Categories
games industry

I need your vote (for IGDA elections. Starting now.)

(IGDA == International Game Developers Association)

I’m standing for the IGDA Elections. Right now. If you’re a member, you should have received a vote-by-email slip today. Please vote – you don’t even have to login, it takes just a few seconds.

I want to be elected to the IGDA board because I want to make the organization less reactive and more proactive. Today, we under-sell/under-use the good we do. We can make it more effective, and at the same time make it reach more people.

Categories
amusing bitching games industry recruiting

Open Letter to Recruitment Agencies (video games industry)

Hi!

My name is “Adam” (first name) “Martin” (surname); you might need to check the spelling. You might want to check which is the first name, which the surname – funny how many recruiters get it wrong!

You’ve probably cold-emailed me because you got my email address somewhere – maybe as much as 10 years ago – and yet, bizarrely, I haven’t been coming to you looking for jobs. You’re probably really hoping I’ll write back with a CV/Resume that you can send out.

Instead, I suggest you save us both some time: have a look at my LinkedIn profile, and see what I’ve done – http://www.linkedin.com/in/adammartin – it’s shorter and clearer than a CV/Resume, too.

Hey, if you’ve got a few minutes, why not have a look right now? Take your time – I’ll wait! You can learn a bit about me, find out what I might be interested in (hint: it’s there, in several paragraphs of text, right at the top of the page).

Now, maybe you think you’ve got a perfect job for me. But hold on, my friend! Don’t hit that “Send” button yet! There’s some things you should know before you email me a second time…

You see, each time you email me, blind, cold-calling, un-solicited … it’s not just you. All your competitors are doing it. Even some of your colleagues (it’s funny how many agencies accidentally compete with themselves). And a whole bunch of your clients, the companies you recruit for, are doing it too. And each one of those emails takes me time to read.

My time is precious, I’ve got a lot to give, and I usually go well beyond what’s asked; if it weren’t, there’d be fewer companies that wanted to hire me, and willing to pay the salaries I’ve been paid. And hence willing to give YOU that big, fat, commission you’re hoping for…

“What’s there to lose?”, you may be thinking to yourself, “if you don’t like it, we’re cool, I’m friendly, we’ve got a bit of a relationship going here – I emailed you, you emailed me, it could be the start of a great partnership, propelling your future career gradually up the corporate ladder!”

Well, here’s the thing: I’m a technology guy. I have a degree in Computer Science from one of the world’s top Universities. I’ve been trained and employed as a SysAdmin. I’ve been an entrepreneur, and built my company’s computers myself, to save money. Although I don’t program for money any more, I’m still fluent in many programming languages. And, you know what, I’m a bit of an expert at all that “mailserver stuff”.

So … if you piss me off; if you waste my time with meaningless, unsolicited drivel; if you nag me with “this is an amazing opportunity you will love” when we both know it isn’t vaguely true … I’m going to nuke your ass (figuratively speaking): I will never see an email from you again, they’ll die before they reach me.

And when I say “you”, I don’t just mean “you, at the company you currently work for”. Nope. You really piss me off, and I won’t be seeing an email from you no matter which agency you move on to. I hope you grok the seriousness of that? (this may suprise you, but those of us in the industry DO actually notice when you guys change roles, change agencies, etc)

I simply do not have time for time-wasting muppets who are too damn lazy to bother even doing a simple LinkedIn/Google/Gamasutra/etc search on their “targets” to find out who and what these people are.

Oh, and by the way – I’ve done recruitment, many times, myself. I’ve had to get creative with reaching people, trying to tempt them out of their jobs and into working for my own employers. So I know how hard the hard stuff can be. But I also know how little – how VERY little – time it takes to do the easy stuff. And when you DON’T do even that, it tells me a lot about you. It tells me a lot about the crap you’re sending to your clients. It tells me a lot about how (un)impressed they’re going to be with the drivel you send them. Above all, it tells me that if I *do*, somehow, find the role interesting, then it’s worth my time using my own contacts to get a direct invitation from the company, and bilking you out of your commission.

Actually, I could bilk you anyway, whoever it is. The industry is *that* incestuous that everyone above Junior level “knows someone” (who knows someone, who knows someone else … until you hit the Hiring Manager). So, your whole business is based on the assumption that you make it so much easier for me to work with you that I don’t bother to test my extended network. You’re living on borrowed time from the moment your email hits my inbox. Humour me.

But on the other hand, if you take a genuine interest, and make the effort to find stuff that would actually interest me, you could save me a lot of time and hassle. And then I’d love to work with you on finding and evaluating roles. And (modulo all the above) I’m a pretty forgiving guy, if you give me just a little bit of mutual respect. So you CAN send me random crap that you think might tickle my interest, and I won’t hate you for screwing up. You can even get it wrong every time – so long as it’s clear you are, in fact, *trying*.

So, you know … take the time. It’s for your own good. Really.

HAVE A NICE DAY!

Categories
conferences games industry GDC 2008 GDC 2009

GDC2009 Session Confirmed: Sell Social Networking to your Publisher

My GDC 2009 talk is up on the site – How to sell social-networking pitches/concepts to your Boss … and to your Publisher.

Now that the submission / selection process for GDC 09 is coming to an end, here’s a few thoughts on the new process (CMP / Think Services substantially reformed the conference-submission process this year):
(if you haven’t been following, I periodically write something about ways we can improve the games industry conferences)

  1. About this time of year I would normally be thinking “I really need to start on the details of my talk now. Given how busy I am, I’ll need 3 weeks to practice it, and do one final re-write before the conf”. Instead? I’m thinking: “my talk is already written. I have nothing left to do!”. Cool! It’s great to have one less big thing to do…
  2. …except, of course, there is something left to do: I need to add all the graphics and do a run through to make sure it all makes sense and flows. I hope the new process hasn’t lulled me into a false sense of security.
  3. …AND: usually when I get to a conference, I only got the final polish on the presentation 1-3 weeks earlier (depends how busy I was; sometimes I get fed up with it the night before, and I do some big changes a mere 3 hours before the talk. Especially true if I’m jetlagged and I wake up on the morning of the talk at 4 am anyway) – so it’s all fresh in my mind; I know this is common for a lot of speakers (we’re all busy people, and we don’t get paid for this, so have to fit it in around our day jobs). I have a semi-photographic memory, so I can usually give a talk even if I lost all the slides. This gets offset by the jetlag from flying 6,000 miles to California, and the inevitable hangovers from the GDC parties. In the end it all works out as “OK”; I wonder if it’ll be harder this year? (I wrote the whole talk 6 months before the conference!)
  4. CMP’s organization didn’t quite work this year – they missed their own deadlines for reviewing talks and getting back to speakers by 1-2 months. I’ve asked around among friends who are speaking too, from really niche talks to keynoters, and although there is some variation by “importance” of talk (the bigger name, the sooner you heard back, *mostly*), everyone got their responses much later than we were told we would. Shrug. We’re used to this :) – and this is a new way of handling the organization, so I’m sure there were lots of teething problems and unexpected holdups. We’ll just have to see if it goes closer-to-schedule next year, when they’ve debugged it a bit.
  5. The accidents that lead to CMP exposing on their website the earliest talks as they were confirmed made for a really interesting lead-up (for other speakers, who could briefly see what was appearing). I’ve already had 3 or 4 mass emails from CMP this year “announcing” batches of new talks that were “just confirmed”. This is standard marketing practice (and they do it each year). But it’s so 1990.
    • Howabout an RSS feed that shows each *individual* talk the moment it goes on the system? That would be awesome and … here’s a headsup to CMP: I would actually bother to read it!
    • These mass-emails of hilighted talks bore the tits off me: with 300+ talks, and one of your marketing dept picking 5-10 they “think” we’d all be interested in, for me as an individual, they get it wrong nearly every time … with all 10 of their picks. It’s statistically practically guaranteed! Theirs is a hopeless task, one I don’t envy. Give us an RSS feed! :)
    • BONUS: if you RSS feed it, you’ll *allow* the chance of news outlets picking up on each and every interesting talk as and when it’s announced. IMHO, you’d actually get overall more exposure. Since you wouldn’t need to “pick and choose”, you’d also be more likely to big-up the interesting talks by accident, since at the moment you just kill the news on them, instead of supporting it.

