Posts Tagged ‘design’

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Data Driven Analytics – What Social Games Do

31/01/2012

The team at Huzutech in Glasgow posted a fascinating piece on the use of data analysis and metrics in the social gaming space on their blog last week.

We checked it was OK to re-post the piece here and present, for your pleasure and delight, Huzutech on social gaming and designing by data analysis…

You can find the post over on the Huzutech blog – and we’d recommend checking it out.

 

The IPO of San Francisco social games giant Zynga at the end of 2011 highlighted just how polarised opinion is when it comes to this new area of gaming.

The social games scene exploded in last year.  The number of games on the market increased beyond all expectations, as did the variety of games – from simple word and puzzle titles, through to massively multiplayer adventures.

This expansion drew in huge numbers of players and led to massive growth in revenues, from subscriptions, the sale of virtual goods and advertising.

It culminated in late 2011, with Zynga’s initial public offering which valued the company at over one billion dollars.  Not too bad for a company which is not yet five years old.

Despite all of the success however, there remains a lot of cynicism over the future of the social games sector and the long-term value of the games themselves.

Many developers and publishers working within the existing games industry have expressed doubt over many aspects of social gaming.

The fact social games are free-to-play is seen as unsustainable and damaging the value of the game itself.  If a player does not have to pay for a game, the argument states, then they simply don’t value it.

The reliance of social games on the various social platforms (such as Facebook) ties their future into the ongoing success of that platform.  If the network runs into problems (over issues such as privacy), starts to lose large numbers of users, or makes major changes to its support for games, then titles using that network can run into problems.

Then there are the actual games.  Perhaps not surprisingly for a creative industry, this is one of the most fiercely held contentions regarding the social market.  Social games, it is claimed, lack any sort of artistic merit.  They are cynical marketing tools, which use psychological tricks to keep players coming back for more, in order to get them paying.  In short they’re not creative, fun or ‘designed’ in the same way as console, pc or even mobile games, but designed and driven entirely by numbers.

Are any of these claims valid, or even fair?  In part, yes.  However, some of these issues are being viewed in the worst possible light, possibly thanks to the sweeping changes and huge differences social gaming has introduced into the wider games industry.

The social gaming market is something entirely new.  Less than five years ago, it did not exist.  The fact it does now is down to Facebook opening it’s Application Programme Interface (API), which allowed developers worldwide to go and create their own content for the rapidly growing social network.

On any new device, technology or platform which supports consumer facing software, games have very quickly become the most popular type of content.  From the iPhone and Apple App Store, to digital interactive television to social networks, gaming it seems that users are discovering the joys of simple, short and low cost ways to play.

However, the market for these new forms of gaming operate very differently from the existing console and PC sectors.  The most successful games in new social, casual and mobile markets are free.  At least initially.  Users who are looking for smaller, simpler forms of gaming are certainly not going to pay £30/$40 up front for a game they don’t know they’ll enjoy.  While much lower price points ($0.99) have appeared on some markets, the most successful games are those which allow users to download and play them for free.

This business model requires an entirely different approach to creating and marketing a game.  In the ‘traditional’ games market, once the player has bought the game, whether they enjoy it or finish it is almost irrelevant (until you come to release the sequel).  The free-to-play (F2P) model, has to encourage players to return, to play the game again and again, so that new content, new virtual goods and new abilities can be unlocked or ‘sold’ from within the game itself.

Many companies are pushing ahead with this model to great effect.  New levels, new items, character customisation and rare/exclusive items can be sold to enthusiastic players and generate as much, if not more than simple up-front game sales.  Other companies have found success with an up-front payment and then in-game purchases.  Others still have made their entire game free-to-play but have included advertising links within the game.

All of these models are still in their early days, but indications so far are that with care and attention to when and how players are approached, they are willing to buy new content on an ongoing basis.

These points of payment however, have become contentious within the wider games industry, thanks to the data which social games companies can gather from players.  Unlike the PC and console market, where a player’s contact and interaction with the developer/publisher is limited, social games run and interact on a server, so the player is in almost constant contact with the company behind the game.

This gives the social games company far, far more information on how their players act within the game – down to individual mouse clicks, progress through the game and items used.

Many social games companies are using this data to refine and hone their titles, to make them more appealing, more compelling and dare we say – addictive.  This allows them to look for revenue on an ongoing basis, keep users engaged and make sure their players are still their players in the months to come.

This focus has lead to some criticism from the wider games industry that the social market, rather than being creative or driven by design, is actually being driven by data analysis and marketing.  Many developers are looking upon this as a negative thing, taking away much of the creativity and ‘art’ of other forms of gaming.

