Categories
games industry startup advice

“Developers outsource publishing to publishers”

Nicholas Lovell suggests it here:

Think about it. It’s your baby, your dream, your idea.

My own way of describing this is:

  • Who owns the IP? (dev, initially)
  • Who invented the IP? (dev)
  • Who – therefore – understands *why* the IP exists, *how* it works, *why* it’s “good”? (dev)
  • Who cares most about the IP? (dev)
  • Who would you trust most to pour their heart into making the most of the IP? (?)
  • …and do so without destroying the bits that made it good and unique in the first place? (?)

Years of publishing have made people come to assume the answer to the last questions is “the publisher” without even thinking about it. It took me very little time working in actual publishers to see first-hand how wrong that is as an answer – in most publishers, most of the staff don’t even play games. At all. They couldn’t care less about the IP’s they are supposedly shepherding and exploiting.

When you speak to people who know nothing about the games industry, they invariably answer “the developer”, as this is the natural answer: the person who invented and nurtured the answer is bound to care more about it, and work harder for it, than anyone else.

These days, now that I believe in hiring on enthusiasm instead of competence, that’s also the answer that will tend to maximize “success” / revenue.

Valete, Publishing industry!

Categories
conferences games industry

GDC 2010 about to start…I’m there for 3 days

I’ll be in SF from Monday afternoon to Thursday evening (leaving SFO at midnight on thursday night).

My iPhone is unlocked, so I’m hoping to find a cheap SIM to shove in, but otherwise it’ll be email-only.

The 2010 list of GDC parties is looking pretty full (and there’s a bunch after I leave) – if you should be on the calendar, email me ASAP.

ALSO … Sulka and I made a neat little iPhone app that tracks all the parties for you, and tells you where/when they are. We’re just waiting for Apple to approve it, hopefully it’ll be live on Monday. It’s San-Francisco specific right now, but if it works, we’ll expand it to other cities in future.

Categories
conferences games industry iphone

Google and the Games industry

Google is giving away free Nexus One handsets to mobile developers attending the GDC this year

Google is not a games company; Google has never shown any interest in the $75 billion (roughly) games industry. Suprising? Not really … $75 billion *for the entire industry* is smaller than some individual companies in other sectors (e.g. off the top of my head, IBM makes more revenue than that *every year*, e.g. VISA has a market cap of $70 billion, etc).

But … maybe iPhone has changed all that.

Games on iPhone weren’t initially the big fuss, but as the first year of the App Store came to a completion, it was clear that the million-selling apps were set to all be games. This was an excellent handheld gaming console.

Perceptions shifted; giants like EA who’d resolved to ignore iPhone (typically after making expensive failed investments in the Wii) did an about-turn and came onto the platform in force. Mainstream and tech-industry press came to see games as really the be-all-and-end-all of 3rd party apps on the phone – often ceasing to talk much about other apps, except as novelties.

2010 and the annual Game Developers Conference

GDC is almost upon us. This is the main event in the games-industry calendar (forget E3; this is the less glitzy, less marketing, more developers, higher value, more real one). And lo and behold in my inbox today:

# Register by the Early Bird Deadline of February 4th, 2010.
# Register to attend the GDC Mobile/Handheld Summit, the iPhone Summit, or the Independent Games Summit

# receive a device from Google and GDC during the registration process.

… the “device” is explicitly either a Google Nexus-One, or a Motorola Droid (randomly chosen).

[EDIT: from Simon Carless’s comments below, I’m completely wrong on the GDC changes last year. This post isn’t meant to be about GDC, it’s meant to be about Google, so I’ll follow-up in the comments – but don’t take the next two paragraphs as correct, they’re probably wrong.]

The marketing materials for the GDC this year have been unusually big on the discounts, with not just one but two public extensions of the discount deadlines (this is unprecedented as far as I can remember). Clearly, the recession (and the mass redundancies at games companies) has hit the GDC organizers quite hard.

(last year’s GDC had perhaps 40% fewer attendees than the year before; it felt like the quiet conference it used to be, rather than the massive conference it had become. I’m guessing the organizers are working hard to reverse that, even in the face of the economic situation)

…and yet we see a $550 phone being “given away free, guaranteed” to every developer that buys a $550 conference ticket. Wow. That’s a pretty thick, long, solid line in the sand being drawn by Google…

PS

Bizarrely – and IMHO a very very stupid move – speakers are “not allowed” to take advantage of this.

So, let me get this straight:

  1. You decide to target the international games industry, at it’s biggest annual conference
  2. You give away free, expensive, top of the range Android phones to *every* developer, but only the ones specialising in Mobile
  3. …but you ban the 500-odd people who are the pre-eminent experts and the thought leaders in this industry from participating?

It could be down to the potential for abuse – speakers can choose to declare themselves “mobile” developers while still attending all the other summits due to a quirk of how the GDC is organized.

But my guess is that there’s something annoying here about state laws and income tax or competitions and lotteries (governments can be over-protective of their monopoly on gambling income), but it strikes me as a major fail. Microsoft managed to give away $1000 HDTV’s at a previous conference independently of paid/unpaid status (IIRC), so I’m sure Google could have found a way.

(just to be clear: for the first time in about 4 years, I’m actually *not* speaking at GDC, so I’m not affected by this one way or the other. I’m just really suprised at the exclusion)

Categories
advocacy computer games conferences games industry

PANEL: “Taking Video Games Seriously”

Last night, I went to the Houses of Parliament for the first time, for a panel session on Video Games, organized by one of our MP’s, Tom Watson. Walking through the enormous medieval Westminster Hall (stone floor, stone walls, massive oak timbered ceiling) en route was a bit surreal, and thankfully the event was small and cosy by comparison.

I didn’t intend to live-blog this. But then I realised I probably ought to, especially since I was too exhausted (work, recovering from illness, etc) to ask sensible questions at the time.

Here’s a semi-live-semi-transcript. As per usual, everything is re-interpreted by my hearing; errors and omissions are my own fault; etc. It’s hard keeping up with freeform speakers and capturing the meaning at the same time :).

Panellists

  1. Tom Watson – MP for West Bromwich East (moderator)
  2. Tom Chatfield – author of Fun Inc. (published last week)
  3. Philip Oliver – CEO of Blitz Games
  4. Sam Leith – Journalist (Daily Telegraph, Guardian, etc)
Categories
computer games conferences games design games industry

Got an idea for a new game? Want some feedback and publicity?

In general, it seems that most entrants to game-design-competitions could get huge benefit from just a small amount of fairly simple advice and feedback.

I’ve been a judge on several game-design competitions. I’ve seen a lot of recurring mistakes and successes, and I’d like to see less of the former, more of the latter.

I’m hereby offering to provide *public* feedback to anyone who wants to send me their idea. I’ll publish your idea on my blog, along with my thoughts and reactions.

