Resolving Idea Surpluses

Posted February 11th, 2009. Filed under ,

Ideas are super-cheap: a dime a dozen or so they would have you believe. But regardless of the actual value of creatives’ ideas, the quantity supplied is much greater than the market’s demand (this being the number and scope of ideas actually implementable). So how do developers decide which ideas are worth transacting? There are three models:

1. Authoritarian

Some central figure decides what is right and what is wrong. This is the one where the lead designer or executive producer says “Because I Said So”. Apple’s Steve Jobs uses this to great market success. This is likely successful because the ideas that Jobs finds palatable resonate with the public so well. You are very lucky if you share that quality with Mr. Jobs.

Pros:
Team wastes little time arguing and money researching.
Singular vision.
It’s easy.

Cons:
Junior folks are left out of the decision-making process.
Risk that the authority is wrong.
No buy-off from line folks can mean uninspired implementation.
Can cause bad blood.

2. Scientific

You do a study and use the results of the study to validate ideas. Playtests are a form of this in the game industry. A problem with this approach is understanding how granular your research must be.Do we test what color the submit button is? Or how about the entire genre of the game? In doing research you have to present multiple options, so this often leads to having work thrown away. This can be expensive if the research is too broad.

Also, there is the risk that your method for measuring preference is unsound. Often times, customers don’t know what they want until you give it to them. You can’t count on market research for creativity because most often these reports come back with “bigger, better, shinier” instead of resonating with innovative and scary ideas.

Research is expensive and takes time. Groups can always say “We will do research when we get to an appropriate point and then make a decision,” but more often than not that point never reaches and the group defaults back to an authoritarian model. “Oh well, we didn’t have time to try it out; let’s just go with Proposal A.”

Pros:
Decisions are based on quantitative results.
No arguing.

Cons:
Expensive.
Difficult to do correctly.
Can’t create innovation on its own.
Often subjects don’t know what they really want.

3. Collaborative

Groups of creatives get together and riff off each other to figure out what is best. The difficulty with this method is that consensus has to be reached. If everyone wants to be the authority, this cannot work. And since ideas are so personal, treading wrong can cause a lot of dissonance and hurt feelings. Your team has to gel well together to create collaboratively. They also have to be willing to be accountable for other people’s risky ideas. That’s tough in a lot of organizations.

Pros:
Most organic and innovative model.
Ideas can build off of each other leading to real discoveries.

Cons:
Groupthink.
Difficult to successfully mediate differences unless the team is balanced well.
Group may never reach consensus.
Can take significant courage, time and energy.

The best method is likely some combination of the three tailored to your project and your team members. I realize that is a bit of a cop-out, but I have been part of teams using all three and each has had their successes and grand catastrophic failures.


PS – I’m getting tired of having to update the Games Industry Death Toll post every day, people. Can you just stop publicly releasing people and sneak them out the back door so we can pretend that the economy isn’t completely broken?

Best Games of 2008

Posted February 10th, 2009. Filed under

I feel pretty safe with this now that I’ve got some time into most everything I wanted to play that came out this past year. Did you see the BAFTA nominations come out? I thought I saw an earlier article that said Metal Gear Solid 4 was nominated for Best Writing or somesuch and I was about to pitch a fit, but I don’t see it now, so I’ll keep my yap shut. I thought overall, the list was top notch.

Anyway, as usual, the vast majority of the games I liked were titles I didn’t even know were coming until they got release buzz. But if I had to pick 3 (or 4), these are what I would pick:

The World Ends With You

The World Ends With You

Ballsy. Square-Enix is a Japanese company that makes primarily scripted role-playing games set in fairly run-of-the-mill fantasy worlds. You pick Attack, some flowery animation happens. You win. You level-up. Cutscene. End credits. Square cashes your check. While many of us sharpened our teeth on their Super NES era adventures, the company really came into prominence in the Playstation era with Final Fantasy VII when technology could allow them to create any hair-brained magical imagery they wanted. And they’ve exploited that formula in various ways since with bigger budgets and flashier screen-candy. Even their handheld episodes tended to follow this model. The stories rarely strayed from the Zelda meets LotR tropes and that was fine because you pretty much knew what you were getting into.