Also, this year I will once again be mobilizing every industry-insider I can to blog their own detailed writeups of every session they go to, via the Games Industry Conglomerate RSS Feed Of Awesomeness (feed will be updated nearer the time).

(FYI: we’re fed up of non-professionals reviewing conference talks, and either reporting what they’re told without realising when a developer is bullshitting them, or adding their own interesting but often uninformed opinions. We do love them for reporting it, and doing their best – but if you’ve never developed or published a game, there’s *so much* you can’t help but fail to appreciate about what you’re listening to. Sorry. This is not a marketing conference, its a development conference; we need developers reporting it (in addition to the journalists).

For a long period recently they didn’t even bother writing up transcripts of the sessions – so all the world was left with was a summary through the mind of someone who didn’t know what they were looking at. For some talks that’s fine, but at the world’s biggest game-conference for Professionals, with tons of detailed talks and subtle acts of brilliance, it’s just Not Enough.

No more! We transcript, and we comment, and some of us even like to bitch (and praise) quite openly about what’s being put out by the speaker.)

Categories
computer games design dev-process games design games industry massively multiplayer

We need to talk about Tabula Rasa; when will we talk about Tabula Rasa?

In the online games industry, if we keep quiet about the causes, the hopes, the fears, the successes, and the failures of the best part of $100million burnt on a single project, then what hope is there for us to avoid making the same mistakes again?

Categories
computer games education games industry massively multiplayer

Online Games cause Students to drop out of US Universities. Maybe.

In the best tradition of ignoring 100 years of the Scientific Method and the concept of a Control Group, the FCC Commissioner has been talking about American students dropping out because of computer games, MMOs especially.

Categories
dev-process entrepreneurship games design games industry startup advice

Ptiching to Game Publishers – some thoughts

Thomas and Diane have posted a short guide to Pitching to Game Publishers over at the blog for their game consultancy. Apart from giving them some link love (they’re not even on Technorati yet), it’s an excuse for me to tack-on some quick thoughts of my own.

(NB: my experience on the publisher side is pretty short, just a year spent working with Thomas and Diane as one of the people doing due-diligence for them on the incoming pitches, and doing milestone-reviews on the signed projects that were in-development.)

Categories
games industry recruiting

Gamasutra: Pay employees as little as possible

Gamasutra’s just posted an Opinion piece (so it’s not GS’s position, they’re just giving air-time to the author) about the interview process for getting a job in the video game industry.

Right up-front the author states that one of the three aims of the employer is:

“To pay as little as possible”

What?

No.

Don’t work for companies who have that on their agenda, unless there really aren’t any better opportunities available (hey, it’s a recession – maybe you just have to accept a second-rate job right now).

A company that wants to pay as little as possible cares less about you than they do about sucking value out of you for their profit and spitting you out once you’ve been used up. Note: this is not “making best use of their assets”, this is “carpet-bagging value-extraction”. It’s an attitude that leads to miserable work environments and unstable teams.

So, to anyone getting a job in the industry: Please stop propping-up the bad business models of the companies that do this, and work for the most decent company you can find instead.

EDIT: clarification, after several people responded to say that the statement really meant the company was just aiming to “pay no more than is necessary to secure your services”:

  • I will pay a contractor “no more than is necessary”.
  • I want more from an employee. I will pay them how much I value their contribution to the company.
  • Then when I ask or hope for more from them than 37.5 hours a week and a “I only do what it says in my job description” attitude, I can feel that the balance of payment is fair.
  • And when a contractor says “that’s not in my contract”, I’ll feel guilty for trying to sneak a freebie past them – and blame *myself*, not them, for saying no.

(NB: I like the overall idea of the article, but I object to quite a few other details, especially from the employer perspective; for instance, telling candidates to pretend to be something they’re not just in order to get the job is not appreciated, dude. Both company and candidate need to be honest in the interview, because otherwise one or both of you will get rather unhappy starting about 2 hours into your first day on the job, and it’s not a relationship that’s going to last)

Categories
games industry massively multiplayer

“Cats and Dogs, playing together…” (Thomas Bidaux starts blogging)

Bienvenue au blog, M. Bidaux!

“There were many reasons, but mainly, we decided against it because we knew that we would be very busy and the blog was always going to be left as a “when we have time” thing, and that always translate into in a “if we have time” thing.

The main issue was the commitment a good blog requires. There is nothing as sad as a blog you really like that gets updated irregularly. We will solve this right now, in this first post, just by managing the readers expectation: we won’t commit to have regular updates and features on this blog.

It’s OK, Thomas – we won’t stop loving you if the blog updates are irregular. I think it adds to the charm.

Fortunately for us, Thomas and Diane forged ahead anyway, and the ICO Partners blog is now open for business, featuring “in an approximate English and at irregular intervals”:

* news from the online game sector
* views on common and uncommon problems we encountered working on online games
* news on ICO Partners activities

Categories
computer games games industry massively multiplayer

Oh, OK, so … *another* reason Age of Conan failed…

…could be that the “beat your staff with a stick, and if that doesn’t work … beat them harder” style of management was de rigeur for the Norwegian games industry:

AoC, in the words of an (alleged? ex?) employee:

the problem with Age of conan is that the game was in “crunch” for almost 3 years.

…who had *great fun* working for a company called Funcom:

then i was sick for a week, after having worked so intensely. i’ve never been that sick before, says “theodor”.

after having researched if the workers rights are after the work environment laws, and talked to his colleagues about this, he was asked in by the management. there he got a lucrative quitter-package if he stopped working the same day, which he agreed to.

…and Anarchy Online:

Keskin tells that he chose to leave Funcom because he was treated very badly by person in management. as he was being laid off, he claims that lies were spread about him from the management to his earlier co-workers.

i worked on anarchy online, and played that game for several years. it was a joy to work on the game, but if you ask questions, either about what they say to the public, or about something ethical– there’s a lot of strange things going on there– they turn around very quickly.
even if the whole thing is about if you want to do improve projects you’re working on, keskin says.

Of course, it could all be a big misunderstanding (mistranslation), since I don’t speak Norwegian, and I have no idea where any of my Norwegian friends are these days to ask for a second opinion on the translation (PS: Bjorn, if you ever read this blog, get in touch :)).

Categories
design games design games industry massively multiplayer

Does It Lose Money When You Do That? Don’t Do That

(a.k.a. “How to invest in MMO development … profitably”)

The world is full of games companies that blow stupid amounts of money on making online games (typically “massively multiplayer online games” (MMO)). It’s time to put a stop to this madness; honestly, I thought everyone learnt their lesson about 5 years ago when we had the last wave of “everyone’s making an MMO … oh god, these things are TEN TIMES as expensive and ONE HUNDRED TIMES as difficult as we thought … Run away!”. Apparently not.

