AGDC: Notes From Fighting The Last War


Everyone likes World Of Warcraft. Or drinking heavily.

In his talks, Raph Koster bemoaned more than once how Blizzard CEO Mike Morhaime’s keynote address was to a full house, while Sulka Haro and Min Kim (of Habbo Hotel and Kart Rider fame, respectively) gave audiences to less packed audiences, which is a mistake since Habbo and Kart Rider have an equal if not greater impact on the greater market. The cynical part of me would note that this may be due to people not showing up first thing on Day 2 and Day 3 due to parties on Day 1 and Day 2. Still, trade shows have a disturbing trend of having a *theme*. Last year’s AGC theme was “Second Life! Make more!” This year’s AGDC theme was “Web 2.0! It’s the future! Adapt! Now!” Which ironically enough, was Raph’s talk *last* year. Most of us are slow. We obsess over what the big news was last year, much like hidebound militaries that always train to fight the war that they just got finished with.

Morhaime’s address was, well, um. I liked Rob Pardo’s keynote last year. So did Morhaime, as much of his was cribbed from it. He also reinforced some points that literally everyone watching the presentation should know. “Blizzard is known for polish.” “You probably shouldn’t release your game early.” “You may want to consider having a test server.” Then again, I bet Morhaime drives a much fancier car than I do.

Raph Koster explains it all for you

So if you want to know what everyone else is going to be frantically waving their arms about next year, it seems prudent to check out what Raph is talking about this year. Unfortunately it won’t be much help, because Raph took the year off from throwing bombs about the industry’s future to explaining just how to make one of those Web 2.0 things everyone else is waving their arms about. You can get a good sense for it from the slides here. Thankfully Raph isn’t one of those speakers that reads-every-slide-point so it went along at a much faster clip than the presentation would imply.

I’m not sure all of this was relevant for MMO developers in the classic sense; but as another presenter said it seemed there were two warring conferences anyway, and though Raph has his feet in both, he’s pretty clearly spending his time thinking about the web side of things at this point. Still, there was quite a bit of good takeaway even for those of us who still obsess over combat resolution tables and permadeath arguments, mainly in the wisdom of seperating interface from core design and developing massively parallel game systems rather than trying to force everything into a traditional competitive model (which I think is actually part of World of Warcraft’s success).

Damion Schubert talks about cup holders

Proving that we will listen to Damion talk about anything, we then listened as he gave a gloriously, wildly unfocused talk on online game design. The whole thing. It’s a tribute to Damion’s skill as a presenter and the strength of his ideas that this wasn’t necessarily a bad thing. His talk veered wildly from tips on reducing decision points for players leaving your game (hint: you probably can’t do a lot about guild drama or little Timmy discovering girls are cool) to adding a new combatant to the game vs world debate, namely”community”, or the social aspect of games. He postulated that all game communities drive their games to the natural center of game vs world vs community in terms of requested/demanded features; not something I personally agree with (the demands of Maple Story customers are somewhat different from those of Star Wars Galaxies players) and also explained how you could learn a lot about customer satisfaction from cup holders. Specifically, how they fit in cars (or don’t) and how repeat car buyers tend to check for comfortable cup holders and comfortable MMOs.

Parties, feh

Didn’t do too much of the party circuit this year; mainly because I’m a cranky old man who likes drinking at home where pants are optional. I did try to score a ticket to the CCP/White Wolf party solely on the recommendation of people who said the White Wolf party at GDC was a Fellini-esque spectacle of debauchery, but (a) it was actually much like every other party at AGC, namely a lot of geeks crowded into a hot open bar, and (b) White Wolf wanted you to leave a resume with them as collateral. Well, to paraphrase Lucien LaChance of the Dark Brotherhood, dear brothers, I do not distribute resumes, I collect them. So my partying was limited mostly to friends and associates, which is probably as it should be.

CEOs Gone Wild

AGDC’s improvement on last year’s rant session was to have CEOs do the ranting. My takeaway from this is that you probably shouldn’t let your CEO out in public. (I was the one who asked the Q about WoW RMT.)

CMP, feh

AGDC was under the new management of the GDC folks this year (as noted by it being AGDC and not just AGC) and the experience wasn’t a good one. The convention was vastly overbooked, with the exact same amount of space as last year, combined with (at least from anecdotal observation) at least a good third as many more people. What this meant was that if you didn’t run from one session to another, you weren’t going to get a seat. More than once I simply couldn’t attend any sessions because I didn’t show up 20 minutes early and was turned away at the door. The pinnacle of this was when I was seated patiently at one along with a full house of others, only to be told 5 minutes after its scheduled start “Sorry, it’s cancelled.” Oh well. Since game developers are notorious slackers who have the attention spans of gnats this did improve as people started blowing off the conference, especially on Day 3. But still, it was quite irksome to not actually be able to take advantage of the conference pass my company paid for. I did get to have some interesting bull sessions with other developers, but, um, living in Austin I do that all the time already.

I routinely recommend to online game developers that if they attend one show a year it should be AGC. I probably still do now, after this year, but it will be with reluctance and caveats. AGDC is more like GDC than AGC now, and for those keeping score that is not a good thing.

Blog Widget by LinkWithin
  1. #1 by J. on September 8th, 2007

    On the last point, I attended the endcap town-hall meeting, where I (and several others) raised the issue of overcrowding. I don’t think the event was overbooked so much as having poor choice in room assignments, particularly Room 1, which was both the smallest room used for regular tracks, the second-closest to the registration tables and the most frequently full. And then they wisely moved the track there to Ballroom A, but not before a whole lotta people missed Gordon’s speech, Jessica and Brian’s speech, etc. etc.

    Gordon was on the town-hall panel, reminding us that while CMP pwnzors the event, the local advisory board is still (mostly) the same Austin people. I suspect the event managers got down to Austin and surveyed the physical plant early enough, but the registration tables were in a much better spot, in the corner beside the stairs instead of on the main concourse, but the checkin lines were still too long on Wednesday morning and the badges were poorly designed (you could read everyone’s name fine, but you had to squint to read where they were from, which was often lots more relevant.)

    And the expo. When AGC started, it didn’t even have one to speak of. Now it’s an entire exhibit hall, and several people complained at the town hall that they didn’t have any time to visit it, because they were running around between seminar sessions.

