Categories
community computer games databases design dev-process games design games industry massively multiplayer network programming programming recruiting

MMO Blogger Round-up

On this site I have a rather subtly-hidden Blog Roll. When I started blogging, the site had less on it, and the roll was easy to find – and short. Now it’s not. And it’s long. And each link on there has been carefully considered. There’s some gems in there (although a lot of them are updated so infrequently few people track them).

So it’s time to call-out some of the interesting things to be found in the blogging world of MMO people.

By the way … you can tell who’s working on uber-secret or personally exciting projects these days because they’ve suspiciously stopped blogging for months at a time. Lazy slackers, the lot of them. The more you do, the more you should blog! :P

There are some that should be on the blogroll but aren’t (yet), and some other bloggers I should mention (but I’m sticking to the blogroll only for this post – I’ll go through others next time). Feel free to add your own recommended reading in the comments.

Blogs to read:
Brinking (Nabeel Hyatt)
* Who? serial entrepreneur, raised funding and sold companies
* What? currently running a funk-tastic social / music / games company with a bunch of Harmonix guys
* Why? big commentator on the games/apps/making money/predictions parts of All Things Facebook

Broken Toys (Scott Jennings / LTM)
* Who? became infamous in the early days of MMOs as a player of Ultima Online who ranted publically, amusingly, and sometimes even insightfully
* What? ex-NCsoft, now doing intriguing web games at John Galt Games
* Why? In his heart Scott’s still a player, and more than anyone else I’ve seen he interprets the world of MMO design, development, and playing through the players’ eyes. Interesting point: he’s mostly concerned with life-after-launch. Funny that. Players kind of find that bit the most interesting. Also keeps a close eye on community-management screw-ups, and WoW generally

Bruce Everiss
* Who? ex-head of marketing for Codemasters
* What? um, I’m not sure what he’s doing these days, apart from becoming a “professional blogger”
* Why? he aims to comment on every single interesting piece of news in the mainstream games industry. That’s a lot of commentary. Always something to read! IMHO he is often completely wrong about anything online-games, and a lot of business and “future of industry” stuff – Bruce is from an older age of the industry. But … he says a lot of interesting things and sparks a lot of interesting debates in the process. Worth reading. Just remember he is extremely (deliberately, I’m sure) provocative, and don’t take it too seriously.

Coke and Code (Kevin Glass)
* Who? A programmer working in mainstream IT
* What? An insanely prolific author of casual games “in his free time, as a hobby”
* Why? Because he’s better at making games than many professionals I’ve met, and he is very very prolific, making new libraries, toolsets, editors, games, game engines – and commenting on it all as he goes, and throwing up new games for you to play all the time

Erik Bethke
* Who? ex-Producer for Interplay
* What? CEO of GoPets, an online casual virtual world that’s especially big in Asia (and based in South Korea)
* Why? A hardcore WoW player who analyses the game-design as he goes, and relates very honestly a stream of both emotional experiences and seminal events in the game that should give you lots of things to be thinking about, especially if you’re a designer, business person, or product manager.

Extenuating Circumstances (Dan Hon)
* Who? ex-MindCandy, current CEO of SixToStart
* What? one of the first Bloggers (on the whole of the internet!) in the UK, and an awe-inspiring assimilator of “everything happening on the internet, with technology, with media, with entertainment and the future of the world” for all of the ten years I’ve known him.
* Why? He’s still an excellent tracker of all those things, and finds memes very quickly. Nowadays he just auto-posts links (lots of them, every day) with a few words of commentary scattered here and there (del.icio.us descriptions) – making his blog a ready-made news filter for you :)

Fishpool (Osma Ahvenlampi)
* Who? CTO of Sulake (makers of Habbo Hotel)
* What? a very technical commentator, often in great detail, on the issues of running a 100-million user virtual world, with observations about Habbo’s community, business, and culture thrown in
* Why? He posts very rarely, but when he does, they’re usually full of yummy detail

Futuristic Play (Andrew Chen)
* Who? ex-VC (Mohr-Davidow Ventures)
* What? entrepreneur with a web-background who’s come into the games industry and bringing lots of useful stuff with him
* Why? blogs a LOT on advertising (and how to make money out of it in games and web and casual), and on metrics, and how you can use them to run you games or web business better. Also has a long fascination with what are the best parts of the games industry, and the best of the web industry, and how we can each put those best bits together to be even better

Off the Record – Scott Hartsman
* Who? ex-Everquest, ex-Simutronics
* What? Senior Producer for MMOs – but previously an MMO lead developer, and once (apparently) a Game Designer.
* Why? he’s funny, he knows his stuff, and he’s worked on some of the most important MMO projects outside Asia, so he’s got an interesting perspective going there.

Orbus Gameworks (Darius Kazemi)
* Who? ex-Turbine, now CEO of Orbus (a games-metrics middleware company)
* What? Likes the colour orange *a lot*, infamous for networking his ass off at games conferences (*everyone* knows Darius), very friendly, generous – and mildly obssessed with the use of metrics and stats to improve the creativity and success of game design (in a good way)
* Why? If you liked the Halo heatmaps when they came out, you’ll love some of the stuff they post on the Orbus company blog. A year ago they were posting heatmaps-on-steroids. If you thought “metrics” equalled “spreadsheets of data” then prepare to have your view changed pretty thoroughly.

Prospect Magazine/First Drafts (Tom Chatfield)
* Who? section-editor of the highly respected socio-political print magaine Prospect
* What? a highly-accomplished English Literature post-grad (bear with me here) … who also happens to have been a lifelong hardcore game player, I think the only person I know who got a hardcore character to level 99 on Diablo2, and now plays WoW a lot.
* Why? although Prospect only very rarely (like, only a few times ever) covers games, it’s very interesting to see what the rest of the world – especially the highly educated and highly intelligent but non-technical, older generations – thinks of us. And a bit of culture in your blog reading is probably good for you, too.