I think there’s two ways you can learn for yourself how to make a profit from developing online games:

Categories
games industry jussi vc deals europe massively multiplayer

Predicting player figures for any online game or MMO

Now that I no longer work for a large MMO publisher, I no longer have access to all the juicy numerical goodness, research, and stats that they had on their games and everyone else’s. A chance email recently suggesting I take a look at Xfire’s gamestats led to some quick experiments that came out surprisingly well. It’s given me a new predictor for player numbers for any MMO that’s available in English which is sufficiently accurate that I’m going to use it going forwards. Take it or leave it :).

(this is rather the opposite end of interpretation to “Over 1 billion people play online games” – and make sure you read Raph Koster’s thoughts before trying to interpret these figures)

What are these used for

Even though there is NO audited, trustable source for these figures, we already know that the public “guesstimates” like MMOGchart.com are routinely used:

  • in audited (!) company annual reports as a reference point (especially in China and South Korea)
  • by publishers, when deciding which game projects to fund (used directly in projections of potential market-size – and hence how much cash funding to provide!)

These numbers are *seriously important* to the industry (like it or not!).

What’s out there – official figures

There are three types of official figures for player numbers for online games:

  1. Very precise figures included in the quarterly or annual audited company accounts, and legally-required to be accurate
  2. Detailed figures included in press-releases and/or conference presentations
  3. Vague figures cited in public interviews

Public companies whose primary business is online games are often expected (required, perhaps?) to publish precise figures (a side-effect of the rules on what they have to stick in their annual reports). Not all do (?), but noteworthy examples include:

  • NCsoft (one of the best-known publishers to do this, and the one with most “global” data, covering USA, Europe, and Asia)
  • CJ Internet (South-Korea + Asia only)
  • Giant Interactive (China only)
  • NetEase (China only)
  • Shanda (China only)

You … may well note a trend there. These figures are useful, and aid businesses operating in Asia, but by comparison life is somewhat harder for anyone wanting to sell into America or Europe. In all fairness, there are American and European companies that chose to (usually irregularly) make official statements via Press Releases, but this is an order of magnitude less detailed and usually less accurate than what would go in an annual report for a public company.

(NB: IMHO, the American and European economies and industries suffer for this lack of transparency – business models are more fragile, staff are less well-informed, decision-making is weaker, etc).

What’s out there – estimated figures

  1. Bruce Woodcock’s MMOGchart.com – guestimates extrapolated from superficially similar games with official figres
  2. mmogdata.voig.com – guestimates from a private methodology
  3. Vague figures cited in public interviews
  4. Independently measured figures

Bruce started out by taking as many of the official figures as he could find, modelling graph-based trends, and then re-applying those trends to missing data to try and extrapolate or interpolate the missing items. Where a game has never had ANY official figures, he took estimates based on a wide variety of inputs, everything from unsubstantiated rumours through to unofficial figures “leaked” by employees of the companies that were running the games.

Good points: (mostly) documented estimation process, started with accurate data, includes data for many games, includes detailed writeups explaining which figures are “accuate” and which are “guesses”, and ascribes an estimate of the amount of error in each individual estimate
Criticisms: assumes all games behave similarly in growth/shrinkage, updated very infrequently (every 4-12 months)

Phil‘s VOIG was started apparently in frustration with the slowness of updates to Bruce’s figures (originally he updated frequently, but over time updates got less and less frequent). Phil doesn’t divulge his methodology, and you cannot download their figures (although you could read the website visually and type down each individual number. Umm. No, thanks).

Good points: *still* more frequently updated than Bruce even though Bruce has tried to speed up again
Criticisms: unknown methodology, unknown error-margins, poor data format, no download of figures available

Lots of games industry staff believe in sharing their figures more openly than their managers are willing to. On top of that, it’s often difficult or very difficult to answer a journalist’s question in an interview – or to explain a decision made during a post-mortem or conference talk – whent the audience have no idea what the underlying figures are. So, we often see individuals from games companies making public statements as to player figures for various of their games.

Good points: effectively these are “official” figures
Criticisms: not just vague as to numbers (usually they are only quoted to 2 sig.figs) but also vague as to *meaning* (registered players? active? paying?), very irregular publication times, often non-specific about what *date* they apply to (and people often quote figures that are a year or more out of date!)

A few organizations try to independently measure figures. It has long (ten years) been a complaint in the industry that no organization of high reputation in the traditional Media sphere (e.g. ABC for printed publication circulations) has started auditing online games. Recently, there have been huge efforts by a handful of companies to measure website traffic specifically – e.g. Quantcast, Compete, comScore – and for some online games those figures are often extremely good (games where people have to use a website each time they play the game, for instance).

Good points: stringent accounting standards (they hope to become ABC equivalents), strong expertise with web properties generally (so accustomed to the many tricks that black-hat website owners use to try and inflate their figures), very frequently updated (in some cases as frequently as per-day, taking them almost into real-time status)
Criticisms: mostly useless for non-web games

…but this final type – independently-measured figures – is the one we need more of. Because we need something that:

  • updates frequently, giving us “up to date” figures whenever we consult the source
  • uses a common reporting standard across ALL games (doesn’t compare “registered” from one game against “active” from another)
  • requires little effort to maintain (likely to stick around long term and become a reliable resource)
  • uses an open algorithm that is easily verfiable by anyone (the maintainers cannot deliberately write-up or write-down individual games without detection)

Xfire

Xfire is one of several companies trying to make “a social network for video game players” by creating a custom chat client that you keep open while playing the game. This allows them to track who is playing what games, when, for how long. For some time now they’ve been publishing (openly, for free), stats on how many hours each game is being played for per day in total. That figure gives some idea of the total “attention” that particular games are receiving, both individually and comparitively, but it’s useless for anything else.

I’d looked at the Xfire stats before, but only used them for very high-level comparitive judgements, since in most cases I work with games that have wildly varying “average number of hours of play per player per month”, and so the Xfire stats could not be used to judge games.

I had an email from one of the Xfire guys, suggesting I look at the stats again, and I noticed that they currently have a “number of Xfire users playing each game” stat too. Interesting…

A stupidly simple Methodology

Xfire has far too few users for those users-playing-today figures to be even close to the actual Concurrent Users figures, let alone number of players.

But I have a lot of high quality data on a wide variety of games (through official and unofficial channels), and I have most of the “official” figures, so I wondered what would happen if I tried using some well-known and accurate figures to look for a correlation with the daily users figures on Xfire. Pretty obvious. NCsoft sells directly into US and Europe and has established subs games in both western-developed MMORPG (City of Heroes/Villains (CoH/CoV) – known as “CoX”) and eastern-developed MMORPG imported into USA/Europe (Lineage 2 – known as L2).

I chose these two games because:

  • They’re from the same publisher, so counting algorithm OUGHT to be about as similar as we’ll ever get for different games
  • They’re both subscription based, so we get a relatively non-ambiguous figure
  • (most important of all) NCsoft releases precise figures for both these games *every single quarter*

The ratio of “Xfire activity” : “actual subs” is very different for those two games – but I wondered how well they predict the ratios for other games I had the figures for? I tried classifying each game simple as “eastern import” or “western”.

