Garriott goes to social games

 Posted by (Visited 15163 times)  Game talk  Tagged with: , ,
Feb 172010
 

Portalarium.

The highlights:

  • A plugin to allow deploying games written as standalone titles. Torque2d is referenced as the tech for the first title, a poker game.
  • A virtual world hub called CenterPort, with a “semi-3d world”, minigames, ad-driven quests, housing, and microtransactions.
  • A social network. It looks like this will be tied into the OpenPlay network, which is a separate endeavor by other well-known ex-Originites that tries to develop an industry standard for social play data portability.

The requirement for a plugin will have all the same barriers all the other plugin efforts do, of course. (Unity is doing well, but it is having to fight hard for every user). One big example — it’s Windows only right now.

This is a play for anticipating the curve on the social gaming market lifecycle. The bet being made is that social gamers will ask for greater sophistication over time. It’s a good bet that this trend is valid — even “simple farming games” like the new sequel to Happy Farm feature farming, apartment decorating, and a central town; and Island Paradise has merged in a cooking game… showing that greater complexity is well on the way.

That said, the Facebook game explosion — social gaming in general — is more a phenomenon of distribution than it is one of game design or technology. The users tend to be older women, and not that technologically sophisticated.  Social gamers don’t care what technology you use. They only care how long the loading time was and whether it worked perfectly on the first try.

So the plugin choice may be banking on the wrong aspect of the trend. You don’t need a better rendering engine to make richer games.

Read more about Portalarium at this VentureBeat article.

Sep 242009
 

Massively asked a bunch of us in the industry our opinion of the term “MMO”, and the result is a rather nifty article. Here was my answer, but go read everyone else’s!

Raph Koster, President and Founder, Metaplace:

“I think now, at this point, now that we’ve chopped the ‘RPG’ part off of it and just say ‘MMO,’ which by itself is a meaningless acronym. Massively multiplayer online… The problem is the very word massive is not particularly useful. Sorry Massively website! But the problem is that “massive” is kind of relative. New York is a massive city, until you go to Shanghai. It’s completely relative. …

“I was never that crazy about [the term ‘MMO’]. We’ve been here before. There was a huge turf battle over the term ‘MUD’… There were people coming up with MUVE, multiple user virtual environment… random acronyms people were coming up with to describe the field. Several of us kept saying, ‘These are just virtual worlds, damnit!’ Part of the reason why that was working okay was it was fairly easy to say, and MUDs do have a very specific kind of family tree that we can point at, and they all fall under virtual worlds.

“That was great until people started calling things — without any games in them — ‘virtual worlds,’ excluding MMO-anythings. This is where you get people saying, ‘Well, [World of Warcraft] is a MMORPG, it’s not a virtual world.’ And it’s like…errrr. Because the battle has started all over again with people trying to appropriate the term ‘virtual world’ to mean Second Life or to mean Habbo Hotel. So now you have things like social virtual worlds and generic virtual worlds, and people think it means just Second Life, and that’s… wrong. I’ll say it bluntly, that’s just wrong, because WoW is a virtual world and so is Second Life, and so is YoVille. A lot of people don’t want to claim YoVille as being in the family, but it is. I much prefer to define these things by what they are rather than how many people they hold.

“I do still say MMO, because at this point it usually has the connotation of game. If you say ‘MMO’ people assume you mean a game. … Even us design types, we still need to know what we’re actually doing. The terms, right? We need to agree on a language so we can talk about it. Disclaiming something that is a massively multiplayer, comma, online, comma, first-person, comma, shooter, and saying, ‘Well, it’s not actually massively multiplayer online’… whatever. That’s clearly marketing talking.

“There are people that call them MWOs, people that called them MOGs, and people that call them POGs. There’s PSWs which is an art term for a specific sub-set of virtual world so that one gets misused all the time because it means ‘persistent state world.’ … There are some others… PIG, I’ve seen PIG, ‘persistent interactive game.’

Massively: I don’t think a game maker would like to call their game a “PIG.”

“Probably not.”

Sep 172009
 

Another liveblog…apologies for typos.