Psychochild (Brian Green)
* Who? ex-3DO/M-59, now the owner and designer of the revamped, relaunched, more modern Meridian-59
* What? an MMO game designer who disingenuously describes himself as an indie MMO designer but like most of the others has probably spent too long doing this and knows too much (compared to many of the modern “mainstream” MMO designers) for that to be true any more
* Why? lots and lots of great design ideas and commentary here for anyone wanting to do MMO design

Scott Bilas
* Who? programmer on Duneon Siege
* What? …in particular, responsible for the Entity System (one of my main areas of interest)
* Why? Scott’s phased in and out of blogging, but when he does blog he tends to do good meaty programming posts that contain lots of source code and some useful lesson or algorithm.

Sulka’s Game (Sulka Haro)
* Who? lead designer for Sulake (Habbo Hotel)
* What? more of a Creative Director than game designer, more of a web background than games, but above all a community/product/creative person who knows his stuff. Also a big player of MMORPGs
* Why? are you cloning Club Penguin or Habbo Hotel and want some pointers about revenue models, community management, and how to be successful with virtual-item sales? You might want to read his posts ;)

The Creation Engine No.2 (Jim Purbrick)
* Who? ex-Codemasters, ex-Climax (both times working on MMO projects)
* What? originally a network / MMO academic researcher, then a network coder, and now the person who runs Linden Lab (Second Life) in the UK. Very big proponent of all things open-source, always doing interesting and innovative things with technology
* Why? Keep an eye on the more innovative technology things that are done with Second Life (stuff you don’t tend to read about in the news but – to a tech or games person – is a heck of a lot more interesting by a long long way), and get some insight into the life of serious open-source programmers who succeed in living and breathing this stuff inside commercial environments

The Forge (Matt Mihaly)
* Who? developer of one of the earliest commercially successful text MUDs, now CEO of Sparkplay Media
* What? spent many years running Achaea, a text-only MUD that made a healthy profit from pioneering the use of itemsales (virtual goods) – and the things weren’t even graphical – and has now finally (finally!) moved into graphical games with the MMO he’s developing
* Why? one of the few MMO professionals who talks a lot about his experiences playing on consoles (especially Xbox), which makes for a refreshing alternate view – especially from the perspective of an MMO person talking about social and community issues in those games. Just like Brian Green, claims to be an indie MMO designer, but probably knows far far too much for that to be even vaguely justifiable

Vex Appeal (Guy Parsons)
* Who? ex-MindCandy
* What? Guy is an extremely creative … guy … who had a small job title but a big part in inventing and rolling out a lot of the viral marketing stuff we did for Perplex City (online game / ARG from a couple of years ago)
* Why? Awesome place to go for ideas and info on the cutting edge of doing games stuff with social networks. Usually. Also … just makes for a fun blog to read

We Can Fix That with Data (Sara Jensen Schubert)
* Who? ex-Spacetime, currently SOE
* What? MMO designer, but like Lum / Scott Jennings, comes from a long background as player and commentator, and shorter background as actually in the industry. Like Darius Kazemi, spent a lot of time in doing metrics / data-mining for MMOs
* Why? Take Darius’s insight into metrics for MMOs, and Scott’s knowledge of what players like, don’t like, and ARE like, and you get a whole bunch of interesting posts wandering around the world of metrics-supported-game-design-and-community-management. Good stuff.

Zen of Design (Damion Schubert)
* Who? ex-EA (Ultima Online), currently at Bioware (MMO)
* What? MMO designer who’s been around for a long time (c.f. UO)
* Why? Damion writes long detailed posts about MMO design, what works, what doesn’t, practicalities of geting MMO development teams to work together, how the playerbase will react to things, etc. He also rather likes raiding in MMORPGs – which is fascinating to see (given his heavy background as a pro MMO *designer*)

[NC] Anson (Matthew Wiegel)
* Who? ex-NCsoft
* What? Dungeon Runners team
* Why? was doing lots of interesting and exciting things with data-mining/metrics in the free-to-play low-budget NCsoft casual MMO. Watch this space…

People with nothing to do with games, but you might want to watch just because they’re interesting:
Bard’s World (Joshua Slack)
* ex-NCsoft
* Josh is one of the key people behind Java’s free, hardware-accelearted, game engine (JME)
Janus Anderson
* Who? ex-NCsoft
* What? um, he’s been taking a lot of photos recently
* Why? watch this space
Mark Grant
* Who? non-Games industry
* What? an entrepreneur, web-developer, and Cambridge Engineer
* Why? very smart guy, and interesting posts on web development (no games tie-in)

Categories
computer games programming

Tilt-sensitive game using Macbook / Macbook Air

This is a tiny game we made more than 2 years ago as part of Perplex City. Many people are unaware that the tilt-sensors inside the iPhone are also available (or something very similar) inside every apple laptop (all Macbooks/most Powerbooks/some iBooks); we made a game that made use of this.

Unfortunately, this feature of the laptops is undocumented, and so Apple has changed the specs a few times, so the original files no longer work. With a small bit of mangling, I’ve fixed the very simple input script, and it all works fine on my Macbook Air.

Links:

Instructions:

  1. Download the file “maze-inertial.zip” from the second link above, and unzip it
  2. Download the AMStracker dmg from the third link above, and open it, and put all the contents in the Maze subdirectory of wherever you just unzipped to; it will want to overwrite a file – say “yes”
  3. Make a new file in that directory using a text editor, call it e.g. “start.pl”, and copy/paste the lines below (bottom of this post)
  4. Run the file start.pl; you might be able to double click on it, you might have to go to the directory in Terminal and type “./start.pl” to make it run
  5. Wait for the java app to load, you should see a ball on a chequered background
  6. Pick up your laptop and start tilting it to make the ball roll around
  7. NB: the lack of graphics was deliberate! the idea was to close your laptop lid and play just using the sound (this requires you to disable OS X’s auto-suspend feature though)
  8. You will get cryptic messages as you complete levels; there are hundreds of levels, and no save feature (!). Read the website links above to find out why…

PS: if you read the source and think “ugh, what a brutal and inelegant way to make this work” then congratulations – this whole game was done start to finish in something like 2 weeks (part-time; if we’d all been working full-time on it it was probably more like 4 days). We had to cut a lot of corners…

Source of file start.pl – copy/paste everything below this line

#!/usr/bin/perl -w

use IO::Socket::INET;
use Getopt::Long;

$| = 1;

my $flipx = 0;my $flipy = 0;my $port = 5399;my $ams = “./amstracker”;my $maze = “./maze.jar”;my $scale = 5;

