<?xml version="1.0" encoding="UTF-8"?>
<!--Generated by Squarespace Site Server v5.11.5 (http://www.squarespace.com/) on Fri, 03 Sep 2010 00:26:54 GMT--><feed xmlns="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/"><title>Blog</title><subtitle>Blog</subtitle><id>http://dubitplatform.com/blog/</id><link rel="alternate" type="application/xhtml+xml" href="http://dubitplatform.com/blog/"/><link rel="self" type="application/atom+xml" href="http://dubitplatform.com/blog/atom.xml"/><updated>2010-08-11T12:16:50Z</updated><generator uri="http://www.squarespace.com/" version="Squarespace Site Server v5.11.5 (http://www.squarespace.com/)">Squarespace</generator><entry><title>Game Design Part 2: Whatever happened to our sense of adventure?</title><category term="Game Design"/><id>http://dubitplatform.com/blog/2010/6/27/game-design-part-2-whatever-happened-to-our-sense-of-adventu.html</id><link rel="alternate" type="text/html" href="http://dubitplatform.com/blog/2010/6/27/game-design-part-2-whatever-happened-to-our-sense-of-adventu.html"/><author><name>Matthew Warneford</name></author><published>2010-06-27T11:27:47Z</published><updated>2010-06-27T11:27:47Z</updated><content type="html" xml:lang="en-US"><![CDATA[<span class="full-image-float-right ssNonEditable"><span><img src="http://dubitplatform.com/storage/dubit_chat.jpg?__SQUARESPACE_CACHEVERSION=1277644055525" alt=""/><p style="text-align:right;padding-right:30px;font-size:9px;">Our first virtual world, launched in 2000</p></span></span>

<p>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.</p>

<p>So where do we start? Thankfully <a href="http://en.wikipedia.org/wiki/Ernest_Adams">some</a> <a href="http://en.wikipedia.org/wiki/Will_Wright_(game_designer)">very</a> <a href="http://en.wikipedia.org/wiki/Raph_Koster">smart</a> <a href="http://en.wikipedia.org/wiki/Katie_Salen">people</a> 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 <a href="http://dubitplatform.com/blog/category/game-design">this series</a> on game design we're sharing one of our favourite frameworks: the three types of immersion. Lets begin.</p>

<p>Ernest Adams separated immersion into three categories: narrative, strategic, and tactical. <br />
<ul>
<li>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. </li>
<li>Strategic immersion is associated with a mental challenge, often choosing a solution among a broad array of challenges; these are the games like <a href="http://fallout.bethsoft.com/index.html">Fallout</a> where the player is managing their avatar statistics and balancing their skills.</li>
<li>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.</li>
</ul>
<p>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.</p>

<p>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 <strong>progresses faster than your abilities</strong>, then you're out of luck!</p>

<p>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. </p>

<span class="full-image-float-left ssNonEditable"><span><img src="http://dubitplatform.com/storage/miniclip_screen_shot.jpg?__SQUARESPACE_CACHEVERSION=1277644796123" alt=""/></span></span>

<p>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 <a href="http://miniclip.com">MiniClip</a> on that front. So offer a different experience. </p>

<p>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.</p>

<p>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!</p>

<p>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. </p>

<span class="full-image-float-right ssNonEditable"><span><img src="http://dubitplatform.com/storage/poptropica_screen_shot.jpg?__SQUARESPACE_CACHEVERSION=1277644552025" alt=""/></span></span>

<p>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 <a href="http://poptropica.com">Poptropica</a>, they seem to be doing <a href="http://www.quantcast.com/poptropica.com">quite well</a> with around 8 million monthly unique players. In perspective, that's nearly twice Club Penguin!</p>

<p>So we think narrative is important, what about strategic immersion. For a long time the strategic games, like <a href="http://fallout.bethsoft.com/index.html">Fallout</a> and <a href="http://www.worldofwarcraft.com">World of Warcraft</a>, 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. </p>