Then came The World Ends With You. From the title alone, you realize that this isn’t exactly going to be Dragon Action Menu Blaster XVII. The setting is a ghost world version of a place in metropolitan Tokyo that few Americans know about with a protagonist following a youth subculture that even fewer Americans understand. So that should sink the game here, right?

One can imagine sitting in a conference room at any major developer and having the designer say “We’re going to need a bigger and more expensive cartridge to store all the authentic songs we need for the game.” Or “We’re going to have battles on both screens at once that the player can control.” Or “We’re going to separate the game into three different stories.” And then I can imagine the executives saying “No, that isn’t necessary, go with the smaller cart.” Or “That sounds too complicated. Do one thing and do it well.” Or “Stick with one story. If the user can’t anticipate the beats, they will be frustrated.” Thankfully, either this game hid from those executives or the team found a way to ignore them.

What makes this game remarkable is that it features a collection of mechanics that are too familiar to many users: instanced battles, collectible powers, scavenger hunts, location-based battle effects, etc. yet these items are presented each in a way that reflects the game’s unique setting and milieu and suddenly all that was old and cliche is new and exciting again.

It all balances perfectly on a razor’s edge: the adjustable difficulty makes the grinding unnoticeable without being either too easy (because you will never get the drops you need) or too hard (because there is plenty to acquire on lower levels).

Despite the “Cross Battle” system being… well… unmanageable without the AI doing the hand-holding, and the admittedly dubious-at-times dialogue choices,  the game executes everything else flawlessly, providing a much more enjoyable holistic experience than pretty much anything else I played in calendar year 2008.

Professor Layton and the Curious Village

Professor Layton and the Curious Village

Here’s an interesting dilemma: Brain Age was incredibly popular, selling umpty-billion copies, yet all the Brain Age clones fell flat on their face. Why? It seems so sure fire: people love to feel smart, developers love to make games that can be done from scratch in ten weeks, why didn’t all the clones get the love of the original? Was it a case of brand loyalty?

My theory when Brain Age was released is the same that it is today: it was a fad. Simple enough. By time the clones came to market, the fad had passed. But the fad was not that people wanted games that make them feel smart, the fad was the design in which is was presented.

Enter Professor Layton and the Curious Village. It hits the same aesthetic reaction that Brain Age does, but achieves it in an entirely different manner. Instead of solving batteries of simple brain puzzles, you solve a hundred slower-paced but more challenging puzzles. But you can’t just box up puzzles and sell them alone or you will look like Brain Age, so you wrap them in a compelling story.

That’s exactly where Layton excels. You are put into the shoes of a Sherlock Holmes-type investigator figuring out a mystery that seemed straight out of a Scooby Doo or Hardy Boys adventure. Why are you answering puzzles in the kayfabe world? I don’t know, but it made for a funny Penny Arcade comic. The reason in the real world why you do it is to string along the story. The narrative is the carrot.

It wouldn’t have worked if the narrative wasn’t presented with excellence and it was. The turn-of-the-century motif was unique and the art direction of the characters and cutscenes constantly got compared to Miyazaki, which should be a measure of great success.

I’ve done that damn wolf/sheep/grain puzzle to the left in probably a dozen different games or puzzle books in my life, yet when I do it in Layton, it is with joy because it is part of a collection that scratches an itch in my brain that few other video game challenges scratch and is coupled with a whimsical story that no other title imitates.

I think it would have sold twice as many units had the cover and title adequately explained what the game was about. When are the sequels coming stateside? Why does this game has no imitators when Brain Age had twenty? Laziness?

Left 4 Dead

Left 4 Dead

I have a thing for Zombie Apocalypses in games and stories. I’m not entirely sure why. It may be that zombies provide a safe and reliable antagonist that is both easily explained and surprisingly imaginable. Or it just may be that in these tales you are provided with the moral ambiguity of killing things (bad) that were once people (good) that still look like people (good) yet want to chew your face off (bad). And zombies play on that tinge of agoraphobia that I think more people have than will admit. A single zombie is disturbing, but a thousand zombies are scary.