GetOptions(“flipx” => \$flipx, # –flipx flip x axis
“flipy” => \$flipy, # –flipy flip y axis
“port=i” => \$port, # –port 5399 port to talk to
“ams=s” => \$ams, # –ams ./amstracker location of amstracker
“maze=s” => \$maze, # –maze ./tiltmaze.jar location of tiltmaze.jar
“scale=f” => \$scale); # –scale 3.0 tilt scaling factor

# Needs AMStracker v0.34 or above, currently at:
# http://www.osxbook.com/software/sms/amstracker/

print STDERR “Starting amstracker ($ams)…\n”;
open AMS, “$ams -s -u 0.1 |” or die “Can’t start amstracker: $!”;
my $line = ;
print “$line”;

if ($line =~ /software/) {print STDERR “No tilt sensor found.\n”;exit 1;}

print STDERR “Starting maze ($maze)…\n”;
system “open $maze”;

print STDERR “Connecting to game…”;
my $sock;my $count = 0;

while (1){
$sock = IO::Socket::INET->new(PeerAddr => ‘localhost’,PeerPort => $port,Proto => ‘tcp’);
last if defined $sock; # success!
$count++;
if ($count > 20){die “Can’t connect to game: $!”; }
print “.”;sleep 2;}
print “\n”;

while () {
my ($x,$y,$z) = split;
next unless $x =~ /\d+/;
$x = -$x unless $flipx; $z = -$z if $flipy; $x = int($x * $scale); $z = int($z * $scale);
last unless $sock->print(“[$x,$z]”); }

Categories
computer games entrepreneurship games design

Reality Distortion and Entrepreneurship

I was looking through presentation slides the other day, and saw this:

“As children develop, they make greater and greater efforts to adapt to reality, rather than distorting reality, as in make-believe play.”

The implication, contextually, was that ultimately as a child becomes an adult, their reality becomes fully adapted, and no longer distorted. That might not be the intended implication, but it’s interesting: I’ve been fighting against this since, well, since forever, really. And spending your life constantly distorting reality it seems to me is neither a bad thing nor a limiting thing.

Because it trains you to be good at two things: seeing how you might change reality, and believing that you CAN change it.

At one end of the spectrum, distorted realities make it much easier for you to visualize what is “possible” instead of what is merely “probable”, and that’s the essence of spotting opportunities.

Entrepreneurship and Seeing Change

(good) Entrepreneurs are constantly seeing new ways to “change the world” in ways both small and large. Often the change is small, but the effects are large, or vice versa. It’s often said that “you cannot teach Entrepreneurship”, and while I beg to differ, I have experience of actually trying it, and huge experience of arguing the concept with people. Mostly, the argument against the teachability of entrepreneurship is rooted in the inability to “make” people “become able to” see Opportunities.

I think one of the primary differentiators for having/not having that ability (irrespective of whether it can be taught) is the extent to which you see:

The world as it is

as opposed to

The world as it could be

and even

The world as I would like it

Looking at the Entrepreneurs themselves:

  • Good entrepreneurs, in my personal experience, see the world always as It Could Be.
  • Bad ones usually see it as They Would Like It To Be.
  • Great ones ALSO see it as They Would Like It To Be
  • Non-entrepreneurs see it As It Is

…with the difference between Great Entrepeneurs and Bad Entrepreneurs being mainly that the former *also* see the world As It Is, and hold the two visions in their head at all times, simultaneously.

Because the Great Entrepeneurs, while constantly (many times a week) spotting things that They Would Like It To Be, also – constantly – imagine how they might transform the world As It Is, usually by a series of steps, into that target. The Bad ones simply employ the tried-and-tested Hope plan:

  1. Have Idea
  2. ?
  3. Profit

…which – let’s be honest here – occasionally works (usually if you simply get massively lucky with timing / outside events).

Entrepreneurship and Effecting Change

Why are some people better able to see how to make their desired changes come true?

I believe it’s largely driven by two skills. Firstly, the obvious one highlighted above – that the more practice you have of thinking about how you might change reality to fit what you want it to be, the better you will be at that process.

“Better” here means that you will

  • have more ideas for each transform in the chain
  • be better at recognising “good” and “bad” transforms
  • process suggested transforms – and transform-chains – more rapidly (quick accept/reject)

The second skill is believing in yourself and your ability to change the world. Often, the successful changes that Entrepeneurs effect are surprising to most people – they question how that could even be possible – while *in practice* not being so difficult to achieve. Usually, this is because normal people see only the beginning and end of a sequence of changes.

To take a simple example that illustrates the kind of “impossible” being “possible” given some clever changes that I’m talking about, look at Freeserve. (NB: this is based on my memory of events more than 10 years ago, much of which I found out 2nd or 3rd hand, when trying to understand how Freeserve had achieved something that had eluded all the other ISPs – so take this as an example in theory, it may not be accurate in practice! Incidentally, there seems to be VERY little public history on Freeserve, how it started, and how massively it changed ISP / internet access in the UK – I’d be interested if any readers have seen any articles / interviews about the details of its inception?)

Freeserve … the first “free” ISP in the UK

When Freeserve was created in the UK providing “free internet access” in the 1990’s, it seemed impossible. They even provided a cheap local phone number that could be used anywhere in the country – so it was cheaper on your phone bills than calls to your subscription ISP!

Ahem. Except, it wasn’t the cheapEST kind of local phone call, it was partway between an “ultra-local” call (very cheap) and a “national” call (expensive).

And, in an unprecedented move, Freeserve had managed to get the telephone company to give them a share of the revenue from that particular phone number. For reference, at the time, if you wanted to get revenue from the telco for running a phone number, you had to get a number on the “very expensive” plan, where the telco would charge the consumer as much as 10 times the cost of an already expensive national-call.

Of course, given the huge volume of calls that then went through to that number, the telco made a huge profit out of the scheme – so it worked out in their best interests, and everyone profited. (although I have no idea how this was negotiated, or whose idea it was – and “persuading a telco to change their revenue model” is itself a problem I’d usually classify as “impossible”, so I’m guessing there was another, similar, chain of small changes that lead to this being acheived).