None of which is strictly fair.  A game which relies upon more ‘casual’ players has to be accessible, simple to pick up and easily understood.  A game which relies upon players returning many times, so that in-game purchases can be made, has to be compelling and addictive – though oddly enough it does NOT have to be ‘fun.

The data on when and how players take part in games, gives social developers the opportunity to really focus on getting players into the game, keeping them playing and encouraging paid transactions.  In turn, this understanding gives social games companies certain rules and mechanisms which can be used in new games and built into experiences which should keep players even more engaged and offer more opportunities for revenue.

There is a case to be made that the console and PC games companies, given access to the same data, would be adopting broadly similar approaches to development and design.  Major console games cost tens of millions and increasingly, hundreds of millions of dollars to create.  The publishers behind those games are not gambling with those sums of money.  They’re focusing just as much on what worked, what was popular and what players will pay for as the companies working on social games.

Does this mean that data analysis can replace the human element and creativity in game design?  Clearly not.  Data analysis can only take you so far.  Since the social games market is still so young, there’s simply no data on long-term use or user response.  Nor can data analysis reveal what isn’t yet on the market.  While many of the leading social games have pulled in millions of players, many more have yet to give games a try.  What is it going to take to address these potential gamers of the future?

Data analysis is a useful tool.  It can help make identify problems in games and allows developers to refine and polish their titles, but it won’t necessarily help create exciting, innovative and unique new experiences which don’t yet exist

As for the new business models being explored by social games companies, again there’s no real long-term data.  However, there are other platforms and indications that virtual good and in-app purchases are being accepted by users worldwide as interesting and valuable.

The mobile markets from Apple and Android feature a variety of apps, not just games, which feature in-app purchases, subscriptions, advertising funded titles and virtual goods.  If the platform is trusted, the revenue model convenient and the content perceived as having value, then consumers seem willing to pay for it.  Even ‘rental’ models for online movies, music and publications are beginning to make an appearance.  Its up to the creators to ensure that their content is seen to have that value.

Online, existing virtual communities such as Moshi Monsters and Club Penguin have also shown that new revenue models can work – even for audiences of a much younger age.

In short, it seems that the opportunities to move away from the traditional retail model is being explored – successfully – by a large number of companies across the online, mobile, social and casual markets.  Which has to be good news for the brand owners, media companies and intellectual properties now looking seriously at these new areas of entertainment for new revenue streams and opportunities to interact with consumers in a new and more interactive ways.

Finally, the concern about relying on a single platform – such as Facebook – is a valid one.  While social networks are still a new phenomenon, there is already substantial evidence that all networks are transient.  Previously booming communities such as Bebo and MySpace have shrunk to a shadow of their former selves.  Yet, Facebook has in many ways rewritten the rules for social spaces.  The open API and critical mass of users suggests this network will be around for a significant time to come.

Which does not, however, make it the only platform in town.  Users are increasingly choosing their own entry point to the Internet.  Some people are Twitter fans and never touch, Facebook.  Others have migrated to Google+.  In many countries around the world, Facebook is not the leading social network by a large margin.

There are opportunities outwith the world’s biggest social network and new channels, communities, networks and routes to market are appearing on an almost daily basis.  So while Facebook may currently by the ’800lb gorilla’ in social gaming, developers, media companies and brand owners need to take a step back and ensure they’re addressing the broadest possible audience.

The bottom line in this new ‘mainstream’ gaming market is that the consumer is king.  You need to be active in the channels they’re using.  You need to be creating games they want to play.  You need to find revenue models that they trust and are comfortable using.

Consumers are increasingly technology agnostic.  They want their favourite content on all of their devices and the artificial barriers created by different devices will start to disappear even more quickly, allowing Facebook users to compete against iPhone owners, Android users, Google+ members and even the new generation of Internet connected televisions.

Far from being a bubble, a fad or a niche, the rise of the social games market is revealing a future for interactive entertainment which is more open, challenging and exciting than it’s ever been before.

Regardless of the platforms, the design methodology, the business models and the routes to market, the future promises to be all about games.  Who knows, there may even be room for fun!

You can find Huzutech online, on Twitter, Facebook or LinkedIn.

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Proper Games – We’re Jamming

15/12/2011

Breaking news this morning.  The extraordinary posse at Proper Games are having a festive games jam.  The company has split into SIX competing factions or TEAMS, who will now do battle to design and develop a brand new GAME in a matter of mere hours.

Proper has created a Facebook page, which will chronicle the progress of the TEAMS across the course of the DAY, with progress reports as AND when stuff HAPPENS!