<p>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 <a href="http://dubitplatform.com/blog/2010/5/9/game-design-part-1-no-hard-choices-no-loosing-only-false-ach.html">false achievement</a> we explored in the last post. </p>

<p>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 <a href="http://apps.facebook.com/frontierville/">FrontierVille</a>.</p>

<p>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.</p>

<span class="full-image-block ssNonEditable"><span><img src="http://dubitplatform.com/storage/three_types_of_immersion.jpg?__SQUARESPACE_CACHEVERSION=1277715324392" alt=""/></span></span>]]></content></entry><entry><title>This Week in Virtual Worlds</title><id>http://dubitplatform.com/blog/2010/5/14/this-week-in-virtual-worlds.html</id><link rel="alternate" type="text/html" href="http://dubitplatform.com/blog/2010/5/14/this-week-in-virtual-worlds.html"/><author><name>Matthew Warneford</name></author><published>2010-05-14T15:54:42Z</published><updated>2010-05-14T15:54:42Z</updated><content type="html" xml:lang="en-US"><![CDATA[<span class="full-image-float-right ssNonEditable"><span><img src="http://dubitplatform.com/storage/this_week_in_virtual_worlds.jpg?__SQUARESPACE_CACHEVERSION=1273853265593" alt=""/></span></span>
<p>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 <a href="http://bit.ly/c10Ztk ">This Week in Virtual Worlds</a></p>

<p>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.</p>

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

<p>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 <a href="http://twitter.com/TWVirtualWorlds">TWVirtualWorlds</a></p>

<p>Matt</p>]]></content></entry><entry><title>Game Design part 1: No hard choices, no losing, only false achievement</title><category term="Design"/><category term="Game Design"/><id>http://dubitplatform.com/blog/2010/5/9/game-design-part-1-no-hard-choices-no-losing-only-false-achi.html</id><link rel="alternate" type="text/html" href="http://dubitplatform.com/blog/2010/5/9/game-design-part-1-no-hard-choices-no-losing-only-false-achi.html"/><author><name>Matthew Warneford</name></author><published>2010-05-09T11:36:17Z</published><updated>2010-05-09T11:36:17Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-float-right ssNonEditable"><span><img src="http://dubitplatform.com/storage/teen_girl_jumping.jpg?__SQUARESPACE_CACHEVERSION=1273405319668" alt="" /></span></span></p>
<p>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 <a href="http://dubitplatform.com/lessons-learned">lessons learned</a> series.</p>
<p>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.</p>
<p>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!</p>
<p>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.</p>
<p><strong>Reward your players for the time they spend in the world.</strong></p>
<p>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.</p>
<p><span class="full-image-float-right ssNonEditable"><span><a href="http://www.facebook.com/ztreasureisle"><img src="http://dubitplatform.com/storage/treasure_isle.jpg?__SQUARESPACE_CACHEVERSION=1273406621318" alt="" /></a></span></span></p>
<p>Take Zynga's new <a href="http://www.facebook.com/ztreasureisle">Treasure Isle</a> 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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p><strong>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.</strong></p>
<p>Here comes the plug. At Dubit we develop Flash a virtual world platform used by the BBC, Cartoon Network, and others. <a href="http://dubitplatform.com">Learn more</a> about our platform.</p>
<p>Matthew Warneford</p>
<table>
<tbody>
<tr>
<td style="padding-top: 10px;"><script type="text/javascript">
		tweetmeme_style = 'compact';
		tweetmeme_service = 'bit.ly';
		</script> <script type="text/javascript" src="http://tweetmeme.com/i/scripts/button.js"></script></td>
<td><a type="button_count" name="fb_share" href="http://www.facebook.com/sharer.php">Share</a><script src="http://static.ak.fbcdn.net/connect.php/js/FB.Share" type="text/javascript"></script></td>
</tr>
</tbody>
</table>]]></content></entry><entry><title>Dubit on CBS News - Child's Play Goes Virtual</title><id>http://dubitplatform.com/blog/2010/3/31/dubit-on-cbs-news-childs-play-goes-virtual.html</id><link rel="alternate" type="text/html" href="http://dubitplatform.com/blog/2010/3/31/dubit-on-cbs-news-childs-play-goes-virtual.html"/><author><name>Matthew Warneford</name></author><published>2010-03-31T18:36:29Z</published><updated>2010-03-31T18:36:29Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>I like to use this blog to share the <a href="http://dubitplatform.com/lessons-learned/">things we've learned</a> developing virtual worlds, and not just shouting about our own achievements. But, I couldn't resist sharing the video of our CEO - <a href="http://dubitplatform.com/about/">Ian</a> - being interviewed by CBS at the Virtual Worlds Expo. Ian kicks in after 44 seconds.</p>

