Archive for the 'MMO market' Category

Quasi-Censorship – Effects of Ratings on Online Games

Just today it came out that Blizzard actually self-censored content in Europe as part of an event that happens annually called Brewfest.
This event has been around for a few years now and it is very common that players across regions, specifically between US and Europe, as their content releases within a day and are fairly close culturally, compare their content.
It was noted early on that two quests as part of the event were available in the US but not EU. After long speculation by players in Europe that this is a bug, a CM of Blizzard finally spilled the beans:

The Brewfest quests ‘Pink Elekks On Parade’ and ‘Catch the Wild Wolpertinger!’ were removed to ensure that World of Warcraft contains content that complies with regional game rating requirements.

http://forums.wow-europe.com/thread.html?topicId=10921022886&pageNo=1&sid=1#12

So these quests were not included for European players because Blizzard wanted to protect its rating.

Now players are confused because the quests in question seem quite innocent:

Pink Elekks on Parade
Catch the Wild Wolpertinger!

and have been available in previous years. The confusion is exasperated by the fact that many players can easily come up with range of
content that is much more objectionable than these two quests, including depiction of murder, torture of humans and animals, scenes of temporary suicide and more.

So what happened here? Well for one the PEGI system is much younger than the American counterpart ESRB. The endorsement of the EU parlament for EU member nations to adopt PEGI only went out in January of 2009 (i.e. this year and after WoW Wrath of the Lich King launched).
WoW’s ESRB rating is T for Teen and WoW’s PEGI rating is 11/12+ (11 in Finland). So let’s have a look at the rating texts of these two of the current and the next higher category in the rating:

ESRB:

TEEN (age 13+)
Titles rated T (Teen) have content that may be suitable for ages 13 and older. Titles in this category may contain violence, suggestive themes, crude humor, minimal blood, simulated gambling, and/or infrequent use of strong language.

MATURE (17+)
Titles rated M (Mature) have content that may be suitable for persons ages 17 and older. Titles in this category may contain intense violence, blood and gore, sexual content and/or strong language.

PEGI:

PEGI 12
Videogames that show violence of a slightly more graphic nature towards fantasy character and/or non graphic violence towards human-looking characters or recognisable animals, as well as videogames that show nudity of a slightly more graphic nature would fall in this age category. Any bad language in this category must be mild and fall short of sexual expletives.

PEGI 16
This rating is applied once the depiction of violence (or sexual activity) reaches a stage that looks the same as would be expected in real life. More extreme bad language, the concept of the use of tobacco and drugs and the depiction of criminal activities can be content of games that are rated 16+.

The crucial distinction here is that ESRB does not make a distinction in depiction of drug use (legal or illegal) at Teen rating, while PEGI does.

Posters in the WoW forum have various reactions, calling PEGI broken, or blaming Blizzard.

I am not really interested in this, rather I’m interested in the dynamics and how to handle this differently.

For example WoW does contain a quest that asks the players to torture baby gorillas. I personally find this more objectionable than the zapping of pink elekks while drunk for a 13 year old. Yet oddly Blizzard feels that self-policing on the latter is more crucial than the former, but let me back off for a second.

The way rating systems work is that they are meant to be self-imposed by the industry (hence not censorship). Critics of this, going back to the parental advisory controversy of the 80s always felt that the problem is that it is effective censorship or self-imposed censorship.

This example illustrates this nicely. All European players are barred from seeing this content, even though it is not objectionable for a large section of the gamer population, and indeed within their age bracket it would be allowable within the system. But because the rating system defines a high barrier applied to everybody it will block content that would be fine for certain eyes.

Blizzard does not really have a full choice here either. They could say “screw PEGI” but these self-regulatory bodies come with penalty mechanisms for companies that do not comply to the rating they have gotten. And clearly not having a rating may not get the game shelved at all!

Originally the idea of these self-regulatory labels were to give Parents a choice whether or not they want their kids exposed to this. Now in this case clearly this is not what is happening. In fact the choice is removed for everybody, more lenient parents, grown-ups and so forth. The content is indeed fully censored to comply with the rating system.

Certainly it is bizzare to not be able to zap pink Elekks but have it be OK to kill, torture and enslave humans. This too goes back to the arguments brought by people like Frank Zappa, Dee Snider and John Denver advocating against the parental advisory labeling. Where the line is, can be up to interpretation and this interpretation can have rather odd, unintuitive outcomes. For example Dee Snider was confronted in the Senate Hearings on the topic with supposed Sado-Masochistic content in lyrics of a song of his band Twisted Sister. In fact the lyrics were about the surgery experience of a group member. Dee Snider stated that in fact the S&M interpretation was in the mind of Tipper Gore, a parental control advocate, rather than actually in the lyrics. The same interpretation pitfall applies here. Which content is indeed appropriate for kids. The right answer likely is, that for the most part that should be up to parents, and labels are meant to advise them what to expect in the content.

Whether this is effective censorship, politically or otherwise is a discussion for another time, perhaps for other people.