About two years before this all happened, I was working on a project to create a new ISP, and I’d got as far in breaking down the steps as to see that you HAD, somehow, to find a way to remove the “dual-billing” model from consumers (pay once for internet access, pay twice for the per-minute, uncapped (!) phone call too). I didn’t have the confidence to believe it was possible, and after running through some fairly crazy ideas (including looking into internet access via broadcast radio for downstream, and home modem for upstream), I gave up and moved on. With hindsight, at the time, I realised that I’d have hit upon the change-the-telco idea within another couple of months, and that I’d have had a clear year to find a way to ACTUALLY get a telco to change, and still be able to launch before Freeserve.

(for the record, that event finally kicked me into realising that the world-changing ideas I had all the time, and thought through as often as multiple times a day, were actually all realisable (potentially). Many people I know, potentially good entrepreneurs both older and younger than me, still don’t believe the world can be changed to their tune, they can only see the world As It Is)

How to … Influence People

This is a big topic; whole books have been written on it! (OMG!!1!!!!0).

But just to select ONE of the most powerful weapons: imposing a personal view of reality onto the reality you find, and living and acting as though your view of reality is the real one, and keeping at it until everyone else gives in. The real beauty of this being that if the only differences between your reality and the real reality are the beliefs of people, then it becomes a self-fulfilling dream.

This is basic sales-technique: it’s usually more effective to sell people on a shared belief than it is to sell them merely on a bunch of facts and leave them to guess for themselves whether those facts are real or not. But it takes a particular kind of personality to be good at imposing their desired reality (if that’s all you do, it tends to come across as mere bullying), and also at making it stick.

IMHO, people who spend more of their time adapting reality are much better at the “making it stick” part.

Conclusion

So, ultimately, one of the things that makes a great Entrepreneur is huge practice with very much NOT adapting to reality, but instead adapting reality to their own ends. And it helps in ways beyond the obvious (spotting new opportunities).

If you want to be a great entrepreneur, I’d recommend you start dreaming more, and make your dreams more vivid and concrete, and try to change the world to fit them, rather than the other way around.

PS: from reading this post, all of which has been written between going from that slide of the presentation to the next, you may come to think that it can take me a long time to read a presentation. You’d be right. This is partly why I’ve taken to transcripting in real time every conference talk I attend (and usually publishing them on this blog) – the smallest comment can spark off so many thoughts that I miss the rest of the talk, and it’s a way of giving me a chance to hear the whole talk.

Categories
computer games games industry security web 2.0

EA DRM redux

(in case you hadn’t been following, this year EA has been putting some particularly nasty DRM on their most-hyped games such as Spore and the Crysis expansion; but unlike previous years, there’s been public outrage)

A couple of things of note here:

EA thinks it can get away with what many consider lieing and cheating – and then having the CEO publically insult the customers

  • Lies: they claim it’s all about piracy (the evidence suggests strongly that it’s about preventing 2nd hand sales while shoring up the artificially high prices that EA’s products retail for)
  • Cheating: EA’s PR people claim you can always get around their dodgy restrictive-use business practice by calling a phone line, that they own and operate (there’s no reason they need to keep that phone line open, and there’s no guarantees that they will honour the customer request)
  • Insulting: the new CEO, who came in on grandiose claims of reforming the company after the scandal of EA-spouse which revealed some very nasty internal practices of the company (apparently institutionalized abuse of its own staff), spoke to one of the largest trade-press websites and told them the people complaining were probably just pirates or stupid (*) (again, this is clearly not the case)

(*) “half of them were pirates, and the other half were people caught up in something that they didn’t understand” – see halfway down the article.

Apparently, little or no lessons were learnt with the public outcry over Spore

…in that the damage seems to be happening all over again with Crysis: Warhead, the same identical problems (c.f. the massive negative Amazon.com and Amazon.co.uk ratings). I would have thought that a publisher the size and power of EA would have managed to prevent “another Spore” – if they had wanted to.

Maybe the fallout isn’t so bad this time? There aren’t quite so many negative reviews this time around, but then Crysis:Warhead wasn’t so big a game as Spore, either in marketing or in predicted sales figures.

Amazon changes it’s mind about its policy on user-reviews more often than a Politician trying to appease the electorate

They’re there! Amazon is full of negative User-Reviews!

They’re gone! They’ve all been deleted!

They’re back again! They’ve been reinstated!

(this happened with Spore. Fair enough. They weren’t sure what to do).

But … reading the comments and off-site commentary apparently it just happened all over again with Crysis: Warhead. Huh? Why? What’s going on over at Amazon HQ?

(I’m getting visions of engineers in a central control room fighting over the keyboard of a machine running an SQL database client, alternately deleting and reinstating the comments, while a prematurely-aged sysadmin huddles in the corner weeping to himself)

The customers are refusing to be tricked into damning themselves; what appear to be EA’s shills are being spotted and beaten at their own game

Witness this fascinating comment on Amazon.co.uk review page for Crysis: Warhead:

C. Chapman says:
[Customers don’t think this post adds to the discussion. Show post anyway.]
I’m so glad to see Amazon has taken steps to filter out all of the useless nonsense being said by the DRM protestors.

Brian W. says:
Hey dude, Amazon just reposted all of the bad reviews and this game is down to the 1.5 stars it had a few days ago.

J. Schwarz says:
Don’t even bother responding to this troll Chapman, he is obviously a company man who is afraid that EA may go out of business. In fact he truly has something to worry about b/c the only other job he could get was shoveling the bs and for that he had to pass an IQ test which he failed.

WolfPup says:
I’m not sure which is more sad. Is Chapman an actual person, who honestly holds such crazy beliefs? Or is Chapman a corporate troll, who thinks that insulting non-crazy people will somehow make their activation DRM acceptable?

Either possibility is frightening.

Paul Tinsley says:
I think Chapman is employed to post. He does use a classic strategy that involves discrediting the thread by making the discussion descend to a personal level. He also attempts to alienate the protest away from the topic by declaring them to either be criminals or a small sector of the community that isn’t even a targeted customer. It’s textbook “digital” insurgency or deep strike, just choose your analogy and most will fit.

WolfPup says:
Interesting. I guess I just thought someone working for a corporation would be more professional about it or something, but…yeah…I probably didn’t think that through very well. They’re not above using any types of tactics.

