Aug 082008
 

Testing the Limits of Single-Player is a cool article by Jason Rohrer which messes around specifically with the game grammatical notion of the “opponent” — basically, questioning the boundaries of single-player games, and how deep they can be, compared to multiplayer games. It’s interesting because it not only explores it from a design theory point of view, but then goes on to offer up a game prototype exploring the issues. Very cool.

SIGGRAPH Web3d/Sandbox keynote

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Aug 082008
 

If you are attending SIGGRAPH in LA over the next few days, I am doing a “joint keynote” for the Sandbox games event and the Web3d Symposium tomorrow (I think that means you can get in regardless of which of those two you registered for). It was kind of challenging coming up with a topic that would fit both, until I realized that they’re kind of converging.

Putting the World in World Wide Web

It’s been predicted for a long time that the Web would go “3d.” But many of our predictions about the Internet have been wrong. As a class, the digerati predicted interactive libraries, not MySpace; 3d navigation of sites, not widgets. Users have a habit of taking the best-laid architectural plans and turning them inside out, developing different uses for our closely held technological dreams.

So what is actually happening? Games and social media are converging at a rapid rate, and our whole digital world is about to be reinvented via new technologies that are just now starting to be commercialized. Come take a glimpse into a possible future — one that is almost certainly wrong in many details, but is at least extrapolated from today’s events, rather than old dreams.

Aug 062008
 

Forbes.com has an interesting article on the casual games bubble bursting, that mentions that the portals aren’t really exploiting the long tail. They’ve trained their customers to grab games from one of three genres only, and cycle stuff off the top so rapidly that a game with a six month ramp to success (such as Peggle) need massive marketing pushes in order to be profitable.

But the biggest problem facing casual game developers is the Web portals they depend on for the majority of their sales. Most developers provide their games to portals for free in exchange for the mass audience drawn in by a Big Fish Games or a PlayFirst. In exchange, portals receive a 30% to 40% cut of revenues. Since the casual game portals make the most cash off spikes in game sales, it behooves the portals to constantly feature new content. The best games are lucky to survive on a portal’s front page list for more than a month.

It goes to show that it’s easy to make a shelf-based, hit-driven business even in a long-tail sort of environment. The article comments that this situation could be fixed if the portals ran more like Amazon or Netflix, marketing their back catalog much more aggressively instead of only grabbing the latest. On the other hand, this may be tricky for games, which are so heavily driven by neophilia: playing old games is a tough sell often, because as the Theory of Fun tells us, if you’ve moved on from a game, it is probably not fun for you anymore.

In the long run, this isn’t good for the portals, as their smaller developers exit the market in search of more financially rewarding pastures. Social networks are mentioned — I think many of these developers are in for a shock as to how different an environment Facebook is from Big Fish.