February 1, 2011
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Know Thyself

2011 Future

This is going to be an interesting decade.

You may not have noticed, but we entered a new decade this past January 1 (our current calendar lacks a year zero — no doubt due to a lack of experienced programmers in the Scythian monkhood). We are now living in the 202nd decade by modern reckoning, and well on way into the 21st century. Year transitions are typically times for reflection and making resolutions, but entering a new decade inspires more forward thinking. How will this decade be different from the last? What will my life be like 10 years from now?

As an arm-chair futurist, I spend a lot of time thinking about the near-term future; I think it's something we all need to do if we are to stay competitive in our industry. I won't lay out all my predictions for the future, but I will share with you one of my bolder prognostications. I think this decade will be notable for elective human augmentation becoming mainstream.

By "human augmentation," I mean any process or device that overcomes some biological limitation of the human body, specifically via technology. By most accounts, human augmentation has been around for well over 50 years if one includes applications such as artificial pacemakers. Advances in the field of therapeutic implants have been proceeding at an astounding pace, with recent developments just in area of vision, including a retinal implant to give sight to blind patients and an implantable miniature telescope for end-stage macular degeneration.

Estimates for the global market for human augmentation place it in the $877 million to $1 billion range by 2020. These estimates largely focus on functional augmentation rather than diagnostic ones, however, and I think they are missing out on what will become the game-changing part of the market. As Thomas Goetz of Wired points out, we are becoming the new Tamagatchis, with wearable biometric devices popping up everywhere. In other words, it will be devices that gather data on our collective human biomass that will define this decade. The global market for weight loss is expected to reach $586.3 billion by 2014, and only minor technological barriers are keeping this from spilling into the augmentation market. The next step in gathering data on our bodies is the transition from wearable to embedded, and it's already underway. It turns out one of the biggest problems — how to power the devices for extended periods — might not be that hard after all, since the human body can already power flexible nanogenerators.

Where is all this leading us? Are we doomed to being quantified, reduced to our individual eigenvalues for broadcast on all the social networks and subsequent regression analysis by marketing department and actuaries? Must we cry out, like The Prisoner, "I am not a number, I am a free man!"?

Or is there value in this culture of personal data? Can feedback loops make us more self-aware, and in the end, better humans? The aphorism of the Greek Sages, inscribed at the Temple of Apollo at Delphi, was "Know Thyself." Self-knowledge is held up as our highest goal by many spiritual belief systems, for awareness of our own flaws is a catalyst for growth. The 21st century model for self-efficacy is gamification — applying knowledge of our predisposition to engage in games to alter human behavior. As game developers, we have a chance to help people better themselves, all while having fun in the 202nd decade.

Post your comments

Peter Freese Peter Freese
Conference Director
LOGIN Conference


What 'Traditional' Video Game Designers Need to Learn From Social Games

Social gaming

Two years ago, it was understandable to wonder if Facebook gaming was a sustainable business. In October 2008, Lil Green Patch was the most popular game on the platform. Zynga had two games in the top 10 and a total of about 17 million monthly active users. The No. 8 game, Mob Wars, quaintly listed its developer by name — David Maestri.

Two years later, it's a bit harder to imagine the form simply evaporating. In December 2010, Zynga held six of the top 10 spots — one through six — and had a total of roughly 270 million monthly active users. And instead of individual names, the top 10 developers each have well over 100 employees.

And I think there's some money being made, too.

Despite all that, frequently when talking to developers and designers working in the "core" game industry, they discount the notion there are lessons to be learned from social. Or let me rephrase — if there are lessons to be learned from social, they're not game design lessons. The perspective I've sometimes heard is that social game designers have perfected not an art, but a system. Whether it's a system for tricking players into acquiring additional players by leveraging social pressure, or one for forcing them to continue to play with deplorable little Skinner boxes, or one for separating them from their money through disingenuous offers, the system is positioned as the reason for the popularity of social games.

Whether or not one personally enjoys Facebook games, the question should be, what can we learn from designers of social games that might apply to what I'm doing today? So, hold your nose if it makes you feel better, and consider the below. These are just two common design tropes made popular in Facebook games that are, in the opinion of this humble writer, worthy of serious consideration for your current core game project.

Asynchronous Gameplay

One of the key components of many popular social games is asynchronous multiplayer gameplay. Defining it simply, it is turn-based multiplayer, sometimes on a massive scale and in which turn order is frequently irrelevant. The best example, in my opinion, would be the Facebook classic Parking Wars (developed by Area/Code, which was recently purchased by Zynga). In the game, a player parks their car on their friend's street. The longer the car is parked, the more money it earns for its owner. Cars parked illegally can be ticketed by the street's owner, and cars can be moved any time. It's worth noting here that asynchronous gameplay and asynchronous interaction aren't exactly the same thing. Parking Wars is a great example of asynchronous gameplay — the direct interaction between players has a meaningful impact on both of their games, unlike simple asynchronous interaction, in which I can water your crops or feed your pet, but that interaction is not substantially impactful on my game experience.

