Showing posts with label Virtual Goods. Show all posts
Showing posts with label Virtual Goods. Show all posts

Thursday, December 26, 2019

Top Ten Most Read Articles of GDAM

Happy Holidays! I've just noticed that this blog was started 10 years ago! I don't think I've ever done a retrospective, so without further ado, here is the Top Ten list of the most popular articles on Game Design Aspect (according to Google stats):

1.  Great Narrative Stories are the Answer 

This article was the culmination of a series of blog posts about how to measure social impact and effectively change a person's belief system. I summarized Christopher Graves' keynote at the 2017 Games For Change Festival. This article was also cited in the report, "The Limits and Strengths of Using Digital Games as Empathy Machines," by Matthew Farber and Karen Schrier.


This article summarized IGDA GDSIG's roundtable at GDC 2018, which covered a range of topics, including government regulation, microtransactions, and gaming disorder. I was surprised by the 10000+ views, considering how lukewarm the topic seemed at the conference. Since then, Gamasutra has featured articles on ethical game design


This article by Gustavo Guida is about his reactions to the above mentioned roundtable. Gustavo Guida attended the IGDA GDSIG roundtable and the IGDA GDSIG Social Meeting at GDC 2018.  In his article, he divides the various positions held by attendees as Skeptics, Pragmatists, and the Concerned.


In this article, I reflected on my first experience at the Global Game Jam (GGJ). Even though we had less than 2 days to complete a demo, my team made a crowd favorite that was featured in Microsoft NY's recap of GGJ that year.


This was a promotion for my most popular class at PlayCrafting and it also included a link to an interview I did with SciFi Pulse. Since I'm no longer teaching at PlayCrafting, I'm looking to put some courses online.


In this article, I discussed ludonarrative dissonance, a topic that was touched upon by Omar Shakir in his session at the Creative Arts & Technology Conference in 2016. Omar Shakir is Game Director at Avalanche Studios.


Here's another one that surprised me with the amount of views. Perhaps people were searching for a review of John Yorke's master class on video game writing. Rather, this article is a reaction to a review of John Yorke's class, in which he stated that video game companies should look to hiring capable screenwriters.


This is one of my favorite articles on the blog. Several people have said to me that I was spot-on about my observations regarding this segment of educational games.


I became very interested in the topic of creating empathy and player emotion and one of the lectures I attended was from Professor Katherine Isbister, who wrote the book, How Games Move Us: Emotion By Design.  What was interesting about this lecture is that she didn't delve upon stories but rather game design.


Professor Ibrahim Yucel reported on IGDA GDSIG's roundtable at GDC 2019. I'm glad to see IGDA GDSIG hit topics of concern for both the years we were allowed to discuss game design issues at GDC. At previous GDCs, the SIG's roundtables have only been about SIG business.  Hopefully, we will have another successful roundtable next year.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.




Friday, August 23, 2019

Preview: Decision Fiction

In this article, game writer Sande Chen gives a preview of the upcoming choice-based story app from Decision Fiction.

Now that the TV viewers have experienced interactive choices on NetFlix's "Black Mirror: Bandersnatch," start-up company Decision Fiction is hoping it's time for prose lovers to fall in love with choice-based stories.  The app will be available on iOS, Android, and messaging services.

Unlike other companies in the CYOA marketplace, Decision Fiction's focus is not on visual storytelling or even gamers, but on writers and readers. Writers don't have to write cinematics or learn scripting. They can submit in Twine or whatever is easiest for them. Meanwhile, readers have Avatars and are guided through the interactive fiction experience by gamification.  There will be Missions, similar to Achievements, that can unlock special badges. Artifacts, a type of power-up, can be bought, won, and used in-game. One example of an Artifact is the Reverse Motion Potion, which allows a reader to undo the last decision. Avatars can be dressed up with costumes, which can also be bought or earned in stories.

While gamification to an extent has been used before in reading communities such as Goodreads, Decision Fiction aims for more than just lists and reviews by the addition of these virtual goods.  This approach is unique among the reader-centric apps.  Even Galatea, which brands itself as "immersive fiction" or "addictive fiction," does not require virtual goods because its interaction consists of ARG-like character text messaging, sound effects, and visuals.

Decision Fiction considers itself an aggregator and distributor of interactive fiction gamebooks. It's a space not quite visual novel and not quite novel. Among its ambitions, Decision Fiction aims to be the one to create a new literary genre for mainstream readers.

To do so, Decision Fiction will include analytics so that writers can see what's working and what's not working for readers. This ecosystem of writers and readers is of utmost importance to the company.

This philosophy comes from a collaboration between an interactive fiction writer and technologists. Last month, I had the opportunity to speak with Sir Robinson and Tejas Bhatt about the genesis of Decision Fiction.  Bhatt had never heard about interactive fiction before meeting Robinson in an Internet chatroom, but was excited by the idea of building a platform that would solve this question: How can interactive fiction be monetized successfully?

Decision Fiction's route of gamifying interactive fiction and using virtual goods may be the answer.

