Sunday
Jun272010

Game Design Part 2: Whatever happened to our sense of adventure?

Our first virtual world, launched in 2000

A virtual world is a place to have fun with friends. Sounds so simple, but what makes a world fun? It's certainly more than rooms and mini games; like bolting wings onto a car wont make it fly, adding mini games into a world doesn't automatically make it fun! Flight and fun are two concepts that really ought to be designed in from the start.

So where do we start? Thankfully some very smart people have developed frameworks that we can use - these aren't rules that guarantee success, human nature just isn't as predictable as physics. As the second post in this series on game design we're sharing one of our favourite frameworks: the three types of immersion. Lets begin.

Ernest Adams separated immersion into three categories: narrative, strategic, and tactical.

  • Narrative immersion occurs when players become invested in a story, and is similar to what is experienced while reading a book or watching a movie.
  • Strategic immersion is associated with a mental challenge, often choosing a solution among a broad array of challenges; these are the games like Fallout where the player is managing their avatar statistics and balancing their skills.
  • Tactical immersion is experienced when playing games involve skill where players feel "in the zone"; these are games like Halo or Fifa where the player is absorbed in the moment.

The best worlds use all three types of immersion, but rarely in equal measures. A bit like mixing cocktails, we combine the types of immersion in varying strengths for different audiences. In this post I'm going to assume we're designing for casual players - not the gamers.

Unlike gamers, casual players often won't have the skills to succeed at tactical games like Halo. You may laugh, but it really is skill - to beat a game like Halo you actually have to become more talented. Think of these games like sports - players are immersed in the moment but only most talented tennis player wins the tournament. To win the game you're playing against the game designer - he controls the pace and difficulty. So if you're not talented enough, you've not played enough games, or don't have the hand eye coordination, and the game progresses faster than your abilities, then you're out of luck!

Virtual worlds create this type of tactical immersion through Flash mini games - you know the kind of game, skill based requiring good hand eye coordination and fast reactions. At the end of the game the player's score is usually translated into some kind of virtual currency, while breaking into the leader board unlocks the bigger prizes. Yet most of your players will never be that good at the game and they'll find it hard to earn currency, let alone getting close to the leader board! Mini games are not the answer to making your world fun, instead your casual players need a different type of entertainment.

Maybe you don't buy that argument, so instead consider the millions of free Flash games you're up against! You cant make the best mini games, and you can't beat MiniClip on that front. So offer a different experience.

To be clear, I'm not advocating a world without mini games. In fact I think these mini games play an important function in the economy. But they're not the foundation for your worlds entertainment.

Narrative, however, is perfect for virtual worlds. There's no learning game mechanics, rules, or skill required to be drawn in by a good story - such an easy way to engage players. Yet most virtual worlds have no narrative, maybe they have a theme, but they don't hook me in like the first page a book. Indeed, I feel more like I'm in a 'virtual world' when I'm reading a book than actually in a virtual world!

What a missed opportunity. Everyone loves a good story, and in a virtual world you've got the chance to turn a story into an adventure. This is huge, because I don't think kids have adventures any more. When I go back to my folks house there are no kids playing outside, the paths through forest behind their yard are overgrown, and the playing fields have been turned into parking lots.

Kids want to explore, make up stories, and go on adventures. But where do they go? It could be your world. One such world is Poptropica, they seem to be doing quite well with around 8 million monthly unique players. In perspective, that's nearly twice Club Penguin!

So we think narrative is important, what about strategic immersion. For a long time the strategic games, like Fallout and World of Warcraft, have been considered the "hardcore games for geeks" (I can say that as a huge fan of the Fallout series). But, peel back the layers, and you see that these are not 'hardcore' games, they're just set in 'geeky' environments like Fallout's post apocalyptic America.

Unlike Fifa or Need for Speed, strategic games don't need great hand eye coordination, and you don't actually have to become better at the game to win. I gave up at Fifa, I'm just not good talented enough. With Fallout all I really had to do was spend the time playing the game - my character levelled up so I didn't have to get any better! This is the false achievement we explored in the last post.

Take away the post apocalyptic America and replace with something more friendly, and we have a game mechanic thats accessible to your casual audience. They don't need skill, just time. Anyone can win, and everyone loves to win! Zynga figured this out with games like Farmville and now FrontierVille.

Your world is going to include all three types of immersion - a big dollop of narrative that pulls the players into the strategic gameplay, and just a few tactical mini games for earning virtual currency. The graphic below (hopefully) summarises how these three fit together.

Friday
May142010

This Week in Virtual Worlds

If you're reading this blog then we know you love virtual worlds almost as much as we do - so we thought you might be interested in this shameless plug for our new blog This Week in Virtual Worlds

Each week we'll be tracking the news, comments and trends in virtual worlds and social gaming. Hopefully we'll provide some useful insight on the key the issues and provide a round up of the latest developments in the industry.

We hope you enjoy the blog. Do get involved and do tell your friends! It would be great to hear your comments and ideas.

If you don't want to miss out, why not subscribe to the blog for weekly updates, add us to your RSS feed, or follow us on TWVirtualWorlds

Matt

Sunday
May092010

Game Design part 1: No hard choices, no losing, only false achievement

What makes a great virtual world? Why do some worlds keep players coming back time after time? And what can we learn from social games? This is the first in a series of blog posts answering those questions, and more, as we dig into, and dissect, the design of successful virtual worlds. In this first post we're going to look at 'False Achievement'. Check out the other posts in our lessons learned series.

Everyone wants to feel like a winner, a success, and a hero; you want to feel like you're beating the game! Yet the overwhelming majority of your audience are never going to be talented enough to reach the top of your leader-boards. So they just don't bother trying.