In each case, I looked for the following success / fail / anomaly criteria:

  • (any game), L2 and CoX are approximately equal multiples of known figures = fail
  • (any game, true figure unknown), L2 and CoX are both much bigger or much smaller than the estimated figure = anomaly
  • Eastern game, L2 is a smaller multiple of the known figure than CoX = success
  • Western game, CoX is a smaller multiple of the known figure than L2 = success

The “anomaly” result allowed me to run this against all the games where we only have “generally-accepted estimates”, and then decide in each case whether it was a breakdown in the methodology, or if it pointed to the “generally-accepted estimate” being wrong.

I had 4 types of number to compare against, FYI:

  • Official figures
  • Personal estimate (sometimes based on insider-knowledge, sometimes based on industry “common knowledge”, sometimes on odd bits of public data that indirectly confirms or predicts for a particular game)
  • Public estimates
  • Private official figures

Because Bruce gives you a downloadable spreadsheet of his data – and because you can read his own commentary on how (in)accurate each individual figure is – I used his data as the “public estimate” figures.

East vs West – Some example data

Name Official/trusted MMOGchart Best-Guess Xfire Xf-v-NC-CoX % NC-CoX Xf-v-NC-L2 % NC-L2
2Moons     n/a 448 74,567 n/a 314,633 n/a
9Dragons     n/a 211 35,120

n/a

148,187 n/a
Age of Conan 415000   415000 1032 171,771 41.39% 724,780

174.65%

Anarchy Online   12000 12000 164 27,297 227.47%

115,178

959.82%
Archlord     n/a 1330 221,372 n/a

934,067

n/a
Audition     n/a 473 78,728 n/a

332,191

n/a
City of Heroes / Villains 125000 136250 125000 751

125,000

100.00% 527,432 421.95%
Dance Online     n/a 107

17,810

n/a 75,147 n/a
Dark Age of Camelot   45000 45000

144

23,968 53.26% 101,132 224.74%
Dofus 10000000

452000

10000000 1433 238,515 2.39% 1,006,405 10.06%

Dungeon Runners

    n/a 95 15,812 n/a 66,719 n/a

Dungeons & Dragons Online

  45000 45000 159 26,465 58.81% 111,667 248.15%
EVE Online 250000 236510 250000 3429 570,739 228.30%

2,408,208

963.28%
EverQuest   175000 175000 109 18,142

10.37%

76,551 43.74%
EverQuest II   200000 200000 440

73,236

36.62% 309,015 154.51%
Exteel     n/a 202

33,622

n/a 141,866 n/a
Final Fantasy XI   500000 500000

509

84,720 16.94% 357,474 71.49%
Granado Espada     n/a

222

36,951 n/a 155,912 n/a
Hellgate: London     n/a

542

90,213 n/a 380,650 n/a
Hero Online     n/a

269

44,774 n/a 188,920 n/a
Horizons   5000

5000

58 9,654 193.08% 40,734 814.68%
Kal Online    

n/a

207 34,454 n/a 145,377 n/a
Kart Rider    

n/a

10 1,664 n/a 7,023 n/a
Legends of Mir    

n/a

0 0 n/a 0 n/a
Legends of Mir 2    

n/a

0 0 n/a 0 n/a
Legends of Mir 3    

n/a

0 0 n/a 0 n/a
Lineage

1100000

1100000 2 333 0.03% 1,405 0.13%

Lineage II

1005000 1006556 1005000 1431 238,182 23.70% 1,005,000 100.00%
MapleStory 15000000   15000000 4042 672,770 4.49% 2,838,721

18.92%

Mu Online     n/a 56 9,321 n/a 39,329

n/a

Neopets     n/a   0 n/a 0 n/a
Perfect World     n/a 1472 245,007 n/a 1,033,795 n/a
Pirates of the Burning Sea   65000 65000 64 10,652 16.39% 44,948

69.15%

Pirates of the Caribbean Online   10000 10000 443 73,735 737.35%

311,122

3111.22%
Ragnarok Online     n/a 173 28,795 n/a

121,499

n/a
Regnum Online     n/a 236 39,281 n/a

165,744

n/a
RF Online     n/a 347 57,756 n/a

243,700

n/a
ROSE Online     n/a 83 13,815 n/a

58,291

n/a
RuneScape 6000000 1200000 6000000 2535

421,937

7.03% 1,780,346 29.67%
Seafight     n/a 151

25,133

n/a 106,048 n/a
Second Life   91531 91531

4398

732,024 799.76% 3,088,742 3374.53%
Secret Online 10000000  

10000000

  0 0.00% 0 0.00%
Silkroad Online     n/a

4980

828,895 n/a 3,497,484 n/a
Special Force     n/a  

0

n/a 0 n/a
Star Wars Galaxies   100000 100000

644

107,190 107.19% 452,285 452.29%
Tabula Rasa   75000

75000

184 30,626 40.83% 129,224 172.30%
The Lord of the Rings Online  

150000

150000 2282 379,827 253.22% 1,602,662 1068.44%

Toontown Online

  100000 100000 172 28,628 28.63% 120,797 120.80%
Twelve Sky     n/a 797 132,656 n/a 559,738 n/a
Ultima Online   75000 75000 192 31,957 42.61% 134,843 179.79%
Vanguard: Saga of Heroes   40000 40000 583 97,037 242.59% 409,444

1023.61%

Warhammer Online 800000   800000 5621 935,586 116.95%

3,947,662

493.46%
Wonderland Online     n/a 202 33,622 n/a

141,866

n/a
World of Warcraft 12000000 10000000 12000000 112784

18,772,304

156.44% 79,208,889 660.07%
World War II Online   12000 12000

50

8,322 69.35% 35,115 292.63%
Yohoho! Puzzle Pirates 200000

34000

200000   0 0.00% 0 0.00%


East vs West – Does this work?

It’s not as bad as I thought it would be – there’s at least *some* correlation here :). It’s good enough that if you assume an inherent error margin of +/- 20% you can feel confident you’re getting good numbers.

It also works quite well with the private figures I have which (because of their sources) I consider to be pretty good.

Ah, but … statistically, does it work?

Well, running some simple Pearson correlation tests over the public numbers, I get a small increase in correlation (about 0.6 instead of 0.53) for using this method instead of just using a single comparator. That’s actually pretty good although I’d hoped for better. It does get a little better if I add in some private figures and/or replace some of the public estimates with private info I have.

I’d like to get hold of more data, either more things tracked by Xfire or more “public, official” figures, to check the correlation better. At the moment, there are a *lot* of holes in the public “Best Guess” column :(.

East vs. West: Interesting correlations and anomalies

9Dragons, 2Moons, Dance Online – The L2 predictor would put these at 150k, 310k, and 75k respectively. Acclaim has announced that they have a total of 750k active players across their 9 games, of which these three have been running for Acclaim longest and are the most mainstream of their games. At a total of 535k between them via L2 predictor, that fits reasonably well with the published figure.

Age of Conan – methodology breaks here. CoX predicts a mere 40% of the figure that Funcom has “officially unofficially officially” released recently. Sorry.

Anarchy Online – my estimate is 27k players; Bruce’s estimate is probably only counting subscribers, whereas the game has been F2P for several years now.

Archlord – L2 predicts a whopping 1 million players. Unless this is a truly huge hit in Asia, this has got to be wrong: even though the game has gone F2P in the west, the number of players in the west are generally thought to be in the region of less than 25k.

Audition Online – L2 predicts 300k, I believe it’s more like 3 million. c.f. the Maple Story notes.

DAoC – I’m happy with the CoX estimate of 25k players

Dofus – RS prediction is 1/3 of the reported number by Ankama. However … Ankama’s number *appears* to be “registered accounts” (the number I’ve used for RS is an estimate of active monthlys – the RS registered accounts figure is twice as big).