    I came to this year’s conference wondering how long the Austin Convention Center could continue to support the ever-growing conference, and I still wonder that. CMP bought this thing out in part because they know it’s growing, and it might be beyond anyone’s control, beyond posting armed stormtroopers to administer beatings to paid guests, to stop it from growing. Hell, there was an indie developer from Bermuda who showed up and complained there wasn’t any information about bus schedules or all the available hotels in downtown Austin, instead of just a few, and he wasn’t the only one saying indie developers should get a display spot for pitching their games to publishers next year …

    … yeah. I left at that point. Gordon can probably tell you more.

  2. #2 by QT on September 8th, 2007

    Seconding a lot of what J said. The Advisory Board said they’d be looking at the rest of the convention space for options.

  3. #3 by Mist on September 8th, 2007

    “Still, there was quite a bit of good takeaway even for those of us who still obsess over combat resolution tables and permadeath arguments, mainly in the wisdom of seperating interface from core design and developing massively parallel game systems rather than trying to force everything into a traditional competitive model (which I think is actually part of World of Warcraft’s success).”

    Any chance you can expand on this a bit? Or a lot. I think I get what you’re trying to say, and yet I’m still completely lost.

  4. #4 by Heartless_ on September 8th, 2007

    It’s kind of nice to see the CEO out there earning his paycheck. It’s too bad Raph and Mark’s actual arguements and points were derailed by the nagging of the other two. It reminded me of a pair of kids begging for their parents attention.

    Daddy I’m right… aren’t I? Aren’t ?

    No I am!!!!

  5. #5 by Apache on September 8th, 2007

    >>Morhaime’s address was, well, um. I liked Rob Pardo’s keynote last year. So did Morhaime, as much of his was cribbed from it. He also reinforced some points that literally everyone watching the presentation should know. “Blizzard is known for polish.” “You probably shouldn’t release your game early.” “You may want to consider having a test server.” Then again, I bet Morhaime drives a much fancier car than I do.

  6. #6 by Apache on September 8th, 2007

    ^^^ post got eaten

    anyhow, most companies release unfinished crap so it sounds like sage advice.

  7. #7 by Abalieno on September 8th, 2007

    Bethke: I think WoW would be better if I could buy a boat and live in it. It’s done a lot of thigns right. I think Blizzard should sell gold. I would buy it.

    And I wonder how these people can be in this industry.

    I don’t know what Raph is making, but I hope it will work like the “pied piper of Hamelin”. Take all of them, and carry them to another industry. So they can leave alone this one and do they thing SOMEWHERE ELSE.

    Something like a madhouse.

  8. #8 by Boanerges on September 8th, 2007

    Raph’s notes, without the context of his speech, can be quite amusing.

    “Monetize passion, not trials” – Lemme know how that Passion RMT MMO works out
    “What is game grammar?” – WTF u nerfd my paldin d00dz

    On a more serious note, I’d love to know how Raph tied the web (not exactly a platfom for a MMO) into MMO development.

  9. #9 by Raph on September 9th, 2007

    The short form of my key points was

    - design the systems so that they can be displayed umpteen possible ways. Do not design in such a way that it requires a given rendering. Yes, this throws out a bunch of kinds of games.

    - design the systems so that they can have any interface at all. And any interface users might want. Yes, this also throws out a bunch of games.

    - design for “massively parallel” — meaning, games which can be played at any rate the user wants, in small bites, in teams without predefined roles, where users measure themselves against each other in the metadata or metagame, not in the “game” proper.

    Bethke: I think WoW would be better if I could buy a boat and live in it. It’s done a lot of thigns right. I think Blizzard should sell gold. I would buy it.

    And I wonder how these people can be in this industry.

    I don’t know what Raph is making, but I hope it will work like the “pied piper of Hamelin”. Take all of them, and carry them to another industry. So they can leave alone this one and do they thing SOMEWHERE ELSE.

    Something like a madhouse.

    I hate to say it, but get with the modern world. WoW WOULD be better if if offered more expressive choices — better for both users AND developers. If WoW added housing in some fashion for free, damn near everyone would go get it. If WoW added housing for an extra fee, WoW’s profits could probably double.

    This is not a Pied Piper situation. There are more people in our current market who play on the kinds of worlds that Erik and I are talking about that there are playing all the AAA MMOGs combined. And if you stretch out and take a look at the way web apps are converging in, the AAA game space starts looking, well, small. For all of the core market’s disdain for stuff like Maple Story, well, Maple Story is bigger just in NA than basically the entire AAA MMOG market in the West.

    The concern should be about the current AAA developers being left behind and becoming irrelevant. And if they keep skipping talks like the Habbo one and the Nexon one (and the K2 one, and so on) they do run that risk.

  10. #10 by J. on September 9th, 2007

    WoW WOULD be better if if offered more expressive choices — better for both users AND developers. If WoW added housing in some fashion for free, damn near everyone would go get it.

    Don’t you mean, if WoW added housing, everyone would pretty much have to get their own house, assuming it was available to all? And wouldn’t that represent a classic shift in the game-world state, to where eventually, the socializer glue runs to their private spaces and stays out of public?

    Or is that just just a risk they run to fulfill their obligations to change their game fundamentally? Or is it not possible that part and parcel of why WoW is so popular is because it has no housing?

    Other than that, no argument. :)

  11. #11 by Calvin Ng on September 9th, 2007

    Hi !
    I think people should concentrate to also look into the other alternative MMOG development. Looking at the turnout for Habbo and Kart Rider it was disappointing, as life-span for such casual games and communities out-live many other MMORPG certainly. Should any one reading this blog whom is interested in ;

    [] Custom Made Avatars Communities and Virtual Worlds

    Contact me at : calvin@ilemon.cn

    We custome design OEM avatars communities / virtual communities in China.

    Take a deep look at GDC and when 2008 comes … you will see how BIG these “community MMO” had becomes …

    Calvin
    http:dragoncalvin.blogspot.com

  12. #12 by Demosthenes on September 9th, 2007

    Just throwing an idea out there… but aren’t games like Habbo, Maple Story et al pretty popular because they’re, er, free? Yes, they make tons of money from selling in-game widgets, but nothing in Raph’s argument above, or in the slides he posted, suggests that that’s a huge market. That’s like that deceptive little trick that Linden uses to make Second Life seem bigger than it is.

    (Heck, most web 2.0 apps aren’t tremendously profitable in the first place- Youtube being perhaps the most infamous of the lot.)

