fit in the format of a Gamasutra article, because it was a great, quiet little discussion.

    “Another way to think of it is, we always said games would be the art form of the 21st century: Gamers will all grow up and take over the world, and we’re at that moment now,” he continues. “It’s all come true — but the dragons and the robots didn’t come with us, they stayed behind.”

    Yet in plenty of ways this loss isn’t even about social games, Koster believes. “We’re losing some of our most cherished things — and honestly, we already had. The more big business we got, the more that got replaced by women in too-little clothes, or guys that all look the same and have bullet-heads and everybody’s dressed in green and brown.”

    In light of the increasingly risk-averse and market-researched nature of traditional games, the increasing size of the mainstream audience has been something of a boon. “If you’d asked someone in 1998 whether there could be hit games about cooking, fashion design… a guy running over roofs, [as in Canabalt], still there’s an element of a broader frame of reference, a broader aesthetic there.”

    And while he himself is a big science fiction fan, Koster says that a wider frame of reference is “incredibly exciting” for games that can be about all kinds of things now, beyond the expected. “We lose something, but we gain something that is potentially bigger,” he reflects.

    Gamasutra – News – Raph Koster Talks Loss, Opportunity For Games In The Social Media Age.