Also, Dofus is very much a French-language product. Although they’ve internationalized, their French start is still clear in that 30% of the playerbase is French (according to Ankama).

Therefore, I suspect that this may ALSO be being negatively affected by Xfire’s bias against non-English-language users (non English speakers tend to avoid English products if they can get equivalent native products).

Proportion of French users for internationalized American MMOs normally runs to around 30% of the European players, who normally represent around 50%-100% of the American players, which would suggest that Dofus has between twice as many and four times as many French players as an English-language MMO. Given the relative lack of interest advertising it in America, I’ll go for the four times.

Therefore, Xfire would only be counting around 75% of the playerbase it ought to be counting, and we’d get (via the RS predictor) around 4.5m players. I’m happy with that (until I get a phone call from Ankama. Salut?)

Dungeons and Dragons Online – again, a big drop, not so big as EQ2, but then I’ve heard that D&DO has had some uptick thanks to cross-selling to Lord of the Rings Online players.

Who knows? I can certainly *believe* the 25k predicted by CoX, but I’d ask some Turbine people if I were you, see if you can ferret out some more precise info…

EVE Online – methodology breaks here. The 250k figure comes from CCP themselves (give or take up to 10k). Based on the unique game-design and marketing, maybe EVE is just special (yeah, I know – I’m just making excuses here :)).

Everquest 2 – it’s a big drop from Bruce’s last-reported figure, but I think the CoX predictor of around 80k players is probably closer than Bruce’s.

FF XI – A while back I’d have thought the L2 estimate of 350k players was about right – nowadays I’m not sure, it’s been a long time since I looked into FF XI numbers in detail?

Horizons – CoX predictor says twice Bruce’s last estimate. Believable, but unconvincing.

Lineage – Epic fail. I can only guess: Xfire isn’t tracking Lineage 1 players. Off the top of my head, it’s hardly played outside Asia – Lineage 2 gets all the marketing love etc in the west. c.f. notes on other Asia-only games.

Lord of the Rings Online – CoX predicts a HUGE increase vs. Bruce’s estimate here. Turbine have never officially released figures IIRC, so maybe Bruce’s estimate should be treated as a shot in the dark anyway. Given that there’s been no new servers added to LOTRO since they were making noises about hoping to reach circa 500k – but also no server-merges – I could accept the 380k estimate from CoX predictor. But it’s just a guess.

Maple Story – L2 predictor breaks, suggesting just 2.8m players, less than a fifth of the best estimate I could find. This leads to a suggestion for a more precise prediction routine, see below…

Perfect World – L2 predicts 1m. Looking at companies with similar revenues to Perfect World, “active players” come in at approximately 1m-3m. Thoughts?

Pirates of the Burning Sea – CoX is predicting a mere 10k players – one sixth of the Bruce estimate. I believe it, because 7 months ago they shut down 7 of their 11 servers, leaving only 4 servers with a maximum concurrent playerbase of around 8k between them. In practice, I would have estimated around 15k-20k players based simply on the number of servers they’re running, but I suspect they may have kept extra around to keep some variety in the server populations, and because running just 1 or 2 extra servers is not that expensive, but gives you good fast response for all players.

Pirates of the Caribbean Online – Again, CoX predicts a whopping 7 times as many players as Bruce’s estimates. But then this game is one of those that went F2P, so, again, I can believe the CoX predictor when it says 75k players.

Seafight – CoX predicts 25k players, but this is way short of my own estimates based on the publisher’s aggregate player numbers. c.f. the notes on Maple Story, and the new analysis below.

Silkroad Online – L2 predictor comes close to my personal rough estimate based on taking their quoted number of registered players and dividing by 4, but its still short by about 30%. Again, see notes on MapleStory.

SL – isn’t a game, I’ve included it simply because both sources were counting it. The fact that it bears no resemblance to ANY of the games is no surprise considering it really has very little in common with them.

Star Wars: Galaxies – CoX’s predictor is within 10% of Bruce’s number. Cool.

Tabula Rasa – CoX predicts 30k. Estimates by industry consultants like Jessica Mulligan (see the comments) put it at around 30k.

Toontown Online – methodology broken; I’m sure the CoX estimate is wrong, and that TTO’s audience (young children) doesn’t overlap with Xfire’s audience.

Vanguard – The CoX predictor is suggesting more than twice the number of players that Bruce estimates. I have no idea what the correct number is – I haven’t bothered tracking Vanguard since its inexcusably poor launch. I’d love some independent confirmation of one number or the other being closer?

Warhammer Online / WAR – CoX predicts 935k, EA recently stated 800k. Not bad…

World of Warcraft – CoX predictor gets it wrong by a factor of 1.5 … you could take that as an indicator of the amount of error in the predictor :).

WW2 Online – I’m happy with the CoX estimate of 8k players

Some notable MIA games

Habbo Hotel – definitely millions of active players, but not tracked by Xfire. c.f. notes on ToonTown Online w.r.t. Xfire’s poor demographic tracking.

Neopets – definitely millions of active players, but not tracked by Xfire. c.f. notes on ToonTown Online w.r.t. Xfire’s poor demographic tracking.

Puzzle Pirates – 200k active players from the last number they put out publically, IIRC, but not tracked by Xfire.

Secret Online – 10 million players (“active”, IIRC) in China, announced in US/EU 7 months ago, not tracked by Xfire.

Special Force – not tracked by Xfire.

East vs. West – Problems

So we see three major problems here:

  • Xfire doesn’t appear to track non-western players at all, tracks European-but-primarily-non-English players (Dofus, Seafight) noticeably poorly
  • Xfire doesn’t appear to track younger users at all (all the games for young children / parents come out “untracked”)
  • Basing all eastern game estimates off a subscription-only game (L2) works for a lot of things, but for the few really massive F2P (free to play) eastern games it fails

Can’t do anything about the first two problems, since those are flaws in Xfire itself, but I thought I’d have a quick look at the third problem and see if adding additional predictors (specifically for F2P games, both east and west) would help.

Analysis: Subscription vs F2P (Free to play)

The eastern F2P games fail dramatically when judged purely by the sucess of Lineage 2. Unfortunately, the mighty NCsoft “doesn’t do” F2P games, so we’re going to have to look at other sources of comparison.

Maple Story (eastern, localized), Runescape (Western) seem like good starting points, although in both cases there is only mediocre “official” data.

Subs vs. F2P: notable failures from East vs. West

Seafight – RS gets only 25% over my guesstimate based on the number of games Bigpoint publishes and the total number of active users they have. Serious guesswork – although Seafight is one of the slightly more popular of the BP games, so I would expect it to have more than that many users, closer to the RS predictor. But I suspect it could be MUCH higher, as much as 3-5 times higher, since we have no data on how much overlap there is between BP players of different games, and this assumes zero overlap.

Audition – Even using MS as a predictor, we get barely half of my last estimate for Audition’s playerbase. I’ve heard rumours it has been eroding a great deal in the past few years (it is an old game now – and with little or no design updates, it shows!), so I guess this is possible?

Subs vs. F2P – Does this work?

I’d have to say … no. And at that point, you start getting into using dozens of different predictors, split by genre + revenue model + country of origin + age of game, etc … and there aren’t enough MMOs in the world for that level of detail to be worth it (you’re into fantasy land by that point – and it’s too much effort :)).

Analysis: WoW

NB: this one I don’t take seriously, it’s just for fun; I think it’s meaningless until/unless I get hold of an Asian equivalent of Xfire, and come up with a WoW equivalent from Asia (probably Maple Story – huge locally, and large globally), and we can do the WoW-western-based-global vs. MapleStory-eastern-based-global comparison.