Here are my rules:

  1. MINIMUM of 300 words
  2. MAXIMUM of 500 words
  3. State whether it’s intended to be a Casual game, or a AAA game
  4. State whether it’s anonymous, or if you want me to include an email address and/or website URL (for people to contact you if they liked your idea)
  5. I will pick the most interesting ones, and publish the main text of your email, and my reactions, on this blog
  6. Email it to me directly, at adam.m.s.martin at gmail.com
  7. You must include the text: “I have read everything on the blog post, and understand and accept all the terms and conditions”
  8. If I can think of someone better-placed to comment on your idea, I *might* forward your idea to another industry-expert blogger, on the condition that they publish it on their blog with their own feedback, just as I would have done myself (unless you SPECIFICALLY state that you don’t want me to do this)

Some notes…

SXSW entrants

If you’re already entered for SXSW 2010, don’t bother sending me your idea until after the conference. I’m not going to allow this to interfere with that event.

Public vs. NDA

If you ask for an NDA, you’ve already lost. Forget it.

In general, the only people who would bother to “steal” your game idea are so incompetent / uncreative that the “best” game they could create – even using your idea! – would be so appallingly bad that no-one would ever play it or talk about it.

Spelling and grammar

I will judge you on your spelling and grammar. Get used to it. If you are so lazy you can’t be bothered to spellcheck your entry, you’ve just screamed:

“I AM TOO LAZY TO DESIGN OR MAKE A GAME, I WILL GIVE UP AS SOON AS IT GETS MILDLY CHALLENGING!!!”

Cheat, cheat, and cheat again

Anything you can do to make your pitch more convincing is acceptable. Within the 500 words limit, of course.

If you’ve got concept art, a downloadable MOD, or even better a faked gameplay video … include links!

Categories
computer games conferences dev-process games design games industry

Panel at SXSW – AAA Game Design competition

In a few months time, I’ll be in Austin, TX, sitting on a panel at SXSW … judging people’s ideas for new computer games. I’m going to make an offer here, now, to help people entering future competitions (FYI: it’s too late for SXSW 2010).

This is the fourth time I’ve been a reviewer or judge for a game-design competition/panel/etc, and I’m noticing some recurring themes. This is interesting, since everything I’ve judged has been completely different (different countries, different audiences, different rules).

Recurring themes of game-design competitions

One theme in particular is that a large percentage (circa 30%) of entries are depressingly bad; it seems that many of the wannabe-game-designers in the world are just plain lazy.

Another theme is that when someone has a good idea, they often don’t realise how good it is. They end up spending one sentence (or, if you’re lucky, two sentences) talking about the interesting part, and the next 500 words spewing out meaningless drivel that applies to every game ever made.

e.g. “you will have different choices to make in this game, there will be puzzles, and when you finish a puzzle you will get a reward, rewards will be used to unlock more levels, and to finish the game you have to get to the last level, which will be harder than the earlier levels, and … ”

… and: STFU. You’re boring. Do you think that I’ve never played a computer game before? Or do you just think I’m so stupid that I can’t remember what they’re like?

Some tragic outcomes

NB: this is just one example of what goes wrong with competition entries; I could give you countless more…

Some of the judging I’ve done was at the start of a competition, where the teams then spent the next 3+ months full-time actually building their games. On those occasions where a team was let through because we saw something special in their core idea, despite them waffling about a million other things, the team tended to make the EXACT SAME MISTAKE during production. They would spend 10% of their time on the cool idea, and 1% on each of 90 irrelevant distractions. They never won (surprise!).

For the times when we just judge ideas, not actual games, my distinct impression is that a lot of “good” ideas get thrown out because they’re submerged in so much rubbish that the judges either don’t see them … or assume the above is going to happen, and so they want to give the attention to other, more focussed teams.

So…

So, I’m offering anyone (anyone!) the chance to get some free feedback on their game idea, in the mindset of a competition judge. Maybe you’ll discover holes in your pitch, maybe you’ll discover ways to improve your core game … maybe it won’t help you at all :).

Details here: Got an idea for a new Game?

Categories
community design facebook games design games industry marketing massively multiplayer web 2.0

Farewell, Metaplace

I got this in my inbox a few days ago, and it’s been forwarded to me by a few people since:

(NB: the fact that you still have to login MERELY TO READ THE DAMN FAQ linked from the PR statement is IMHO symptomatic of some of MP’s problems :( )

metaplace.com is closing on january 1, 2010

We will be closing down our service on January 1, 2010 at 11:59pm Pacific. The official announcement is here, and you can read a FAQ guide here. We will be having a goodbye celebration party on January 1st at 12:00noon Pacific Time.

Some of the correspondence I’ve seen on this – what went wrong? what should they have done differently? – has been interesting. Personally, I’m in two minds about it. I think there were some great things about and within MP, but from the very start I felt it had no direction and too little real purpose (and if you ask around, I’m sure you’ll find plenty of people who’ll confirm I said that at the time).

I’ll hilight a couple of things that haven’t come up so much in conversations:

Bad

  1. On the face of it, MP was “the bad bits of Second Life…” (poor content tools, poor client, no direction, no purpose)
  2. “… without the good bits of Second Life” (no sex, no mainstream publicity, wrong target audience to charge millions of dollars in land-rental to)
  3. Poor discoverability (how do you find something cool in Metaplace? Go to site, login, download client, wait a lot, browse a weak index, wait for more downloads, wait for content to stream in … etc)

Discoverability was IMHO the killer: this is something that so many “hopeful” social sites and systems get wrong, and only a few get right. The best examples are still simple: browsing your friends’ friends on Facebook by looking at photos of their faces (hmm; who do I fancy?), or using Google to find things you’re looking for (the gold standard in tech, but also the base *expectation* of the modern web surfer).

The history of SLURLs in Second Life should probably be required reading for people interested in this – if you can find ways to experience / re-live life pre-SLURLs, and read through some of the trials and tribulations that Linden went through in getting them to work.

And even then, of course, SL still had no browsability – but it least it had “open” bookmarks and copy/paste references you could share with people, and embed in webpages. That was barely acceptable (and still “awful”) back when SL was in its prime; the equivalent “minimum acceptable” is probably Faceboook Connect with full Facebook integration (i.e. not just FC-login, but having a bona fide FB app too that acts as an alternate access-path for your virtual world).

Good

  1. Well, obviously, there was a lot of great content in there. I only skimmed it, but apart from the problems above, I saw a lot of interesting stuff
  2. The AJAX/CSS/HTML GUI … it was really easy for me to mess about gaining and browsing badges (both mine and other peoples).

Early on, I found the AJAX vs Flash part particularly interesting. The former showed up how weak the latter (the world-client) was: sometimes I went to the site, all happy about the badges, the popovers, etc, and as soon as I got into the Flash client, my mood would drop noticeably. Eventually, I stopped bothering visiting at all; I dreaded the slow, unwieldy, “clicking all over the place to move fractionally”, Flash experience.

One question I had was how much this was to do with the languages / platforms involved: did AJAX/CSS inspire the people working in it to make lighter-weight, faster, more abstracted core experience? Or is this just coincidence? There should be literally no reason why either of those platforms forced the designers to provide the experiences that way (Flash is capable of a much faster, snappier, fluid usability experience – it’s been excelling at this for years).

Categories
games industry web 2.0

This is 2009: stop asking for fake email addresses

This came from a perfectly nice-seeming person, so I took it as genuine. Until I discovered the site I’d been lured in to. Very disappointing.