<embed src='http://cnettv.cnet.com/av/video/cbsnews/atlantis2/player-dest.swf' FlashVars='linkUrl=http://www.cbsnews.com/video/watch/?id=6235621n&releaseURL=http://cnettv.cnet.com/av/video/cbsnews/atlantis2/player-dest.swf&videoId=50084040,50085419,50085340,50085296,50085286,50085236,50084843&partner=news&vert=News&si=254&autoPlayVid=false&name=cbsPlayer&allowScriptAccess=always&wmode=transparent&embedded=y&scale=noscale&rv=n&salign=tl' allowFullScreen='true' width='620' height='472' type='application/x-shockwave-flash' pluginspage='http://www.macromedia.com/go/getflashplayer'></embed><br/><a href='http://www.cbsnews.com'>Watch CBS News Videos Online</a>]]></content></entry><entry><title>Avatars - The most important decision you'll ever make!</title><id>http://dubitplatform.com/blog/2010/3/6/avatars-the-most-important-decision-youll-ever-make.html</id><link rel="alternate" type="text/html" href="http://dubitplatform.com/blog/2010/3/6/avatars-the-most-important-decision-youll-ever-make.html"/><author><name>Matthew Warneford</name></author><published>2010-03-06T16:19:25Z</published><updated>2010-03-06T16:19:25Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>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.</p>
<p>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.</p>
<p>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!</p>
<p><strong>Layering Engine</strong> <br /> 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.</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://dubitplatform.com/storage/layered_avatars_clothes_small.jpg?__SQUARESPACE_CACHEVERSION=1267895257228" alt="" /></span></span></p>
<p>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.</p>
<p>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.</p>
<p>We recommend that avatars produces for the layering engine should have no more than 4 animations, typically standing, walking, waving, and dancing.</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://dubitplatform.com/storage/layered_avatar_images.jpg?__SQUARESPACE_CACHEVERSION=1267894718330" alt="" /></span></span></p>
<p><strong>Cutout Engine</strong> <br /> 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.</p>
<p>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.</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://dubitplatform.com/storage/britchicks_walk_cycle.jpg?__SQUARESPACE_CACHEVERSION=1267892799537" alt="" /></span></span></p>
<p>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.</p>
<p>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.</p>
<p>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.</p>

<H3>Feature Comparison</H3>

<table class="prettyTables">
<tr>
<th width="200px"></th><th>Layered Engine</th><th>Cutout Engine</th>
</tr>
<tr>
<td>Modelled in 3D</td><td>Yes</td><td>No</td>
</tr>
<tr>
<td>Hand Illustrated</td><td>Yes</td><td>Yes</td>
</tr>
<tr>
<td>Integrate with Mini Games</td><td>No</td><td>Yes</td>
</tr>
<tr>
<td>File Size</td><td>400KB</td><td>40KB</td>
</tr>
<tr>
<td>Download Time</td><td>40 seconds</td><td>4 seconds</td>
</tr>
</table>

