Saturday
06Mar2010

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
Thursday
04Mar2010

Under the hood - Dubit Platform Architecture 

We like to think of the Dubit Virtual World Platform as an empty virtual world excitedly waiting for lots of content, games, puzzles and avatars. It's this content that's going to make your world exciting and unique, everything else is just features and infrastructure. Lets face it, players won't choose your world because its got a unique buddy list, they'll choose your world because its got a great story, fun avatars, puzzles, adventures, and games!

So that you can focus on your content we've created tools for designing rooms, quests, and adventures, plus we manage the infrastructure, in our Amazon EC2 cloud, so that you don't have to.

The platform architecture looks a little like this simplified diagram.


You still host your website, art work, music, and the empty virtual world. The multiuser server, rendering server, web services, and persistence databases run in our EC2 cloud:

  • Nexus Multiuser Server: built on top of the Apache Mina project, each node in our multiuser server cluster handles many thousand concurrent players. The multiuser server routes messages between players in the world, in extreme circumstances delivering over 250,000 messages per second.
  • Ruby on Rails Web Services: responsible for proxying access to the MySQL database. The web services are consumed by the Nexus Multiuser Server and the Flash Client, returning profile, shop, product, and wardrobe data. For heavy lifting, the Rails services are backed up by Java services running on Glassfish.
  • Ruby Admin Website: avatar clothes, furniture, and products are uploaded and managed through the admin website.
  • Java Render Server: reduces avatar load time by compressing and combining assets into single files. Cuts avatar load times 10 fold.
  • Persistence Database: anything that happens within your world can be automatically saved to the persistence database. For example, completing a quest, picking up an item, levelling up, unlocking a door, would all be transparently saved to the persistence database.

Monday
01Mar2010

The "Three S's" of virtual world design

Last month saw our 10 year anniversary; that's a lot of years creating virtual worlds! Since we started we've designed our fair share of rooms. If there's one thing we've learnt, it's not to ignore the "Three S's" of virtual world design:

  • Software: modelling a room in 3D software (we use Maya) simply takes longer than drawing a room into Flash or Illustrator, often 2 to 3 times longer! Compositing a room out of textures in photoshop falls somewhere between the two.
  • Style: buildings are quicker to model and quicker to draw than organic shapes. The Real Life city shown below was far quicker to create because the shapes are geometric, where as the Cartoon Network island took far longer.
  • Size: simply, the larger the room the greater the production time.

In nearly all cases a room needs 1 to 2 days of concept development, and between 0.25 and 2 days of integration into the world. But it's the Three S's that really determine how much work a room will take!

We've listed a six example rooms that illustrate the "Three S's" at work.

Cartoon Network - 2 days concept development - 10 days production - 2 day integration - download

Real Life - 2 days concept development - 5 days production - 1 day integration - download

Real Madrid - 1 days concept development - 10 days production - 2 day integration - download

Cartoon Network - 3 days concept development - 20 days production - 2 day integration - download

Demo - 1 days concept development - 4 days production - 0.25 day integration - download

Thumbworld - 2 days concept development - 3 days production - 0.25 day integration - download

Matthew Warneford

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Saturday
24Oct2009

What are players doing in a three week old virtual world?

We've been pretty quiet on the blog for the last two months. But, don't panic, we've not been kidnapped, we've just been busy launching a new virtual world for girls, Brit Chicks

The launch has gone great. In the 3 shorts weeks since opening the doors the world has already attracted over 55,000 players who have cumulatively spent more than 4 years in the world!

I thought it would be fun to share what these 55,000 people have been up to. And, for anyone thinking of launching a world, here's some real data that you can use to drive your design decisions.

How are we capturing the data?

Everything that happens in the world, from changing room to making friends, goes through our GAML engine. Whenever something happens that we're interested in we add one line of GAML that logs the event out to google analytics. Quick and simple.

What are the players doing?

We've split all the different games and activities into 5 categories. The chart ranks these activities by the number of times our players have interacted, for example, talking to a non-player character counts towards the questing category, while shopping counts towards personalization.

We see that questing is by far the most popular activity (51%), followed by exploring (34%), and playing mini games a modest 3%!

What do we mean by questing?

These are stories and games played across the different rooms, they could be simple missions to photograph a landmark, or more complex puzzles requiring many artifacts that must be found and used in order.

Brit Chicks has a couple of different activities that make up a quest, this next chart splits these out.

So, in only 3 weeks the players have already completed over 160,000 quests! Meaning that on average, all players have:

  • talked to 7 non player characters,
  • picked up 6 different artifacts,
  • taken 5 photographs,
  • completed 3 quests,
  • but played only 1 mini game.