I guess he’s still a corporate shill even if he’s not paid, but I’m leaning heavily towards him being paid after reading your post.

Paul Tinsley says:
Think of Chapman as a sort of “troubleshooter”. He’s not the sort to polish the company front line, he’s the clandestine stealth agent, sent forth to discredit the argument, to make people think they we can’t hold a solid debate without being personal and also to convince casual readers that our complaint is irrelevant. If Chapman was just another gamer like you or I, he wouldn’t waste so much time trying to make us all “look like idiots” as he might put it.

WolfPup says:
Yeah, you’re probably right. Unfortunately I have a pretty low opinion of how stupid and/or evil people can be, at this point in my life so I don’t really doubt there could be someone out there that clueless about these (or any other host of) issues :-(

Paul Tinsley says:
Well, I will be called delusional and paranoid for stating my opinion. Neither are true, as anybody who thinks that limited activations is better than no activations isn’t thinking like a consumer, they are working to a different agenda.

It doesn’t so much matter whether the OP was a shill or not, it’s the reaction that interests me.

I remember a time (“in the olden days, when I were a lad”) when the audience who A) cared and B) understood the issues were generally teenagers and a very narrow band (niche within a niche) of hardcore gamers with little experience of expressing themselves or dealing with sly cunning bastards. Those people would easily get sucked into tit-for-tat rants and regularly derailed (and sidelined) in such conversations. It was almost too easy. I was once one of them :).

Nowadays, I believe there are three differences.

Firstly, the audience who cares is much more mass-market (mostly IMHO thanks to the arrival of Playstation in 1995, and Sony’s successful marketing of it to young-professionals instead of just children), skews somewhat older (although still noticeably heavily biased towards young and male for many of the PC games, action PC games in particular), and is generally more experienced with the gamut of humanity and the tactics they employ.

Secondly, and this one surprised me, the subset who grok the issues seems to have massively expanded over the past 10 years. If you read through the negative comments, the arguments against DRM are often cogent, direct, and well-informed. Views that were once only understood and appreciated by readers of TheRegister seem to be (finally!) making their way into the mindsets of the public at large. I am beginning to think that we may yet manage to rescue ourselves and our futures (and those of our children) from the idiots who seek to make Copyright last 100 years, put a 10-year minimum jailterm on anyone who copies a *digital file*, and want to force everyone to carry compulsory, biometric, ID cards.

Finally, the audience of hardcore gamers themselves seems to be a lot more skilful at manipulation, especially the “people hacking”/social engineering skills. They are much harder to deceive, and much harder to defeat, compared to the days of Usenet (and here I’m very happy to accept I may just be deceiving myself with my own sentimental memories). If that’s the case, I believe it’s a direct result of the increased prevalence of online communities, especially out-of-game communities, and to a lesser extent in-game communities: these things have made people better at dealing with other people, in ways both good and bad.

Categories
computer games Web 0.1

Crysis Warhead: EA Targetted-Advertising FAIL

So, on this Amazon page, which starts with:

then has a sponsored advert from EA further down the page:

Yeah, um, well. I guess that targetted advertising isn’t quite working out the way it was intended.

Of course, it makes an EXCELLENT pun on the fact that I was *going* to mention that EA has “done it again” and done it’s best to screw the consumer out of 2nd-hand sales, just like they did with Spore. In fact, it’s allegedly identical to the final Spore situation (where the number of times you’re allowed to upgrade any hardware in your machine, or re-install, was upped from 3 to 5). There’s several people claiming that there’s an added “shoot-your-argument-in-the-head bonus” that even Steam-based installs have the DRM feature, although my guess is that this is just people misinterpreting the fact that there’s a different flavour of SecuROM with the Steam version (?).

Categories
computer games conferences dev-process security

RSA Conference 2008 (London)

I’m there now, drop me a line (see About page for email) if you’re around.

I’ve just given a quick presentation introducing the ENISA’s (European Network and Information Security Agency) whitepaper on “Security and Privacy in MMO’s and VW’s”. It’s free, and it’s fairly simple (aimed at everyone from consumers to governments), worth a read if you’re interested but relatively new to this stuff. Contributors include people from Sulake (Habbo Hotel), CCP (EVE Online), NCsoft, and people like Richard Bartle and Ren Reynolds.

Categories
computer games design games design games industry

Is the 30th anniversary of the first MUD important?

(because that was yesterday, you know)

Richard Bartle concludes that, in the great scheme of things (and much as it might nice to think otherwise), it’s not actually that important.

So standing back and looking at it, the answer as to why there is not a lot of fuss over this 30th anniversary is that in the great scheme of things, it isn’t actually important. The mainstream isn’t interested because virtual worlds haven’t had much impact; developers aren’t interested because the paradigm is obvious; players aren’t interested because knowing doesn’t add anything to their play experience; academics might be interested in the historical facts, but anniversaries don’t figure in their analyses.

I disagree :). And not just because it’s a chance to celebrate some UK-based breakthrough in computer games (what else do we have – GTA? When you google for “history of uk games industry” the first hit you get is “Japanese games industry | Technology | guardian.co.uk”. Sigh; thanks, Guardian). I think it doesn’t get much fuss simply because it doesn’t have a community that is enmeshed in modern culture in the ways that would get a fuss caused; its community isn’t highly sought-after by advertisers and journalists, for example. Its community isn’t a major user of the web-games-newssites. Etc.

On the flip side, I think it should have some fuss, certainly in the games press. It’s particularly important to understand how many years of history exists here, just as a number. Because that implies certain things about how much prior art probably exists, and the level of detail you should expect to have been researched and/or tried out and improved upon – all of which is very helpful when designing, building, or operating new games.

For the same reason, I think it’s particularly important for people to know the game design of MUD1 in detail, either to read a detailed review, or to have played it for themselves. Because that tells you what the starting point was for those 30 years of prior art. It gives you even more info on what you can expect. For instance, looking at MUD1 and looking at a typical modern MMORPG, you can see certain things haven’t changed that much, which suggests there is a lot of (old) documentation on side-effects of those aspects. Likewise, certain things have changed a heck of a lot, which suggests strongly that there’s a lot of (old and new) documentation on what else has been tried in those areas and why it didn’t work. In particular, it suggests that there’s possibly as much as THIRTY YEARS of “weird shit” that people tried in those areas – and your new wacky idea has probably been tried before. So you can go look up what happened; can use someone else’s (possibly “failed”) game as a prototype for your “new” ideas without even having to wait for your team to build the prototype.

If you don’t know that MUD1 is 30 years old, if you think perhaps that it’s 15 years old, or that it looked more like tunnels-n-trolls, then those things all lack the same implicit value to you – and you might not bother to go look them up. So, yes, IMHO it does matter how old it is.

Which reminds me; when was the last time someone did a major review of MUD2 (how modern was it?), seeing as so many people rely on reviews these days to understand games they don’t have time to play themselves…

Categories
amusing computer games games design

How much ISK is that?

…was my first thought on hearing that the Iceland economy was running out of money:

http://news.yahoo.com/s/ap/20081009/ap_on_bi_ge/eu_iceland_meltdown

If you conveniently ignore that the figures are about 100 times too big, it’s a nice thought to imagine CCP might step in to bail out the banks, or at least offer to prop them up using ISK. It’s legal tender over much of the known universe, after all.

And it would give the world’s press something to REALLY say about “virtual worlds, virtual countries, and vritual economies” :).

Categories
computer games games design games industry massively multiplayer web 2.0

Kongregate’s secret features: Microtransactions and Leagues

(this is part 2 of “Flashback to 2006: How Kongregate Started”, and looks at the features Kong was supposed to have but hasn’t brought to market yet, and makes some wild guesses at why not)

Microtransactions

What were these going to be? Are they still coming?

In his explanation above, Jim said:

“We’re also opening up the microtransaction API so developers can charge for premium content in their own games (extra levels, gameplay modes, etc) — we’ll take a much smaller cut of that revenue.”

The API has long been rumoured to be a bit flakey, which is no surprise for a startup (and the people in the community saying this mostly weren’t professional developers, so their expectations need to be taken with a pinch of salt). I’ve not tried it myself (I joined during closed beta, fully intending to get back into Flash and make some stuff for it, but never quite got around to it. Having to re-purchase all my now-out-of-date Flash dev tools for stupid amounts of money from Macromedia/Adobe just proved one barrier too many), but a couple of friends have, and they’ve all said good things about it’s simplicity and how it “just works”.

(for another view on this, a while back I spotted this great article by someone who decided to take a flash game made in a single weekend and see how easily + well they could make money from it by putting it on various portals including Kongregate. It’s an interesting read, and goes into detail on the time it took to get the API stuff working, and what it was like to work with from cold)

But on the whole, the API has been up and running and working fine for over a year now (from my experience as a player on the site). So, I’d expect that adding new features to the API is well within Kong’s abilities as a company / dev team.

In the list of features, it reads as though Kong intended to make this thing work themselves, but Jim’s expansion suggests instead that they wanted it to be driven by developers. I think they expected game makers to be frustrated at the low per-game monetization possible from ad revenue, and to push Kong to support micropayments for more content. It hasn’t quite happened that way, I think – Flash + Kong makes it so easy to knock up a game and publish it that I think few developers on the site really think about putting in the kind of time and effort needed to chop and slice their content. Combine that with the large revenues that Desktop Tower Defence was widely quoted as making from Kong alone, and you can see that many are probably happy with just releasing “extra games” rather than “extra content for a single game”.

This is despite the fact that with Kong’s current revenue-sharing model *that* is a sub-optimal setup for developers. The way Kong’s rev-sharing works, you get ad-rev-share, but also the top-rated games each week/month get cash lump-sums from Kong. But there’s a big drop-off in amount between “1st”, “2nd”, etc – so if you, as a developer, have three awesome games, you’re much better off having them win 1st place three months in sequence, rather than launch them all at once and only get 1st + 2nd + 3rd. So, yes, you really would be better off making one game stay top of the pile every month (and I’m sure this was very deliberately done this way to try and encourage game quality and discourage game quantity; I just don’t think it’s working all that well yet).

Here’s a wild guess as to why: even the more advanced and experienced of developers on Kong are still in the mindsets that the crappy portals over the years have forced upon them, e.g. “for better revenue, embed an advert from a portal and get a better rate; for REALLY good revenue, embed an extra-long advert and the portal will give you a single cash lump-sum”. This is unsurprising when you consider that making a living out of independent, single-person casual games development still requires you to put your product out on as many portals as possible.

Until that changes, most developers will probably continue to use whichever lowest-common-denominator approaches they can deploy across ALL the portals. In that sense, Kong has a hard struggle ahead of it if it wants to change attitudes. But that’s part of why Kong is great for developers – if it DOES change those attitudes, it makes the world a better place for developers, and for players. Unless, of course, Kong gives up and fades into being “just like all the other portals”. I sincerely hope that doesn’t happen.

Leagues

I used to like them, I used to sing their praises, but I can’t continue to deceive myself (or anyone else) any longer:

Kong’s features for communication between players suck horrendously.

They promised so much, and then delivered so little. They started off doing some really awesome stuff, inspired things like the AJAX-powered mini-forums for each game, that allowed you to post to the forum WHILE PLAYING without your web browser navigating away from the page (which, because of the nature of Flash, would lose all your progress in most games).

But those mini-forums, which worked “OK” for when the site was smaller, say a year ago, and had only 5-10 pages per forum, or 40 for a popular game, quickly became chaotic (mildly popular games now regularly have 50+ pages of comments, and top games have many HUNDREDS of pages … all with NO NAVIGATIONAL STRUCTURE AT ALL. Ugh).

And what about chat? Right from the early beta launches (probably from alpha too, although I never saw that, so I don’t know), people talked about Kong as “game + chat”, glued together “without the game developer doing anything” (Kong provides the chat system and it automatically attaches itself to the side of the game on the page). So … where’s the contextual chat? How come, when you’re in chat, there’s NOTHING that relates the chat you’re in, or the people you’re talking to, to the game you’re in?

(this is a particularly interesting question given IIRC Pogo.com – Jim Greer’s previous job before he founded Kongregate – made a big thing of showing profile information about other people in the chat window. IIRC you could choose a handful of your Pogo badges that would be displayed with your avatar whenever you chatted (in fact, IIRC it was Jim who originally explained all this to me years ago when I cheekily applied for a job with the Pogo team and he gave me a phone interview*)).