<H3>Production Cost</H3>

<table class="prettyTables">
<tr>
<th width="200px"></th><th>Layered Engine</th><th>Cutout Engine</th>
</tr>
<tr>
<td>Concept Development</td><td>1.5 Days</td><td>1.5 Days</td>
</tr>
<tr>
<td>Initial Production</td><td>5 Days</td><td>1 Day</td>
</tr>
<tr>
<td>New Outfit</td><td>1 Day</td><td>0.5 Day</td>
</tr>
<tr>
</table>]]></content></entry><entry><title>Under the hood - Dubit Platform Architecture</title><id>http://dubitplatform.com/blog/2010/3/4/under-the-hood-dubit-platform-architecture.html</id><link rel="alternate" type="text/html" href="http://dubitplatform.com/blog/2010/3/4/under-the-hood-dubit-platform-architecture.html"/><author><name>Matthew Warneford</name></author><published>2010-03-04T18:19:27Z</published><updated>2010-03-04T18:19:27Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>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!</p>
<p>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.</p>
<p>The platform architecture looks a little like this simplified diagram.</p>
<p><br /><span class="full-image-block ssNonEditable"><span><img src="http://dubitplatform.com/storage/platform_architecture.png?__SQUARESPACE_CACHEVERSION=1267794872763" alt="" /></span></span></p>
<p>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:</p>
<ul>
<li><strong>Nexus Multiuser Server:</strong> 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.</li>
<li><strong>Ruby on Rails Web Services:</strong> 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.</li>
<li><strong>Ruby Admin Website:</strong> avatar clothes, furniture, and products are uploaded and managed through the admin website.</li>
<li><strong>Java Render Server: </strong>reduces avatar load time by compressing and combining assets into single files. Cuts avatar load times 10 fold.</li>
<li><strong>Persistence Database:</strong> 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.</li>
</ul>
<p><span class="full-image-block ssNonEditable"><span><img src="http://dubitplatform.com/storage/technology_logos.png?__SQUARESPACE_CACHEVERSION=1267793964801" alt="" /></span></span></p>]]></content></entry><entry><title>The "Three S's" of virtual world design</title><id>http://dubitplatform.com/blog/2010/3/1/the-three-ss-of-virtual-world-design.html</id><link rel="alternate" type="text/html" href="http://dubitplatform.com/blog/2010/3/1/the-three-ss-of-virtual-world-design.html"/><author><name>Matthew Warneford</name></author><published>2010-03-01T20:28:55Z</published><updated>2010-03-01T20:28:55Z</updated><content type="html" xml:lang="en-US"><![CDATA[<style>
.textOverlay {
   color: white;
   font: normal 10px Helvetica, Sans-Serif;
   background: rgb(0, 0, 0); /* fallback color */
   background: rgba(0, 0, 0, 0.7);
   padding: 10px;
}
</style>

<p>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:</p>

<ul>
<li><strong>Software:</strong> 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.</li>
<li><strong>Style:</strong> 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.</li>
<li><strong>Size:</strong> simply, the larger the room the greater the production time.</li>
</ul>

<p>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!</p>

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

<div style="background-image:url('/storage/cn_underwaterlab_620.jpg');width:620px;height:80px;">
      <p class="textOverlay"><strong>Cartoon Network</strong> - 2 days concept development - 10 days production - 2 day integration - <a style="color:white;" href="http://dubitplatform.com/storage/rooms/CN_UnderwaterLab.jpg">download</a></p>
</div>

<div style="background-image:url('/storage/rl_city_620.jpg');width:620px;height:80px;padding-top:0px;margin-top:5px;">
      <p class="textOverlay"><strong>Real Life</strong> - 2 days concept development - 5 days production - 1 day integration - <a style="color:white;" href="http://dubitplatform.com/storage/rooms/RealLife_City.jpeg">download</a></p>
</div>

<div style="background-image:url('/storage/rm_training_620.jpg');width:620px;height:80px;padding-top:0px;margin-top:5px;">
      <p class="textOverlay"><strong>Real Madrid</strong> - 1 days concept development - 10 days production - 2 day integration - <a style="color:white;" href="http://dubitplatform.com/storage/rooms/RM_TrainingGround.jpg">download</a></p>
</div>