Sande Chen is a writer and game designer whose work has spanned 15 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Sunday, May 12, 2019

Monetization and its Effect on Design

 In this article, Dr. Ibrahim Yucel summarizes thoughts and discussion held at the IGDA Game Design SIG roundtable on monetization at GDC2019, focusing on three different tiers of monetization integration.

The roundtable started with an invitation for those in the room to share their personal experiences designing or playing games with real money transactions within them. A few developers expressed their concerns about the ethics of the microtransaction model possibly putting their work in a bad light and one developer in particular expressed his wish to avoid microtransactions as a whole since he was not comfortable with it in the current environment. A few others pointed at the success they’ve had with microtransactions, and how the resources and capital it generated provided players with more content.  That improved engagement and kept the game, and its player base, alive.

The roundtable then continued to set a framework for discussing the effect in game economies had on game design, highlighting three potential tiers of integration into a game. First, we identified games in which real money transactions only provide the player with additional cosmetic items for the player to use, with no mechanical impact on the game rules. It was pointed out that even though most found this form of monetization unobjectionable, it still prevents a player from self-expression and ownership, which can be detrimental to their experience. The next tier we identified was paying for access into new or additional content. This was not too problematic as developers acknowledge that much of this additional content could not be made without the additional capital the in-game purchase provided. The negative consequence of this, however, was a potential fracturing of one's player base due to limiting access via purchase. The third tier, and most problematic, was allowing the player to buy power and/or time via real money transactions. We acknowledged that good practice with monetization allowed players to accumulate currency through play in addition to real money transactions, but the roundtable did not come to a consensus on how valuable the players' time should be.

In addition to these tiers, developers also pointed out the difference in purchasing consumables versus purchasing “permanent” virtual items, and marketplace effects on these forms of monetization. The comparison eventually began a discussion on the game Magic: The Gathering (M:TG), which had traditionally been a physical collectable card game but was now fairly successful with the launch of the digital M:TG Arena game. Developers pointed out while the digital version no longer give player the chance to “cash out” via ordering physical copies of their cards like in a previous M:TG digital forms, The reduced cost and convenience of the digital version allowed players who had abandoned the game to return.

The roundtable ended with a open questions session in which students and young developers asked questions of the body. Most questions dealt with if certain monetizations had been tried by others and pros and cons of specific practices.

Overall, I had a exceptionally educational experience at GDC 2019, and would like to thank the Game Design SIG for hosting the roundtable. I feel some were very hesitant to talk about monetization as it has developed many negative feelings in player communities, but still has potential to allow the best game experience for all players, regardless of their personal buy-in.

Dr. Ibrahim Yucel is a scholar of game studies, virtual reality, new media, digital culture, and online communities. His research currently focuses on the evolving forms of gamification and mixed realities. He is the Coordinator of the Interactive Media and Game Design program at SUNY Polytechnic in Utica, NY. He teaches in the Communications and Information Design program at SUNY Poly and is an adviser for the Information Design and Technology masters program.

Tuesday, March 12, 2019

GDSIG at GDC2019: State of Monetization Design

Will you be at GDC next week?  If you're interested in monetization design, be sure to stop by the roundtable presented by the IGDA Game Design Special Interest Group (GDSIG). Dr. Ibrahim Yucel, Associate Professor at SUNY Polytechnic Institute will be discussing how in-game economies affect game design decisions. If you're a GDSIG member, you can pick up your GDSIG ribbon there.

Here's the scoop:

State of Game Monetization Design and Best Practices Roundtable (Presented by IGDA)

Location: Room 211, South Hall
Date: Thursday, March 21
Time: 5:30pm - 6:30pm

In-game economies, many with real money transactions, have become more and more prevalent as developers look to try and replicate the success they see in the mobile and first person shooter titles. However, as more monetization is incorporated into a game’s design, developers risk alienating the game’s community and hurting its overall sales. Worse yet, a monetization model can dictate mechanical changes to the game to make the monetization “worth it” such as reducing loot drops to such a degree that players are forced to trade in an auction house to make progress. This roundtable seeks to discuss best practices in the design of games with monetization in mind. 

Takeaway 
Attendees will share their stories and learn from experienced developers on the current state of monetization in design. This knowledge should help them develop revenue in their titles while building their fan base and game community by increasing the perceived value of their games. 

Intended Audience
Independent game developers, students, economists, and those interested in player behavior and motivations would be the primary audience for this roundtable. In addition, those with experience in data analytics and monetization are welcome to come and share their experience. No prerequisite knowledge is required for the roundtable.

Monday, May 7, 2018

Ethics and Game Design: Are They Like Oil And Water? Part II

In Part I, Saferize founder Gustavo Guida reflects on the recent GDC 2018 game design ethics roundtable and concludes that game designers are locked in a Prisoner's Dilemma with potentially devastating consequences. In Part II, he delves into the specific issues of loot boxes, gambling, and gaming addiction.