But even with the wonderful, yet cliche setting, Turtle Rock (now part of the Valve homunculus) could have fallen flat on their face like so many others (Hunter: The Reckoning was the first that came to mind, but I am sure you can think of a dozen others). How did they avoid that?

They had an aesthetic they wanted and they stuck to it doggedly. That aesthetic is to stick to the zombie survivor movie formula like white on rice (The chick! The black guy! The combat vet! And… the other guy!). They do this by taking advantage of the vogue that co-operative based games are now a part of and the processing power that allows a true scary-level horde of zombies on screen at once.

Everything in this game is about providing the experience of going through this hell on Earth with your buddies. Where the co-op in Army of Two was a nice idea executed in the wrong way, Left 4 Dead nails it. Need health in the middle of the field? Have to ask your partner, but you will be vulnerable while you heal. Boomer attack? Best guard your buddy until the attack wears off or he is toast. Witch in the way? You better all be on the same page and have those lights turned off.

The game is the perfect example of sticking to an idea when feature creep could have sunk the battleship. How many people told them they needed to have a story mode? Where were the cutscenes? How did the outbreak happen? What happens to the survivors? How do they get to these four different areas? The much vaunted “AI director” sounds like marketing speak for a good complex way to ensure replayability and makes much more sense in a game based on fear than on skill. I imagine that was the retort they used when publishing wanted more more more – sorry, we’re working on this AI director and it’s a beast, but it will provide replayability so people won’t be selling this on eBay by the second day. Win!

The only way to play this game is with one or more human players that you know in co-op. To look at it any other way would be like saying umbrellas just aren’t that great on partly cloudy days.

Chocolatier 2: Secret Ingredients

Chocolatier 2: Secret Ingredients

Didn’t see this one coming, right? Well, that’s because I am cheating. This game didn’t get released until the tail end of 2007, but I only discovered it in January 2008. Unless you knew that before I said anything, you can’t criticize me.

Chocolatier 2 is a “casual game”. But wait, come back! It is a casual game that has you travelling around the world to find ingredients for exotic recipes that you learn over the course of an RPG-like adventure building wealth by succeeding in taking adventage of fluctuating market prices in different markets. Sound casual? Casual is such a misnomer. It is accessible.

What is particularly striking is the attention to detail. The game takes place over a number of years. If you go to New York City before the Empire State Building is erected, it will be absent from the skyline. If you go after, it will be there. New modes of transportation make themselves available throughout your travels through the 20th century as well. And don’t think you can min-max your way through this either. I tried flooding the market on a particularly exotic saffron-based confection since it yielded the best profit per week and watched the margins go from astounding to great to competitive to not worth it in a few months time. Your strategy will be constantly changing, especially when what you want is out of season. These bits separate the game from Tradewinds and other economic sims.

Moral: There is depth here. The word “hardcausal” has been thrown around to describe it, but the term is sort of meaningless. It is casual in that it has a theme that isn’t space marines, but is hardcore in the sense that it has depth. It is casual in that it has a little shooty minigame as part of the core mechanic, but it is hardcore in that one has to pay attention to the locations and seasons of ingredients to succeed. It’s casual in that my mom can play it and enjoy it, but it is hardcore in the sense that I did play and enjoy it.

I can’t recommend this game enough. I just saw that a sequel has just been released and I am keeping myself from playing it because I have a ton of things to get done.

Whoever makes the DS version of this will make some sweet money. Get it?

Newsworthy

Posted February 6th, 2009. Filed under , ,

Hey look, I got 9.5 seconds of fame. I like to cash it in with very small increments to make it last longer. The clip got the date wrong. My position was eliminated in January not November, but since they said my name right, all is forgiven. They pretty much took the most banal thing I said in the whole interview. Oh well. I’m also a big fan on how the YouTube thumbnail catches me mid-blink so I look either stupid or stoned. Very attractive.