<div style="background-image:url('/storage/cn_mainisland_620.jpg');width:620px;height:80px;padding-top:0px;margin-top:5px;">
      <p class="textOverlay"><strong>Cartoon Network</strong> - 3 days concept development - 20 days production - 2 day integration - <a style="color:white;" href="http://dubitplatform.com/storage/rooms/CN_MainIsland.jpg">download</a></p>
</div>

<div style="background-image:url('/storage/demo_ship_620.jpg');width:620px;height:80px;padding-top:0px;margin-top:5px;">
      <p class="textOverlay"><strong>Demo</strong> - 1 days concept development - 4 days production - 0.25 day integration - <a style="color:white;" href="http://dubitplatform.com/storage/rooms/Demo_Scifi.png">download</a></p>
</div>

<div style="background-image:url('/storage/tw_kcracer_620.jpg');width:620px;height:80px;padding-top:0px;margin-top:5px;">
      <p class="textOverlay"><strong>Thumbworld</strong> - 2 days concept development - 3 days production - 0.25 day integration - <a style="color:white;" href="http://dubitplatform.com/storage/rooms/kc_racetrack002.png">download</a></p>
</div>

<p style="padding-top:20px;">Matthew Warneford</p>

<p>Follow me on <a href="http://twitter.com/MWarneford">Twitter</a></p>]]></content></entry><entry><title>What are players doing in a three week old virtual world?</title><category term="GAML"/><id>http://dubitplatform.com/blog/2009/10/24/what-are-players-doing-in-a-three-week-old-virtual-world.html</id><link rel="alternate" type="text/html" href="http://dubitplatform.com/blog/2009/10/24/what-are-players-doing-in-a-three-week-old-virtual-world.html"/><author><name>Matthew Warneford</name></author><published>2009-10-24T14:43:08Z</published><updated>2009-10-24T14:43:08Z</updated><content type="html" xml:lang="en-US"><![CDATA[<div id="wrap" style="float:right;" ><a id="britchicksVid" href="#britchicks"><img src="http://dubitplatform.com/storage/britchicks_home_beta.jpg" alt="" /></a></div>

<p>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, <a href="http://britchicks.com">Brit Chicks</a></p>

<p>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!</p>

<p>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. </p>

<p><strong>How are we capturing the data?</strong></p>

<p>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. </p>

<p><strong>What are the players doing?</strong></p>

<p>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.</p> 
	
<span class="full-image-block ssNonEditable"><span><img src="http://dubitplatform.com/storage/activities.jpg?__SQUARESPACE_CACHEVERSION=1256397430418" alt="" /></span></span>	
	
<p>We see that questing is by far the most popular activity (51%), followed by exploring (34%), and playing mini games a modest 3%! </p>

<p><strong>What do we mean by questing?</strong></p>

<p>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. </p>

<p><a href="http://britchicks.com">Brit Chicks</a> has a couple of different activities that make up a quest, this next chart splits these out.</p>

<span class="full-image-block ssNonEditable"><span><img src="http://dubitplatform.com/storage/activities_questing.png?__SQUARESPACE_CACHEVERSION=1256398991934" alt="" /></span></span>

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

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

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

<!--<span class="full-image-float-right ssNonEditable"><span><img src="http://dubitplatform.com/storage/sealion_keeper.jpg?__SQUARESPACE_CACHEVERSION=1256470267112" alt=""/></span></span>-->