Loot boxes and gambling

Take for example loot boxes. For those who don’t know what loot boxes are, they are treasure chests with random items. Players do not know what’s in loot boxes, and the chances of finding valuable items inside them are very low. Players can buy more loot boxes with real money, and are incentivized to do so, with the promise of huge payoffs, just like in casinos. The difference is that, with technology, game designers can actually personalize the payoffs depending on the individual player’s appetite for risk and reward, maximize their attractiveness. As Robert de Niro’s character in the movie, Casino, says: “In the casino, the cardinal rule is to keep them playing and to keep them coming back. The longer they play, the more they lose, and in the end, we get it all.”

Some countries, such as Belgium, are already classifying loot boxes as gambling. In the UK, regulators admitted that “the line between video gaming and gambling is becoming increasingly blurred,” but have not made any moves to classify loot boxes as gambling. Here in the US, some regulators are increasing the scrutiny over loot boxes, but the practice is still permitted. It doesn’t help that ESRB, the self-regulatory organization founded by gaming companies, considers loot boxes to be no different than any other paid content, refusing to classify it as gambling. 

For me, ESRB is just another Skeptic, and is being willingly blind to the negative effects this feature could have on children.

To add to the pile of evidence that game mechanics are inspired by gambling, Consider that video game companies use the term “whale” to define a user who spends lots of money on virtual items. The same term is used for casino players who bet (and lose) great sums. And, like in casinos, game companies focus their marketing efforts to extract the most from those whales.

And like gambling, video games can be extremely addictive. But many Skeptics tend to use misleading language to convolute the argument and blur the line between what is compelling and what is addicting. For example, Aaron Marshall, a video game designer from LA summarizes how Skeptics think: “Video games are akin to most legal products and pastimes today. They can be responsibly consumed, or they can be abused. We do not condemn books because an avid reader is spending an irresponsible amount of time reading fiction novels. Why should video games be singled out when a player is playing too much?”

His point is valid, but I would argue that his conclusion is false. If someone reads so much that her life is affected, that person should seek “rehab,” just like any other addiction. In fact, there are rehabilitation facilities for digital addiction. But the reality is that children don’t spend that much time reading — less than 30 minutes a day. However, they do spend many hours per day on screens. According to Common Sense Media, even kids as young as 0 to 8 years spend over 2 hours a day on screens. According to another study from Common Sense media, for tweens (8–12 years old), this time triples to almost 6 hours a day on average. Teenagers (13–18 years old) spend an astonishing 9 hours per day interacting with screens.

However, it turns out that there is a scientifically measurable difference between a desire to play a video game, and an addiction to video games. With a focus on internet games, the North American Psychiatric Association (APA) has defined this addiction as Internet Gaming Disorder. It is disturbingly similar to gambling addiction (which is the only recognized addiction besides substance addiction). It basically states that a person is addicted to gaming if it interferes with other aspects of their lives and the pursuit of their goals.

Game Addiction and Cigarette Addiction

No discussion of addiction would be complete without mentioning tobacco, and some Pragmatists are not even embarrassed to make the connection between gaming and tobacco. Take for instance how this game publisher shamelessly recommends the use of celebrity endorsements: “For generations, celebrity power has been used to sell everything from soda and cigarettes”.

But there were also Concerned participants who made the same connection between gaming and smoking, specifically pointing to how some gaming companies employ similar practices used by the tobacco industry in the past. And gaming isn’t the only industry that is faced with these issues, nor is it the only industry where people are concerned with the effect that these tactics are having on children. For example, at the World Economic Forum in Davos earlier this year, Salesforce founder and CEO Marc Benioff was interviewed and voiced his concerns. Later on, he made the following statement via Twitter:

But again, we see the Prisoner’s Dilemma. Do game designers betray each other in a never ending cycle, continuing to make video games more and more addictive in an effort to stay ahead of the curve? Or will we eventually see an era where the industry cooperates to create better, safer games? The biggest question is whether or not game designers would be willing to potentially lose some profit in order to self-regulate.

Professor Schreiber summarized this dilemma well, saying: “If the goal of game designers is to maximize the revenue a game brings, creating addictive experiences might be required.” He added, saying, “Trying to ethically monetize a game might impact the company’s profits.”

Solving the Dilemma

But what if there were a way for Concerned game designers to create non-addictive experiences, without abandoning the goal of maximizing monetary profit? Well, there is.

Saferize offers a way for designers to eliminate this trade-off between profit and ethics. By implementing our SDK, apps have an area specific to parents, so they can set up controls such as screen time. To have access to those controls, parents pay Saferize a monthly subscription that is shared with the app publisher. While parents get the tools to effectively curb digital addiction for their children, game designers are incentivized to implement our software, since they receive extra revenue from Saferize. It’s truly a win for everyone involved.

We hope that Concerned game designers and publishers embrace our vision, so kids have a balanced life, enjoying games without succumbing to addiction.

Gustavo Guida has been involved with product and marketing since 2000. Third-time entrepreneur, he found and sold two successful businesses before co-founding Saferize. Father of triplet girls.

Thursday, April 12, 2018

GDC2018: Professional Ethics for Game Designers



The previous year has brought its share of gaming controversies, from anger over loot boxes to ties to gun violence to the World Health Organization's recognition of gaming disorder as a mental health condition. The roundtable, "Professional Ethics for Game Designers (Presented by the IGDA Game Design SIG)," at this year's Game Developers Conference, sought to shed light on the thoughts and opinions of professional game designers on their ethical obligations to players.  The discussion was spirited and showed that there was no easy consensus.