This is a real problem for virtual worlds. If you're going to make interesting revenues you'll need to reach the millions of players who will never be the talented few at the top of the ranks. So design your world for the majority, delight them, and make the many feel like heroes!

We do that by rewarding them for something they can control. They might not have the natural hand eye coordination to excel at skill games, and they can't change that, but everyone can control how much time they spend playing.

Reward your players for the time they spend in the world.

Of course, we don't really reward them for the time they spend. Standing in a room waiting for points to tick up is not a fun game! Thats going too far. Time is a proxy, players need to feel like they've done something to earn their reward, only make it something simple, repeatable, and something they can't fail to succeed at.

Take Zynga's new Treasure Isle game. For those unfamiliar, the concept is quite simple: explore a series of island and dig for treasure. Each island is split into a grid, players click to dig one of the grid cells. The game engine decides if the player found treasure, coins, fruit, or nothing at all - nearly every dig has some reward, few have the treasure.

There is no skill to the game, it's a case methodically clicking and digging. But thats the beauty. Through a simple repeatable action, players earn experience, level up, find treasure and along the way Zynga make sure they get to celebrate every little success.

Really, there are no hard choices, no losing, no difficult obstacles. Players are tasked with very little, but are rewarded handsomely. Anyone can succeed. It's false achievement, success made easy. Thats a great thing for your virtual world.

Contrast this with a game like Halo - I actually have to become more talented to finish the game. I need to learn how to plan an attack, shoot faster, more accurately, and with the right weapon. For many casual gamers its all a little too much.

Im not critiquing Halo, it's a superb game. But it's not the right game for the millions of casual gamers. And there really are millions of casual gamers; Zynga's Farmville has over 80 million monthly players, and their latest game, Treasure Isle, with its simple click and dig mechanic, has achieved over 6 million players in it's first two weeks. Its huge.

There's much more to games like Treasure Isle than simple clicking and digging, and this is only the first post in a series exploring the design of virtual world. But right now, I just want you to take away the importance of false achievement.

Not all players are talented gamers, so find a mechanic that's so simple anyone can do it, and then reward them handsomely inline with the time they spend. Give all your players the chance to feel like a winner.

Here comes the plug. At Dubit we develop Flash a virtual world platform used by the BBC, Cartoon Network, and others. Learn more about our platform.

Matthew Warneford

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Wednesday
Mar312010

Dubit on CBS News - Child's Play Goes Virtual

I like to use this blog to share the things we've learned developing virtual worlds, and not just shouting about our own achievements. But, I couldn't resist sharing the video of our CEO - Ian - being interviewed by CBS at the Virtual Worlds Expo. Ian kicks in after 44 seconds.


Watch CBS News Videos Online
Saturday
Mar062010

Avatars - The most important decision you'll ever make!

We tend to split our purchases into categories, be that entertainment, identity, self-improvement, and so on. However, it turns that, most young people have a far larger budget for their identity purchases than entertainment. So if you can get your players to care how their avatar looks, in the same way they care how they look in the real world, they'll spend a lot more money buying avatar clothes than they would spend just buying access to new content, or extra games. For this reason, the style of your avatars is one of the most important decisions you will ever make about your world.

In this post we look at the two basic types of customisable avatar engines built into the Dubit Virtual World Platform, the Layering Engine, and the Cutout Engine.

Before we dig into the strengths and weaknesses of the two engines keep in mind that, although the example avatars are human, either engine could be set up to uses animals, or even vehicles, as avatars!

Layering Engine
Items of clothing are separate images layered on top of the avatar skin. The layers are composited into a single avatar image by the server. Each item of clothing is drawn and animated in all directions, usually North, South, West, South West, and North West. The different frames will be stitched into animation grids.

The layering engine produces the most detailed and graphically sophisticated avatars. It is often used for avatars that will be modelled in 3D, or require complex animations.

Although capable of beautiful avatars with complex animations, avatars produced for the layering engine tend to result in larger files that take longer to download. Consequentially, the layering engine trades graphical sophistication against file size, download time, and limits the number of animations.

We recommend that avatars produces for the layering engine should have no more than 4 animations, typically standing, walking, waving, and dancing.

Cutout Engine
The avatar is made up of separate body parts with the items of clothing matched to the body part. For example, a pair of jeans would be cut into 5 separate images, the lower left leg, lower right leg, upper left leg, upper right leg, and the waist. The server composites all pieces into one file.

The concept is illustrated by the Brit Chicks avatars shown below. The avatar is split into 18 different body parts, where each body part can be independently animated. The items of clothing are attached to the body parts and automatically follow the same animation path.

An avatar produced for the layering engine usually has eight image layers - skin through to hair and hats - and four animations - standing, walking, waving, and dancing. Because each frame of the animation is a separate image, and must be drawn in eight directions - North, Northwest, West, Southwest and so on - there are often over 500 individual images required to make up one avatar. Every new animation adds to the total file size.

Whereas, the cutout engine will usually have only four directions and require less than 50 images. Because the clothes are cut to match the body parts, adding a new animation is just a case of adding the body parts, the clothes follow.

It's difficult to model sophisticated 3D avatars for the cut out engine, instead the avatars are usually illustrated by hand. But, they can support far more animations, are quicker to load, cheaper to produce, and can easily be integrated into mini games.

Feature Comparison

Layered EngineCutout Engine
Modelled in 3DYesNo
Hand IllustratedYesYes
Integrate with Mini GamesNoYes
File Size400KB40KB
Download Time40 seconds4 seconds

Production Cost

Layered EngineCutout Engine
Concept Development1.5 Days1.5 Days
Initial Production5 Days1 Day
New Outfit1 Day0.5 Day