<p><strong>Where are they exploring?</strong></p>

<p>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!</p>

<p>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.</p>

<p>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.</p>
 
<div id="wrap" style="padding-top:15px;padding-bottom:15px;">
				<span style="margin:2px;"><a href="http://dubitplatform.com/storage/tower.jpg"><img src="http://dubitplatform.com/storage/tower_thumb.jpg?__SQUARESPACE_CACHEVERSION=1256399961747" alt="" /></a></span>
				<span style="margin:2px;"><a href="http://dubitplatform.com/storage/central.jpg"><img src="http://dubitplatform.com/storage/central_thumb.jpg?__SQUARESPACE_CACHEVERSION=1256399893237" alt="" /></a></span>
				<span style="margin:2px;"><a href="http://dubitplatform.com/storage/eiffel.jpg"><img src="http://dubitplatform.com/storage/eiffel_thumb.jpg?__SQUARESPACE_CACHEVERSION=1256399931816" alt="" /></a></span>
				<span style="margin:2px;"><a href="http://dubitplatform.com/storage/champs.jpg"><img src="http://dubitplatform.com/storage/champs_thumb.jpg?__SQUARESPACE_CACHEVERSION=1256399919578" alt="" /></a></span>
				<span style="margin:2px;"><a href="http://dubitplatform.com/storage/sealion.jpg"><img src="http://dubitplatform.com/storage/sea_thumb.jpg?__SQUARESPACE_CACHEVERSION=1256399946447" alt="" /></a></span>
</div>

<p><strong>What have we learnt? </strong></p>

<p>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!</p>

<p>We're delighted with the results! We've been talking about the <a href="http://dubitplatform.com/blog/2009/5/16/immersive-cartoons.html">importance of narrative</a> and <a href="http://dubitplatform.com/blog/2009/7/18/what-is-a-scripting-language-and-why-do-virtual-worlds-need.html">why every virtual world needs a scripting language</a> for a long time. Indeed, we've developed our own simple to write language called <a href="http://dubitplatform.com/gaml">GAML - Game Application Markup Language</a></p>

<p>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 <a href="http://dubitplatform.com/gaml">GAML</a>.</p>

<p>In only two months James:</p>

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

<p>If you're interested, read our case study, <a href="http://dubitplatform.com/brit-chicks">how Brit Chicks were able to save £25,000 using GAML to create their world</a>.</p>
	
	
	
<div id="britchicks" style="display:none"><object width="600" height="330"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=7114865&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=7114865&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="600" height="330"></embed></object></div>]]></content></entry><entry><title>Why would anyone buy a virtual T-Shirt?!</title><category term="Design"/><id>http://dubitplatform.com/blog/2009/9/5/why-would-anyone-buy-a-virtual-t-shirt.html</id><link rel="alternate" type="text/html" href="http://dubitplatform.com/blog/2009/9/5/why-would-anyone-buy-a-virtual-t-shirt.html"/><author><name>Matthew Warneford</name></author><published>2009-09-05T08:58:16Z</published><updated>2009-09-05T08:58:16Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-float-right ssNonEditable" style="padding-left:10px;"><span><img src="http://dubitplatform.com/storage/clothes.png?__SQUARESPACE_CACHEVERSION=1248699332018" alt="" /></span></span>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!</p>
<p>In this post I'm going to try and answer that question.</p>
<p>I believe that, no matter who you are, you already buy virtual goods, and have been doing for years.</p>
<p>Why do Paul Smith jeans cost over &pound;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.</p>
<p>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.</p>
<p>There are four sources of value a product gives to a customer:</p>
<ul>
<li><strong>Practical utility:</strong> 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.</li>
<li><strong>Perceived value:</strong> 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. </li>
<li><strong>Social value:</strong> 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. </li>
<li><strong>Identity value:</strong> 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.</li>
</ul>
<p>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.</p>

<p>Matthew Warneford</p>

<p>Follow me on twitter <a href="http://twitter.com/MWarneford">here.</a></p>]]></content></entry><entry><title>Template virtual world (or freemium) business model, spreadsheet included!</title><id>http://dubitplatform.com/blog/2009/8/31/template-virtual-world-or-freemium-business-model-spreadshee.html</id><link rel="alternate" type="text/html" href="http://dubitplatform.com/blog/2009/8/31/template-virtual-world-or-freemium-business-model-spreadshee.html"/><author><name>Matthew Warneford</name></author><published>2009-08-31T09:34:37Z</published><updated>2009-08-31T09:34:37Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>Want to know how virtual worlds make money? What are the hosting and moderation costs? How to balance paid customer acquisition against viral growth? And how all these variables interact?</p>
<p style="padding-bottom:10px;"><strong>Then jump right in and download our Virtual World business model <a onClick="javascript: pageTracker._trackPageview('/downloads/dubitvirtualworldmodel_v1_3');" href="http://dubitplatform.com/storage/DubitVirtuaWoldModel_v1.3.xls">spreadsheet</a> <img style="margin-bottom:-10px;" src="http://dubitplatform.com/storage/Spreadsheet2-1.png?__SQUARESPACE_CACHEVERSION=1251727297002" alt="" /></strong></p>