The roundtable started off with a warning from a professor who studies these matters.  He cautioned the group that if the industry doesn't self-regulate, governments will inevitably step in with their own regulations that might not make sense.  He cited some examples from Asia, such as a law limiting gameplay hours to school-age children, and said that there were even systems in place whereby in-game rewards were reduced based on the number of hours played.   There have even been rumblings in Europe about possible regulations.

While regulations may be looming, others felt like designers should not have any ethical obligations to players, even if players dropped dead after playing too much.  With a comparison to the tobacco industry, one decried the nanny state and felt like players needed to be responsible for their own well-being.  Another felt that game-playing was viewed too negatively and surely, no one would object if someone practiced continuously as an athlete.  He relayed the story of a co-worker who had taken a week's vacation to get higher on the leaderboard and how people immediately thought his co-worker might have a gaming disorder.

Still others felt that without addictive design elements, players would not come back to the game.  After all, there's pressure on designers to design an addictive, fun game that makes players come back and play the game.  Even if designers objected to exploitative practices, their bosses or marketing would want them to keep on using those methods.  And of course, a designer who wants to still have a job there will want the company to be successful.  But there were designers at the roundtable who had quit because they just couldn't stand what was happening to the players.  They recommended that designers think carefully about what line they would cross before being asked to cross that line.

After hearing jokes about some possible warning labels, like "WARNING:  TOO MUCH FUN," the professor interjected, saying that tobacco wasn't the right comparison, but gambling was.  He pointed out that the game industry even takes the same terminology, such as "whales," from the gambling industry.  While the WHO's definition of gaming disorder can be subject to interpretation, it's most similar to gambling disorder.  It doesn't specify a number of hours, just describes the way that compulsive gaming can cause distress or significant life problems.  We commonly say a game is addictive to mean it's fun, but addiction has a clinical definition that is much more bothersome.

Another game designer said that he doesn't mind if his games have a specific target audience, like women over 50, but he would have a problem if the target was "senile women," or any vulnerable demographic.  He would rather players come back to play the game because of its fun qualities rather than because they're addicted and they have a compulsion.

Another designer wondered if these addictive game systems were even necessary and offered other design alternatives to making a game sticky.

All in all, it was an interesting roundtable that could have gone on to discuss various other ethical issues.  Do you have any opinions on the subject?  I have heard from game design professors who include ethics in their lessons.  Do you believe that game designers should have an ethical code?





Thursday, November 2, 2017

Making Sense of Children's Educational Apps

In this article, game designer Sande Chen relates advice to parents and developers alike on how parents find age-appropriate and educational apps for children.

The latest research report from the Joan Ganz Cooney Center, "Discovering Kids' Apps: Do Family Strategies Vary By Income," centers on the decision process parents make in downloading educational apps.  With so many free apps with dubious educational value, how is a parent to decide which apps are worthwhile? On the flip side, what information can educational app developers provide to aid in discoverability?

As indicated in What's Wrong with Pre-K Game Apps, the majority of children's apps do not have any kind of educational benchmark. Highly rated apps on sites like Common Sense Media, Parents' Choice, and Children's Technology Review may not correspond with app store rankings, consumer reviews, or featured app lists.  Parents desire to know an app's age range or developmental stage focus, information that is often lacking in app store descriptions.  Because of this, many parents, in particular those in middle and higher income levels, engage in "app trialing," in which they download the app first and play it before the child ever sees it.  Lower income parents in the study tended to choose the educational apps to download whereas higher income parents were more likely to involve the child in the decision making process.

Whether due to virtual good concerns, freedom from ads, or a perceived higher educational value, higher income parents were more likely to purchase paid apps. Though there is no evidence that quality corresponds with price, many highly regarded apps do cost more.  Lower income parents downloaded fewer apps overall and tended to prefer free apps.  They also were more likely to depend on app store information rather than seeking out information on other sites.  Among all income levels, parents relied heavily on "word of mouth" reviews from other parents, relatives, teachers, and friends.

Higher income parents expressed frustration with app store descriptions, feeling that they needed more guidance from educational experts.  They wanted assurance of efficacy, which could have come from more prominent notice of research or recommendation.

With so much competition in the app store, particularly in Pre-K educational apps, developers know that they need to appeal to parents as well as kids.  They can send off their apps for review to parent-friendly sites and they can provide the necessary information for parents to make informed decisions.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Thursday, August 17, 2017

A Double Standard for Female Characters?

In this article, game writer Sande Chen implores others to think about how female characters are portrayed and developed.

Women in fields like high tech can feel like they're pushing against a double standard. They have to prove that they're beyond qualified for the job while at the same time, receiving a lower pay. They may feel like they're treated differently or belittled, their ideas claimed by male colleagues who fail to even let them finish speaking. I sometimes feel that female characters must feel the same way.  Think about how you treat your female characters.  Are they given the same opportunities as male characters?