    In any case, what concerns me is what this headlong rush to embrace that portion of the market that doesn’t want either challenge or storytelling in their “games” will mean for the form itself. Raph is about the only person I’ve seen anywhere who’s ragged on Bioshock; most others consider it a brilliant step forward in the storytelling and worldbuilding element of game design. If games are all supposed to be “minigames”, if designers aren’t allowed to constrain anything, if challenge isn’t allowed to be “graduate level”….where does that leave game design as a form?

    I’m honestly not sure, but I do know that an industry where Cooking Mama, Habbo Hotel and Brain Age are considered the apotheosis of design isn’t one that I’m really interested in. I’d rather go see a movie, thanks, directorial “constraints” and all.

  13. #13 by J. on September 9th, 2007

    Yeah, that was the other thing. They probably turn a profit and are great for alternative funding methods like merchandising and in-game ads (which Habbo does a lot of, and they’re usually fun) but they’re not more successful just because they have more people playing them. They’re just more popular.

    I guess that’s a tonic against everyone trying to copy WoW and flooding the market with even more fantasy-themed MMOs — but I don’t know if half-assed copies of anything is a good idea, and stupid money being thrown at such projects isn’t going to be good for the market. Or anything else.

  14. #14 by Scott Jennings on September 9th, 2007

    The real figures for free-to-play MMOs involve conversion (how many players you upsell, or “convert” into subscribers) and monetization (getting money out of free players through microtransactions and the like).

    Conversion figures are almost never talked about, but anecdotally range from 5% to 15% for the most successful.

    One of the takeaways from the Habbo Hotel lecture (the one everyone was too hung over to attend, apparently) was that Habbo’s in-game total market (amount of stuff valued at real $) is around $800m. Given that the game admins get a % off every transaction I don’t think they’re hurting for cash.

  15. #15 by Abalieno on September 9th, 2007

    My point is that not only there were two different panels going on as they said, but also two different industries going into two different directions.

    And ideas that make perfectly sense in one industry can be ideas that are totally insane for another (so I consider counterproductive to consider them part of the same world). That’s what I think Jacobs and Hickman were trying to say.

    I don’t argue that the Bethke guy isn’t good at his job, but his comments on WoW were stupid on a level not even believable. It’s really a different industry and the WORST that can happen is to have guys who believe they understand everything and try to see everything through the same glasses. I’m a spectator on THIS side of the industry that I think I can understand fairly well, and I don’t step into the other pretending to make intelligent comments and criticism. So I also expect that those on that other side don’t step into ours pretending they know better. They don’t. They are clueless. And I’ll laugh in their faces if they say they can run a WoW better than Blizzard.

    I don’t even follow Raph anymore. Till he doesn’t explain concretely what the hell he is doing in practice, I refuse to follow his line of thoughts. His way of “designing systems” torn apart from interface, context, fiction etc… is for me the hugest mistake you can possibly do. It’s the anti-game by definition. But once again I’m not even sure we are talking about the same industry. Maybe they have some resemblances, but so bland that it’s not even useful to consider these things with the same approach.

    His games aren’t our games and it’s a mistake to compare them. It’s a mistake to discuss them in the same panel. It’s a mistake observing them with the same approach. It’s a HUGE mistake designing them that way.

    I often ranted about Out Of Character game design. Then retrofitted into a setting. I’m for the exact opposite philosophy. Game systems thought from the inside, to simulate exactly that experience that you want to roleplay.

    I was looking once again to that masterpiece of Dwarf Fortress and noticed a page that is a bottomless source of the purest kind of inspiration. Just scroll down till the “Threetoe’s Stories, and Analysis” section begins. Just read randomly some of those points. They are gaming excellence. Pure potential.

    And the way they found them is exactly the way I think game design should be:

    One method of coming up with fun ideas is to write stories.

    The stories were analyzed by Threetoe and Toady One for game content. A story’s analysis tries to include only those ideas which haven’t already been added to the development pages or a previous analysis. This means that you’ll find some of the most basic elements in the earlier analyses.

    They write stories, the “metaphor”. And then they use them to extrapolate potential “game” elements.

    Raph’s idea of games isn’t anymore about stories. It’s about exercises. Mind challenges. Abstract problems. All these are also “games” by definition, but they don’t communicate a darn thing. They are pure theory lacking any emotional involvement. They are dry. Pure shapes with nothing inside.

    P.S.
    My comment on WoW’s adding boat house was because housing in general is an ALIEN concept in WoW. People (players and devs) discuss housing in WoW for one reason: a me-too feature.

    Because housing in WoW would serve NO PURPOSE at all. If not bludgeoned into the game by nerfing the Auction House, for example.

    In DAoC housing made sense ONLY because they put forcefully there systems that could have been independent form housing. Such as teleporting, NPC vendors, player-to-player sales. They could be everywhere, but put in the houses to give houses a purpose.

    In WoW there isn’t any space in the world that would fit housing. Creating an empty landmass to litter with houses would be a very bad idea, out of place in the world. And instancing would also feel out of place. The only way to justify housing in the game would be by forcefully limiting the gameplay through dependencies. Like adding new guild features that are only accessible through guild houses.

    The point is that housing is an empty envelope in WoW that would make sense only if supported by other game mechanics completely external to housing.

    So WHY a player would need an house, on the land or on a boat? Maybe you can use the boat to move, but now you have a fucking FLYING MOUNT.

    If anything housing in WoW would just DAMAGE the little social aspect is left. If you can port from your house, train from your house, access BGs from your house, access the auction house… You would never need to step into a city anymore.

    In PvP housing MAKES SENSE. As long you fight for territory and you may lose it. But in PvE housing makes no sense. You don’t pass time in the game sitting on a chair. You do quest, join raids, trade. Away from home. There is no game for you sitting in a fictional house. It’s stupid. It’s unnecessary.

    If people think about it is not because it would make a better game, but just because they are smashing their heads at the wall thinking about the stupidest ways to ask money to the players. When there are MILLIONS of cool features just waiting to be implemented that are PERTINENT to the game.

    You NEVER EVER can ran out of ideas when building a MMO. Never ever manage to shrink a wishlist. And housing in a PvE game would be at the very bottom of the list.

