Great Trip Interview

GameSetWatch recently posted an interview with the always interesting Trip Hawkins, founder of EA, 3DO, and Digital Chocolate. Here’s a good quote on the difference between the core gamer (who buys PC/console games) and the social gamer (who plays Web/Facebook games):

I think the hardcore gamer wants to pay for the game, and if they can, they like to pay for it once. And then they want the game to be really deep, really immersive. They want to play it for hours and hours, and they want to really master it.

And if they happen to be playing with other people, they want to beat them. They want to compete, and they need to win. I think for that hardcore gamer — and of course, I am one — for me that part of gaming has always been about wanting to prove that I’m competent. You know, I don’t want somebody to beat me because they spend more money on virtual items, right?

And also, I don’t want to feel like I’m stupid, so I don’t want to pay every month. I think I should be able to buy the game and just play it once, you know? Switch to this omni gamer, somebody that’s really not that competitive about it. They don’t have the time to spend a lot of time on a particular game. They don’t want to be overwhelmed about it.

They kind of like it to be free. They’re much more interested in the potential social connections they’re making with other people. And when they make those social connections, they don’t want to have somebody come in and crush them that’s viciously competitive.

They want to have it be a much more casual experience. And that is the audience that’s more likely to pay for the virtual items when they decide that the items give them style or allow them to be more competitive without having to make the time investment.

Of course, that’s something that really irritates the [World Of] Warcraft customer, and that’s why it’s such a battle for Blizzard, trying to figure out, “Well, what do we do about the fact that Warcraft is so successful. We’re attracting this more mainstream audience that doesn’t want to spend all the hours doing gold farming in the game. They want to just go buy some gold and get on with it.

The Case for Piracy

Ha-ha, just kidding. I’m not going to be arguing for piracy, but I do want to make one observation about how our industry is dealing with this issue. Some commentators have been talking recently about the massive piracy afflicting the launch of Demigod. According to Stardock’s Brad Wardell, of the 140,000 connections to the main server during the game’s first week, only 18,000 were by legitimate customers. This ratio compares favorably (or is that unfavorably?) with the 90% piracy rate reported by the developers of World of Goo. I don’t want to comment on the viability of various DRM schemes, but – needless to say – unless a game is server-based (WoW, EVE, EverQuest), piracy is a bracing reality for game developers. However, I have an unscientific theory about the root of the problem:

For any given game, only around 10% of players are ever willing to purchase an original retail product.

Obviously, this proposition holds up for PC gaming, but I believe the same is true for console gaming (housemates sharing a copy, renting from Blockbuster over a weekend, friends loaning each other games, grabbing a cheap used copy from Gamestop) and even board games (one gamer buying a copy for a group of friends). This reality is immutable – if DRM was perfect, the percentage would go up somewhat, but it would never come anywhere near 100%. Too many games exist for consumers to afford even a small percentage of them, and – more importantly – players’ individual interests in a specific game are always on a continuum. People on one extreme found a website about their favorite game while gamers on the other end might play it only once on a random Tuesday night at a friend’s house.

The interesting thing about this percentage is that it mirrors another important percentage – the number of players willing to pay money on so-called free-to-play game usually hovers near 5-10%. (RuneScape, a F2P example on the higher-end, has reported figures around 12%.) The important thing about the free-to-play movement is that the business model turns the theory I posited above into a founding principle. In fact, the smartest F2P games use a dual-currency system so that the 5-10% cash-rich players can subsidize the time-rich ones. Ultimately, this model works because a place exists for everyone on the continuum, from gamers who just want to dip a toe to ones willing to drop thousands on microtransactions. Launching a traditional retail game and hoping to change your “piracy conversion” rate is fighting the current; launching a free-to-play game built from the start with multiple levels of player commitment is sailing with the current.

Christopher Tin Inteview

Here’s a good interview with my friend Chris where he talks about his experience with Civ4‘ s Baba Yetu and his upcoming album, Calling All Dawns. Must have been fun to record in Abbey Road! Here’s a good quote:

Liontamer: You’ve actually been to Video Games Live performances at both the Hollywood Bowl in LA and The Kennedy Center in DC. How often have you able to attend shows within the tour? As part of the regular composer meet-and-greets there, do you have any memorable stories of meeting with fans or fellow composers?

Chris: I try to attend the California ones; the only exception is the Kennedy Center show, which I thought was too good of an opportunity to pass up. On the whole, though, I don’t have a lot of time to be going to a lot of the concerts. As for stories from the Meet And Greets, my favorite is when I was sitting between my friend Soren Johnson (designer for Civ IV, currently on Spore) and Will Littlejohn (Guitar Hero). Will turned to us and said, “Hey guys, we just wanted you to know that while we were working on Guitar Hero, during all our lunch breaks we would play Civ IV.” To which Soren replied: “That’s funny, because during all our breaks on Civ, we would all play Guitar Hero!” That was a great little moment, and I think it speaks well to our close-knit community.

GD Column 5: Sid’s Rules

The following was published in the January 2009 issue of Game Developer magazine…

Most game developers are familiar with Sid’s dictum that “a good game is a series of interesting choices.” In fact, my co-columnist Damion Schubert started his recent article on player choice (October 2008) by referencing this famous quote. However, over the course of his career, Sid has developed a few other general rules of game design, which I heard him discuss many times during my seven years (2000-2007) at his studio, Firaxis Games. As these insights are quite practical lessons for designers, they are also worthy of discussion.

Double it or Cut it by Half

Good games can rarely be created in a vacuum, which is why many designers advocate an iterative design process, during which a simple prototype of the game is built very early and then iterated on repeatedly until the game becomes a shippable product. Sid called this process “finding the fun,” and the probability of success is often directly related to the number of times a team can turn the crank on the loop of developing an idea, play-testing the results, and then adjusting based on feedback. As the number of times a team can go through this cycle is finite, developers should not waste time with small changes. Instead, when making gameplay adjustments, developers should aim for significant changes that will provoke a tangible response.

If a unit seems too weak, don’t lower its cost by 5%; instead, double its strength. If players feel overwhelmed by too many upgrades, try removing half of them. In the original Civilization, the gameplay kept slowing down to a painful crawl, which Sid solved by shrinking the map in half. The point is not that the new values are likely to be correct – the goal is to stake out more design territory with each successive iteration.

Imagine the design space of a new game to be an undiscovered world. The designers may have a vague notion of what exists beyond the horizon, but without experimentation and testing, these assumptions remain purely theoretically. Thus, each radical change opens up a new piece of land for the team to consider before settling down for the final product.

One Good Game is Better than Two Great Ones

Sid liked to call this one the “Covert Action Rule,” a reference to a not-altogether-successful spy game he made in the early ’90s:

The mistake I made was actually having two games competing with each other. There was an action game where you break into a building and do all sorts of picking up clues and things like that, and then there was the story which involved a plot where you had to figure out who the mastermind was and what cities they were in, and it was an involved mystery-type plot. Individually, each part could have been a good game. Together, they fought with each other. You would have this mystery that you were trying to solve, then you would be facing this action sequence, and you’d do this cool action thing, and you’d get out of the building, and you’d say, “What was the mystery I was trying to solve?” Covert Action integrated a story and action poorly because the action was actually too intense – you’d spend ten minutes or so of real time in a mission, and by the time you got out, you had no idea of what was going on in the world.

In other words, even though both sections of the game were fun on their own, their co-existence ruined the experience because the player could not focus her attention on one or the other. This rule points to a larger issue, which is that all design choices only have value in relation to one another, each coming with their own set of cost/benefit trade-offs. Choosing to make a strategic game also means choosing not to make a tactical one. Thus, an idea may be “fun” on its own but still not make the game better if it distracts the player from the target experience. Indeed, this rule is clearly the reason why the Civ franchise has never dabbled with in-depth, tactical battles every time combat occurs.