We wish all of the teams the very BEST of luck with their projects and will of course carry ANY and ALL results, as and when they’re passed our way, along with a nice QUOTE from Mr Sinclair.

Go see what’s happening…

 

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Take A Bow

21/11/2011

When the all new Scottishgames.net was launched, we thought long and hard about how to offer something new, fresh, zesty, delightful and useful to the individuals, companies, studios and games out there.  One idea was to shun the idea of a static banner/logo for the site and instead invite contributions from all and sundry.

To date, we’ve had entries from exceptionally talented artists, development studios and diverse organisations.  We’re even planning a 2011 Banner competition in which you can vote for your favourite.  Yes, we’re good like that.

However, it’s the start of a new week and as Bob Dylan would have said, had he had a similar idea and a blog to populate – the banner, she is a-changing.

Last week’s sterling effort was from the very lovely folks at Tag Play, who were promoting their latest release Funpark Friends.

Thank you very much indeed, Tag.

This week’s banner comes from the equally delightful Outplay Entertainment – only a stones throw from Tag – and their new Facebook game – Booty Quest.

We’re legally bound to mention that Booty Quest (a fast-paced match 3 game, with a strong pirate theme and more bling than a 50 cent video) is out now and can be played for free on Facebook.  You can even attempt to wrest the high score away from the Outplay team, who are shockingly good at the bloody game…

And since they asked nicely, Outplay’s first release, Word Trick is also out now (and is exceptionally fascinating entertainment for linguaphiles, philologists, dictionarians and clever people worldwide).

You too can become a contributor to the Scottishgames gallery of goodness.  We’ll use ALL banners (unless they’re really terrible, in which case we’ll tell you…) from individuals or games-related companies.  You could – and we’re just speculating here – even use it for recruitment.  If you had, say, a position you really wanted to fill, you could – theoretically – DO A BANNER which would be up there for a week.  We’d also be honour-bound to mention it editorially, since that would be an imaginative and creative use of the space, wouldn’t it…?

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Artists In Residence: Stewart Graham

27/07/2011

A big thank you to the highly talented Stewart Graham for our most recent Scottishgames banner, Colour Clash.  Currently working with Tag Games, Stewart is a veteran of Denki and DMA Design.  He’s also working on a number of other projects we hope to bring you at some point soon…

You can see some of Stewarts past professional – and personal – work on his website.

We’ve added Stewart to our Hall Of Fame where his name will live forever.

Thanks Stewart!

If you’re an artist, designer, developer or just fancy trying your hand at creating a banner for Scottishgames.net, then visit the Submit A Banner page for the specs and submission guidelines.

Executive summary: If you make something lovely, we’ll use it.  It can tie into your company, your new game, or be entirely original.

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New Year, New Banner, New Artist

03/01/2011

Happy 2011 readers.  We hope you all had a fun holiday season, with cake, presents, alcohol (where permitted), tiny foolish hats and an occasional cracker.

To celebrate the start of a fresh, lithe, hopeful new year, we’d like to present you with a brand new banner, reflecting the best parts of the new year in Scotland – namely the weather, the hogmanay celebrations and the endless hordes of zombie snowmen with tiny foolish hats.

This first official banner of 2011 was brought to you by the supremely talented Sarah Morris (the letter Q and the number 3).  A graduate of Abertay and now working within the games sector, Sarah’s always on the look out for new projects and opportunities.  Check out her online portfolio and drop her a line if you’re interested.

As always, we’re very grateful to Sarah for her hard work and will be adding her to the Artists In Residence page in very short order, capturing her sterling efforts within the Internets for the whole of recorded time…

We’d also like to remind every reader that you can submit a banner – or an image which we can turn into a banner – at any time at all.  Original artwork is always very welcome, but concept art, screenshots, renders, photos, pixel art or macaroni/glitter pictures are all welcome and will be used in the order we receive them.

If you’d like to submit an image or banner, take a look at the simple guidelines posted on our Submit A Banner page and e-mail them our way for your chance to be an official SG Artist In Residence.

Thanks again to Sarah and welcome to the world of tomorrow.

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Artist In Residence – Mr Hogarth (Redux)

20/12/2010

The jolliest little elf in Santa’s workshop has come through for your favourite Scottish gaming resource once more.  Stewart ‘Stu’ Hogarth is back once again – like a renegade dancer (not the reindeer) and is once more keeping it defiantly old school.