    Housing made sense in UO, and it will make sense in another game only if those houses and player-run cities will completely REPLACE an NPC world. Give the players a completely empty world with no services, and in that game housing would be the best thing you could ever imagine. Make players build roads, towns, organize their own services and so on. It would be great. WoW is another game, and needs its own game design.

    Player-run world, and housing makes sense. NPC-run/passive world, where the player is merely a tourist, and housing makes no sense.

  16. #16 by Oliver kfsone Smith on September 10th, 2007

    I really wanted to make this year’s AGC, the tech track seminars actually sounded fricken’ interesting, and I had a bunch of questions for Scott about the transition from Dev to Des, most of which seemed like they’d make sense under the influence ;)

  17. #17 by Simond on September 10th, 2007

    Player housing is popular for players as it triggers the same sort of response as “The Sims” does – you get given a room/plot of land/house, various furnishing & decorating tools & widgets, and told “This is yours – have fun”

    Take a look at EQ2 – there is no real need for player housing any more (you get some extra storage space, but sales can be done through their version of the auction house) but people still spend time and effort decorating their rooms.

    I mean, if player housing was purely functional, everyone in EQ2 would have the basic (cheap) room with only the freebie furniture you get, but that’s clearly not the case.

    There’s a fundamental appeal to at least a certain percentage of the typical diku-derivative playerbase to be able to invite friends/guildmates/random strangers into their house and pointing out their stylish interior design, PvE trophies and delicate handmade trinkets made by the hardworking natives of wherever.
    It’s the Ikea nesting instinct translated flawlessly into a virtual format. It doesn’t have to have a purpose to be successful & desireable.

    (And seriously – “instancing would also feel out of place”. In WoW? Really?)

  18. #18 by Axecleaver on September 10th, 2007

    All Raph is saying is to disconnect your own concepts about interface from the actual game design. That makes a ton of sense. Look at how the community reinvents interfaces for games – for muds through various clients, DAOC through less than legal, and certainly counter-productive to community, radar and macroing utilities, to all the conveniences of WoW add-ons.

    Game design should be about what attracts players, why do they care about your game? What is their progression through your world? How do they individualize their part of the world? It shouldn’t be about where on the screen you put the chat box. That’s interface design and there are many right answers to those questions (lots of wrong ones, too).

    Disconnect interface from game design and you’ll free yourself to make better games, and ultimately a better end to end experience.

  19. #19 by Steve on September 10th, 2007

    Demosthenes: “Raph is about the only person I’ve seen anywhere who’s ragged on Bioshock”.

    Not the only one: http://tinyurl.com/2hu2bg.

  20. #20 by blachawk on September 10th, 2007

    More proof that Abalieno is a raving lunatic.

  21. #21 by Steve on September 10th, 2007

    I should note that Scott’s website included the period in the url link, so you’ll need to remove that to see the review.

  22. #22 by kalain on September 10th, 2007

    Axecleaver: that’s not really the vibe I got from raph at all on the UI thing. How you render it really implies “let us play via X client, Y client, or my web browser!” kind of shit. If you just mean UI mods, that doesn’t really throw out any games I can think of. UI mods are simply the way information is returned to the user. How the game renders is a function of needing a badass 3d engine for most AAA MMOs. And I for one would have a few very long talks with some people if everyone went “woo, AJAX as an MMO platform!” and stopped trying to make thick client applications.

    Honestly, my stance on it all is that we play WoW because it’s polished, fun, and does not require any huge learning curve or insanely long leveling curve. You get in, you have fun. If you’ve been playing for years, it’s not hard for a new friend to join up, get some help leveling, and be playing with you at 60 or 70 in rather short order. The only game I can think of with a faster learning/play with friends curve is CoH/V.. and that’s stuck with a soul crushing leveling curve after 30 or so.

  23. #23 by Sullee on September 10th, 2007

    I don’t understand the thing about separating interface from core design.

    kalain: “If you just mean UI mods, that doesn’t really throw out any games I can think of. UI mods are simply the way information is returned to the user.”

    Probably the thing I hate most about WoW is their UI design and overall UI strategy. Having an API that modders can author against does not excuse you from providing a functional stock UI. Yet with WoW Blizzard has regressed MMO UI to Diablo circa 1997 and foisted off all responsibility for fixing it on players who are stuck continually dl’ing, configuring, and updating 3rd party addons written by amateurs.

    I’m guessing kalain is right in that this has to do with a broader platform agnostic approach but I’m still not seeing it. How can you even have a game design without an explicit interface?

  24. #24 by Raph on September 10th, 2007

    Wow, I am even unsure how to resopnd to all of this, so many points made!

    So, random thoughts:

    - It is the SAME industry, indubitably. I will grant you that it may be different audiences, but nobody says that selling razors for men and for women are different industries.

    - You could play WoW in overhead text-based view like Dwarf Fortress and not change ANY of the game code. Would you like it as much? Maybe not. Would it let you play on other platforms? Sure. a WoW DS client? Yay! Proof of this lies in the fact that most people play the UI in high-level WoW anyway.

    - “We play wow because it is polished, fun, etc” — great! None of that changes one iota.

    - I presume that people are saying I ragged on Bioshock because of the bullet point in the slide where I said that critiques of Randian objectivism are one of the things difficult to pull off in a user-content world. But keep in mind that very few of my examples at the end of the slideshow hit all nine checkboxes. So keep that part, if you want. :) Not everything needs to hit all nine.

    - That said, GAMES ARE NOT STORIES, and the longer people keep thinking they are, the deeper the hole they dig themselves.

    - Also, experience design does not necessarily equal UI design and graphic design. In fact, many of the richest experience designs (and most powerful brands) are not bound by graphic design limitations or even by game genres. Take a look at the history of the most popular IPs on the planet — none of them center the experience on visuals. They center it on the core of the IP instead, and allow visuals to evolve, adapt, and even be absent.

    - “housing in WoW would just DAMAGE the little social aspect is left. If you can port from your house, train from your house, access BGs from your house, access the auction house… You would never need to step into a city anymore.” — what a giant pile of assumptions!! You listed “if you can, if you can if you can…” As I said in the final panel, that’s a design problem, design around it.

    - regarding the business viability — one thing that for some reason people never look at is ROI, time to market, and so on. Yes, Habbo makes less money than WoW. However, it’s ROI per dollar spent is probably a multiple of WoW’s. It’s time to market is a fraction of the time. You could make ten Habbos while you made 1 WoW (and Vicaom is well on the way to doing exactly that). And each dollar spent would give a far higher return.