However, sometimes multiple games can co-exist in harmony with each other. Sid’s own Pirates! is an example of a successful game built out of a collection of fighting, sailing, and dancing mini-games. However, these experiences were always very short – a few minutes at the most – leaving the primary focus on the meta-game of role-playing a pirate. Each short challenge was a tiny step along a more important larger path, of plundering all Spanish cities or rescuing your long-lost relatives.

Another example of a successful mix of separate sub-games is X-Com, which combined a tactical, turn-based, squad-level combat game with a strategic, real-time, resource-management game. As with Pirates!, what makes X-Com work is that the game chose a focus – in this case, the compelling tactical battles between your marines and the invading aliens. The high-level, strategic meta-game exists only to provide a loose framework in which these battles – which could take as long as a half hour each – actually matter. One doesn’t fight the aliens to get to manage resources later; instead, one manages resources to get to perform better – and have more fun – in future battles.

Do your Research after the Game is Done

Many of the most successful games of all time – SimCityGrand Theft Auto, Civilization, Rollercoaster Tycoon, The Sims – have real-world themes, which broadens their potential audience by building the gameplay around concepts familiar to everyone. However, creating a game about a real topic can lead to a natural but dangerous tendency to cram the product full of bits of trivia and obscure knowledge to show off the amount of research the designer has done. This tendency spoils the very reason why real-world themes are so valuable – that players come to the game with all the knowledge they already need. Everybody knows that gunpowder is good for a strong military, that police stations reduce crime, and that carjacking is very illegal. As Sid puts it, “the player shouldn’t have to read the same books the designer has read in order to be able to play.”

Games still have great potential to educate, just not in the ways that many educators expect. While designers should still be careful not to include anything factually incorrect, the value of an interactive experience is the interplay of simple concepts, not the inclusion of numerous facts and figures. Many remember that the world’s earliest civilizations sprang up along river valleys – the Nile, the Tigris/Euphrates, the Indus – but nothing gets that concept across as effectively as a few simple rules in Civilization governing which tiles produce the most food during the early stages of agriculture. Furthermore, once the core work is done, research can be a very valuable way to flesh out a game’s depth, perhaps with historical scenarios, flavor text, or graphical details. Just remember that learning a new game is an intimidating experience, so don’t throw away the advantages of an approachable topic by expecting the player to already know all the details when the game starts.

The Player Should Have the Fun, not the Designer or the Computer

Creating story-based games can be an intoxicating experience for designers, many of whom go overboard with turgid back stories full of proper nouns, rarely-used consonants, and apostrophes. Furthermore, games based on complex, detailed simulations can be especially opaque if the mysterious inner workings of the algorithmic model remain hidden from view. As Sid liked to say, with these games, either the designer or the computer was the one having the fun, not the player.

For example, during the development of Civilization 4, we experimented with government types that gave significant productivity bonuses but also took away the player’s ability to pick which technologies were researched, what buildings were constructed, and which units were trained, relying instead on a hidden, internal model to simulate what the county’s people would choose on their own. The algorithms were, of course, very fun to construct and interesting to discuss outside of the game. The players, however, felt left behind – the computer was having all the fun – so we cut the feature.

Further, games require not just meaningful choices but also meaningful communication to feel right. Giving players decisions that have consequence but which they cannot understand is no fun. Role-playing games commonly fail at making this connection, such as when players are required to choose classes or skills when “rolling” a character before experiencing even a few seconds of genuine gameplay. How are players supposed to decide between being a Barbarian, a Fighter, or a Paladin before understanding how combat actually works and how each attribute performs in practice? Choice is only interesting when it is both impactful and informed.

Thus, in Sid’s words, the player must “always be the star.” As designers, we need to be the player’s greatest advocate during a game’s development, always considering carefully how design decisions affect both the player’s agency in the world and his understanding of the underlying mechanics.