May 292008
 

Greg Costikyan over at Play This Thing! has a list of “eminent game designers” that refreshingly crosses over into boardgames, ARGs, and other areas of the field. No bios or justification given — not even some short credits, alas — so looking up the folks you don’t know may prove a tad challenging. The comment thread is gathering more names and suggestions — go participate!

 Comments Off on Another list: eminent game designers

I’m #9

 Posted by (Visited 9068 times)  Game talk  Tagged with: ,
May 282008
 

Massive Online Gamer coverBeckett Massive Online Gamer has selected a list of the “Top 20 Most Influential People in the MMO Industry.” I came in at #9.

  1. Rob Pardo, Senior VP of Game Design, Blizzard Entertainment
  2. Jeffrey Steefel, Executive Producer, Turbine
  3. John Smedley, CEO, Sony Online Entertainment
  4. Hilmar Pétursson, CEO, CCP
  5. Jack Emmert, CCO, Cryptic Studios
  6. Rob Seaver, CEO, Vivox
  7. Min Kim, Director of Game Operations, Nexon America
  8. Scott Hartsman, Formerly Senior Producer, SOE
  9. Raph Koster, President, Areae
  10. James Phinney, Lead Designer, ArenaNet
  11. Richard Garriott, Creative Director, NCSoft
  12. Starr Long, Producer, NCSoft
  13. Cory Ondrejka, Formerly CTO, Linden Labs
  14. Mark Jacobs, GM and VP, EA Mythic
  15. Sulka Haro, Lead Concept Designer, Sulake
  16. Sage Sundi, Global Online Producer, Square-Enix
  17. Jess Lebow, Lead Quest Designer, Carbine Studios
  18. David Perry, CCO, Acclaim
  19. Sanya Weathers, Director of Community, Guildcafe.com
  20. Daniel James, CEO, Three Rings Design

Quite flattering, and it’s really great company to be in.

The multi-head world

 Posted by (Visited 5361 times)  Game talk  Tagged with: ,
May 222008
 

It’s nice to finally see real movement towards a very old idea, the world that surfaces radically different experiences on different client platforms. With the announcement that Disney Fairies will have a Nintendo DS version, we see this finally coming to fruition.

Making clients that work on more than one platform or device is a tricky challenge, and one thing that has been talked about forever it seems is the notion of having a separate client that accesses a different portion of the world than the main client. For example, every MMO I have ever been involved with has discussed the notion of a cell phone client just for auctions, trading, checking your shops, and other sorts of low-rendering-requirements tasks.  And yet, the movement towards this stuff always seems sort of tentative.

Disney’s jumping in with both feet, with the notion from the get-go being that Fairies is a property you interact with on many levels, and the DS version and the web version are just two ways (with perhaps “central authority” existing in the web version). For that matter, the toys are also just another way.

When you are engaged in the process of building alternate realities, this is the right way to think about it. The client is just a window into a larger world. Creators should be thinking of their worlds as properties and entities that exist independent of rendering method, interaction method, and so on. And the strongest properties will be those which are not rendering dependent and yet retain a strong central creative identity, designed for everywhere.

Universal client will come — but there are always going to be different real life situations that demand different levels of engagement, and you want your players to be able to engage in every way they might want. Forcing them to sit at a desk is to force them to interact with your brand your way, not their way.

May 202008
 

Nielsen is saying that Club Penguin is stalling out — not much, just a -7% growth year on year from last April to this April.

Of course, with the quantity of kids’ worlds coming into the market now, this is not really surprising, is it? I mean, I was at the grocery store this weekend, and there was a rack of Beanie Babies 2.0 with giant “play online!” tags hanging on them. It may be that this is the death of “Web 2.0,” when it gets co-opted for Beanie Babies.

At left here is the rack of game cards available at Target — snapped this weekend, and strongly reminiscent, finally, of similar shots I have taken in Korea, Japan, and China. For years, there was no such rack in the US. Then it was just a couple of cards, and only at some checkouts. Now it gets a rack right between the TV box sets and the top pop albums (you can see REM’s latest CD there, abandoned on the top shelf).

Besides the cards you maybe expect to see, like Club Penguin, WoW, and Zwinky, there’s also a large stack of ’em for gPotato games (Flyff, Shot Online, etc) And Acclaim, which make their living by bringing over games from Korea. There’s WildTangent cards, and the Gaia cards are almost sold out. The diversity is interesting, as is the lack of cards for most of the core gamer MMORPGs. The strong presence of the often-marginalized Korean games is telling.

Meanwhile, I hear that Age of Conan has something like 700,000 units in the pipe for day one, which is either a business blunder or a sign of high pre-orders and pent-up demand. WoW players looking for something new to sink their teeth into?

We’re starting to see the fragmentation that can come from having so many offerings on the market. How many kids’ worlds can actually survive?

I actually think the answer is “just about all of them.” If online continues to chew through the gaming market, this rack could be the size of a Gamestop someday — one stack of cards per game, in a world where all the games try to drive alternate revenue streams regardless of platform.

Is Call of Duty 4 an MMO?

 Posted by (Visited 6850 times)  Game talk  Tagged with: , ,
May 152008
 

Rob Fahey has an editorial up on Eurogamer called “Genetically Modified Gaming” which makes the case that Call of Duty 4: Modern Warfare is lifting the key elements of an MMO, and is in fact the most important MMO release of the year.

This definitely echoes things I have said in the past about the ways in which online gaming is taking over single-player gaming. After all, the CoD series has always been about strong single-player narrative despite its multiplayer component. With the latest installment, there’s lots of MMOish things like persistent character advancement snuck in there.

On the other hand, I think it is worth asking if this is really what we want:

Player retention and the science of addiction is being expanded upon in innovative, groundbreaking ways

Put that baldly, it’s rather disturbing. I don’t want my games to be about the science of addiction! There are a lot of other qualities brought to the table by virtual worlds, and to my mind, it’s these other qualities that are better.