  25. #25 by J. on September 10th, 2007

    Games are not stories, but the opportunity to tell stories with games as a framework is always there, and telling good ones adds to immersion and brand loyalty, especially if players get a chance to hook their own stories into the greater story. :)

    I know you have to be the CEO, Raph, but talking about ROI as a justification for everything really isn’t going to impress anyone but money men. I’m not going to play every game in existence.

  26. #26 by Raph on September 10th, 2007

    Nothing stops you from telling good stories, to my mind. Note, we’ve been telling good stories with text-based interfaces for many many years. :)

    Of course end users don’t care about ROI. Unless the big titles become too expensive to make relative to other projects. Let’s hope that doesn’t happen…

  27. #27 by Abalieno on September 10th, 2007

    While I was definitely raving and half-drunk, I still stand behind some of those points I made.

    I didn’t mean “story” as “plot”, but in a wider sense of evocative potential. Dwarf Fortress isn’t a good “game” in a technical sense, nor it’s visually pleasing. But it drew from a myth. It’s heavily inspired by that myth and its mechanics aren’t driven by trying to be a good game, but just aim straight for that original inspiration.

    It’s not anymore playing about abstract labyrinths, we play our culture (real and fictional). This happens everywhere. I recognize that games are their own thing, but we mostly play games for what they communicate. We play PLENTY of bad “games” but that are highly praised as an unique experience. Bioshock is mostly a rollercoaster and surely far from being an excellent “game”. But it is successful because it draws the player there. It builds a consistent fiction.

    Not as plot. But as a consistent fictional sphere. It’s immersive. It’s visceral. It draws you in.

    The game part of Bioshock is way less visceral and well oiled. The game was actually deliberately gimped so that it wouldn’t get in the way of the experience. So the “combat” becomes more of a gimmick than a core aspect.

    The more we go on, the more medias blur together. TV series today draw heavily from comics, and comics draw heavily from TV shows. The culture is in the center and what matters for mass success isn’t the technical perfection. What matters is the power of communication. Leverage on some strong elements we have in common. Some shared myths.

    Players play more City of Heroes because they buy on the ideal of creating their own heroes than for the actual “game” coming after. That’s the drawing strength. Players love to impersonate those fictional figures that hold a value for them. The “game” is merely a way to enhance the experience, but that experience is being held on the fictional ideal.

    When you play Guitar Hero you feel like that fictional ideal of the guitarist of your favorite band. Of course the “game” is important, but first comes the “roleplay”. The impersonation. Make you believe. The embodiment of those values you want to explore.

    We play games set during the world war, today more and more games fighting against terrorists. System Shock (another bad “game” but wonderful experience) was pure cyberpunk canon.

    Why graphic is so important today when from the “game” perspective is irrelevant? Because the graphic is the MOST powerful evocative tool. And THAT’s what people crave.

    I’m starting to believe that making people have fun in a game is about as hard as make them laugh. It’s not anymore enough to overanalyze.

  28. #28 by Abalieno on September 10th, 2007

    And to summarize I just mean that one level isn’t anymore enough.

    Today to be successful you need a powerful fiction AND a good game supporting it. But the “game-y” part is in support of the fiction. And not the fiction in support of the game.

    We want to see worlds, we want to meet characters and we want to BE characters. The “game” supports this experience. The game is one element of the whole because the result is far more complex and intricate in today’s games. Multiple levels, the game is one and probably not anymore the most important.

  29. #29 by Raph on September 10th, 2007

    A few things there…

    1, you seem to be talking about immersion. It’s a powerful draw, but mainly for the core gamer audience. There are whole audiences who value other things more, according to market research. (Me, I am an immersion guy myself, so I relate, but I am also aware that it’s not the be-all end-all).

    2, I still think that “designing for everywhere” actally aligns very well with what you are describing. :)

  30. #30 by Cosmik on September 10th, 2007

    “Today to be successful you need a powerful fiction AND a good game supporting it. But the “game-y” part is in support of the fiction. And not the fiction in support of the game.”

    Not true. I wouldn’t say Tetris is known for its powerful storytelling, yet it is still shipping millions of units 15 years after it sold a whopping 33 million units. The Sims franchise doesn’t ship with powerful fiction, but it certainly does ship with the good game mechanics to support it if the player so chooses to create that fiction (For myself, I was content with trying to get my “wife” and “girlfriend” to live under the same roof). Unless driving a few times around a track and getting to drive a slightly better car is someone’s idea of “powerful fiction”, then I’m not sure how games like the Gran Turismo, Forza and Burnout series sell so many copies if we go by your statement. But the game mechanics, oh the game mechanics, of driving a car at breakneck speeds around a track (and crashing into other cars in the case of Burnout) certainly are fun.

    Bringing it back to the Web, the games of MySpace and Facebook are incredibly successful in the absence of any powerful fiction (try and convince me that gaining as many friends, or as many important friends, as you can is not a game). Bringing it back to VWs, and regardless of ROI, worlds such as Habbo Hotel and Club Penguin are successful in the absence of any powerful fiction – and in fact are more successful than many of the traditional MMOs that have deep and established backstories.

    Perhaps to you, Abalieno, a game needs to have a story that allows you to place your feet firmly in the protagonist’s boots in order to be successful to you and your friends/sources that you check and balance against, but since we live in a world where Roller Coaster Tycoon can outsell Baldur’s Gate, Neverwinter Nights, EverQuest and Elder Scrolls IV, powerful fiction isn’t the sole driving force in creating a successful game. Instead, to many people, a good story acts as support to fun and engaging game mechanics.

  31. #31 by Viz on September 10th, 2007

    The ROI on Habbo may be much better, but that doesn’t mean that you can just make multiple Habbos and make more profit than on WoW. You can’t stuff an arbitrarily large amount of capital into an investment at fixed return. It’s practically a given that if Viacom makes ten of them, each one will be less profitable than the original.

  32. #32 by GregC on September 10th, 2007

    “Today to be successful you need a powerful fiction AND a good game supporting it. But the “game-y” part is in support of the fiction. And not the fiction in support of the game.”

    I have to disagree here bigtime.

    If that was true then WoW would be a massive failure. How many people actually read their quest text as opposed to look at “kill/collect N foozle noozles” ?