How does this have anything to do with Leagues?

Well, leagues for casual games are a classic example of how three things in gaming crossover and make something much bigger than the sum of their parts. It is a bit of a poster-child for “Game 2.0” (a stupid concept IMHO, but nevermind), and it IS a good idea, but most people miss the point:

  • Competitiveness (…in front of an audience)
  • Community (…around a shared experience)
  • Communication (…of shared struggle)

The beautiful thing about leagues as opposed to other Web 2.0 + Game / Social Games features is that they are technologically VERY easy to implement. That’s also the ugly thing: it means most people who implement them don’t actually know why they’re doing it, and screw them up.

I could believe that the only reason leagues haven’t been implemented yet is that Jim and the Kong team *do* understand them, and know that they “could” throw them up almost at a moment’s notice – but that getting a complete process and system that fulfils all three of the core elements is a much much bigger design challenge, and needs them to fix a whole bunch of things at once.

i.e. you’ll see Leagues appear on Kongregate ONLY at the same time as they “fix” the chat and the mini-forums, and start providing proper Profile pages instead of the quickly-hacked-together ones they’ve got now that look like a beautified output of an SQL command:

SELECT * FROM PROFILES WHERE USERNAME="playerX"

…because without doing those other things too (which we know they’re working on, according to previous commenters on this blog) the Leagues would fall far short of their potential.

(*) – about that interview (although I’m sure Jim’s forgotten completely), it’s an interesting illustration of how my attitudes to software development have undergone a sea-change, so I’m going to bore you with a description here ;)…

A recruiter put me forwards for it, but I had very little expectation of getting the job, or of taking it if it was offered. But I *did* want to know more about what EA’s “casual gaming” group looked like internally, and how they worked. I dismally (no, really: dismally) failed the programming test, I think – they wanted me to write a java game, as an applet, from scratch in under an hour. At the time, I’d just come from writing big server-side systems – also in java – and was still wedded to using rigorous software engineering approaches. They needed someone who would just churn out crap, see what was good, throw away the rest, and iterate on it. Which was right of them. But with a timed test and no run-up practices I couldn’t overcome the habits I’d been using as recently as the week before.

(I say this now as someone who is firmly in that camp too, who strongly advocates Guy Kawasaki’s “don’t worry; be crappy!” mantra – but back then, I understood the concepts, but was in the wrong frame of mind to put them into practice. Certainly I wasn’t mentally prepared at the drop of a hat to unlearn everything I knew and re-educate myself, AND write a game, in under an hour).

Categories
community computer games massively multiplayer web 2.0

Flashback to 2006: How Kongregate Started

A little over 2 years ago, a new startup went into private alpha. Here’s one (of many) announcements about it:

On 9/18/06, Jim Greer wrote:
>
> Hi all –
>
> I want to announce my soon-to-launch Flash game startup to this list – I’m
> looking for game developers and players. The site takes games uploaded by
> indie developers and puts them into a rich community framework with
> persistent rewards, metagames, collectible items, chat, etc. Game
> developers
> make up to 50% of the revenue we get from rich media ads and
> microtransactions.
>
> Basically we’re building a community around web games. When I say
> “community”, I don’t just mean chat and profiles. It’s more like turning
> individual web games into something that have some of the addictive
> qualities of an MMO. For those of you who play World of Warcraft – what
> keeps you playing after you get a little bored with the quest that you’re
> working on? I think it’s things like this:
>
> – you are about to level up
> – you are about to earn some rare item
> – your friend is coming online in a minute and you said you’d quest with
> them
>
> Basically it boils down to: you’ve got goals that go beyond a single play
> session, and you’re online so everyone you play with can see/admire your
> progress. We have analogues for all of those rewards.
>
> So what we’re creating is a game portal with:
>
> – chat
> – profiles
> – challenges and collectible items
> – microtransactions for premium features
> – leagues
> – loyalty points for rating games, suggesting features, etc
> – rich media ads
>
> As I said, we’re making money off rich media ads and splitting that. We’re
> also opening up the microtransaction API so developers can charge for
> premium content in their own games (extra levels, gameplay modes, etc) —
> we’ll take a much smaller cut of that revenue.
>
> We’re launching a private alpha version in a couple of weeks – if you’re
> interested in participating you can email me. Preference will be given to
> those who have games to upload! Initially, our usage will be low so the
> revenue share won’t be significant – to make up for that we’ll be having
> cash prizes for Game of the Week and Game of the Month.
>
> Also, we’re hiring developers to help us make our own games, as well as
> extend the API feature set. The first game we’re making is a collectible
> card game, played online – you win the cards by completing challenges in
> user-uploaded games.
>
>
> Jim Greer
> jim
> Company: http://kongregate.com
> Blog: http://jimonwebgames.com

Kong has delivered on all of this … except “microtransactions” and “leagues”. Although … that blog didn’t quite work out: it’s now a blank WordPress blog, installed March 2008 by the looks of things.

Missing features

Kong at the moment is monetized purely through advertising, which is interesting both because they have relatively low user figures to be an ad-driven site, and because most people seem more interested in the other (non-advertising) forms of F2P revenue: item-sales, fremium/premium subscriptions, etc.

On the userbase front, I’ve been wondering about it for a while: their PCU/ ACU (peak concurrent online / average concurrent online) figures are, I would have thought, “fatally” low for an advertising-driven site. The highest I’ve ever seen was around 20,000 users online at once, and a thread on the forums asking people the highest they’d ever seen topped out – so far – at 22,827.

Balancing that out, clearly there’s a very high percentage of return visitors, and high frequency per visitor. I know that other games, such as Runescape, managed to be hugely profitable on similar numbers of users, but that was a long time ago. With the increased competition for advertising these days among web companies, I’d have thought that was much harder. Even if advertising is easier and richer these days (financial crises aside), we’re only talking about $1million a year revenues. Kong has taken on almost $10 million of angel / VC funding to date, which is a *lot* of money when you look at the kinds of return on investment those people expect to receive.

Going back to the choice of revenue stream, let’s revist the original features Jim mentioned, and see how they stack up:

> – chat
> – rich media ads

These are derivative and trivial to add to any Flash-games portal. Who cares.