Unsolicited email I received today:

Hi Adam,
I’m the editor of GamerBlips.com and MassiveBlips.com I wanted to share the news that T=Machine is a hit with our readers. If you haven’t checked out these two gaming sites you’ll see that we’re dedicated to highlighting the best videogame and MMO content on the Web every day.

I enjoyed your recent Focused Work-Hours post. Your commentary on the Studio Manifesto ideology was spot on.

We’re currently contacting our most popular featured bloggers on these sites and asking them to claim their blogs. By doing so, you’re making it easier for thousands of new fans to quickly find your blog and read all your great posts.

To quickly and easily claim your blog on GamerBlips.com, click this link:

What does that link do?

  1. Goes to a page with a big advert for GamerBlips.com
  2. Once you find the relevant image-link (hint: it’s neither a link nor a button, but a custom graphic), you can click-through to “claim my blog”
  3. Now you get asked for:
    1. Name
    2. username
    3. password
    4. email address
    5. CAPTCHA
    6. …I think 1 or 2 other fields, but I’d stopped reading and closed the window at this point

My reaction

Let’s get this straight: you want ME to signup to a site I never use, to promote YOUR site and create content that YOU monetize (but don’t pay me for!) … and – even though you already have my name, email address, and blog info – I have to jump through signup hoops for the “priviledge” of earning YOU extra money?

Some people / companies just really don’t understand the world, I think.

Or it’s a scam.

The site seemed to work OK, so I’m assuming it’s NOT a scam – just shocking naivety on the behalf of the people that run it.

Just to be clear

There is nothing in the entire website I can see that requires a username or password. It’s probably part of the fetish a lot of web-designers have for taking people’s email addresses at every opportunity.

Tragically, in my experience, a lot of them don’t even intend to monetize it in the future – they’re just making the user jump through hoops “because everyone else does it”.

And, finally

Good luck to the people running the site. Something like that could be quite useful. Although I can’t help wondering what it does that makes it significantly better than Technorati or Digg. Or any of the many clones of those two that appeared over the years.

e.g. I’d suggest you try http://www.devbump.com/ if you’re looking for this kind of thing.

Categories
computer games games industry marketing massively multiplayer

What’s wrong with EA: EA Mythic, and the FAIL of WAR

I’ll do a follow-up post in a minute with the anecdote that lead me to this. But here’s the general opinion/analysis first.

Project history (skip if you know all about Warhammer Online and Mythic already)

Huge project (cost in excess of $50 million to develop), based on a 20-year-old IP that is known and loved around the world, the game launched last year to a big marketing campaign.

Initial sales figures were excellent.

First-month renewals were dire, the company lost large amounts of money, they laid off large numbers of staff, and the CEO quit/resigned. They are now (late 2009) into the key point in such a product’s lifecycle where it has one last chance to succeed.

The parent company has recently laid off 1500 staff across different countries and products, but also just bought a small studio for $400 million.

The problem with Mythic/WAR today

Here’s what’s going on right now (based on observation, guesswork, and personal experience of similar situations at other companies):

They are spending large amounts of money to acquire new customers, while simultaneously erecting artificial barriers to turn away those new customers.

They are running loud marketing campaigns to attract those who’ve already rejected the product, while simultaneously creating powerful negative publicity for their own product.

In other words, this is a company that has a failing product AND has a non-unified product strategy, and yet is continuing to spend heavily. This strategy is known as “pure, blind, Hope”. It looks extremely similar to what happened with TR towards the end of it’s (brief, painful) lifetime:

“let’s work harder, do more, spend more! Cross your fingers, chant the secret mantra, and hope it all turns out for the best!”

Hope is not a strategy. All that can happen is that they might get lucky despite all the mistakes; there might be enough good left that they can survive this foolishness long enough to ditch the deadweight and pull themeslves out of the mire.

The inevitable PlayFish comment…

Maybe this would be a good project for the new hires from PlayFish to start work on? The essentials are there – and if the product could be made to succeed, it is a huge cash-cow. It could single-handedly pay-off a lot of the debt on that $400 million…

Categories
advocacy games industry startup advice

Focussed work-hours, and the Studio Manifesto

David Sirlin’s just done a writeup of Flashbang studios recent experiment with work hours:

“The first part of their theory is that we really only get about 2 hours of seriously focused, amazing-quality work per day–if we’re lucky. Maybe you can get 2.5 or 3 sometimes, but that’s pushing it. There are so many distractions and blockers, so many times when you’re too tired or hungry or upset about something, or whatever. Flashbang is saying just be real here: accept that you’re only going to be able to do amazing work for a short time each day. Knowledge work as it’s called, is the type of thing where you could spend 20 hours on a problem and not solve it, but just *one* hour of your fully charged genius-time could solve it.”

Unfortunately (tragically!), David’s set his blog to be “no comments”, so there’s no public followup discussion (you can try registering in the forums. On a different page. Not even linked. Have fun with that!)

There are serious flaws with taking general conclusions from this experiment – as someone from TCE pointed out, there’s probably some Hawthorne Effect going on – but I think it’s an interesting data point to add to the game studio manifesto. Specifically because it’s from a games company, and the particular set of changes they experimented with is different from most of those we’ve seen tried before.

Categories
entrepreneurship games industry iphone jussi vc deals europe social networking startup advice web 2.0

So, who’s going to buy Zynga?

(for the three people who haven’t heard yet, EA just bought PlayFish, for circa $400 million)

Three things I have to say on this:

  1. Mainstream games industry people question it’s value
  2. Yes, of course it was worth it
  3. What Would Zynga Do?

Mainstream games industry people question it’s value

I’ve seen a lot of people from the mainstream industry (i.e. consoles, PC games, handheld etc – eerything EXCEPT iPhone and Facebook) incredulous, unconvinced it was worth it. This was the case even with the rumoured $250 million valuation from a month ago (c.f. Nicholas Lovell’s post on that).

There’s also some discussion over at TheChaosEngine (private forum for professionals in the games industry) on the same topic, with similar levels of scepticism about the value.

The main reference points are traditional games companies and their sale prices. That’s where this goes wrong – and it’s symptomatic of something that hampers the games industry: a lack of understanding of the business side of games. For most people in the industry, this doesn’t matter – they’re making games, not selling or funding them. But for the people managing games companies, far too many of them need to get an MBA and learn the essentials of sales, marketing, revenue, and shareholder-value – and how that applies to their own day-jobs.

Yes, of course it was worth it

Reproducing some of what I’ve already written on TCE, since it’s non-public:

There’s three things driving the valuation of PF:

  1. A solid business, in business-terms (c.f. Nicholas Lovell’s “6 reasons why Playfish is a steal at $400m”)
  2. Quality content-producer, in games / media terms
  3. Consistent success, in comparitive terms

Playfish is in the top 3 companies dominating the Social Games sector. They are the ONLY one of those companies that set out to dominate the SG sector – the other two happened purely by accident. PF was architected to take over this sector, and is succeeding at it.

From a game-design perspective, the entire business model for Zynga and SGN has been “keep bailing!”, and they’ve so far bailed faster than they were sinking (where “bailing” means “using marketing and sales ability to make up for severe product deficiency”). That might sound like I’m being derogatory – but compare it to all the “worthy” games companies who bailed *slower* than they were sinking; at the end of the day, who’s the smart one?

But good sales/marketing strategies are easy to dissect and clone, in a way that good content is not.

Part of the demand for PF is that a lot of people look at it and say: this is SGN/Zynga, except they make good games. Yes, they’re not 1st – but any idiot could take PF’s current position, throw $50m of marketing budget at it, and easily surpass Zynga. They will own this market, sooner or later – PF is fundamentally strong where Z is fundamentally fragile. (although Z’s “fragile” is still an order of magnitude stronger than most traditional games companies).

Just to be clear: I have a lot of respect for Zynga and SGN, they’ve achieved a heck of a lot. But they’re sharks. They’ve always been sharks. Comparing to modern standards of game-design, they’ve never had great product. Instead, they’ve been extremely canny, aggressive, vicious, and cash-driven – and they’ve shown how successful and profitable you can be with those things. If someone had asked “how well can you do with a weak content company if you’re exceptional on the business-side?” then these companies boldly step forth and demonstrate that the answer is: “very well indeed”.

But this is a new, novel market. Maybe there’s nothing special about PlayFish?

Well, apart from thriving in a new market against some of the toughest competition in the world, look at the comparitives. Compare PF with – say – Kongregate. That was founded by the ex TD of Pogo after years at Pogo/EA, and was expected to recreate the success of Pogo and expand on it (hundreds of millions of dollars revenue). They’ve fallen a long, long way short. PF was founded years later and is now doing perhaps 20 times the revenue (just guessing based on Kong’s last funding round and how long ago it was).

PF’s success *looks like* it’s “probably” no accident. IIRC (and I haven’t checked, I’m going from memory here, so I might be very wrong) this is the same management team that built and later floated GluMobile. Putting that into perspective:

  1. these guys have ridden the wave of an emerging market to create on of the big successes
  2. these guys started from nothing and ended up with an IPO
  3. these guys then started all over again, from scratch, in a new market … and succeeded AGAIN.
  4. …and they did it very quickly

What Would Zynga Do?

This, then, is the million-dollar question: who’s going to buy Zynga?

Zynga have followed a strategy of buying-or-burying every small competitor who came along. As I noted above, despite being rich, hugely successful, and growing fast, they have some internal fragility that PF has never had. Where PF *could*, in theory, get more aggressive, Zynga is already barrelling along flat-out on that front. Where PF has a good reptuation they can trade on, Zynga has a poor one that’s not worth much now PF is part of EA.

If it had been a smaller company that bought PF, maybe – maybe – Zynga could have afforded to try a reverse-takeover to hoist themselves up, and hold on to their top spot in Social Games.

But EA/PF is too complementary a pairing; together, they’re too effective for Zynga to get away with that. Zynga *might* have hoped, with a different competitor, that acquisition by EA would lead to a breaking-up of the company’s value. EA has done this many a time to other acquisitions: small companies vanish when eaten by big ones. But as I noted above (and as Nicholas referred to when claiming that PF’s team could “turn around the tanker” that is EA), PF’s team have enough experience and personal wealth that it is very unlikely they’d disappear inside EA. They *might* retire (despite the golden handcuffs, many EA acquisitions have lead to de-facto retirement of their founders) – but PF is so young as a company that I doubt they’re tired of it just yet.

Looking back at Zynga, this seems to be a company that sees itself as the Alpha Male. I can’t believe they’d settle for second place. So, Zynga needs to be bought. And, unlike PF, Zynga may actually benefit from being dominated by their acquirer (try and wipe out some of that bad reputation; perhaps fundamentally alter the internals of the business, make it into a good content-generator? Where PF is adding Zynga-esque marketing and sales ability, could Zynga add PF-esque content-creation/content-quality ability?).

Who?

I’ve no idea :).

But, looking around, Zynga has greatly underperformed on iPhone. There are a lot of media and consumer giants around that expect to have no problems making lots of money on iPhone. Maybe that would make a good deal, someone already exploring, or set to explore, iPhone, who doesn’t need Zynga, but who could expand Zynga on to iPhone in a huge way. That could even let Zynga save some face in the deal (“there’s nothing about our business approach we wanted to change, it’s just that this was an opportunity to dominate TWO platforms instead of ONE”).

Categories
games industry massively multiplayer web 2.0

Online Games as a Billion-Dollar Business

Autumn 2012: NCsoft just cancelled City of Heroes – a game that back in 2009 (when this post was written) was doing fine (although nothing stellar; it was a mid-tier MMO). If you’re interested in my thoughts on that, I’ve written a 2012 followup on the CoH situation in particular. NB: I no longer work in the MMO industry, although I still work in games dev

I spotted some good commentary on NCWest’s City of Heroes/Villains in 2009 today – modulo one or two quirks (umm … does Cryptic have anything to do with CoX any more? I thought this is now NCsoft’s game; as the publisher, they bought out Cryptic’s ownership last year, no?).

But one theme in particular came up that I want to hilight: why is NCsoft Korea so callous / vicious / greedy / demanding / single-minded / stupid when it comes to the profitability of their games? (NB: those aren’t my terms, as you’ll see by the end of this post – but that’s how I’ve heard people describe them, while trying and failing to understand what’s going on)

Categories
games design games industry recruiting

Getting a job in the games industry: its all about skill

Tim Schafer recently posted scans of his rejection letters over the years from various tech and games companies he applied to. There’s one from Atari, one from Hewlett Packard – and, eventually, his acceptance letter from Lucasfilm / Lucasarts.

But far, far more important to this post is the cover-letter that Tim sent to Lucasfilm (it’s a truly special cover letter (go have a look now, before you read on)).

There’s also a rich array of comments at the end of Tim’s post. The HR manager (now head of HR at Pixar) who handled his job application all those years ago even chimes in to say hi. But, again, that’s not what I found interesting; what I liked was the large number of comments from wannabe game developers trying to get into the industry right now.

What’s wrong with this picture?

Reading those comments, here’s a couple of things I noticed:

  • They feel “inspired” and full of “renewed hope” / “confidence” that they have a chance of getting into the industry at all
  • Lots of wishful comments fishing for a confirmation that this technique would “still work today”, while declaring that they’re sure it doesn’t (supposedly demonstrating their realism)
  • The realization that lack of experience is no barrier to becoming an industry legend; coincidentally, most of the people saying this have no experience of their own

…and here’s the conclusions that leapt to my mind:

  • New entrants to the industry are convinced it’s very hard to “break in”; they sound by turns cynical and hopeless. This is merely to get a *job*, not to actually achieve anything. Ouch
  • No-one seems to have told them how easy it can be (how straight-forward it often is)
  • They’re guessing at the reasons this was successful, and are picking the wrong ones (hint: what worked for Tim still works today, if anything *even more* than it did 20 years ago)
  • Their understanding of what it takes to become a major industry figure is back-to-front

Why was Tim successful? How can you re-create that today?

OK, so Tim was: funny, dedicated, and inventive.