The whole segment is available on CBS’ site.

Debut

Posted February 6th, 2009. Filed under ,

I believe my CBS News piece is airing tonight at 6:30, so watch it if you can. If I can wrangle up a clip, I will post it on the site. If you are here after Googling me from seeing that piece, welcome! If you are here from a studio looking for a designer, double welcome!

I spent today looking for jobs and doing a lot of writing so my brain is knackered. No real post today.

Oh, and by the way, if a surveyer asks you a stupid loaded question like, “Do you think [insert item here] is too expensive?” feel free to knock them around a bit. Apparently very few people last Spring said that they would buy a game at $60, yet the data shows that last Spring people bought games by the fistful. “Listen not to what they say, but watch what they do.” Never more appropriate.

Delete Your Hammerfall Account

Posted February 5th, 2009. Filed under ,

My girlfriend got me addicted to this Facebook game called Hammerfall. Usually I post links when I first mention a product, but in this case I will not and you will momentarily see why. It’s got the empty-calorie feedback loop of most Facebook RPGs (Mafia Wars was my last offense in this genre) where the dynamic goes something like:

  1. Click on things.
  2. Fight monsters.
  3. Get XP. If you haven’t leveled up, Goto 1. Else Goto 4.
  4. Viral time: Invite friends or you can’t progress for some reason.
  5. You can try any number of shady marketing gimmicks (sign up for Gamefly! do a survey! buy acne medicine!) to waive the requirement in step 4. You can also pay money via PayPal.

Besides this soulless grind, I found the game to be a lot of fun. I even invited my friends to play, not just because of Step 4, but because I found it to be enjoyable. There was a light story unlike the straight min/maxing of other Facebook RPGs and while the mechanics were limited, there was some depth. And the production values seemed high rather than having clip art for everything. I had been playing this game about two hours a day for the past week.

I was about to write a post today about that very dynamic and how I thought it could be altered to not only make the game more fun, but bring in more money. However, when I was playing I came across an odd error. One of the images was replaced by a Photobucket File Not Found banner. I laughed to myself that any developer would use Photobucket’s free hosting. Then I started noticing the art more. The landscape art seemed to be photographs while the characters were hand-drawn. That was an odd art direction choice, right? Then I started noticing how the hand-drawn images didn’t seem to have the same style. Was this a case of no art direction?

No, actually, according to a Deviant Art forum post, the developers had just lifted the images whole from DeviantArt members and iStockPhoto with no permission requested. Not one or two images, but hundreds. Links in the comments that follow show overwhelming evidence to support the claim.

The linked article says that the app claims over 230,000 users. To take some stab-in-the-dark numbers here, let’s say that a third of these users actually play and didn’t just click on the install link and quit. This is around 75,000 users. Let’s say that 3% of them had been monetized in some way. This is 2,300 users.

I unfortunately admit that I did use the Spare Change system to send them $5 since I was enjoying the game so much. I do this for a lot of free-to-play games that give me the option when I thoroughly enjoy the product. Let’s say that the $5 was the average monetization from marketing partners and PayPal-ing since $5 is the minimum one can put into a Spare Change wallet. This ignores transaction costs, but stick with me since I’m just throwing numbers out. Certainly there are some fanatics as there are in many communities that have spent a lot more on beefing up their guild.

So we are talking about around $11,500 in revenues. Not exactly barn-burning, but this value is highly sensitive to changes in the inputs. Is $11,500 worth a hundred counts of copyright infringement? I’ve never done a Facebook game before so maybe the developer gets a cut of ad sales, but even then we are talking small potatoes.

Despite really enjoying myself with the time I spent playing the game, I cannot support such shady practices. When I donated money, I thought I was helping support the little guy when in reality, I was helping a little guy screw littler guys. To all my Facebook friends I sent an invite to, I apologize and request you remove the game as well. Do not let it be successful and encourage this kind of illegal and immoral behavior by developers.