It would be interesting to see how well that worked as a predictor – does the “global success” dominate, or does the “subscription vs. F2P” dominate?

Follow-up ideas

1: Correlate “hours played”

Xfire’s preferred stat is “hours played per day” not “number of people playing per day”. This stat varies massively by Genre in fairly obvious ways. Doing a similar correlation to the above one for mapping “hours played + genre” to “number of people playing per day” would be relatively easy and possibly even more valuable.

2: Cross-correlate “hours played” with the above-inferred “number of players”

Especially useful would be to take the results of 1 above, and combine them with the work done in this article.

That would give you a basis for inferring “number of players” directly from Xfire’s primary free published-statistic.

3: Xfire to penetrate Asia

Well, we can wish…

4: Xfire to track younger children / older parents

My guess is that they too would love it if they could do this…

Exclusions

Kart Rider got closed down in USA, and although it’s still one of the most played games in the world, Xfire shows a mere “10 people playing” – so I guess those are the few who’ve braved non-localized versions?

Legend of Mir – Xfire is tracking it, but saying 0 for all games. IIRC they shut down the old LoM games as they open new ones – has a LoM 4 just come out?

PS….

WordPress is *still* corrupting raw HTML source – if you see big blocks of whitespace in this blog, it’s something odd in WP not liking inline style declarations. Sorry.

Categories
games industry recruiting

Shaming the recruitment agencies – Aardvark Swift

Given how much money these agencies charge – and how that SPECIFICALLY reduces the chances of “good but not great” candidates of getting job offers (anyone who says otherwise is a liar or naive) – I’m fed up of their mediocrity and the lack of criticism it gets. So, I’ve decided I’m going to stop complaining in private to the agencies themselves (that seems to have had no effect for the past 5 years) and instead start naming and shaming them. Sorry, Aardvark Swift, but thanks to your current email campaign, you just volunteered to be first. It’s nothing personal, I promise.

(I will probably never ever get a job again via any of the agencies I go on to talk about :). Oh well.)

Aardvark Swift is one of the better-known UK specialist recruitment agencies for the games industry. They used to have a good reputation (although it’s been up and down over the years, depending upon who you talk to). They just spammed me to ask me to apply for the job of “Lead AI Programmer in Australia”.

Now, if you were to just take a brief look at my work history (linkedin.com), you’d probably notice that:

  1. I live on the opposite side of the planet, literally
  2. I have never in my life been an AI programmer
  3. It’s been many years since I did a programming job

That’s bad enough. Except … I already told them much the same over a year ago, the last time they were cold-contacting me. I have a vague memory that they even had a fairly recent copy of my CV/resume at that point (no more than a year old).

I know people in the industry make big, sudden career changes, but is this – blind spamming of inappropriate jobs – really an effective way to catch those? Because – as a candidate – it feels like lazy bottom-feeding tactics; how come they can’t even be bothered to check current information on public LinkedIn profiles? As an employer it makes me wonder: of the candidates this agency would send me, how many would the agency even know the first thing about the people they’re sending through?

Companies are desperate for good candidates these days, so it should be easier than ever to get a good job in the industry. But somewhere between the Hiring Manager and the Candidate the process often breaks down completely. Just to be clear, it’s not just Agencies that are to blame – far from it, often it’s the companies’ own insane internal bureaucracy, or misdirected HR depts, that screw things up – but as an industry we *really* need to put a stop to this.

Or at least stop whining and bitching about how “universities and schools aren’t providing enough programmers, artists, producers, and designers” (whether or not its true) – many companies wouldn’t spot a good candidate if they walked in the front door and handed in a printed copy of their CV/resume.

Categories
agile dev-process games industry

What are the core competencies that every producer must possess?

Lots of ideas and detailed explanation from games industry Producers and production staff on the IGDA Production mailing list here.

Unfortunately, I’m afraid that the people who run the Production SIG don’t believe in allowing you – the public – to read their conversations. So all I can do is tell you that there’s good stuff that would probably help with improving the quality of the process in the industry – and hence improve the quality of life of everyone involved – and give you a link to go and apply to be allowed access to this secret world.

Sorry. Good luck with justifying your existence enough to be allowed in; I hear they are pretty generous with it (hey – they let *me* in :)), so you should be fine, I think.

(“IGDA: hiding information that would help people break-into the games industry, or improve their own level of professionalism, since 2004
“)

PS: because it’s password-protected, and uses random passwords, I can’t even get hold of the direct link to the emails in the archive – I have to wait for their mailman server to give me my password. That can take several hours (I know there’s nothing they can do to improve it: I run one of the other lists on the same server, and have the same problem :( ), so I’ll edit-in the direct link if/when my password arrives)

Categories
facebook games industry massively multiplayer web 2.0

Microsoft turns Live.com into a social network?

(from Nic Brisbourne’s blog)

NB: I can’t actually try it, of course – Microsoft is still subscribing to the classic anti-Web 2.0 ideal of making it “zero information from our walled-garden until you pass a detailed user-verification process; visitors will be shot; guests are not welcome here”.

The interesting piece for me is that they are inferring the social graph from Instant Messenger. It has long seemed sensible to me that building from existing social graphs (email, IM, phone records etc.) is a better way to go than building a new one from scratch as we have all been doing on Facebook, Myspace, LinkedIn etc., although there are many tricky issues around service design. Google and Microsoft think the same way according to this Techcrunch post of a year ago, although we have yet to see thought translated into action.

Yeah … we wanted to do the exact same thing with MMO publisher data when I was at NCsoft. Given how much you know about subscribers, you can infer some extremely valuable stuff (that is much harder for people like Google/Microsoft/etc to piece together). Turned out there were a lot of internal political problems in the way (something I’ll be talking about at GDC 2009: “How to sell social networking to your boss / publisher”) that really came down to a handful of extremely powerful people not getting it / not caring. It was an … interesting … journey learning what they didn’t get, and why, and how to dance around that.

(PS: all the above is assuming “without breaking privacy / data-protection laws”; if you’re reasonably well-moralled, you can provide a lot of value while being well inside the law; I have little sympathy for organizations that run roughshod all over the Data Protection stuff – IME you really don’t need to)

Categories
computer games entrepreneurship games industry jussi vc deals europe massively multiplayer

More than 1 billion people play online games in 2008

Someone asked me:

How many people play online games globally in 2008?

A simple answer

…and with a quick mental calculation I estimated 1 billion *unique registered accounts*. (I’ve been tracking and calculating this stuff a lot recently). That wasn’t good enough – they wanted something to put in a press release, so they wanted a methodology and verifiable data.

So, I went and did the calculations properly, and found:

There are approximately 1.5 billion unique registered accounts (virtual players) of online games around the world in 2008.

They still needed to see the methodology and the figures, of course … here goes!

Some … wrong … answers

Someone at Techcrunch claimed last year that “217 Million People Play Online Games”, by misusing the research that they were referring to. You only have to follow the link to the *press release* of the actual research to see how wrong that is.

The research merely claimed that 217 million people visit a selection of American and European websites that have content that talks about online games, and which *in some cases* actually have some web-games on their site.

The majority of online games were not included in the research. The figure isn’t particularly useful on its own.

A simple question?

The first thing to realise is that there’s no sensible way of answering the question literally. A couple of years ago, Raph Koster did an updated version of the explanation for this problem (it needs updating again by now to take account of how the industry has continued to evolve since he wrote that last version). If you haven’t read it, and want to understand the details of why people argue this stuff endlessly, go have a quick look at his post.