For a long time, in film, the prevailing thought was that movies with female protagonists would never be major successes so why bother?  (Though recently, Wonder Woman smashed box office records.)  This same mantra seems to be repeated in the video game industry.  According to the 2013 Electronic Entertainment Design and Research Report, only 3% of top console games from 2005 to 2013 had female protagonists and publishers had very low expectations, as reflected in the low marketing budgets of those games. One game developer with a female-fronted game commented on how hard it was to get publishers to change their views: "We had some [companies] that said, 'Well, we don't want to publish it because that's not going to succeed. You can't have a female character in games. It has to be a male character, simple as that."

TERA
This had led to the male character being the default playable character, especially in mobile games, with female playable characters falling into the optional "pay extra" category or simply non-existent.  Despite it all, female players still clamor to be heard. They want female playable characters.  Repeat, this is just about the mere inclusion of a female playable character!  Even when female playable characters are included, they may be hypersexualized just like non-playing female characters whose only value seems to be their physical attributes.

If your game doesn't have a female protagonist, maybe you have a female character in a supporting role?  Let's hope she's not a badass there just to support the male hero as a plot device, much like the character Trinity in The Matrix. Give her a fully realized story of her own that could function as a subplot.

Does your female character have strong opinions? Careful now. Here's where criticism may come. Maybe she's too brash. Or too unlikable. Comes off as "too male."  These are charges that probably wouldn't ever be leveled against male characters.  Male characters tend to get away with all sorts of off-putting personality tics.

Male characters also don't tend to be threatened by sexual assault.  Yes, sexual assault is a concern for women and pertinent to some stories, but don't use it for shock value or as a plot device for the male hero to seek revenge.  Sexual assault shouldn't be the "go-to standard" for a female character's traumatic childhood. Don't use rape or attempted rape as a way to make a story "edgy." I'm sure there are other ways to insert danger into a female character's life story.

Female characters are deserving of better treatment. They too can have deep, intriguing back stories. We don't have to turn them into seductresses or subject them to sexual abuse.  We can attribute more value to them than their physical appearances.  Let's make sure we aren't applying a double standard and create stories that celebrate female characters.

In an idealized society, I wonder what female characters will be like, and if you would like to join me, I will be holding another writing workshop in New York City, Writing for Sci-Fi, Fantasy, & Horror Game Worlds, next Wednesday, August 23rd, at Microsoft NY.

the details!
Date:  Wednesday, August 23rd, 2017
Time: 6:30 to 9:30 PM
Place: Microsoft NY, Times Square
Tickets sold by PlayCrafting NYC

A writer and game designer, Sande Chen has over 10 years experience in the industry. She studied science fiction and science writing at MIT. Her first published game was the epic space combat RPG, Terminus, which won 2 awards at the 1999 Independent Games Festival. She was later nominated for a 2007 Writers Guild of America award in Videogame Writing for the dark fantasy RPG, The Witcher.








 

Monday, September 15, 2014

Microtransactions and Theft: Here We Go Again

In this article, aspiring game designer Gabby Taylor proposes some solutions to the issue of virtual good theft in MMOs.

Disclaimer: The following post does not represent the views of the IGDA, IGDA Game Design SIG, or anyone else except Gabby. Just wanted to get that out of the way.
 
Some of you might remember my other post about microtransactions from way back in February. It was a bit heated, but it spells out how I feel about them pretty well:  I don’t like them. I think they hurt the industry despite bringing in large amounts of money. Most people do not agree with me on this and have brought up pretty valid points. I love it when that happens. Intellectual debate is great; that’s how minds are opened and horizons are expanded. Then something happens to people like Mike Weatherley and all I can do is less-than-professionally laugh.

For those of you who are unaware, good sir Mike Weatherley has the esteemed position of being chief adviser on intellectual property to David Cameron (yes, Prime Minister of the UK David Cameron). In his off-time, he is also a gamer. Recently, he has experienced something nearly all gamers experience: someone stole his sword in World of Warcraft, one he bought with real-world money. His reaction to it? The political version of whining to his parents. I’m not going to get into how this may or may not be the morally right way to leverage his position, but instead focus on the experience itself.

Usually, microtransactions are used as a way to enhance a game experience. For example, extra lives or power-ups can be purchased in order for someone to have more fun playing while they’re waiting for the bus, rather than miserably grinding away until these advantages are natively available. This works wonders for bringing in money for the publishers and developers, so much so that it’s quite often taken a bit further than it needs to be, or even should be. The downside to this is that theft is fairly universal, and few things sour an experience than spending $5USD on a cuirass, for example, and having it be swiped from your account (along with other items that may or may not have been purchased with real world money). This is compounded when it happens in a subscription-based game, as it’s easy to view the situation as having been doubly robbed. At this point, it’s perfectly reasonable to feel upset and some people even ‘rage quit’ over the larger instances. At this point, the game experience is completely ruined. Not because of gameplay, graphics, technical problems, or really anything to do with the game itself, but rather the greed and selfishness of a group of players and the open door to them that is microtransactions.

