Thoughts on Cow Clicker

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Oct 062010
 

Earlier today, after watching Ian Bogost’s GDCO talk about Cow Clicker, I tweeted “I don’t think Ian learned the right things from Cow Clicker.” I got a lot of questions about that, so here goes:

Let me start with the fact that Ian is a friend, and we have had plenty of volatile and engaging debates on any number of game-related subjects. Let that fact color everything I proceed to say.

So  I mentioned to him after his talk that he made an artifact that was a subtle and complex critique of a genre, using the genre itself, and got it to 50,000 people plus a bunch of press, who engaged with it on its own terms, and built upon it in creative directions as well as using it as a springboard for their own debate and commentary, even if only via ironic play of the same.

Ian reads this as a failure to some large degree, whereas to me, failure would have been if no one cared.

I read it as tremendous success, and also as validation of the notion that the limitations we see in the games today are not inherent to the social game paradigm (since his game managed to subvert and extend those paradigms through sheer intent). His game is proof positive, to my mind, that the games are not only cow clicking!

I say this even as I agree with elements of his critique. But I think he doesn’t give himself enough credit here. But Ian is a “glass half empty” kind of guy by his own admission, and the project did start out as satire…

I also think that there is a danger in saying, as he did, that he is concerned that people actually play Cow Clicker for entertainment. It is a mistake for a creator, IMHO, to believe that they “own” the “proper” uses/interpretations of their creation once it leaves their hands, and it has a whiff of worrisome elitism. This may perhaps be implicit in its origins as a satire. When I mentioned this point to him, he agreed, but said “But I don’t need to like it.” And that is also equally true.

The talk also had a bunch of stuff in it about audience, and I think that one of the elements there that set me off on that front was the notion that say, the creators of The Suite Life on Disney Channel don’t feel proud of what they do, and I think that is also a pretty dangerous avenue to go down.

That said — All props to Ian for seriously engaging with the topic enough to go as far as he did — it shows a level of intellectual honesty and rigor that few would venture to. I was one of those who said to him “you really should make one of these or seriously engage with them before you level this magnitude of accusation against them” and he took me up on it in spades. So my comment is in no way an attack on him, but rather a continuation of the debate. 🙂 In many ways, what he did was a brave act of game design. Most are content to carp from the sidelines. I just wish he gave his resulting work, and his audience, a bit more credit. 🙂

GDCOnline day one

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Oct 052010
 

I am here in Austin for GDC Online, and I haven’t made it to any sessions yet. Efforts continue to pare down my 1 hr 20 minute presentation to something that fits inside of a session slot, but moreover, I am now giving an addition presentation tomorrow, stepping in for John Donham who can’t make it. So if you are at the show, stop by Wednesday for this session:

AAA to Social Games — Making the Leap Speaker/s: Raph Koster (Playdom)
Day / Time / Location: Wednesday 1:30- 2:30 Room 5
Track / Format: Production / Lecture
Description: Developing games for social networks is a dramatic shift from making titles for PCs, consoles, or even the Internet. These new distribution channels have many unique lessons to learn, including fundamental revisions to the development process itself. This session will provide you with a solid basis for revising your strategy as you approach social game development.

My regular talk is on Friday. I also hope to have some liveblogs for you all of sessions I attend if I get the chance.

One BIIIiiiillion

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Oct 012010
 

There are now one billion registered virtual world accounts, according to KZero, with 350m of them gained in the last twelve months.

More telling is the areas in which the growth has come. Around half that billion is in kids’ worlds (ages 10-15), which now boast many worlds over 10m users, including some shockingly large figures like Stardoll at 69m, Girl Sense at 18m, GoSupermodel at 18m, Neopets at 63m, and Club Penguin at 47m.

Universe chart Q3 2010: 10 to 15 year olds | KZERO – Blog.

The 15-25 bracket has the monster Habbo of course, at 175m registered. KZero picks this segment as the one to watch in terms of innovation. Meanwhile, worlds for ages 25+ have not seen nearly the same level of growth, but still have basically doubled in total registrations since Q1 2009.

Digital game downloads pull ahead of retail

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Sep 202010
 

NPD released a report today saying that the PC gaming market is now 58% download sales, though only 43% of revenue — mostly because retail prices are higher. Both retail and download sales are dropping though — revenue is down 21% and unit sales down 14% over the last year.

Why? Well,

“The overall decline of PC games when combining sales via both digital downloads and physical retail sales is impacted by the expansion of social-network gaming as well as the continued expansion of free game options.” NPD analyst Anita Frazier said…

Digital game downloads beat retail store sales | Gaming and Culture – CNET News

Interestingly, the top five digital retailers for AAA show the power of using connectivity in a strong fashion: Steam’s on top of the list, and they by default install a startup-launching login widget; two of the top five are Blizzard and worldofwarcraft.com; and the other top five entries are EA.com and Direct2Drive.com. (The list of casual downloadable leaders is quite different).

Retail has been pushing used game sales for quite a while in order to drive revenue, of course, which by and large game publishers have not liked much (supposedly last year John Riccitello of EA compared used game sales to piracy). It wasn’t very long ago that Best Buy announced they were moving over to that model.

The downside to this may be that used game sales may start running into legal issues, if the battle around shrinkwrap licenses and first-sale doctrine for software continues the path of the recent 9th Circuit Court decision — basically, it said that software publishers can indeed say that you don’t own software, but instead just license it; and therefore can block you from resale.

All in all, the shift to a fully digital future is well underway, and I would expect retail revenues to keep declining. Some are happy about it, such as this guy:

And why not? Digital music can be played on any device. Electronic books can go anywhere the user goes. And streaming movies on demand is far more convenient than mailing discs back and forth.

“The end of software ownership–and why to smile”, CNet

Others will be less sanguine about the idea that their investments can be remotely deactivated, have curtailed legal (and illegal) uses, or simply obsolesce out of being usable when the licensing authority shuts down its servers.