But we’ve all heard (I hope) of many occasions when any or all three of those have not only failed to win people jobs but have got them ridiculed (sometimes even had their desperate exploits broadcast at the company or industry level). I’m not thinking simply of the games industry here – although I noticed one the other week where a hopeful Quest Designer tried it on with Blizzard (they spent a thousand dollars on fancy-printed design docs for their proposed Raid Dungeon, drove to Blizzard’s offices, and spent a couple of days sitting on the sidewalk handing copies to staff as they arrived / left the office each day).

Rather, I was thinking of all the stories of people doing everything from sending in their Resume/CV wrapped in shiny metallic paper, to sending gifts (including alcohol) to the hiring managers, to stuff that comes dangerously close to stalking.

Reading the comments on Tim’s post, in at least a couple of cases, I’m not convinced that the posters see the difference between those disasters and what Tim did. I don’t know any of the people involved, but I do know there are positions we’ve recruited for in the past 5 years where a cover letter akin to Tim’s would have gone a very long way (possibly even “all the way”) towards single-handedly getting us to hire someone.

IMHO, it’s all about skill and enthusiasm (although few companies hire on enthusiasm, so we’ll just stick to the “skill” part)

What Tim shows is skill for the *underlying* things that his (potential) employers would love to see him employ in his day job. That requires showing ALL of the following:

  • Personal interest (he plays games. He plays them enough for the next part to be possible)
  • Understanding of a genre (he understands a genre well enough to pastiche it effectively; you can’t do that if all you’ve done is dabble in it (unless you’re particularly skilled at literary/experience analysis – which is great, we want that too! ))
  • Ability to polish (look at the images; notice how he sends up each of LA and Silicon Valley in panels 2a and 2b, and makes out San Rafael to be the land of Nature and Sunshine and happiness)
  • Knowing when to stop (again, look at the images. The “volume” of detail is actually very small; apart from the final image, they are very simple, and quick to execute)

One thing we don’t know, that I’d love to know, is the timing: how long after the phone call did he send this in? I’ve known candidates to take *more than a month* to complete something that was offered (by them!) in a job interview. WTF? If you say you have something, we assume you either have it, or will complete it imminently. i.e. days – a week at the most.

TO GET A JOB IN THE GAMES INDUSTRY, ALL YOU NEED TO DO IS …

Let’s see how simple I can make this…

Make a game.

3 words. Not bad. I think that’s pretty clear.

Sadly, most people misunderstand it *completely*.

Look back at the rest of this blog post; it all lead up to this. When college students ask senior people, and hiring managers, what to do to get their first job, and we say “make a game; make several games”, our reasons for saying that are all encapsulated in what I’ve already said.

Even if you’re in a discipline that has read-made degrees (Programming: Computer Science; Art: Fine Art, etc), what you’re usually showing with your degree is a small amount of education and a large amount of skill / aptitude. University/College rarely teaches the things you’ll need every day to do your job, but it prepares you in a more general way to be/become skilled more quickly.

Imagining a game is easy; if you like games, you should be able to imagine games you’d like to play, or make.

Making a game is easy, if you only ever make a game that fits within your abilities and resources. I’ve made games in under a day. Some of them were even fun! ;). I have a friend who *frequently* writes entire games in a single evening. He’s a programmer, with no art or game-design skills – but some of what he makes looks gorgeous and is great fun; he cheats; so should you. So … never tell me that making a game is “beyond” you; just shrink your ambition to fit.

(incidentally, “I can’t program” is not a valid excuse; pre-teen children regularly learn to program – (IIRC it’s still in the national curriculum in most western countries, although it’s not labelled “computer programming”) – and if they can handle it, what’s wrong with you that you’re too stupid/lazy to do it too? No-one’s asking you to learn highly optimized C++, that would be insane. But … all you need is Basic, PHP, Javascript, or something similar)

Finishing making a game – removing all the “doesn’t actually work” parts – is hard. But everyone who’s been there should understand: it’s *hard* to include all the bits that weren’t fun for you to make. It’s hard to force yourself to check all the buttons still work every time you change something. It’s hard to force yourself to write in-game instructions *and keep them up-to-date* each time you change the game-design, or add/remove a feature.

And that’s a big part of why we judge you on it. Because if you can do that – more than anything else – all the other problems are smaller, more tractable.

Categories
conferences games industry GDC 2009

GDC 2010: I (probably) won’t see you there

Last month, I ran a novel panel session at Austin GDC, which was well-attended and (apparently) well-liked.

I came up with the format myself, very different from normal panels, and spent a couple of months fleshing it out with the panellists, discussing different ways we could improve on it, different approaches, etc. I made a lot of mistakes with it, but I was pleased with how it went for a first attempt.

We filled about 1/2 of the room, I think the capacity was around 200. I’d hoped for more – but … we were scheduled on the second-to-last slot, on the last day of the conference, when lots of people had already gone home.

We were also scheduled at the same time as Nicole Lazzaro, and Damion Schubert. They are both exceptional – and exceptionally popular – speakers.

So … I was pretty happy we got the crowd that we did :).

It all went so well that I thought the organizers of the “main” GDC – the one in San Francisco – might like something similar. So, I contacted them (not exact email, some details snipped):

I just ran a really good session at Austin GDC, and thought that something similar might work really well for GDC 2010. And several people who want something like this at GDC have asked me to at least try :).

It was a novel format that I came up with originally, and then hammered out the details with the panellists over a couple of months until we were happy with it. Now we’ve live-tested it, I could do it even better next time :).

Is it worth me taking this further? I’d have to find a new set of panellists, and work out a new topic appropriate to GDC (as opposed to AustinGDC).

Here’s the salient part of the response I got:

Thank you for your email. If you’ve already done this session I would advise against a repeat at GDC, especially if it’s a panel proposal because panels are very hard to advance to Phase 2 and get accepted.

(NB: the wording is “I would advise”, but the email itself didn’t provide any of the details or info I’d need on how to submit this panel, so I read this as a polite but fairly strong: “no”).

My first reaction was that I’m quite relieved NOT to spend all the time and effort it takes finding another 4 top-class speakers, persuading them to speak, working with them on format and content, and organizing everything in the months leading up to the conference.

(for which – unlike most industries – GDC speakers get nothing in return. Oh, you do get an invite to a party. But it’s just like the 15 other parties that all the non-speakers get to go to. So … not a huge benefit, really)

I’m not going to hassle them to try to change their minds.

But then I thought a bit more, and wondered why it was that the conference organizers aren’t biting my arm off, demanding that we do this again? (assuming the session was as well-received as I thought it was). They’re always deflecting criticisms of “poor” sessions with “we’re dependent on the quality of what gets submitted”. In the past year, I’ve also seen a couple of friends get some of the highest-rated feedback from past GDC’s and yet seemingly the organizers don’t want them back again.

So, I’m left wondering what the strategy is here. There must – surely – be *some* strategy for a money making machine like GDC (this thing is making 6-figure profits each year). I’m just confused as to what it is.