Online communities have the worst situation possible. They try to cater to a wide audience, 12+ year olds as well as 35 year olds. Content that is fine for one is probably not necessarily for the other. So how to handle this?

One possibility is to actually commute parental advisory into the game. If you get close to brewfest, the censored content in WoW, parental advisory appears on the screen. This would fulfill the warning function without censoring the content.

Another possibility is to have age-based signups. If a 13 year old signs in, then brewfest is simply inaccessible, while the content does appear for players in the 17+ range. This would be censorship, but less broad. Still parents who think it is no problem that their kids zap Pink Elekks do not get to allow this option (unless they are willing to lie about their kids age).

Labeling content is much easier for off-line games. No player will randomly throw up curse-words, or pretend to be drunk, for example.

In many ways this is a new thing to happen in WoW and it does raise a range of questions. Is this the intend of PEGI? Is this suitable for online experiences which in many ways are closer to real-world encounters than to solitary gaming? What are good and practical mechanisms that inform parents of content while allowing grown-ups to experience content that is clearly fine for them? Would you allow your 12 year old to get drunk in an online game to zap pink elekks or would you find it worse to see them torture a human character?

NPD 2007 PC retail sales in

NPD data for PC retail sales in 2007 is in (via Gamasutra). It shows only WoW and WoW TBC as MMO retail box top sellers. All other titles in the top ten are offline titles. Sims2 and it’s expansions are still going strong again.

Retail box sales are down again after a 1% recovery in 2006.

None of the titles I enjoyed, like BioShock, Witcher, or even LotRO made top 10, but the first two came out mid-year and Witcher for example just may have a bigger market in Europe than the US. 

Again this does not include digital download sales, and no alternative revenue models, subscription fees etc.

I really wonder how big the digital download segment is, given that for example both NCSoft (GuildWars etc) and Steam (Orange box titles etc) gear towards online sale of their titles once you have one of their games installed.

I really wonder when NPD will be able to give more direct market development estimates that include digital download sales, etc. I think they announced that they’d do that a few years ago but it clearly hasn’t happened so far.

Social and family gaming #2: History – How Dani Bunten Berry has said it all already

Well I am kind of sorry for the overly flashy title of this entry. But to be honest I am kind of sad how the gaming industry has developed with regards to social gaming.

Today one really has to look long and hard for game designs that put the social relating of gamers in the foreground. This is an odd critique because I’m sure many people will tell me that we are in the exploding age of “social games” which is “casual games” + “social networks” and surely a social network is nothing but social relating!

Well, yeah, but that’s not what I mean. I do cheer for these developments. But these developments happen kind of away from the mainstream gaming industry, or if they relate to the mainstream, are newly formed satellites to tapped a newly discovered market. Because “social games are exploding right now“, it’s 2008. But it is another reason to be said, because “social games” with another definition already made a kind of splash back in the 80s.

Dan Bunten aka Dani Bunten Berry is a very prominent figure in the history of game development. Surely loads of people know her, and if not loads know games of her. And there is a persistent thread through her work: social and multi-player gaming. 

I’ll be quoting or loosely refering to loads of sources. Most notably  the charming laudatio as part of the CGDA Lifetime achievement award (1998, she died shortly thereafter from lung cancer). Pre-AIAS hall of fame induction interviews  of industry colleagues (2007). Essential late speeches with the titles “Imaginary Playmates in Real-time or Why Online Games Suck” (1997), “Game Design Memoir“, “Online Multiplayer Games” (1996), a Salon article/tribute (2003), the Halycon Days interview, Interviews on World of M.U.L.E., 1-UP’s “The 50 Essentials – 19 M.U.L.E.“. I’m sorry for the heavy sourcing.

Dani Bunten Berry’s most frequenlty quote is this:

“No one on their death bed ever said, I wish I’d spent more time alone with my computer.”

She was a champion of what today we would call multi-player games. In fact she was the main pioneer of the notion in the form we know it today. But I’d argue she also pioneered “social games” in the sense that social relating of gamers was important.

In this sense the quote is to be understood, but it actually goes deeper, it not only talk to the need to having spend time with other people being important (and more important than high-scoring solo) but also it at the same time is a catchy one-liner for what she believed to be “what gamers want”. It’s quite radical if one traces the mainstream gaming development since the 80s. But it really shouldn’t be.

If one traces the chain of games she released you’ll find indeed this one persistent thread. Multiple people play the game. It binds multiple people to a joint activity. The first game she released “Wheelers Dealers” shipped with a button controller for 4 people. This was the first ever multi-player controller and it was a flop at the time (1978 for AppleII).

But the game Bunten is most praised for is M.U.L.E., a multiplayer economy game with action elements. The game uses resource competition and market auctioning to create a competitive setting but already contains other elements as well, such as random disasters or rewards. Despite it’s aweful graphics, even fit the time (1983) it was an instant classic. In MULE the player’s decisions interplay with other players decisions immediately. It’s competitive but it has a subtle (and possibly often missed) cooperative layer.