> – profiles
> – challenges and collectible items
> – microtransactions for premium features
> – leagues
> – loyalty points for rating games, suggesting features, etc

… whereas these are all high-engagement items. None of them work without getting the individual users to create an account on the site, and to keep logging in each time they come back. Most game portals are specifically targetted at being ultra-low engagement: no barrier to entry, no signup, no “hoops”; just play. For other portals to add these services would be tricky from the marketing / conceptual product viewpoint.

Several of them – particularly “challenges”, “microtransactions”, and “profiles” – are also technically challenging, requiring a lot of infrastructure (either server back-ends, or user-interface front-ends).

So, although Kong hasn’t yet added two of those high-engagement items, it’s got most of them. That strongly suggests it would be a great candidate for adding a more active form of monetization, as opposed to the current, purely passive, one (advertising).

And that would be a good potential justification for how they got so much external invesment (although personally I believe it also has a lot to do with a clever disruptive play to put the big games portals like Miniclip completely out of business within 3-5 years).

Categories
community computer games games design massively multiplayer mmo signup processes web 2.0

MoshiMonsters – new parental controls, consent “assumed”

From the latest newsletter, at the bottom (after the big graphics and announcement about “moshlings” – aka mini-moshi-monsters (my – this is getting a bit infinitely recursive, isn’t it? Now your child’s pet has a pet :). I’m still trying to attract an interesting Moshling (the minigame to get them is Animal Crossing crossed with a Fruit Machine / One-arm bandit – makes me think of ZT Online’s chests, although without the Real Money part), but already I find myself wanting the next hit: a moshi-mini-moshling-ling. Ling. Mini. *ahem*)).

ANYWAY … here’s the news bit – changes to the parental controls:

Categories
computer games maintenance

Review of Will Wright’s Spore – UNDESTROYED!

My wonderful review of Spore (which Dave McGraw described as “accurate”, IIRC) I thought was lost and gone forever. This is CLEARLY a conspiracy from EA/Will Wright (the review was quite scathing :)).

But … thanks to Gavin “Just pulled from my google reader archive. Hope it helps.” Bowman, here it is:

Categories
computer games games industry security

Cracking EAs Spore DRM: Joining the dots

Is it just me, or is calling this about “piracy” missing the point here? (and, in case this isn’t obvious enough: yes, this is a deliberately very flippant post, but the points are serious :) )

EDIT: just for the record, I actually bought and played the game, quite a lot. Although don’t expect a professional review there :).

Categories
computer games

ION08: John Smedley keynote – Reinventing the MMO

John Smedley, Sony Online Entertainment

Summary

Free Realms is generically a combined Runescape / Club Penguin clone with strong elements of Black and White – but all done in the EQ 3D engine (at least the graphical quality appears straightforward EQ client level of quality – low poly.

The Agency is a spy game set in a very direct clone of Team Fortress 2, but a bit simplified and less polished. Which is not a bad thing – TF2 is exceptional, but themed as nothing more or less than a quick fast battle – bolting on a more traditional game (by adding the spy game parts) could make for a very nice game.

Categories
computer games conferences ION 2008

ION08 – Changing a Live Game: Lessons Learned and Techniques Applied

Moderator: Jason Roberts, 38 Studios
Steve Danuser, 38 Studios
Darius Kazemi, Orbus Gameworks
Troy Hewitt , Flying Lab
Osma Ahvenlampi, Sulake

Summary

This was a surprisingly good session – not only was it 9am in the morning, the night after the official conference party, but it was also a panel session (which, as several people were commenting to me yesterday, tend to be bland and sucky at games conferences. My own experience is that moderators of panels at games conferences often have silly / selfish reasons for the panel, and so they do a poor job. e.g. when they admit that they just want to meet / befriend / privately interrogate a particular person, so they create a panel session).

Categories
computer games conferences games industry GDC 2008 ION 2008

New writeups for a games conference – ION 2008

(Cross-posting to the GDC 2008 tag so it shows up in the RSS feed)

I’m at ION 2008 at the moment, the conference-formerly-known-as-Online-GDC. Just like with GDC, I’m doing full writeups for each session I’m attending. Watch this tag / RSS feed…

Categories
computer games conferences games industry ION 2008 web 2.0

ION08: Web 2.0 – How I learned to stop worrying and love the internet

No writeup from me (hey, I was giving the talk, I can’t do *everything*), but there’s already a good almost-transcript up over at massively.com which gets the gist of things pretty well.

To go along with that, here’s the full slides from the talk (6 Mb). The originals were Keynote (OS X only, much better software for actually giving presentations – has some special features that Powerpoint 2007 still doesn’t have), but I’ve exported them to PowerPoint so that everyone can easily read them – so some of the fancy anims have disappeared and some graphics might be slightly skewed.

Download: Web 2.0 – how i learned to stop worrying v1.1

Categories
computer games games industry

“Games are mainstream. Drown, or learn to swim.”

We’ve won; get over it … says Dr. Bartle (although if you’re reading this blog because of any interest in MMO’s and don’t know who RB is already, then … you have some reading to do).

Categories
alternate reality games computer games games design

Review of The (Former) General (part of an ARG)

Introduction

Another story – The (Former) General – has been released as part of Penguin/STS’s current ARG, We Tell Stories.

This story, and the website it comes from, is all part of an ARG, from two of the key people (Dan and Adrian Hon) behind Perplex City (PXC). So … expect misinformation, deliberate errors, and stenography. I’m not playing the game (sadly; just too busy with other things at the moment), so I’m interpretting this completely cold.

Categories
computer games massively multiplayer mmog links networking programming system architecture

New page – MMOG Development Links

With some WordPress-Fu, I’ve added a page that’s a category and auto-includes links with custom meta-information.

Or, in other words, there’s now a page where I can effortlessly post all my various bookmarked links to do with MMO development – and add my own commentary to each link – which you can’t ordinarily do. Which is why it’s taken me some time to get around to it (previous efforts to do this without customizing WordPress, or using plugins only, failed).

The (practically empty) page in all it’s (non-)glory can be found here:

http://t-machine.org/index.php/category/mmog-dev/

Over the coming weeks, I’ll be posting much more stuff to it. I hope.