<p>This is the same spreadsheet we've used with our <a href="http://dubitplatform.com/showcase/">partners</a> to help them develop their business models. For example, in the chart below, the dark green line shows a 12x return in 3.5 years. I think most of us would describe that as a pretty good success. But, with different inputs, what you believe your team can achieve, and your appetite for risk, its possible to take the same model and see a 20x return, or 2x return. Ultimately, the model is there to help make decisions and understand how the variables interact.</p>
<p><span class="full-image-block ssNonEditable"><span><img style="width: 620px;" src="http://dubitplatform.com/storage/revenue_vs_new_users.png?__SQUARESPACE_CACHEVERSION=1251728240889" alt="" /></span></span></p>

<p>While the model was developed for virtual worlds, its a great starting point for any freemium business. All the gory details, the maths, and the metrics behind the model are covered in these four posts:</p>
<ul>
<li><a href="http://dubitplatform.com/blog/2009/7/26/calculate-how-much-your-virtual-world-can-afford-to-spend-ac.html">Part 1: Calculate how much your virtual world can afford to spend acquiring a new player</a></li>
<li><a href="http://dubitplatform.com/blog/2009/7/30/calculate-how-the-addressable-market-size-affects-your-virtu.html">Part 2: Calculate how the addressable market size affects your virtual world business model</a></li>
<li><a href="http://dubitplatform.com/blog/2009/8/15/your-business-plan-needs-hosting-costs-start-by-modeling-you.html">Part 3: Your business plan needs hosting costs, start by modeling your website visits per hour</a></li>
<li><a href="http://dubitplatform.com/blog/2009/8/23/how-much-does-it-cost-to-moderate-a-virtual-world.html">Part 4: Calculate the support and moderation costs for your world</a></li>
</ul>
<p><strong><span class="caps">Average Revenue Per User (ARPU)</span></strong><br /> Keep in mind the actual metrics used to drive model are indicative; there are no certainties. But, there is one 'bottom line' number to keep an eye on, your average revenue per unique user per month (ARPU).</p>
<p>The <span class="caps">ARPU </span>is driven by a boat load of variables: market size, growth rate, funnel conversion, subscription price, micropayment conversion, and more. Almost every metric in the model has some bearing on the <span class="caps">ARPU</span>; its a great indicator of the health of a world.</p>
<p>But what makes it so useful is that we can look at other worlds and easily estimate their <span class="caps">ARPU'</span>s. What we find is that a successful casual world can generate between $1 to $2 revenue per unique user per month. If you want to know how we arrive at the <span class="caps">ARPU </span>figure for Club Penguin and Puzzle Pirates check out <a href="http://dubitplatform.com/blog/2009/7/12/how-do-virtual-worlds-make-money-how-big-is-the-market-and-h.html">this post</a>.</p>
<p>We can't expect to come out firing on a $2 <span class="caps">ARPU </span>immediately after launch. It takes time to figure out what types of items your players want to buy, how to improve your conversion of players to subscribers, and increase their micropayment spend.</p>
<p>In our spreadsheet the <span class="caps">ARPU </span>starts around the $0.30 mark, and builds up to the $1-$2 region over a period of 20 months. These improvements are the result of <a href="http://startuplessonslearned.blogspot.com/2008/09/one-line-split-test-or-how-to-ab-all.html">AB testing</a> on the following:</p>
<ul>
<li>Funnel conversion</li>
<li>Subscription and micropayment conversion</li>
<li>Increasing micropayment spend</li>
<li>Reducing churn</li>
<li>Increasing repeat visits</li>
</ul>
<p>Check out the 'World Model' tab, the cells highlighted in yellow are the manual inputs that give us our ARPU increase over time. Change these variables to see the effect on the model.</p>