One can argue that asynchronous gameplay was a natural adaptation to the fundamentally asynchronous nature of Facebook itself and that it is therefore a gameplay mechanism relevant primarily on that platform. But consumers of all media seem to have shifted to asynchronous consumption patterns. TV has moved from broadcast to YouTube, AppleTV or OnDemand, and similar shifts have occurred in music and film. It seems logical that game players would be attracted to play patterns that enable similar consumption patterns.

Appointment Mechanics

So if the assertion is that players prefer asynchronous, "convenience" gameplay interaction, what's with all of these gameplay appointments? Why can't I harvest my carrots whenever I want?

Appointment mechanics — events in the game, usually user-initiated, that require user interaction at the conclusion of a real-world time interval for resolution — are clearly an important part of many social games. They provide clear and achievable goals for the user and an obvious payoff for achieving those goals. Further, since they're user-initiated, they are convenient — the user will set their appointments in such a way as to accommodate their real-world schedule and play pattern. They allow you to grind, just like you do in most traditional MMOs, without having it feel like a grind. The player winds the clock, leaves the grinding to the game, and comes back to collect when it's done. It's a satisfying way for the user to feel like they're staying on top of the game without spending hour upon hour in it.

Clearly there are examples of both of the above mechanics in many games outside of the social space. But I think the evolutions of the above within the social game space are interesting and worth noting for everyone interested in game development. And not as trickery. Setting aside the substantial value the above mechanics can provide to a free-to-play game business in terms of retention (socially driven in the case of asynchronous gameplay and game-driven in the case of appointment mechanics), they're satisfying for players.

If you're lucky enough, spend a few minutes with smart creative folks, and it's easy to imagine how these, and many other, social design tropes could work well in many core games. It's worth considering, if not simply because they can drive business results, then maybe because people just might enjoy them.

Post your comments

Dan Fiden

Dan Fiden
VP of Publishing
Gazillion Entertainment


Industry Highlights

Southeast Asian Online Game Market Revenues to More Than Double Between 2010 and 2014

In a newly published report by Niko partners that examines the Indonesia, Malaysia, the Philippines, Singapore, Thailand and Vietnam online game markets, the research firm found those six markets will draw in about $405.7 million in revenue in 2010 and will expand to $833.7 million by 2014. In addition, the report finds those six Asian markets will have more than 90 million gamers by 2014. The report focused on this region because it represents "the most intriguing opportunities for online game publishers over the next several years."

Story at Gamasutra.com


China's TenCent Creating Substantial Online Game Development Fund

One of the biggest publishers in online games on the world stage, TenCent, has created a fund designed to advance the development of online, social and mobile games, along with other new media development. TenCent is the sole source of capitalization for this $789 million fund ($5 billion Yuan), so it is the sole mutual beneficiary from the potential successes of its investments. In the hope of finding new revenue sources for the company as traditional online game opportunities start to slow, TenCent is looking outward to potential partners as an apparent key strategy.

Article at GameDaily.com


Nexon America's Strong 4th Quarter Growth Fueled by December 2010

Nexon America, the operator behind the online game titles Combat Arms, MapleStory, Vindictus, Dungeon Fighter Online, Mabinogi and PopTag! in the North American market, enjoyed a strong fourth quarter 2010 performance of 42 percent revenue growth over the same period in 2009. This growth in revenue was driven by a particularly strong December 2010, which saw an 80 percent spike in revenue over the same month in December. As another indicator of success, MapleStory has seen a concurrent user spike of 136,000 concurrent users, nearly double the concurrent record set in July 2009.

Story on IGN.com


Disney Interactive Executes Broad Restructuring

After shutting down Propaganda Games, Disney has gone further in its efforts to streamline its interactive unit from a console, online, handheld and mobile unit into a lean, mean social and mobile game development machine. Disney Interactive has cut 200 jobs from the 700-person division and pegged Electronic Arts executive Adam Sussman to lead the ailing unit. Although Disney Interactive has gained about $50 million in revenue between 2010 over 2009, it also was the only unit throughout Disney spending more than it had earned, losing $234 million in 2010, $295 million in 2009 and $258 million in 2008. This is not likely to be Disney's last maneuver in restructuring, either; there are several reports that indicate the interactive division could potentially be halved.

Article at InformationWeek.com


KingsIsle Entertainment's Online Game Wizard101 Sees Steady, Strong Growth

ITexas-based KingsIsle Entertainment reports its Harry Potter-esque fantasy massively multiplayer online roleplaying game has grown to 15 million accounts, up from 5 million in September 2009 and 10 million in June 2010. Wizard101 targets an 8-year-old to 14-year-old demographic but has also attracted teens and adult players. Although impressive, account numbers can mislead when it comes to reflecting user activity. Web analytics service Compete shows Wizard101 had about 5 million unique visitors to its site in December 2010, up threefold from the same period in 2010.

Story at Forbes.com


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