    “Powerful Fiction” is a hard-core game trait. Yeah – hardcore. Joe-Average doesn’t care about “why” he is killing foozles for noozles – just where to find them, how many does he have to kill and what he gets as the reward.

    I am a huge fan of story but you can have little to none with a well made fun to play game and be completely successful.

    Something I believe, that doesn’t make me especially happy.

    @Abalieno : When you say “WE want…” you are not speaking for the masses – you are hard-core. You have a game blog, you read game blogs, you respond on game blogs – even knowing that Scott has this site declassifies people as being “WE” when referring to masses.

    One of the problems in this industry is that “WE” who make these games often consider ourselves as “WE” of the masses.

  33. #33 by Abalieno on September 11th, 2007

    When is the last time you’ve seen Tetris on the shelves at full price?

    Here I disagree in the extent I was misunderstood, which is frustrating because I’d like better to disagree on solid points.

    From my perspective Tetris has not a powerful fiction, but WoW and sports game have it aplenty.

    Again I didn’t mean the quality of plot, that’s why quest text isn’t important in what I mean. The consistence of the experience goes beyond it.

    When you play a game like Forza, Gran Turismo or Need For Speed you either look for visceral realism or spectacularity. That’s evocative power. You are a driver in a world of speed. Today a driving game needs cool designs and a solid physics systems. Those aren’t “game” mechanics. The game is there to support the real feel, to suggest you are REALLY driving a car. To make it feel believable. You are drawing and shaping that feel from the fictional world of driving (whether it is biased toward realism or spectacularity), not from abstract game mechanics. When you see smoke, hear an handbrake, the engine… That’s fiction, not game. That’s consistence and it’s again about drawing you in. The myth of speed and badass car racer. You often have boobs today in car games, why? Because boobs and cars go together in our culture. So does street racing, or speed racing. You play again a game to roleplay and be there, in the same way you roleplay a football game that allows you to BE your team.

    Cars are prevalent in our culture in the same way sport is. Not a case that in all sports games the licensing is so important. Be one of those guys is important for the fictional power it has.

    Game-y games bared of all fiction usually fall back to handhelds and web games. The point is that they ARE a different way of designing stuff and one doesn’t overlap on the other. They are DIFFERENT products, which was my point. Different markets, which is why they need to be sold through other means.

    The point is that a game-y game wouldn’t live on retail shelves at full price, and the same would happen if you turn the model. One of today’s full experience games would never survive if marketed in the way of web games. These are different industries to my eyes simply because it’s more practical to treat them as different things. Game design, imho, changes GREATLY depending on what you work. And game designers specializing on one would probably do very poorly on the other.

    And, last point, the only reason why the female public today is biased toward the webby casual games is simply because there aren’t strong fictional alternatives for them. Games still talk to males prevalently. We lack a culture of fiction geared toward the other public. In particular if it isn’t mushy, sentimental stuff.

    And when I talk about immersion I mean it in a broader sense. The kind of immersion you have while watching “Lost”. Even in that case you look for a consistent fictional world that can draw you in, meet strong characters and live a bit along with them. If you don’t want to call it immersion, call it empathy.

    The game must say something about us. Playing Tetris is a different thing. You are just killing time as when doing crosswords.

  34. #34 by Abalieno on September 11th, 2007

    I forgot one point as always.

    @Abalieno : When you say “WE want…” you are not speaking for the masses – you are hard-core. You have a game blog, you read game blogs, you respond on game blogs – even knowing that Scott has this site declassifies people as being “WE” when referring to masses.

    One of the problems in this industry is that “WE” who make these games often consider ourselves as “WE” of the masses.

    That’s not MY problem.

    It’s these web 2.0 guys coming to our conventions to teach us as to run the business. It’s them laughing at WoW because they know better. It’s them pretending to be better designers. It’s them pretending to be the bigger market. It’s them pretending to have the hugest subscription base. It’s them pretending to make the more money and tap the largest public.

    It’s Raph claiming that big budget games are dinosaurs. It’s him claiming who’s the king.

    Not me.

    I merely claiming these are two *different* things, and should be treated separately. The rules and strategies applied to one just wouldn’t work on the other.

  35. #35 by Requiel on September 11th, 2007

    I’m amazed Scott hasn’t yet comented on UGC taken to it’s logical extreme: Acclaim’s design competition. ‘We’ll provide a design brief and an oversight committee along with a bunch of freeware resources and you’ll make us a playable game please!’ I guess it beats paying a staff to do it for you.

  36. #36 by Andrew Crystall on September 11th, 2007

    Raph – Well, the success of WoW with its relatively primitive art is encouraging for costs. Massively complex art implementations are of course one of the bugbears in “next gen” content.

    Being able to run on an average computer is also pretty much essential, of course…

  37. #37 by Raph on September 11th, 2007

    When is the last time you’ve seen Tetris on the shelves at full price?

    At every platform launch. :)

    Today a driving game needs cool designs and a solid physics systems. Those aren’t “game” mechanics.

    Uh… physics most certainly is game mechanics, and these days, the cool designs are also part of the game mechanics — stuff you unlock and buy with points and so on.

    Game-y games bared of all fiction usually fall back to handhelds and web games.

    Why do you say “fall back”? Why not “move forward”? A lot more people play handhelds and web games. Your language itself is revealing biases here. The same as you go on with the word “pretending.” Nobody is pretending anything. Your desire to have separate playing fields sounds like fear, honestly.

    I can understand the fear, because to many, the rise of this sort of web game sounds like the death of the games they love. Well, it’s not death. It is evolution, though.

    the success of WoW with its relatively primitive art is encouraging for costs.

    WoW does not have primitive art. It has incredibly sophisticated art direction. What it has is relatively primitive graphics technology. Which was part of my point. Equating the two is exactly what I was saying you should not do to succeed in “designing for everywhere.”

  38. #38 by bloo on September 11th, 2007

    Dear CMP: Fix Your Mutherfrakkin’ Mics! Every single presentation I attended, except Morhaime’s keynote, was riddled with microphone troubles.

    And Morhaime’s presentation – Scott has it right. If you can’t say something nice…. Although, a couple of his charts were interesting. His slide showing WoW at 7 million as of end of 2006 said “sell through” and not “active subscribers”. A different chart on subscribers shows linear growth (a straight ascending line) in subscribers for the first 5 fiscal quarters after release. Another slide showed 3000 current employees (or that might have been end of 2006), which you can extrapolate labor costs if you’ve got a good base line of costs/employee, e.g., if $50k/employee in payroll, benefits, etc., then their annual labor cost is ~$150 million. IIRC, it has been posted in the recent past that they have ~1600 GM/Support staff (I think that doesn’t include their PRC and ROC (Taiwan) partners).