Monetizing Online Games

Lisa Rutherford of TwoFish
Karl Mehta, PlaySpan and PayByCash
Andrew Schneider, LiveGamer
Min Kim, Nexon
Moderated by Eric Goldberg

Eric: A realization at the conference that free to play is the future, these are the guys who can tell you about the future. LiveGamer recently acquired TwoFish. Can you each talk about your top three lines of business?

Andy: started in 2007b on P2P secondary market,and now we have a totalcommerce solution with nCash in Korea and TwoFish, helping partners get more revenue with microtransactions.

Karl:we monetize over 1000 games, microtransaction stack, prepaid card

Lisa: TwoFish focuses on post-purchase data, a data economy platform, what users do

Min: The most significant area I worked on, came out to US in 2005,started office in 2006, launched the payment card method here in the US, consumers had not been proven out yet. We looked at the iTunes card and said, we should do that. It started with the Nexon card. Distributed in 7/11, CVS,RiteAid, will be walgreens soon, 30k retailers in NA.
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IndustryGamers interview

 Posted by (Visited 6253 times)  Game talk  Tagged with: ,
Sep 112009
 

Matt Firor and I gave interviews to IndustryGamers for the run-up to GDCAustin, and the interviews are up now. Interesting to compare and contrast our answers, given that they are presented side by side (we did the interviews by email). Here’s one, follow the link for more!

IG: The MMO space is still largely controlled by fantasy games. Is this all gamers want, or are developers just unsure of what kinds of new genres to bring to the MMO sector?

Koster: This is just a symptom of the constrained market that AAA MMOs have been operating in. If you look at the MMO-like social games, we see a far broader array of genres being used quite successfully, and I would expect that trend to continue. Fantasy as a genre is a lot more mainstream than it used to be a decade or two ago, but I don’t think it is an accident that we see Mafia, farming, and restaurants as top genres in social games.

Firor: Fantasy games have one unique feature that has not yet been duplicated in other genres: they are approachable and easily understood by the player base. If you say a game is “fantasy,” then you know it’s going to be roughly based on medieval technology, with some magic, probably some elves, and monsters to slay. This is because fantasy games are based on legends and fables that we’ve been telling/reading to our children for hundreds of years. Fantasy stories are part of our culture, and just about everyone has been exposed to them. Because of this, fantasy games are easily understood by the player base.

— An evolving world – Feature: The State of the MMO Business – IndustryGamers.

A really old game design essay

 Posted by (Visited 12804 times)  Game talk  Tagged with: ,
Sep 112009
 

Cory Doctorow’s next book has all sorts of interesting editions, including one with endpapers made from ephemera from friends of his. I went looking for papers to send him. Flipping through old notebooks and scratch pads, I found a 2000 word essay-cum-manifesto-cum-tirade that I do not recall writing. It’s fiery and jejune and I can tell I was in my early twenties.

So I am sending the five pages of legal pad, scribbled frantically and passionately on both sides. I barely remember being the guy who wrote it, at a time before the World of Warcraft mentions on TV and the casual games on the web, at a time when it seemed like the corporations were already plenty big, back when “designer” was not even a title you saw, or if it was seen it was not accorded much respect. I don’t even know if it was written for an audience or not. At times it seems to speak to listeners, and at times it sounds like I was talking to myself.

I’m also posting it here, not because I agree with everything that I thought all those years ago, and not because it’s deathless insight deserving of being brought into the light. No, I post it because I just turned 38 on Monday, and it seemed worth remembering that passion; because even though many of the problems the essay discussed have changed, and times have moved on, there are always plenty of folks who are in their early twenties themselves and are railing away, and maybe they could use the fiery jejune kindred spirit of the past to keep them company.

“The only legitimate use of a computer is to play games.”

— Eugene Jarvis

Game design is an art and a craft. From the craft aspect of it we know that it involves predictable patterns, specific elements and tools that are common; in a word, we learn that it is to an extent quantifiable. It is not alchemical and mysterious. It obeys principles which may or may not be articulated or understood by its practitioners.

It is also an art – and there are no arts that are not also crafts. That means that it also strives to bottle lightning, to capture Lorca’s duende; it strives to shatter barriers and to communicate, provide venues of discussion and new contexts, enlighten, or even merely entertain. It must innovate (even if only in the creators’ eyes) or it is not worthy of the name.

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