I believe that game experiences should be enjoyable for everyone and I bet there are many who would agree with me. In order for this to happen, though, we need to fix how things are done. Mike Weatherley is of the opinion that thefts of digital goods ought to be punished in the same way that thefts of real-world good are. I believe that a proactive solution would do gamers and developers alike a bit more good than knowing someone, somewhere received a fine of some sorts (assuming, of course, they were tracked down, which would require a lot more resources than it’s really worth). My initial idea is to just nix the microtransactions altogether, but I understand publishers and developers are businesses and still need/want to make more money than the game itself will get them. With that in mind, let’s come up with a few ideas:
  • The ability to re-obtain stolen items without spending more money. In order to prevent abuse of this system, the game can keep server-side records of what the account bought, for how much, and by what means did it leave the account’s possession. I suppose this is still open to abuse, since most stolen items are stolen by someone cracking the account’s password and trading the item to the cracker’s actual account (or an alternative account).
  • All microtransaction-obtained items are bound to character or account. This would prevent anyone from cracking in and trading it off, but it does not help if someone wants to buy a gift for someone in game (though maybe a redeem code could be purchased for a gift).
  • Microtransactions can only apply to buying in-game currency, and currency is account-bound (but not character/soul bound). This way, there are no items at stake, and the player still has the flexibility to outfit any of their characters as they see fit. It’s possible this might also bring in extra money, since not everyone would necessarily be interested in an item, but everyone wants money. The downside is this opens up a whole world of ‘pay-to-win’ problems.
Mike Weatherley is not alone in his loss of an item purchased with real world money in an MMO. This is a very widespread problem that should be looked at quite hard by the developers, as it’s their years of hard work at stake here. Theft of items that require lots of time or real world currency can ruin the entire experience, so it should be addressed proactively, not retroactively by lawmakers using methods that just drain everyone of more resources. I’ve tried to come up with a few simple ways of solving the problem that make everyone happy, but I’d like to hear what you think. What ideas do you or your studio have? Do you think it’s worth it to get lawmakers involved? Why or why not?

Gabby Taylor is an aspiring game designer and head of GreyBox Studio. When not making design documents, she contemplates going outside, and sometimes even takes a few steps when feeling particularly frisky. 

Friday, August 29, 2014

IGDA Webinar: Monetization

In this video, game designer Chris Crowell reviews different monetization strategies and illuminates further the concept of free-to-play and play-to-win.

Remember to sign up for the next IGDA Game Design Webinar on Wednesday, September 17 featuring Ian Schreiber on game balance.




Wednesday, May 14, 2014

Good Free-to-Play Games (Part II)

In Part I of this article, indie game developer Howard Go expresses his philosophy on making good free-to-play games. In Part II, he discusses addiction and how games can be designed without exploiting consumers.

Here’s a side note on Candy Crush Saga. I hate King for what they did with the trademark thing. And I hate that Candy Crush Saga remains in the top ten grossing after well over a year. But I do respect how they did their game. They have the best "energy system" in place. If you successfully finish a level, you don’t lose the energy/life you spent to play it. You can play again. Candy Crush Saga is a very polished game on almost every level and is one of the most fair games as far as freemium games go (even if I hate how the game has hooked my mother into asking me to send her tickets and hearts even after I told her I deleted it after the trademark crap they did). There are ways to not spend money (or even to not ask friends to enter a new world…A little trivia here: did you know you can move to every new "world" if you get 3 stars in every level in the previous world?). Only those who truly enjoy the game continue playing it with money being spent. And that’s their call. That they spend so much is their choice. And, please, don’t call them whales. Call them what a hotel or restaurant or another business would call a big spender: a VIP. If someone loves wine so much that they think spending a thousand dollars or more on a bottle brings them pleasure, then we may shake our heads in disbelief because of our own worldview, but let’s admit that they have a choice there. A good winemaker may or may not have taken them for a ride, but I think each of us may have a thing that we spend more than normal for because it is, well, our thing.

Which brings me to a need to discuss addiction: I’ve been addicted to many games. I believe I have an addictive personality. I smoked heavily for many years in my life before I could break the habit, I drank a lot of alcohol before (now I drink a lot on special occasions), and I’ve spent shameful hours and money on games. I play a lot of games to research on what works and what doesn’t so you can imagine how tempting it is for me to just spend days playing games. But you know what game ruined my life the most? Not a freemium or paymium game. It was Final Fantasy VII. No game made me play so much that my professional and social life suffered. And it was because it was an incredibly well made game. And the chocobo breeding was ingeniously addictive. If you got into the breeding like I did, you know that after completing the game, the breeding became the game. In an almost shameful way, I have to admit that’s what happened to me. And I still love Final Fantasy VII. How I kept spending more and more hours playing it instead of the hours I originally set aside for it (which, I believe is one difference between a console game and a mobile game, one is basically scheduled/timed gameplay while the other is play when there is time) is my fault. I won’t tell its creators to stop creating awesome and addictive games. That would basically mean a request to please don’t make any game with engaging characters or story lines or gameplay.