After commercial solo-play smash hits (7cities, heart of africa) Dani Bunten Berry left solo-only games competely (1986) and produced probably the first multi-player only game in “Robot Rascals”. What’s so interesting about this project is that she spoke about the importance of accessibility here already, she discovered how one can make the process, discovery and learning skill interesting (something that later devs would not know of and hence call the “journey an f–ing lie” mostly because of a lack of ingenuity how to make the journey interesting). She said she wanted to think of it as a “family game” though realized that people weren’t looking for family games back then. Hence once certainly could give her also some credit to have pioneered that concept!

Further innovations, like the first commercial modem game in “Modem Wars” (1988) followed. Like other innovative concept (Rascals, Wheelers Dealers) it was a commercial flop, way ahead of its time. Two more model games followed with more success, and Global Conquest (1992) introduced what today we would call RTS.

Bunten was an innovator on many fronts, but I want to keep with the social, because not only I but many other commentators do see this as the common thread. The 1997 CGDA award laudatio says this:

Nobody has worked harder to demonstrate how technology can be used to realize one of the noblest of human endeavors, bringing people together.

This again is a deep quote. Because it begs the design question: What would bring people together to play?

Let me take this question as the operative definition of what I mean by “social games”. If you replace people with “family” you get “family games”. This is of course different from the newer definition that “casual games” + “social networks” = “social games” but bear with me… I think this is the richer and more immediately constructive definition.

So what did Dani Bunten Berry have to say about game design?

From her 1997 keynote:

I started out my career as speaker [..] in 1990. I told everyone that if we want to reach the mass market in this industry we’re going to have to become part of the main stream and stop being such nerds. I recommended that they go home, meet their neighbors, get married, have kids and to stop spending all their time alone in front of computers.

Be “people focused” not “thing focused”.

What kicked me into motion was a conversation with a “marketing specialist” at a recent online game conference. He said something innocently grandiose about how great it is that the online service he worked for has got the full gamut of games to cover all possible demographic groups.

You have no clue about demographics even if you say otherwise.

There were (and still are) numerous possibilities for social interaction and interesting play with the shared computer kind of design. However, there were a number of logistical issues related to getting groups of people playing games around a single computer (such as, it’s not usually centrally located and people need to be “invited”). Online games “fix” these problems while still offering several of the social advantages of multi-player games.

It’s nice to share in front of one game, but networking lets remote people share it too.

What I mean in my title, “Imaginary Playmates in Real-time”, is that for nearly all intents and purposes the current crop of games (and even the next crop that I’m aware of) have simply taken standard computer game genres from the pre-online era and replaced the AI opponents with humans.

Industry assumtion is: PVP solves tuning problems and dumb AI. She observes: You haven’t designed an inherently multi-player game.

If you’re playing one of those games, your interaction with those humans is at the same level as it was with the AI ones. What we’re experiencing now is just the fact that people make better opponents. They will do more interesting things than any algorithm. Those of us who have been pushing multi-player games for years have known this part.

PVP is trivial, you make the opponent into the proxy for the AI.

It’s just that this is such a tiny aspect of what having human playmates can mean. People can make you feel welcome and accepted. People can teach you and share with you. They can touch you emotionally.

Being a playmate is about bonding, about the ability to share and teach. And the ability to be emotional.

She goes on to critique why solo play ends up designed against human preferences. The argument goes roughly like this. AI is hard and dumb. Human choices need to be limited to what the AI can react to algorithmically. Replacing the AI then with humans has limited the interaction to the algorithmical and not the sensory-human. Rather compelling train of thought.

Another opportunity that I believe the online medium offers is a new demographic landscape. Although to look at the “successful” games online at this point you’d think we were stuck with the 18 to 35 year old male audience that populates the CD games world, it ain’t so. The demographic of web-browsing (see “Online Magazine”) has an average age of 33 and is 31% female. They come primarily from educational and computer-related occupations. Almost 60% have a college degree or better. They are information consumers and have an average household income of $59,000 (these two numbers make advertisers excited).

The original subtitle of this blog entry was “How Dani Bunten Berry lost to testosterone”. I decided to ditch it for a less edgy one. But this quote gets to some of this. If I look at many current online game announcements, they still are the 18-35 male audience demographics, onlineified. Anyone telling me the thought of highly educated tech savvy females when coming up with Age of Conan or Warhammer? Anyway, Bunten was very much attuned to the fact that even in 1997 the online demographics wasn’t the canonical CD buying one. Most of the industry must have slept through it though. Or they were 18-35 year old males themselves, making games for themselves.

She goes on to give specific design recommendations. Let me pick out a few more unusual ones:

* “Zero sum” is bad. Games where I win and you lose are bad. Worse still is “I win and all the rest of you lose”. Notwithstanding the current cultural obsession with endzone strutting by winners, losers do not enjoy themselves and if you can help take the sting out of it, you should. