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.

Does a virtual economy affect player retention?

 Posted by (Visited 15136 times)  Game talk  Tagged with:
Jul 012011
 

This Virtual World Economics blog asks the question “Does a virtual economy affect player retention?

The answer is unquestionably yes.

It is well-established that broken economies will chase away users. Two examples:

  • The economy in Ultima Online was severely broken because of limited resources being hoarded, resulting in items not spawning. Essentially, insufficient liquidity in the market results in player loss.
  • We have also seen that excess liquidity results in player loss; it’s well established that duping, which generally results in an excess of both cash and items in the game, shortens player lifespans as well.

It’s harder to see whether having a robust virtual economy extends player lifespan, since it’s proving a negative. But we have seen that the removal of economic features to simply the economy results in the loss of users; the removal of the merchanting professions in Star Wars Galaxies had a negative impact. We have also seen, via that same game and via Eve, that given the option, a substantial amount of players will choose economic gameplay as their primary means of interacting with the game system.

Economic play is not a tertiary feature in game worlds, unless you consider loot to be a tertiary feature. Loot is reward for labor, albeit in a crudely simulated fashion. You can’t not design economics into your virtual world.

The question the blog post is really asking is about the degree of player-driven economy. Typically, we see a few gradations:

  • A completely managed economy — you buy and sell only to the game
  • A centrally controlled economy where the NPC shops provide price floors and ceilings, but players can transact among themselves; all items are sourced from shops and loot.
  • As above, but items start to be sourced from other players as well via crafting. Typically this is also where you add item damage and decay as well.
  • A “player-driven economy” where items of variable quality are sourced primarily from players rather than from NPCs, and there is minimal price-setting performed by the game engine. This can reach the point of being a complete laissez faire environment.

Once you get to the top tier, there’s additional wrinkles you can add into the mix, the biggest of which is whether you have a perfect information economy or not (WoW’s auction house is global, and basically acts like eBay, flattening prices; original SWG merchants and UO vendors were local, and therefore you could hunt for the best prices). The degree of customizability not just in visuals but in statistics permits varying quality goods, etc. Price fluctuations over time can lead to more sophisticated play tactics such as shorting, arbitrage, and the like.

Economic play is a proven game mechanic of great appeal going back to the earliest games, because it provides varying challenges in a defined system model, susceptible to varying tactics and preparation. In other words, it hits all the items on the “fun checklist.”

Jun 302011
 

Warning: giant (4700 word) post on basic marketing principles, prompted by some recent discussion on a forum about what makes for a well-retaining game.

A lot of folks, especially in social, seem to use the word “retention” when they should think “conversion.” I tend to think of this as an emotional journey.

You can think of this sequence as going something like this:

  1. Sampling
  2. Converting
  3. Retaining
  4. Re-engaging

Continue reading »

SWG is shutting down

 Posted by (Visited 63406 times)  Game talk  Tagged with:
Jun 242011
 

Star Wars Galaxies, a game I was the creative director on, is shutting down. It’s happening in mid-December. You can read an interview with John Smedley about it  on Massively. The short form, though, is that the contract with LucasArts is up.

I am sure there are plenty of people who are prepared to mourn; I went through my own emotional arc of moving on years and years ago at this point, so I am not going to dwell on it.

Instead, I’ll note that sandbox, worldy MMOs do not seem to have gone away despite the economic currents that run against them. It’s too big a dream, I suspect, and games like Arche Age, which isn’t out yet, Wurm which is, and of course EVE, show that there is a passionate audience for the sort of experience that lets you step into a more fully realized world and live there.

Some will say that SWG was a failure. They’ll cite the NGE, of course, and they’ll point out that it fared poorly against the juggernaut of WoW, despite the power of the license. My postmortem would be much like Smedley’s:

Here’s what I would have done differently. I would have made sure the ground and space games were launched all at once. I would have given the game another year to develop and really polish it quite a bit. I think we created one of the most unique and amazing games ever created in the MMO space. It is the sandbox game. Nothing else even comes close to what we did there. I would have really taken our time and polished combat right so we never had to do the NGE.

In the end, the game was quite profitable, it ran for eight years, and it entertained a few million people. I’ve been told it had a qualitatively different and more powerful community than other games, by objective metrics. It was built with some rickety tech — and some that won awards and led to patents (1, 2, 3). It was more casual and more broad appeal than what the license could even handle, in some ways, and many individual features that SWG had today power entire blockbuster giant companies in the social game space (hey look, farming where you come back the next day… where have I seen that before…?). And it gave us features that continue to amaze people who don’t realize what can be done: real economies complete with supply chains and wholesalers and shopkeepers, that amazing pet system, the moods and chat bubbles (anyone remember what chat in 3d MMOs looked like before SWG?), player cities, vehicles, spaceflight…

And dancing. Which everyone made fun of. But as far as I am concerned, it may have been the biggest and best contribution, the one that spawned a jillion YouTube videos and may well be the lasting influence the game leaves behind, an imprint on all the games since: a brief moment where you can stop saving the world or killing rats and realize the real scope and potential of the medium.

In the end, SWG may have been more potential and promise than fulfilled expectation. But I’d rather work on something with great potential than on fulfilling a promise of mediocrity. There’s a reason people are passionate about it all these years later. I’m proud to have worked on it.

Jun 162011
 

GDC Vault – Social Mechanics for Social Games [SOGS Design] is a link that takes you to the GDC Vault where you can watch a full video of the presentation, with the slides side by side, for free.

Of course, you didn’t need that, right? Because you already paid to get access to the utterly awesome GDC Vault. 🙂

There are a couple more free talks released today as well, including the AI rant and an inside look at the Humble Indie Bundle. You can check out all the free talks here.

 

 

Jun 142011
 

Sebastian Deterding has posted another spectacular presentation on gamification, but really on much more: the reasons why to make games, a great deconstruction of how they function from a social point of view, a lot of insights on game design in general… all in all, really wonderful.