    Nice to meet you, Scott.

  39. #39 by Abalieno on September 11th, 2007

    Uh… physics most certainly is game mechanics, and these days, the cool designs are also part of the game mechanics — stuff you unlock and buy with points and so on.

    Physics is not an abstract game mechanic, it’s game mechanics drawn from reality or the fictional idea of reality (when the physics is meant to be spectacular and not realistic, as in Ridge Racer or Wipeout). “C0ol designs” are stuff you unlock and buy even in real life.

    Of course they are game mechanics, but they are game mechanics put there and used to reproduce a fictional world.

    Why do you say “fall back”? Why not “move forward”? A lot more people play handhelds and web games.

    Because YOU are biased. The kind of games I describe are clearly more elaborated and complicated. They require more time to make, they require more people, more specialists. They have multiple levels of complexity. Mine wasn’t a quality or preference comment, it was just a simple consideration.

    YOU instead talk about EVOLUTION. As if your model is the “right” one meant to replace everything else. You have those claims of predominance and control that I consider silly. You laugh at big productions while saying the webby games are eating their launch.

    Frankly, hearing you feels like you lost your objectivity and are just trying to impress to raise funds and attention for your company.

    Me, I don’t have an hidden agenda.

  40. #40 by Abalieno on September 11th, 2007

    About Morhaime having nothing to say (as noted in some comments and other blogs)…

    I appreciate that Blizzard is coming out of its hole, but they are sending the wrong people.

    Send those who are involved into day-to-day development of games, not those who sit on their chair and count money. Even the case of Rob Pardo is again the case of someone who got his feet out of direct development and is now “supervising” and making sure others do the job.

  41. #41 by GregC on September 11th, 2007

    “It’s these web 2.0 guys coming to our conventions to teach us as to run the business. It’s them laughing at WoW because they know better. It’s them pretending to be better designers. It’s them pretending to be the bigger market. It’s them pretending to have the hugest subscription base. It’s them pretending to make the more money and tap the largest public.

    It’s Raph claiming that big budget games are dinosaurs. It’s him claiming who’s the king. “

    @Abalieno: Uh wow. Did Web 2.0 steal your pony? I mean really…wow.
    So you are the defender of the righteous MMO games? The ones who dare not try to appeal to more people than guys who like to pretend to be Elf women in chain mail bikinis? The ones that us the same business model from 10 years ago? I mean give it a rest. Games constantly evolve – this is another evolution for online games. Which will bring MORE people into playing online games which is good for every one making online games.

    You obviously have some kind of axe to grind…but only the gods know why. ( I am still thinking stolen pony) I work mostly in the traditional MMO market. I do not feel threatened by Raph or anyone making any kind of game for that matter – why the heck do you?

    If any kind of game gets more people playing games then I am freaking happy. Its another person one step closer to being a possible future subscriber to my next game.

    Also – Tetris is a game full of immersion. I almost missed a flight once due to being immersed “in the game”. I did not need to be immersed in story. I did not need to believe I was “one of the blocks”. It sucked me in and blotted out the outside world – that IS immersion.

  42. #42 by Abalieno on September 11th, 2007

    So you are the defender of the righteous MMO games?

    I have no righteous pretenses, and you would know it if you read what I wrote.

    I consider them two different markets with different goals and rules. Both can live and prosper on their own path.

    Who’s “righteous” is the one saying that one has to take over the other and talking about “evolution”.

    IT IS NOT ME.

    And I fear nothing about this because I’m not an hypocrite and never hide what I think.

    Instead I feel annoyed when the discussion on games I’m interested about has to drift toward these moot points. When they want to teach this side of the industry how to design games. In the same way many of us are annoyed seeing Second Life named everywhere. It’s not hate toward Second life or web games, it’s just annoying noise.

    Which is why I would separate them. Close the madmen in their room, while I hang out in mine, discussing my games.

  43. #43 by Sweetmeat on September 11th, 2007

    I sort of lost interest in all the counter arguments about half way through the thread. I would like to make a few points that I didn’t see earlier.

    1. I won’t play any game which seeks to get revenue from advertising to me. I think the popularity of TIVO pretty well demonstrates that a lot of people are already oversaturated and will only resent you if you pile more advertisments in their field of vision.

    2. I probably woudn’t play a game where spending on micro-transactions or RMT of some sort beyond what I would normally pay for a subscription would give some one an edge. I think a lot of people feel this way on principle, and I would go further to say that these people ( the principled ones ) are actually the people you want playing your games. They are the ones who treat eachother well, and help out newbs, and generally make a community welcoming enough that someone just starting out might decide to stay from having run across them. If you drive them off of your game so that you can make more money, you will be left with a less principled player base. Perhaps I think too highly of myself, but I believe it’s a mistake to actively select for people with lower ethical standards. I think you will pay for it with more headaches in the long run, even if that just adds up to not really liking the people you’re running the game for.

    3. On a completely different tack, I for once ( it is very likely a first ) agreed with Abalieno on something. Player housing if done incorrectly in a game will make communities much less open and much more insular. In DAoC it pretty much depopulated all of the places people used to gather when everyone retreated to their own little Ivory towers. It made the capital citys ghost towns, which was just another nail in the coffin of replacing player losses with new players. I suspect you could probably design it with incentives to keep meeting in public places but that would have to be done carefully and integrally to the whole system of what housing does and doesn’t offer, or most of your player base will only see their friends and guildmates from that point on. CoH did a good job of this, bases didn’t really change how most people played much other than making travel a little easier ( it’s already very easy to get around ).

  44. #44 by Tess on September 12th, 2007

    I have a radical idea. I need to find somebody to sponsor a party. Next year, I should throw a party where people can actually hear each other, without having to scream over DJ AnonymousHoodieWearer and his generic random techno nobody cares about. And there should be no brassy MC on a PA system so loud that people on the Space Station can hear her, giving out free T-Shirts to people who already have too many free T-Shirts. How about a party where people can talk? Because talking and drinking are what we’re REALLY at the parties for, anyway. It’s almost like they go out of their way to prevent us from talking, though.