In other words, for every Flash mini game the users have engaged with 19 different quest activities!

Where are they exploring?

Exploring is our second most popular activity. The players have changed rooms over 700,000 times and interacted with 470,000 things in those rooms. Rather inexplicably, the 'Zoo Keeper' is by far the most popular, players have interacted with her over 80,000 times!

A full 30% of those 700,000 room changes are coming from players clicking sign posts in the rooms, and yet only 7 of the 23 rooms have sign posts.

As expected, the three most popular public rooms are Tower Bridge, Central Park, and Eiffel Tower; these are the 'landing' rooms for London, New York, and Paris. Closely behind is the Champs-Élysées in Paris, and the Sea Lion Pool in Central Park Zoo, NY.

What have we learnt?

It's clear from the data that our players are choosing to immerse themselves in the world, explore, and play quests. Yet most casual worlds are a mix of rooms, customizable avatars, and Flash mini games, with no questing and little narrative. Quite the opposite of what our data shows players want!

We're delighted with the results! We've been talking about the importance of narrative and why every virtual world needs a scripting language for a long time. Indeed, we've developed our own simple to write language called GAML - Game Application Markup Language

Creating all this questing content was quick too. The Brit Chicks team knew what types of adventures the girls would enjoy, but we're too busy creating all the artwork, rooms, and customizable avatars. So we brought in James, an avid gamer, but not a programmer. In less than a week James, who had never wrote any programming code before, was able to create rooms, quest, collectables, and games using only GAML.

In only two months James:

  • Setup up 20 parallax scrolling chat rooms,
  • Created 40+ quests and adventures,
  • Scripting conversations with 20 non-player characters, and
  • Added over 400 items into the 4 virtual shops

If you're interested, read our case study, how Brit Chicks were able to save £25,000 using GAML to create their world.

Saturday
05Sep2009

Why would anyone buy a virtual T-Shirt?!

To many adults (and parents!) the very idea of spending money on virtual goods seems strange and even unsustainable; why would anyone spend money on a digital T-Shirt, it doesn't even exist!

In this post I'm going to try and answer that question.

I believe that, no matter who you are, you already buy virtual goods, and have been doing for years.

Why do Paul Smith jeans cost over £100, when physically similar pants can be had for one-tenth the price? They both have similar practical utility, so what are we paying extra for? The same is true of brand-name products in almost every category. Brands are so pervasive that even those people who want to make a statement against 'the logo' have to invest substantial time avoiding it, which is just another kind of premium.

Every product contains both tangible and intangible sources of value; its this intangible value that is in fact virtual, everything you buy has at least some "virtual" component. By recognizing these components, we can make better sense of what's going on in the online virtual goods market, and craft strategies that leverage people's pre-existing experience with virtual goods. Paying a premium for a branded pair of virtual jeans is actually a pretty similar experience for most virtual goods customers.

There are four sources of value a product gives to a customer:

  • Practical utility: This is the tangible benefit that a product enables, whether that's transportation, warmth, cleanliness, or entertainment. Many products derive all of their value from this utility, online as well as off: generic drugs are pretty similar to a number of non-epic consumables in your average MMOG.
  • Perceived value: This is the extra value a customer perceives as a result of good marketing, product design, product quality, or exception product/market fit. For example, many customers derive satisfaction from feeling like they bought the "best" product in a given category, even if that product has no objective performance difference from its nearest competitor.
  • Social value: When I can use a product to my benefit in a social situation, it can be transformed in value. All gifting-type products are influenced by this source, as Hallmark has long understood. But plenty of other product categories depend on social factors: status purchases, beauty products, and fashion products.
  • Identity value: This is the strongest source of value of all, and it's a little tricky to differentiate from the preceding two sources. This is the benefit you get from incorporating a product into your self-conception. For example, take your average Mac fanatic. When they buy an Apple laptop, they are doing more than enjoying a premium product and showing off. They are saying to the world and - more importantly - to themselves: I am the kind of person that buys Apple products. Apple has done a phenomenal job of convincing us that we, too, can be a little like Steve Jobs, if only we had one more iFoo in our lives. Many fashion and beauty products create this kind of affinity. Identity products are not easily displaced, because the emotional investment is very high.

We find that consumers generally have separate budget for each category (not necessarily consciously). We've observed from our own products, and others, that if spending can be moved out of the entertainment budget (which is often constrained) and into the identity budget, it is possible to make a lot more money per customer. Even in tough times (actually, especially in hard times) people spend significant sums to bolster their sense of who they are.

Matthew Warneford

Follow me on twitter here.