Also, as an aside, since I rarely go to conferences these days unless I’m speaking at them, I probably won’t be at GDC next year. This year, surprisingly many people asked me why I was bothering to go to GDC at all (despite the fact I was a speaker :)). By the tenth time of being asked, I’d realised that my justifications owed as much to nostalgia and socialisation as to a useful use of my time. I was already feeling dubious about turning up next year, even before I heard my proposals had been rejected. So, just to be clear: I’m not skipping it because of this response from the organizers, although if they’d been keen for me to give the talk, it would have forced my hand into going.

Categories
conferences games industry

What talk do you want from me at GDC? (you have 12 hours to reply!)

A bit late to be asking, I know, but … If you’re (considering) going to GDC next year (the worlds biggest game development conference, in San Francisco), is there any topic in particular you’d like me to speak on?

The deadline for proposals has been extended to today. I’ve submitted something about iPhone development, because its useful and IMHO generally applicable enough to be of interest to much of the GDC audience. but I’ve no idea if they’ll decide to take me up on it. Quite possibly not.

Whatever I speakabout, obviously all slides will be posted here, and the conference organizers will record full audio and let anyone purhase it for a few dollars IIRC.

so… What would YOU like to hear/see?

If its sane and I can actually talk meanIngfully on it, I promise I’ll submit a proposal today, just for you :).

The process requires – amongst other things – a shortlist of what “new skills or knowledge” the audience will gain from the session. Bear that in mind if you reply (either in comments field below or jsut email me directly)

EDIT: OK … it’s done … a talk on Entity Systems for MMO engines. It’ll take a few months to find out what they think, I’ll let you know how it turns out…

Categories
bitching games industry iphone marketing Web 0.1

Indie developers and gaming sites: stop breaking the web

Over the past few weeks, I’ve been looking at a lot of independent developers’ websites. It’s quite surprising how many of them go out of their way to make their site unusable – clearly thinking that they’re achieving the opposite. But also, today, Wikipedia started actively doing a very minor (but no less irritating) content-block on mobile users. And last week, I found one of the main games-news sites is also actively *hard*-blocking mobile users.

This was annoying (and stupid!) 5 years ago, when sites added the “smartphones” to their content-blocking, even though smartphones could (and happily would) render full-fat webpages perfectly (tabbed browsing worked fine in Opera on Windows Mobile back in 2005 – I used it a lot).

Now, with the iPhone added to the list of clients that these sites are blocking, it’s a bit worse: Apple won’t allow you to purchase any web browser other than their version of Safari, and Safari won’t allow you to lie to the website and tell it you’re not using a cell phone (this was the standard workaround on windows mobile/opera for stupid web design teams: tell Opera to claim your cell phone was a Windows desktop). The iPhone, with a better quality web-browser than many desktops currently run? That’s just insane…

Wikipedia: mobile users, go away

Until/unless they decide to fix it, it’s now too much hassle to read WP pages unless I do it on my laptop. Since I’ve probably just followed a link from google, that would mean emailing myself the link from my iPhone, and going to WP via my desktop. More wasted time. I’ll just stop using wikipedia, thanks.

So far this morning I haven’t been able to access WP short of manually changing the URL to go to a country-specific Wikipedia mirror, switching to a “slow” (non-broadband) internet connection, reloading the page, and hitting the stop button before they redirect me to a “cut down” version, and no link to escape from it. There’s a link for you to “comment” on the new “feature”; my commentary would have been unprintable, so I declined.

Gamespot: we don’t want money, money is for wimps

The other week I noticed that Gamespot – one of the big ad-driven news + reviews/cheats/etc websites for games – is still locking-out all mobile users. That’s probably a fairly substantial load of ad revenue they are literally throwing away every day.

The web, HTTP, and HTML…

Why do people do this? I don’t know. But here’s a few points you should bear in mind:

  • No website should ever block content based on the user’s device
  • No website should ever have a flash-only front page
  • Since the very first versions of HTTP and HTML in the mid-1990’s, the web has been designed to avoid these problems; this shouldn’t be happening

Content Blocking

Gamespot checks your web browser when you fetch any article, review, etc. If it finds you’re coming from an iPhone, then it refuses to let you view the content. Instead, it serves up a custom “news page” that is identical no matter which link you came in on. There is no way for you to see the actual content you tried to view – literally: they do an auto-redirect that wipes it from the URL.

I can see no reason for this other than the bizarre assumption that an iPhone was launched 10 years ago with a tiny black-and-white screen and an inability to scroll and render web pages. I would love to ask the Gamespot web design team: have you ever seen an iPhone? You do realise it has a better web browser than most desktop PCs, yes? So … why are you manually blocking them from your website?

Amazon has for a long time done a similar thing with any mobile device (again, sadly, the stupid bit is that they apply it to devices where it’s completely unnecessary) – except that Amazon has three essential features which Gamespot lacks.

Firstly, they do actually show you some of the content you were trying to view (not all of it. ARGH!)

Secondly, there’s always a link on the page to view the real version of the page. If you click that, it gives you a warning something like: “YOUR MOBILE PHONE MAY NOT RENDER THIS PAGE … ARE YOU SURE!!!!????!”. Of course, this is somewhat inappropritate when applied to most smartphones, especially iPhones. But hey – at least the option is there.

Finally, they have a link something along the lines of: “Do you want to permanently stop seeing the broken, cut-down version of pages on amazon.com? You can re-enable them whenever you want”.

Irritating, patronising, and foolish (the default should be “view the website normally”, not “don’t view the website”) – but at least you only have to fix it once, and you never again get problems. Gamespot et al offer no such option – they just block you, dead.

Flash-only front pages

About 50% of indie studios have decided to put a massive flash on their front page, most of them with *no* link to “skip intro” or “go to website” or any kind of navbar. About 50% of them (in my sampling over the past few weeks) have made that flash NON clickable: you cannot (you are “not allowed to” ?) view the “real” website until the flash has loaded, you have seen the self-promoting advert for the studio embedded in it, and clicked some internal link at the end. This was foolish, unnecessarily slow, and contrary to the spirit and standards that drive the web even 10 years ago when it first started happening.

Games industry companies please take note:

The 1990’s phoned – they want their web-designers back.

(real web companies don’t do this kind of thing any more)

But now, with the iphone, it’s particularly dumb: it is de-facto content blocking – because the iPhone cannot / will not run Flash. If the Flash is clickable, you can at least (if you know what the studio did – which many people won’t guess) access the site anyway. I’m amazed how many sites don’t even give you that small fillip.

If this post persuades JUST ONE web designer, somewhere, to wake up and smell the roses, and spares us yet another self-blocked website, then I shall be happy.

Of course, maybe I should be grateful that we’re even this far “ahead” … I heard from someone the other day that he still has to explain to web design teams that websites don’t need to be hardcoded for rendering at 800×600 any more (i.e. that – OMGWTFBBQ! – everyone has rather larger desktop screen resolutions than that these days; or else so much smaller that hardcoding to 800×600 isn’t going to help at all).