But there is a sensible way we can re-phrase the question to become one that we CAN answer:

How many unique virtual identities are there that are playing online games this month?

Virtual Identity … what? No, that’s not what I wanted to know about

Actually, maybe it *is* what you wanted to know about.

In the real world, we never actually count people for anything (except if we’re physically smuggling them past Border Control, I guess); instead, we count Identities: verifiably unique records that each correspond to no more than one person.

In the real world, one ID does not equal one physical person, even though it is “approximately” that way (bear in mind that even governments have so far proved incapable of legislating + enforcing that concept, despite having tried for the last few thousand years).

In the online world, the concept of Identity is abstracted. This is all the fault of “computers” and especially “programmers” and “database vendors”, who couldn’t cope with the amount of info required to fully represent a single Identity (and as time went on many realised that they did not want to). They cheated. And so, from the earliest days of the internet (and before – back in the days of BBS’s), everyone has had multiple ID’s.

On average, each of you reading this probably has something like 200-300 separate online identities. On average, each of you reading this probably BELIEVES you have something like 2-3 separate online identities. Factor of 100 difference (have fun counting them…).

Those virtual identities are the lifeblood of online services. They are countable, they are serviceable – and they are uniquely and individually chargeable (even when several of these identities may represent just one real-world human: if the identities are separate, then you can charge multiple times, and many people really do willingly pay several times over!)

Many of those identities are “inactive”, and unlike people, the corpses of Virtual Identities do not naturally rot and disappear, they live forever – and can be brought back to life at any moment by the owners. They’re all real – they are still verifiably there – so for now we’re going to count all of them.

(personally I prefer counting “active identities within the past month”, but more on that in a later post. Counting in billions is fun for now…)

How many virtual identities play online games?

Start with the big guns, going from their own official announcements.

Individual games: 400m

Kart Rider = 160 million
Habbo Hotel = 100 million
Neopets = 65 million
Maple Story = 57 million
Club Penguin = 20 million
Runescape = 10 million

+ others I didn’t bother looking up

Subtotal: 412m

Publishers who declare registered directly: 1200m (or 800m)

Then add in the big publishers, going from their official announcements

9You = 120m
Acclaim = 3m
Bigpoint = 30m
CDC Games = 140m
CJ Internet = 23m
Disney = 12m
Gameforge = 60m
Gamania = 10m
GigaMedia = 9m
Gpotato = 2m
HanbitSoft = 8m
K2 Network = 16m
Mattel = 11m
Moliyo = 7m
NCsoft = 2m
NeoWiz = 7.5m
Shanda = 700m (*)

(*) (note: using the active and paying ratios below, this would be approx 150m or 300m, which is such a huge difference (and stands out as massively anomalous compared to industry standard – even for other Chinese operators) that I’m going to treat it with extreme suspicion and go with 300m instead)

Subtotal: 1158m (or approx 800m if we downgrade Shanda by 400m)

Publishers who declare active or paying: 100m

Then add in the big publishers who declare “active” or “paying” accounts instead of “registered”:

As well as just general industry knowledge on this stuff, I have official figures from half a dozen publishers that let me calculate Registered:active or Registered:Paying ratios, so from averaging those I get conservative multipliers of approx:

Registered / Active = 4
Registered / Paying = 40

Gaia = 24m (6m active)
Giant Interactive = 68m (1.7m paying)
NetDragon = 14m (3.5m active)

Subtotal: 106m

Facebook + Web gaming = 200m

Then look at the big Facebook games-publishers, and the online gaming sites from the comScore study:

Yahoo Games = 53m
MSN Games = 40m
Miniclip = 30m
EA Online (inc. POGO ?) = 21m
SGN = 40m
Zynga = 55m

Others (from comScore report) = 78m

Subtotal: 173m

Final tally

There are approximately 1.5 billion registered identities in online games in 2008

How many “real people” is that? Well, as noted above, the percent of registered accounts that are active is around 25%, so I would guesstimate (really really rough figures now!):

There are approximately 375 million people in the world who play online games.

The theoretical current maximum playerbase for a subscription MMO would be somewhere in between those two figures (plenty of people pay for 2, 3 – or as many as 10 – accounts, as Raph noted).

The theoretical current maximum playerbase for an F2P game would be the bigger of the two figures, obviously.

WoW (World of Warcraft) still has a long way to go, people…

Exclusions – what did I miss?

There are plenty of operators that are not counted in the above which run games in countries not often associated with online gaming (e.g. Vietnam, Russia, etc) – and yet their figures are significant (I’ve been tracking them for a while and they’re growing very fast).

I didn’t bother including them because even in aggregate right now they probably wouldn’t be able to shift that 1.5b figure any higher.

There are also some who are using a combined service only part of which is games, e.g.

Tencent = 350m users of the IM client which integrates many online games

…which I haven’t included at all. Feel free to take my headline figure and add that on! (and add back in the 400m accounts from Shanda that I discounted / didn’t believe)

Categories
entrepreneurship games industry jussi vc deals europe

$1.7 billion invested into Online Games and Related Entertainment in years 2007-2008

NB: Jussi and I have pooled our data, but will be looking at different aspects of it going forwards. Should be interesting…

Background

Roughly a month ago Jussi Laakkonen published a list of $350 million invested in year 2008 into virtual worlds, casual MMOs, and casual & social games. Based on US-centric sites, it missed out the majority of European deals. So, inspired by Jussi’s excellent idea, I then posted my own list of European deals I’d been tracking (which also included some extra things on the fringes of Jussi’s initial set). We decided that the right thing to do would be to put those lists together.

The extra things I’d been tracking were mainly in MMO investments, technology vendors, and support services (e.g. payment providers). I also wanted to add in mobile gaming (especially in light of what’s happening with the iPhone, the iPhone investment fund, and the Blackberry investment fund). These are the areas I’ll be looking into more in the future.

Analysis on T=Machine

I’ll be doing some followup posts over the next couple of days, Jussi’s zooming ahead with his – check out his blog to keep up with his comments too.

Followup posts will all be tagged under “jussi vc deals europe”

Jussi’s Analysis

Jussi’s posted a great summary of the core data.

The data

The data on VC investments has been collected from publicly available sources including but not limited to

* VentureBeat
* PaidContent
* Virtual World’s Management
* Avista Partners’ video game briefing
* TechCrunch
* CrunchBase

The data was gathered by Jussi Laakkonen and Adam Martin. The data is most accurate for year 2008. Year 2006 and earlier years have been only covered sporadically and typically only for companies that have received follow-up funding in years 2007-2008 (IIRC the European data is complete from the end of 2005 onwards, as it started from around the time of Mind Candy’s first announced funding). The data is provided AS IS and the authors make no warranties or guarantees about its accuracy.

Download the spreadsheet:

* Excel format
* CSV format
* HTML format

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 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
dev-process facebook games design games industry web 2.0

Cultural differences: game developers vs web developers

Andrew Chen has just written a post comparing the cultural differences between Web industry people and Games industry people. They’re all very interesting, and on the whole I’d say they’re on the money – definitely worth reading (and see if you can spot yourself in some of the either/or’s ;)). At the start of the post, I stopped reading and paused to list my own observed differences, so that I could then compare them to what Andrew had written. There was no overlap, so I thought I’d write them up here.