  45. #45 by Serpilian on September 13th, 2007

    Personally, I just can’t believe that Raph actually compared LOLcats and HotOrNot to actual games in his slides. Umm, when did they become games? And what crack do I need to smoke to see them as such? =D

  46. #46 by Loredena on September 13th, 2007

    As someone who plays games, and doesn’t design them, I find the arguments entertaining. I play MMOs, and I’m pretty hardcore-casual. I also ‘play’ Web 2.0 – I have a livejournal, I’m on LinkedIn, I read tons of blogs. Finally, I play ‘casual’ games on both the PC and my DS (yes! The first handheld I’ve ever wanted to play on. As the Wii is the first console I’ve ever enjoyed playing on). I find Civ4 exceedingly immersive as a game, but I can’t say there’s much there that qualifies as a ‘story’. On the other hand, when I play NWN, or Morrowind, or other RPGs, it’s the story that draws me in. A large measure of the attraction of MMOs to me is that ‘massive’ part – I play them as much for the socialization as the gameplay. So, to me, MMOs already DO interact with Web 2.0 – that’s where half my bloglines and LJ list came from afterall. Oh, and housing done right is a tremendous draw to people like me – I like decorating my ‘house’ in EQ2. And I’m absolutely dancing with glee that they’ve added ‘outfits’ so I can choose my look without having to gimp my gear. Finally, I consider myself an ethical player, one who is friendly and helpful. And I don’t give a rat’s ass whether or not the game supports RMT and/or micro-transactions, so long as I don’t *have* to use them to function. Of course, I’m a woman over 40 with a full-time job, so I DO have more money then time. On the plus side, that means I can afford to play multiple games; I *should be* your target audience – I play them for years, I don’t mind the sub fee, and I encourage friends to play with me. And since I’m not a raider, and I play multiple games, I’m not even on the high-end for utilization of your resources. Hell, I paid for the life-time sub to LotRO so I didn’t have to feel like I was wasting money if I wanted to do something else for 3 weeks, I would love it if EQ2 and WoW offered that option.

  47. #47 by DaveT on September 13th, 2007

    You don’t need to smoke crack to see that what’s really being discussed is alternative methods of parting people with their money for consuming digital entertainment, whether the experience is directed or user-determined.

    MMOs and social networking destinations are both online services that seek financial profit from their user bases.

    Western-model MMOs monetize users with box sales and subscription fees, Asian-model MMOs monetize users with free client/gameplay and the direct cash sale of virtual items.

    This is a product of the nature of the industry in both geographies and the cultures that have evolved around them. 3 of the key points in Asian territories: is a 15 year history of a microtransaction economy (with supporting infrastructure) that began with cellphone internet access and per character text messaging; an additional layer in the games ‘retail’ industry known as ‘Game Operator’; and third, pc baangs. We don’t have this in North ‘All-You-Can-Eat-For-$2.99′ America.

    The palpable tension you see between both camps is due to the fact that both are facing increased competition in their respective markets and as a result, must look to other means to compete for marketshare.

    The MMO crowd gazes enviously at the sheer number of people playing massively multiparticipant online social spaces, while the MMOSS operators covet MMORPG ARPU.

    MMOSS operators mock the dev cost of building and maintaining MMOs as well as the quaint old-school business model; the MMO operators look down their noses at the nickle and diming model used by the ‘FOTM’ MMOSS.

    The reality of the future of the industry is somewhere in the middle, it is believed. Just how we’re supposed to get there, together, is the question at hand.

  48. #48 by Morghanna on September 14th, 2007

    This has definitely been an interesting and lively discussion :) .

    I believe I am in the ring with Loredena in terms of what real customers are wanting. I think one of the reasons that MMO’s are mimicking each other is due to the fact that some of us like comfort and we like being able to pick up a new game and not having to spend time perfecting it. As a woman, I agree that the housing system in SWG and EQ2 was outstanding. I think that is the next phase of game development to be explored. Give players places to create within the game. Not completely unlimited like in Secondlife where it gets completely abusive to other players. Rather, within the context of the game. I know when some of the boss mobs in EQ2 started dropping house pets that would move around your house, I was out there trying to get in on raids I wouldn’t have even considered as a casual player.

    I think it gives players an acceptable place to go if they don’t want to or can’t handle hanging out in the social gathering places like Stormwind in WoW (one place guaranteed to crash my dial-up arse). Additionally, it can actually make the player feel real ownership of the game world. I would never sell my EQ2 account due to my apartment. I had too much invested emotionally into creating that environment that I would never want someone to dismantle it. I think also it gives us real things to spend our money on once we have gotten every piece of kickass armor and weapons that we can.

    In terms of the argument of microtransactions, I for one hate the idea. However, after actually attending the Nexon session, I have to say I understand why people want to explore the ideas behind it. It was very financially convincing. As a player, would I like it…probably not. However, he had some great points about the youth of today being trained to do it through the practices of Itunes and buying things for their cellphones. Maybe we are just peering into the face of gaming practices of tomorrow?? Maybe the next generation of players is emotionally prepared to make the commitments that we are not.

    It was my first AGDC and honestly I loved it through the starry eyes of a newcomer. Yes we need to fix the space issue but its not going to stop me from signing up for next year. I met so many great people and can’t wait to see everyone again!

  49. #49 by Lenin on September 15th, 2007

    Gah, these endless arguments!! Going nowhere!

    It really boils down to something simple, for me:

    1. In any field, there’s craftsmanship, and art. High-quality craftsmanship and art are expensive. They lead the way. They set the standard. When they end up both spectacular and popular, they clean up like nothing else out there.

    2. And then there’s business: make the most crap for the cheapest price possible, that’s good enough to look shiny enough to attract the average Joe who doesn’t know the difference between Gallo and Chateau Neuf du Papes. Why make and sell expensive wine when you can make cheap knockoffs that 90% of the market will never be able to distinguish as different from the originals?!

    Raph and Eric and the rmt/micro folks are in the second category. Blizzard and “the dinosaur” MMO makers are in the first.

    We do, admittedly, live primarily in a junk culture these days. The commies are winning, according to Raph & Co., and cheap goods for the masses matter more, I guess, than any further interest in high craft.

    So I guess the industry mantra is, the sooner we can mechanize the mass production process for games, the better.

Comments are closed.