Categories
conferences games industry iphone programming

Brighton: 3 free iphone talks + networking, tomorrow

If you’re in Brighton this week for the Develop conference … there’s a few places left at the free networking/talks event we’re doing tomorrow night:

http://upcoming.yahoo.com/event/3017732/?ps=6

(if you can’t make it, I’ll get all the slides on-line afterwards, so long as the speakers don’t mind)

…although we’re getting very close to capacity. Some people probably will change their minds and not turn up, so it might be worth coming along anyway, even if there’s apparently no space left (and the venue have said they can make room for up to 10 more if they have to, althoguh it’d be a real squeeze, apparently).

PS: the organizers of the Develop Conference manage to be arrogant, rude, ****s for the third year running. They didn’t even deign to respond to my offers to schedule this event at a time that would be least conflicting with their evening schedule for the conference. I am constantly amazed at how many people they manage to piss-off every year, and rather sad, because I suspect it’ll gradually erode more and more of the value of the conference (all the people who refuse to come back, or refuse to speak in future) – and that would be a huge shame, because a summer conference in Brighton is great thing. If they can manage to stop being such ****s and doing their best to screw it up. Sigh.

PPS: FWIW, my reference to “third year running” is based on the things that I know they did / said to friends and colleagues in previous years. I learnt early on to expect nothing but rudeness from them, although I’ve been studiously polite each year, giving them the benefit of the doubt. Perhaps foolishly – but I hoped they might, you know, learn some basic courtesy at some point. Not yet.

</rant> ;)

Categories
conferences games industry international iphone massively multiplayer

5-year predictions (2009 to 2014) for the MMO/Online Games industry

Last week at the LOGIN conference I sat on a panel with three far more smart/successful/famous people than myself entitled “Online Games 2014: Twelve Spoilers for the Future” (I think I was there as “the argumentative one” ;)). The real value of the panel was the four of us arguing^H^H^H^H^H^H^Hdiscussing each other’s predictions, and the audience suggestions afterwards, but the predictions themselves were pretty interesting alone, just to compare and contrast.

I couldn’t liveblog this session (obviously) and it looks like no-one else did, so – until the slides go up on the conference website – here’s what I can remember of the predictions (I may get some of these wrong, apologies!):

  1. There will be tonnes of cheap rackspace; anything that uses Cloud Computing will be very successful thanks to low cost base
  2. iPhone will become the dominant gaming platform
  3. We’re heading into a big recession that may do well for the MMO industry
  4. Browser-based MMOs will disappear in favour of iPhone/SmartPhone-based MMOs
  5. South Korean MMO Publishers will vanish as a major player in the MMO industry, eclipsed and swallowed by Chinese and SEA MMO Operators (“non-publishing” backgrounds)
  6. Europe will get its first successful Europe-wide MMO publisher, and that company will quickly rise to dominance over the more fractured USA MMO publisher market
  7. Advertiser-sponsored Virtual Worlds will be huge in number and variety
  8. A small percentage of advertiser-sponsored VWs will succeed – but will dominate the mainstream MMO market, since for them “profit is optional”
  9. Traditional game developers will be blindsided by the advertiser-sponsored MMOs
  10. Most PC MMOs (IIRC “90% or more”) will become F2P
  11. Console development-studios will become dominant in the MMO market since they are best at “polish” and very high quality user-experiences
  12. …and one more I’ve forgotten (!). Actually, some of the above I suspect I’ve misinterpreted – have to wait for the slides to be posted to check…

I’ve never before engaged in these kinds of generic future predictions, because I have so little confidence in either my own ability to describe them, or in my ability to understand other people’s ones in a useful fashion. I joined this session because the opportunity to argue them against other people was a lot more interesting. As stated above, I think our conversations on the panel were a lot more valuable than the actual predictions themselves.

Of course, when it comes to more narrow, specific predictions, well … if I really knew the answers there, I wouldn’t be telling you, I’d be making billions out of knowing :). And anyway, at that point you’re effectively asking me what the precise strategy is of my current employer (whoever that may be), which I’m generally not going to be able to reveal :).

FYI the speakers on the panel:

  1. David Edery, previously Worldwide Games Portfolio Manager for XBLA
  2. Charlie Stross, author of Halting State, Accelerando, etc
  3. Tarrney Williams, previously General Manager of Relic Entertainment
  4. + me, of course
Categories
computer games games design games industry marketing massively multiplayer

A better way to review video games

Reviewing video games is hard. In some ways, it’s an impossible mission: a reviewer has too many conflicting interests:

  1. please the publishers or else be denied access to the materials they seek to review
  2. please their editor or else don’t get paid; but the editor’s primary source of capital is often advertising … from the publishers
  3. answer the consumer’s main question in a way that earns their trust: should they purchase this game or not?
  4. stand out from the crowd of a million game players who decide to write about their hobby

Who’s your Daddy?

This has been a problem for as long as I can remember (20+ years of game playing and reading game reviews); the consumer *believes* that the reviewer is answerable to them – but it has been a very long time (10 years now?) since consumers were the paymaster of reviewers; nowadays, it’s advertisers (which usually means: game-publishers).

Of course, consumers still wield huge power. The virtuous value circle – the only circle that matters – is driven by consumers:

  • A reviewer has a “readership” of consumers who are influenced in their purchasing decisions by those reviews
  • Publishers therefore court the reviewer to try and curry favour with the consumers and increase sales of the publishers’ products (to those readers, and anyone they themselves influence – friends, family, colleagues, etc)
  • Reviewers earn more money, and get deeper access to development teams (courtesy of the publishers), so produce more reviews

But that power is – clearly – both indirect and hard to quantify. A consumer – even many of them – threatening to “stop reading a reviewer’s reviews” is not particularly effective.

Publications like Edge helped along the indirection of consumer-power when they decided to go out of their way to obscure the identities of their individual reviewers, turning reviews into as much of a crap-shoot as buying games was in the first place. Since the web rose to prominence, it’s been eroded at the other end – there’s now so many reviewers around that, well … who has the time to remember who any individual reviewer is?

Qui custodet custodes?

But if journalists/reviewers are supposedly there as a watchdog on the publishers’ marketing depts, supposedly helping the consumer determine which are the (non-refundable) purchases they ought to be making, then who’s checking that the journalists themselves are honest?

No-one, really. And that’s where the rot begins. The storms of outraged public opinion are nothing new: examples of journalists writing reviews of games (reviews both scathing and rejoicing) they hadn’t even played go way back into the 1980’s.

A case study in lies, damn lies, and video game journalism

In case you hadn’t heard, this week a “staff writer” from Eurogamer (a games review / news site) ripped to pieces one of the most recently-released MMOs – Darkfall. At which point Aventurine, the developer of Darkfall, responded with increasing anger and dismay.

But the really interesting thing here is that Aventurine didn’t merely rant “you bastards! Our game is Teh Awesum!!!111! STFU, Beotch!” (well, they did that as well) … no, they dropped a little A-bomb in the middle of their reply:

“We checked the logs for the 2 accounts we gave Eurogamer and we found that one of them had around 3 minutes playtime, and the other had less than 2 hours spread out in 13 sessions. Most of these 2 hours were spent in the character creator”

Pwned. MMO developers *actually know whether your journalist played the game before reviewing it*. What’s more … they have proof…

The EG reviewer (whose “references and background are immaculate”, according to the editor – but from reading his only two EG reviews, I’m afraid it does rather sound like he knows little about MMOs), responded (via his editor) with the claim:

“the logs miss out two crucial days and understate others, … and he insists he played the game for at least nine hours”

It would seem that someone is lying (and it could be either party). Worse, someone is being particularly stupid. Because the journalist is claiming “your computers lie”, and the developer is claiming “your journalist is a lier”; either way, it’s not a subtle, small, mistake – whoever is wrong, if they get discovered, they’re going to create themself a good amount of long-term trouble (bad reputation).