A game should try to get people involved and, well, hooked on the gameplay, the story, and/or the characters. The question is, is it done in such a way that only spenders can reasonably and successfully move forward. And, I believe, a good number of freemium and paymium games did right for their players. While the others cause frustration instead of fun for all non-spenders or, even worse, for all small-time spenders. That’s where the bad rep essentially comes from. One game in recent memory that I soon deleted because I felt I couldn’t grind successfully was Robocop. And I do some amount of real currency spending before I grind, to make things easier. I spent 20 dollars each on Zombiewood and Dead Trigger 2 and never felt a pang of regret. These are games that essentially should follow the same grinding principles as Robocop. But Robocop just felt off for me. It was like I had to spend more and more real money and grinding would not yield results. It felt, here’s that word: greedy. This is, of course, a subjective matter. Value is in the eye of the beholder, after all.

I end this with a claim: though indie game developers can succeed with paid games and many of the people my business partner and I admire in the indie game field are people who stick to paid games, we both believe doing free-to-play right has a better chance at long term success than doing a great paid game. And, at the end of the day, we want to make games, games that people will enjoy. And this means two things: we do it right for the people who download our games and we do it right for us so it can be what we do professionally day in and day out.

Howard Go is ½ of MochiBits. His current interest in game design involves game balance, retention, and monetization. He taught philosophy for five years then sold out to work in the corporate world for seven years, finally escaping into the world of game development in December 2010.

Thursday, April 24, 2014

Good Free-to-Play Games (Part I)

In Part I of this article, indie game developer Howard Go expresses his philosophy on making good free-to-play games.

I begin this with a disclaimer: I am an indie game developer who just happens to make a living from making free-to-play games. I am one-half of a team of two. We’ve been making games full time for just over three years now.

Free-to-play games have gotten a lot of bad rep and this is more true as of late, especially as some games ruined what were good games by adding in-app purchases in an update or doing a sequel that suddenly changed the gameplay by going freemium or paymium instead of the solid premium paid game that they once were. And I think my opinions on freemium apply to paymium as well, so I might as well cover both.

This is part one of my view: whether freemium or paymium, if what you get initially is of value and then IAPs are introduced by way of packs or levels or some special premium value (and by this I include unlimited simultaneous multiplayer games and the removal of ads — I actually miss that in many games now), then it is entirely the player’s choice to feel I want more of the same fun and to determine if the packs/additions are worth their cost. They already got their money’s worth for what they paid for if it was initially paid and if they had fun for about an hour with a free game, then they can judge if spending money is fine for another similar hour (like a free taste of a dish to see if you want to buy a pack, snack, or meal). Obviously, I mean a good free-to-play game gave some amount value of value at the onset. My rule of thumb is about an hour of fun. That’s short for a console game, but decent, I believe for a mobile game. I’ve played some awesome paid games on mobile that I finished in an hour or two, and I felt I got my money’s worth (though wanting to play some more because I enjoyed it so much is another thing).

Just to be clear: I’ve spent plenty of money on arcade games, saved up to buy games for the consoles I’ve owned when I was younger, and still continue to spend a bundle on mobile games (paid, freemium, and paymium). And there are a number of games where I spent a lot of money on without thinking or feeling I was cheated. I believed I got my money’s worth. For anyone who spent more than a console game’s worth in the arcade or a mobile game to finish whatever game you were hooked on, you know what I am talking about.

This is part two of my view: whether freemium or paymium, if you need to spend in order to move forward in a game that does not involve packs or levels, but rather the ability to move forward is dependent on some energy level or being equipped with certain tools, weapons, or power ups before you can successfully continue, then it is very close to being poorly done or it is very obviously poorly done. The key, I believe, is in creating enough of an opening so that anyone who plays can continue down the road, playing through the levels without feeling that unless they buy an item, let’s say a gun, that they can only afford via an IAP (meaning grinding won’t work) will get them to move forward. Making a player wait is not a bad thing. Making a player ask friends for help is not a bad thing (for both player and game developer). Mobile games allow for breaks. Being told to wait a few hours before something can happen is fine. But there are limits. Basically, my rule of thumb is that if it will allow me to successfully grind because I persevere or progress because I am good at the game, then the IAPs do not ruin the game. The patient and the skilled can enjoy the game, not just the spender.

Temple Run, Subway Surfers, and Jetpack Joyride are all among my favorite endless (runner/side-scroller) games. They remain fun whether or not you spend. That you spend is entirely your choice and will not affect the fun value of the game in any way. I love that. Disco Zoo is a great game for grinders and for spenders. But some games are so unbalanced that grinding becomes too tedious too soon and the return of investment (in this case, time) is not felt. That’s a bad game right there. Much more so because it makes it clear to the player than only spenders will progress or, even worse, have any resemblance fun.

There are puzzle games that became almost insanely impossible to finish and only get harder and harder. I think the good ones allow the (re-)entry of easy levels enough times to make it fun for the player again. It says, here’s a break so you can enjoy the game again. Which is basically how I see any good RPG game. Easy enemies, followed by a tough boss, followed by easy enemies, almost ad infinitum. It’s what makes it playable.

