Game talk

This is the catch-all category for stuff about games and game design. It easily makes up the vast majority of the site’s content. If you are looking for something specific, I highly recommend looking into the tags used on the site instead. They can narrow down the hunt immensely.

Musings on the Oculus sale

 Posted by (Visited 35013 times)  Game talk  Tagged with: , , ,
Mar 252014
 

four-square-1Rendering was never the point.

Oh, it’s hard. But it’s rapidly becoming commodity hardware. That was in fact the basic premise of the Oculus Rift: that the mass market commodity solution for a very old dream was finally approaching a price point where it made sense. The patents were expiring; the panels were cheap and getting better by the month. The rest was plumbing. Hard plumbing, the sort that calls for a Carmack, maybe, but plumbing.

Rendering is the dream of a game industry desperately searching for a new immersion, another step in the ongoing escalation of immersion that has served as the economic engine of ongoing hardware replacement, the false god of “games getting better.” It was an out: the plucky indie that bucked the big consoles but still gave us the AAA. It was supposed to enable “art.”

But rendering was never the point.

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GDC: Building game retention tips

 Posted by (Visited 9234 times)  Game talk  Tagged with: , ,
Mar 252014
 

Aside from the ten minute talk at Critical Proximity that I posted yesterday, I spoke for an additional six minutes at GDC2014 (yes, that’s unusually low commitment for me!). It was a microtalk on retention tips for free to play games in the “build and invest” genre — stuff like farming games, city games, all those isometric games where you plonk down little objects. You can find the archived presentation here.

Quests work against self-expression. They force you to build what the developers want, not what you want.

Most of the panelists focused on the “modern” use of the term “retention” — which is to say, they focused on how to get people to come back for the second day, or for a week. The phrase “daily login bonus” was a common reference. But I knew that would be the case, and so took the opportunity to continue my hapless crusade to get social-style games to greater heights of community and user involvement.

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Mar 242014
 

The debates about “what is a game” happened between multiple overlapping circles that have very little to do with one another… “Games” is never going to fall into one bucket or critical lens… We enrich ourselves and our mutual understanding not by claiming pre-eminence of one circle, but by learning to move between them.

On the Sunday before GDC, I attended and spoke at Critical Proximity, a games criticism conference. It was quite excellent. I am left with many thoughts, which will have to go into a separate post on the subject. In the meantime, there are write-ups available in several places:

As regular readers know, I have been involved in a lot of discussions about “formalism” in games over the last few years. This talk was an attempt to reset the conversation with insights into “formalism in the real world” as Brendan Keogh put it on Twitter, a look into the ways in which looking at the formal structure of games is able to help out and illuminate all sorts of games criticism. Including “softer” or more humanistic approaches, such as historiography, study of play, and cultural studies approaches.To that end, I deployed a set of analogies from other media: fine art, and poetry, and music, to help draw connections between the ways formal approaches and even notation are used in these other fields, and how we might use them in ours.

My talk is below the fold (hover over the slides for the notes text), and for the full transcript plus a link to the video, go here.

There were many other talks I highly recommend… the entire Twitch stream is available (see that same link) and lasts 8 hours!

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Me at GDC 2014

 Posted by (Visited 5182 times)  Game talk  Tagged with: ,
Mar 132014
 

gdc_2014As usual, I will be in San Francisco this year! It’s a relatively quiet year for me though.

I’m giving a talk at Critical Proximity, which is a brand-new conference held on Sunday, the day before GDC kicks off. It’s a conference all about games criticism. My talk is called “A New Formalism,” and it’s about ways to apply various sorts of picky craft approaches to games in ways that hopefully enrich the non- formal styles of critique.

I am also giving a microtalk as part of the GDC F2P Summit, on retention tips and techniques specifically for “build and invest” style games:

Microtalks: Retention Tips for Free-to-Play Genres

The two pillars of free-to-play gaming are retention and monetization. Because players monetize over time, you need to keep as many of your players coming back for as long as possible. But how do you accomplish that? In this uniquely-formatted session, seven battle-hardened free-to-play veterans will give microtalks about retention techniques for seven different free-to-play genres: builders, hidden object games, card battle games, RPGs, word games, shooters and social casino. Learn the tips and tricks that the pros use in each of these genres.

That’s on Monday, Room 2016, West Hall, at 4:30pm-5:30pm. Remember, my part is all of six minutes — I share the time with a bunch of wonderful folks.

Beyond that — a whole bunch of business meetings, dinners and networking and whatnot. I will have a copy of my card game with me at all times, so if you see me, expect to get dragooned into playtesting. I will also have a variety of other game prototypes too…

 

 

Balancing novices and experts

 Posted by (Visited 10811 times)  Game talk  Tagged with: ,
Feb 062014
 

ninjasquirrelOnce again, another question that came in via Quora. The issue at hand is, what do you do to balance experts and novices in a game? Especially if there are persistent elements like leaderboards in the design, which tend to cement experts towards the top?

This is a big issue as games become more persistent and emphasize multiplayer aspects more heavily. Single-player games now swim in a soup of constantly connected profiles with all sorts of achievement and expertise data, effectively rendering them all multiplayer via the addition of a metagame. And we should not forget: the average player is below average; or to be more precise, the median player will have a win-loss record that is lower than the mean or average win-loss record, because the high-skill players win a disproportionate percentage of the match-ups. This results in the mode for the win-loss record curve being “loss.” (For more on how Pareto curves manifest in this sort of persistent environment, I refer you to my 2003 talk on “Small Worlds” [PDF]).

This sort of accumulated record of expertise can serve as a huge disincentive to participate. Novices will look at high ratings and consider the game hopeless. Nobody likes feeling inadequate. And of course, once in an actual game session in any sort of competitive scenario, it is rare for the match to actually be between perfectly matched opponents. It doesn’t even take a significant skill gap for an accumulated win-loss record between a novice and a ninja squirrel to begin to look pretty dismal. And of course, in skill-based systems that lack infrastructure, people can try to hide their ratings — that’s the basis behind being a pool shark.

There is no way known to solve this issue. In fact, balancing arbitrary teams, for example, is an NP-Hard problem. Fortunately, there’s a pretty standard grab-bag of tricks to ameliorate the issue: Continue reading »