Lots of MMO developers write shitty server code, and honestly don’t know what the hell is going-on inside their own game-world (but fondly imagine that they do – and proudly boast to the press (in the vaguest terms) that they do). But the rule of thumb is that devs who don’t know … don’t even know what it is they ought to be claiming that they know. The specificity of Aventurine’s claims suggests that they do have the stats, and those stats are mostly correct.

(I say “mostly” because there is a bit of vagueness about what – precisely – the reviewer was doing in-game. That reeks of holes in their metrics/logging. They clearly know when the player was logged-in, and what they did/said in chat, and how many characters were created – but apparently not what they were doing in the client, e.g. how long did they spend in character creation? Implicitly: unlogged; unknown)

Whereas it’s quite likely that a non-knowledgeable journalist, accustomed to buggy games, would assume that they could safely claim “your server is buggy, those figures are wrong”.

Unfortunately for any such journalist, server logs are generally either correct, or absent entirely – there’s rarely any middle-ground. If he knew a bit more about MMO tech he might know this; very few journos (any of them?) know that much about the games they review, though.

So … based on nothing but casual observation and intimate knowledge of the tech issues (and several decades of reading game reviews…), I’m leaning in favour of Adventurine and against Ed Zelton. My guess (pure *guess*) is that he’s been caught out being either incompetent or perhaps a bit lazy as a reviewer, and he’s thought he could get away with blaming it on buggy code. From reading the review, I get the impression he wishes he were Ben “Yahtzee” Croshaw (from Zero Punctuation) – although he clearly isn’t funny enough – but he seems to like saying “it’s shit; you’re shit; you’re all shit; STFU” instead of reviewing the game, and seems to think that’s good enough. As an MMO player, my feeling was that the review was, well … useless – without even playing the game, there is so much more I would want to hear in a review, and so much of his wanky whining that I couldn’t care less about. As an MMO developer, it felt downright insulting, as if he’d made no effort at all to play the game as a game. Actually, it felt like he’d hardly played MMOs in his life, and didn’t really know what they were.

(NB, from the review: his apparent ignorance of some of the most important *and best-selling* RPG + MMORPG games of all time – the Ultima series – suggests that he really isn’t much good as a game reviewer. YMMV.)

Reviewing the reviewers

Up-front I’m going to point out that I don’t believe all MMO developers are currently capable of doing this – many people would be amazed to discover the true state of metrics collection in this industry – although *all* modern MMO developers ought to, and it’s not too hard to add-on later (add it to the list of “things MMO developers ought to do as standard practice, but many of them don’t do”). But it’s a general thing that I think we should move towards.

MMO developers (well, actually, the Operators, but that’s getting pedantic) are in an excellent position to help guard journalistic honesty, in a way that traditional game developers have never been able to. I would like to start seeing the following published by *every* MMO developer each time their game is reviewed:

  1. What level the account(s) started at
  2. What level the account(s) peaked at
  3. How many hours the reviewer spent at the lowest levels, levelling-up manually
  4. How many hours the reviewer spent at the highest levels
  5. What percentage of time was spent on each of the different primary character classes and factions
  6. Which areas of the game / aspects the reviewer actually engaged in (hours of combat, hours of crafting, hours of chat, etc)

…but, honestly, this isn’t so much about “journalistic honesty” (I used that phrase tongue-in-cheek above) as it is about starting a virtuous cycle of developers being more cognizant of what, actually, players “do” in their games – preferably *before* gold launch. In particular, if publishers (developers) started supplementing reviews with this info (as a matter of course), I think we’d see a sea-change in industry staff appreciating three key things about metrics:

  1. How little metrics they’re actually collecting compared to how much they think they’re collecting
  2. What metrics actually matter, and/or are useful?
  3. How players actually play the game; by extension: how fun is the game, really, and which parts suck horribly?

Does this work / matter?

At NCsoft, I got into the habit of asking prospective partners, hires/employees, and external studios which MMO’s they played (fair enough) … and how many characters they’d got to the level-cap with / what level their characters had reached. It started as an innocent question, but I quickly noticed how often it gave early warning of failures of honesty among individuals, and how much it presaged the problems they would have in the future.

The two worst problems were “complete ignorance of the MMO industry (either of pre-existing design practices, or tech practices)” and “personal self-deceit about what the person knows, and what they don’t know”. The latter tended to be a far worse problem: when someone is deceiving *themself*, it’s doubly hard to re-educate them, because first you have to get them to accept their own deception.

Of course, it turned out to lead to a lot of defensive responses and a spew of self-justification, which made us both uncomfortable. In those situations, it can easily lead to making assumptions that certain people’s opinions are “worth less” because, say, you know for a fact they’ve never really played an MMO – at least, not in the way that most of that MMO’s players would/will/do play it. I hate that tendency, since it’s part of a snobbishness that lies at the root of a lot of oyster-like, head-in-sand behaviour in our industry. On the other hand, it’s important and useful to know when someone’s ideas are random conjecture and when they’re based on fact (and very few people in a design meeting or publisher/developer meeting will honestly tell you their ideas are conjecture :)).

On the whole, though, it turned out to be a really useful line of questioning – even bearing in mind the additional (smaller) problems it created. There are obvious problems that come from the statistical supplementing of free-form prose game-reviews – but I’m confident that these will be outweighed by the advantages (and the problems that will be shrunk).

PS:

Despite the TLC of good friends, I’m still weak and sapped of all energy from my month of illness. I’m triaging like mad to deal with urgent issues, but there’s plenty of highly important stuff that’s been pending on me for a while that I still haven’t had the time + energy to deal with. So, if you’re still waiting … I’m sorry.

Categories
games industry iphone

Free stats on iPhone developers: who are they?

I’ve been looking around the web and it seems no-one has any good, FREE stats on who the different iPhone developers are, and what they’re doing.

So … I’ve made a 40-question survey (its all yes/no or multiple-choice-answer questions, hopefully it shouldnt take too long to fill out – sorry), and I’ll send the results to everyone who fills out the survey :) (remember to fill in a valid email address if you want a copy!). The idea is to get some aggregate stats on the different developers, how big they are, what they’re doing, etc:

http://www.surveymethods.com/EndUser.aspx?BB9FF3EEB9FAECEB

I’m hoping to get at least a few hundred people to fill this out, so we can get some meaningful information (without having to pay market research firms to get it). As well as sending the detailed stats to anyone who replies, I’ll post the main highlights publically, so anyone can see them.

I’ll be posting it in a couple of forums and sites, and hopefully I’ll get a wide range of responses. Feel free to share the link with any other iPhone developers you know!