Bad games, whether premium, freemium, or paymium, don’t respect the balance.

Howard Go is ½ of MochiBits. His current interest in game design involves game balance, retention, and monetization. He taught philosophy for five years then sold out to work in the corporate world for seven years, finally escaping into the world of game development in December 2010.

Wednesday, February 19, 2014

About Microtransactions

In this article, aspiring game designer Gabby Taylor discusses the evils of microtransactions and how it has changed attitudes and practices in the game industry.

Microtransactions have completely fucked the game industry. But first, a couple explanations: for those who may not be aware, microtransactions (also known as "in-game purchases") are most rampant in casual games like Angry Birds Go or Candy Crush Saga, but they exist in more hardcore titles too like Grand Theft Auto Online or Gran Turismo 6. Initially a bridge to cross the gender gap and get more women interested in gaming, casual games tend to be on mobile platforms like smart phones and tablets, though it's not uncommon for them to be in the browser, like Facebook games. Casual gamers tend to only play for a few minutes at a time, and because of this time constraint, developers have dulled down the difficulty, or in some cases, taken it out entirely. This means that casual gamers lack the patience and tenacity hardcore gamers have developed over the years.

Games containing microtransactions are also usually free to download and start playing, and make the purchase system as easy if not more so than the game itself, which fits in perfectly with the parameters of their demographic. And studios are preying on that. Hard. Years ago, microtransactions were usually just for vanity items (different colored armor, etc), but with casual games, you can buy lives, levels... in some you can even buy "beating the game". Yes, that's just what it sounds like. And the cost is usually triple digits, in actual, real world money. And people pay!

"Surely you're just raging and this doesn't actually affect gameplay," you think. "Is just an added feature, if anything at all." Ha! Oh how I wish.... The advent of microtransactions has completely altered everything about the game industry. Yes, money exchanged hands from the beginning, and yes, studios and publishers were businesses. What I'm talking about here, though, is nothing short of Pandora's box. See, people saw the first harmless little microtransactions bring in money and thought it was a decent idea. It was earning a little extra money, money that could go straight into development and help create better games. But, as is human nature, greed kicked in. Soon, developers began to lose their sense of shame and added more and more of these microtransactions to their games. Then, it stopped being just an extra feature. Games began to launch that were nothing more than money-makers; games whose core was microtransactions, and the gameplay was merely a skin. Studios began to employ psychologists to wring out every little penny, and even made some targeted specifically for children to use their parents' credit cards. This in itself had kind of broken the unwritten rules of game development (you know, where players and the experience come first), but oh, it gets worse. Now it's common to find studios who are just re-skinning games and pricing them as if they're new, and indies have mostly abandoned the creation of new in favor of using free assets found online to create the same abominations you see out of King or Zynga... It is everywhere.

You could almost think of it as a real-life Dark Souls, really: the world is in this money-grubbing chaos, and the industry is about to collapse. In order to save the world as we know it, we must defeat microtransactions in both the lands of hardcore and casual gaming. Once we've cleansed these areas, we must fight our Gwyn: greed.

We are in for one hell of a fight.

[This article originally appeared on Gabby Taylor's blog, Journey to Game Design.]

Gabby Taylor is an aspiring game designer and head of GreyBox Studio. When not making design documents, she contemplates going outside, and sometimes even takes a few steps when feeling particularly frisky.

Tuesday, January 17, 2012

January 2012: Virtual Goods

January 2012's topic, Virtual Goods, was submitted by game designer Sande Chen.

She writes:

In 2007, I started working for a company that was interesting in bringing Chinese-style "microtransactional" games to the West.  People weren't sure how these would translate -- if American consumers would go for it, this "free but with microtransactions" model.  We had seen in China that the MMOs and even the middlecore games were having success selling power-ups, weapons, cosmetic items and other virtual goods.  The price was so low, maybe 1/10 of a cent, but the large volume of sales made up for it.  I found that in designing these initial microtransactional games, I needed to give incentives for people to buy, but I also wanted people who were not paying to be able to earn the power-ups. 

The following year, I wrote the article, The Social Network Game Boom, for Gamasutra, predicting the success of social network games.  At this time, companies were experimenting with different models.  Were people willing to pay $50 for a virtual item?  Would people buy monthly subscriptions in addition to virtual goods?  Was there a good mix between advertising and selling virtual goods?

Fast forward to this year and we see that mobile game marketplaces are loaded with free apps, but these free apps are making money by selling virtual goods!  There have even been some shifts in the MMO market to feature virtual goods for premium currency rather than the straight subscription model.  So what have we learned?

Here are some questions from the Game Design SIG to think about, if you want to contribute an article to GDAM:
  • What are the most lucrative virtual goods?  What are the most popular?  Are these necessary the same?
  • Why are so many virtual goods so expensive?  What happened to microtransactions, selling items for 1/10 of a cent?
  • Is most monetization of virtual goods from whales or from the microtransactions of millions of players?
  • If monetization is dependent on whales, how can we make Virtual Goods more appealing to the mainstream?
  • Are consumables the way to go?  How about energy packs that extend the amount of time a player can play?
Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.