Cultural differences: game people vs web people

  • concrete revenues vs “future monetizable” growth
  • team-as-blob vs sliding scale of headcount
  • obsessive search for fun vs time-wasting activities
  • surprise and delight audience with something we liked and think they want vs randomly guess and test on live audience; iterate until done
  • very high minimum quality bar vs dont worry, be crappy
  • high, strict specialization vs almost no specialization
  • money happens elsewhere, far down the chain vs show ME the money

concrete revenues vs “future monetizable” growth

Largely driven by the “money happens elsewhere” part, game people are obsessive about “what’s the actual revenue this will make (what’s my percentage of the revenue this will make)?”.

In particular, if you cannot *prove* the expected revenue (and in many cases not even that: instead you have to prove the *profit*), they won’t even carry on the conversation. This happens everywhere from small startups to massive publishers. I’ve seen meetings on “social networking” get shutdown by a senior executive simply saying “how much profit will this make at minimum, even if it’s not successful? Remember that these resources would instead bring in an extra $5million if we deployed them on [one of our existing MMOs]”, and refusing to carry on the meeting unless someone could prove that the opportunity cost to SN didn’t exceed its income.

surprise and delight audience with something we liked and think they want vs randomly guess and test on live audience; iterate until done

A team of game people sets out to make something fun. They like to get some input from experts on analysing and predicting the market (market researchers, marketing departments, retail executives, industry analysts, etc) – and then use that merely as “inspiration” and “guidelines” to making something awesome and new. They assume that “the customer doesn’t know what they want, but will recognize it when they see it, and fall in love” (which is largely true!), and so they go off and build something beautiful largely in isolation.

This beautiful thing then surprises and delights the consumer when it finally comes to market.

Web people do the first thing that comes to mind, care not whether it’s objectively good or bad, and test it in the market. Then they try again. And again. And again. And look for patterns in what is popular or not.

As a result, game people tend to think of web people as “skill-less” (partly true) and “puppets of the market” (largely true). Meanwhile, web people tend to think of game people as “perfectionist” (largely true) and “monolithic / unagile” (largely true) and “non market-lead” (partly true).

obsessive search for fun vs time-wasting activities

Game people don’t make stuff unless it’s fun. If it’s not fun, it’s a failure, and only a stereotypically bad EA Producer (or a second-rate clone) would OK the ongoing funding and/or production of a project that wasn’t fun any more.

Web people generally couldn’t care less. They generally think they want stuff to be fun, in a “well, it’s better if it’s fun, isn’t it?” kind of way – but they usually only really care that there is some activity going on, and that the users come back to do more of it. They are less judgemental about the type and motivation of activity going on. They will slave away to try to understand this activity, to extrapolate better ways of motivation people to do more of it, and to monetize people for doing it, but the activity could be selling used cars or real estate and they would not be greatly affected.

This one even shows up subtly in Andrew’s own writeup – he casually uses the word fun. To game developers, the word is Fun, and they would never write:

Now, I think that the productivity-inclined have their claim to the world, as does the fun/entertainment games people. But the intersection of this, in web media, is where the fun happens.

…because you don’t use the word “fun” casually like that where someone might hear it as “Fun”. You are sensitized to all uses of the F word :). Fun would never come from an intersection like that; that intersection could give rise to a number of side-effects and new content areas, and those content areas – with appropriate rulesets imposed – could merge, and react with some of the side-effects, to give rise, finally, to something “Fun”. Fun is not a simple concept.

very high minimum quality bar vs dont worry, be crappy

Game companies have QA departments that are larger in headcount than the entire development team, often by a substantial margin. They don’t ship stuff that is half-arsed, partially complete, partially working, etc. Hence, when they do, there is huge press and consumer attention around it. This is one of the thigns that the games industry has been doing more and more web like over the past 10 years – ever since they realised they could drop some launch-quality and end up with the same level of quality as standard by shipping a “patch” 1-3 months after launch (and probably getting an uptick in sales as a result, re-box the patched version as an “improved” version).

But, on the whole, games companies still consider quality the one unassailable pillar of the development triangle (“quality, short development time, cheap development cost – you can only have two at most”).

In fact, most game people turn “Quality” into 3 separate sub-pillars: core fun, longevity, and polish. And consider all three inalienable, but occasionally flirt with sacrificing one of those three instead of sacrificing either of the two other full pillars.

If it strikes you that the games industry is thereby trying to cheat and get “2 and 2/3 pillars out of 3” then … you’d be right. Understanding this can help explain a lot both about individual games and the industry in general over the past 15 years.

high, strict specialization vs almost no specialization

A game team is (typically) made up of distinct people doing:

  • Art
  • Code
  • Design
  • Production (project management)

You need at least one person devoted to each. For teams of size less than 5, it’s acceptable to have some people do two of those roles rather than just one, but it’s often considered “hard”
(by default – although in practice many teams flourish with people moonlighting/two-hatting these roles).

It is an onrunning joke that various non-design people in games companies have the unofficial job title of “Frustrated Designer” (most usually Producers and Programmers get labelled with this). i.e. someone who secretly wants to be a designer, but lacks the skill and experience – despite potentially many many years working in their person discipline, developing and launching games. Nowadays you also see people labelled as Frustrated Artist, and occasionally even Frustrated Programmer (although anyone brave enough to do that in the face of the programmers, who tend to be quite bullish about welcoming such people to try their hand at fixing a code bug (snigger, snigger, watch-him-fail) generally is quickly disabused of their frustration).

There’s good reason for this, too – the expected level of skill from anyone non-junior in a game team is sufficiently high that it can be very difficult for people to cross skills. It’s easy if they’re willing to drop to “junior” status (the level of incoming recent-graduate – very low-paid, and with very little creative or project input/control), but few are willing to take the massive drop in status and (usually) pay to do that.

money happens elsewhere, far down the chain vs show ME the money

Interestingly, perversely, this means that game people obssess about the money, despite never seeing it themselves, and worry about how their actions will affect the ability of later people in the value chain to make money, and how much the total pot will be.

Whereas the web people generally are much more blase about the money side, because they know it’s going to come almost directly to them, and they have a much more direct relationship with it (understand the ups and downs).

Game people’s approach to money is generally characterized by Fear, Uncertainty, and Doubt – plagued by rumour. Web people all know for themselves how much money can be made, and how, and don’t peddle in rumours.

Comments on Andrew’s observations

Andrew’s observations were all good, except for one thing which I think he misunderstood: “By withholding levels, powerups, weapons, trophies, etc., it creates motivation from the user to keep on playing. They say, “just… one… more… game…!!””.

…and then he makes a conclusion that makes sense given what he and wikipedia have said, but which is almost the precise opposite of the truth.

As a result of this treadmill, there is a constant pressure for players to stay engaged and retained as customers. But the flipside of this is that it’s not enough to build one product – instead you build 70 product variations, and call each one a level!

The truth is that content-gating was introduced and/or stuck around as a technique because the cost of creating content is exponentially higher than the cost of consuming it without gating. If you have decided to operate a content-centric game, you are doomed to be unable to run a service product based on it – no matter how many years you spend developing content before launch, your playerbase will soon catch up to your level designers etc and overtake them. Content-gating, levelling especially, forceably slow players down in their content consumption rates, even forcing them to re-play set pieces of content many many times (if you can get them to replay it enough, you can lower their rate of consumption to the point that a sufficiently large team of content-creators can keep ahead of them. Just).

Various other experiments have been tried over the years – most notably, User-Generated Content, but none have achieved the same level of efficiency (or yet been as well understood) as level-based content-gating.

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…