Look upon the C64-inspired banner loveliness and send your Christmas wishes Stewart’s way, so Santa knows he’s been a good boy and Stewart gets the shiny red bicycle he’s been staring at in the toy shop window…

What?  It’s Christmas… or nearly anyway.  Stewart (designer in residence at Chunk Games don’t forget) you’re the first EVER lucky artist to get the Scottishgames.net christmas banner.  Think of yourself as the X-Factor winner, but with those indie credentials, which make it mean so much more.

Thanks again, Stewart…

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YoYo Games Releases Teka Teki

15/12/2010

Teka Teki, the latest release from YoYo Games promises a Tetris-style puzzle game in which players have to place food tiles in groups so that the adjacent animal tiles can scoff them in as large a group as possible.  The larger the groups, the bigger the combos.

If you’re not convinced, there’s a Lite version, offering three levels of fruit combining goodness (which contributes towards your five-a-day).

The full version offers 15 different levels for only 99¢ or 59p and is out now for iPhone and iPad.

Teka Teki has been rated **** (out of five) by YoYo Games users and has been downloaded over 6,000 times from the YoYo website.

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[Guest Editorial] My First Trip To NEoN

26/11/2010

We’re delighted to present the first in a series of guest editorials from people within the games and interactive industries.  Kim Blake is the education liason manager for Blitz Games (and a fellow of the Royal Society of Arts).  She visited Dundee recently, for the NEoN festival and agreed to write a summary of the two day conference element for Scottishgames.net…

It’s always a pleasure to visit Dundee, in my experience a friendly and welcoming city that is never as cold as I fear it might be! Attending North East of North was a first for me, though; as Blitz Games Studios’ Education Liaison Manager I don’t get to go to many games conferences these days, never mind international digital arts festivals. Truth be told, I probably wouldn’t have got to attend NEoN at all if I hadn’t also had to be up in Dundee for a meeting with the wonderful people from University of Abertay and the Scottish Centre for Excellence in Computer Games Education.

And I would thus have missed out on one of the most interesting conferences I’ve ever been to: such a fabulous mix of radically different people taking the concept of ‘character’ and coming at it from their own personal and at times surreal perspectives. I really wish I’d been there for the whole of NEoN rather than just the conference. I can’t possibly hope to do justice to everything I saw, so I shall pick out my own highlights and try and describe them for you.

Dino Dini
is someone I’d heard of (of course!) but never heard speak before, and he was a revelation. He believes that the purpose of games is less to unfold a narrative than to “assist the player in making their own stories and in this way help them to understand and develop themselves”. He talked movingly about a period in his life when as he said, he’d “lost himself” and how Second Life, of all things, helped him to find himself again. He says that the video game medium has the capacity to help save humanity from itself, by teaching us that just as games are a journey, so is life, and in both cases the beginning and the end are dull – it’s only the middle that’s interesting! As someone who also believes that ‘this is not a dress rehearsal’ and that perhaps the only real purpose of living is to realize ourselves, his talk struck many profound chords within me. The question ‘who am I?’ can be rephrased as ‘what rules do I live by?’ and defining oneself is a process of deciding what those rules are; this is how we build ‘character’, in life as in games.

Playing games (not just computer games) allows us to imagine new options without necessarily risking the action itself, to imagine consequences without having to live with them; through play, children safely develop themselves and  adults need to do much more of this. He left us with the thought that humanity is still a child – wars, fights, arguments, religious superstition – and he issued a call for game designers to take on the greatest moral responsibility of all: to teach people to play again so that they can grow up. How? By designing games that encourage play. I was struck by this as I considered my own main hobby, Live Action Role Playing –  another form of learning about oneself through play, as well as being enormously good fun!

Looking at my notes from Pictoplasma’s talk – the wonderful Peter Thaler and Lars Denicke – I discover that they receive 40 – 50 rabbit drawings every day and would be very happy never to get another one ;) They see character as a design process, a language, graphical communication and they illustrated their highly entertaining talk with a barrage of artwork by a wide range of (particularly European) artists. Words simply can’t do these guys justice, so head over to their website and see for yourself!

A quick tip of the hat to Carla Prada, animator with Microsoft’s venerable Rare Studio; her talk gave honest and useful insights into the world of working as a games animator, and must have been invaluable to the students in the room. I particularly liked her section on motion capture (which many animators loathe with a passion), in which she described how much she’d learned from working with mocap data about the tiny, subtle movements that human bodies make even when at rest, and how she had taken these insights back into her hand-key animation work. All round, an excellent talk with the correct strong emphasis on the importance of life drawing for animators, and her 4 point summary was spot on: work hard; use reference; get feedback; and have fun!