<p><strong>Only a Starting Point</strong><br /> This model should be a starting point. Use it to kick start your own model, but also have some fun, play with the metrics and see how the relationships between the numbers effect the bottom line revenue.</p>
<p>For example, the chart below shows what happens if we keep everything the same but change the addressable market.</p>
<p><span class="full-image-block ssNonEditable"><span><img style="width: 620px;" src="http://dubitplatform.com/storage/addressable_market_size.png?__SQUARESPACE_CACHEVERSION=1251728300056" alt="" /></span></span></p>
<p>Clearly market size makes an enormous difference. This is probably no surprise, but that doesn't mean you should set out to build a world for boys and girls ages 3 - 14. While the market size might be ginormous, Nic Mitham will tell you:</p>
<blockquote>
<p>...[if you] try to cater to a wide range [of users], the pitfall is concept dilution - you just don&rsquo;t have enough engagement to attract and retain users. The lowest common denominator approach is no longer an option - relevance is key and a more tightly defined target market.</p>
<p>Nic Mitham, blog post: <a href="http://www.kzero.co.uk/blog/?p=2745">We&rsquo;re targeting girls and boys aged 3 - 14</a></p>
</blockquote>
<p>Its far easier to build a product that a smaller group of players love. The larger the market the more opinions and different tastes you have to deal with, ultimate it becomes harder it becomes to delight anyone while trying to please everyone!</p>
<p>But don't go too small! At the opposite end of the spectrum are the niche virtual worlds whose addressable markets will never deliver a good return. One thing this spreadsheet can do is give you is an easy way to understand when a market is too small.</p>
<p><strong>Improvements</strong><br /> This model is not perfect, but I hope its a useful starting point for virtual world or freemium entrepreneurs. The top three improvements I'd like see are:</p>
<ul>
<li><strong>Traffic:</strong> should be able to model entering new territories, the change to the daily traffic flow, and synced to a marketing spend.</li>
<li><strong>Funnel:</strong> more fine grained modeling of the steps from sending an invite through to signing up. I'd like to see the conversion from guest to player, homepage to guest, homepage to register, and so on. These metrics become essential for running and improving your world; if you don't track them you wont know if you're improving your conversion rate! </li>
<li><strong>Paid Acquisition:</strong> the model could be more intelligent about when and how the paid acquisition is ramped up. For example, we should probably keep the paid acquisition low until our <span class="caps">LTV </span>is greater than the cost to acquire, it would be great if the spreadsheet could do that automatically.</li>
</ul>
<p>The model is free for anyone to use and change. Indeed, I'd love to receive back any improvements so that we can create a really great model for entrepreneurs! Any questions, feedback, or mistakes do post them into the comments so we can all learn!</p>
<p style="padding-bottom:10px;"><strong><a onClick="javascript: pageTracker._trackPageview('/downloads/dubitvirtualworldmodel_v1_3');" href="http://dubitplatform.com/storage/DubitVirtuaWoldModel_v1.3.xls">Download the spreadsheet</a> <img style="margin-bottom:-10px;" src="http://dubitplatform.com/storage/Spreadsheet2-1.png?__SQUARESPACE_CACHEVERSION=1251727297002" alt="" /></strong></p>
<p>Lastly, if you'd like some help developing your own model, and don't want to reveal too much in the comments, then get in touch with me (<a href="mailto:matthew.warneford@dubitlimited.com">matthew@dubitlimited.com</a>)</p>
<p>Matthew Warneford</p>
<p>Follow me on twitter <a href="http://twitter.com/MWarneford">here</a>.</p>]]></content></entry></feed>