Ian Livingstone needs no introduction from anyone and he gave a touching and entertaining account of his personal history, from the early days setting up Games Workshop, then on through the Fighting Fantasy books to a magisterial review of the history and current state of the industry, finishing up with a celebration of the various incarnations of Lara Croft. For such a luminary, Ian spoke with considerable modesty and an amusingly dry wit. He said, and I absolutely concur, that there has never been a better time to be a content-creator; the difficulty lies in gaining visibility in the marketplace, but his advice is to do what you’re good at and rely on other people to do the rest. Oh, and don’t be afraid of making mistakes!

So to my last two favourites. Tim Pritlove of the Chaos Computer Club, a German hacker community, was a real eye-opener for me. The CCC was founded in 1981 “with an eye on 1984”, as a group of  technologically-aware citizens who made it their remit to publicise both the opportunities and the risks of new technology, and “to explain complicated things to people”, often by using the media to educate the public. Hackers see themselves as concerned citizens and artists, and Tim gave a beautiful illustration of this by telling us about the NEDAP hack.

NEDAP is a company that made voting computers which used to be used in 95% of elections in the Netherlands. Dutch hackers were very concerned that this was anti-democratic, pointing out that there is no transparency in this voting process; so they joined forces with their German counterparts and wrote ‘PowerFraud’ which silently changed the poll results. When they publicized this, NEDAP were scornful of their claims, stating that their machine ‘wasn’t a proper computer, because otherwise you would be able to play chess on it’… You guessed it ;) Very shortly you could play chess on their machine! When the company still refused to accept the security risks and stated that the machines were never left unguarded, the hackers filmed themselves hacking one: http://www.youtube.com/watch?v=rtiqwAWu-DU

Shortly after this first the Dutch government and then the German government banned the use of voting computers. This was a genuine triumph for democracy, and I urge you all to go and find out  more about the CCC! (I also learned from this talk how to steal someone’s fingerprint and thus access their biometrically-secured computer ;)

And lastly, there was the amazing, the incomparable Ken Perlin. He talked about procedural animation, which is something that I’m fairly familiar with as we’re looking into it at Blitz, but then he went on to talk about procedural narrative generation. Now I started out many years ago as a designer in the games industry, and I was deeply skeptical to begin with; but by the end of his talk I was convinced he’s really onto something and desperate to know more!

Essentially, he thinks that our traditional methods of creating both animation and multi-stranded narrative are a dead end. They are inherently too complex and require too much work. Instead he observes that if you directly alter the behavior of characters, they are not characters at all but toys. Building a layered contingent narrative engine, on the other hand, offers theoretically infinite branches; narrative is fractal. Acting, he says, needs to be procedural from the inside out; treating body parts as actors (each part as a parameterized object) offers opportunities for the animation to learn and adjust itself to different environmental stimuli or constraints. He had a marvelous collection of short testbed animations, which I hoped might be available somewhere on the net but I haven’t yet managed to find any of them :(

He believes very strongly that the future lies in people creating tools that other creative people can use: true meta-art. Excitingly, he is hoping to release some of his experiments as relatively cheap middleware. Two last quotations: “A culture defines itself by the stories it tells.” “People are people’s main obsession; we’re all psychology hackers.”
http://tgustafson.com/2010/08/03/perlin-noise/

I truly believe there aren’t enough conferences like NEoN. It expanded my cultural boundaries and exposed me to work that I had never seen before, and which I probably wouldn’t have stumbled across in the normal run of things. I was privileged to attend some of the best talks I’ve ever heard, by some of the most interesting and entertaining people I’ve ever come across, and the organisation was slick and sure. All in all, Dundee should be very proud of itself that it hosts an event of such magnitude. I shall be back next year! — Kim Blake.

Thanks to Kim – and Blitz – for this summary of the NEoN conference.

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Artist In Residence 001 – Searra Dodds

14/11/2010

One of the things we’re planning to keep the new Scottishgames.net looking fresh is a weekly update of the banner at the top of the site.  Anyone is welcome to contribute ideas and artwork for use there and we’ll credit everyone who has a banner used, with their own post and an entry in the SG.net Hall o’ Fame.

This week’s 8-bit pixel art banner featuring classic consoles and controllers, comes from the tablet of Searra Dodds, recent graduate of Abertay’s new Masters degree in professional game design.

If you’d like to submit a banner for the site, or know someone who you think would be suitable, please get in touch.  Or DM us on Twitter.  The banner is a simple 700 x 200 pixel space and you can either feature the site name, or leave it to us to slap it on there – probably in Helvetic, or a similarly authoritative font.

In the meantime, we’d like to thank Searra for the first ever Scottishgames.net banner and encourage anyone looking for 2D or UI work to get in touch with her.

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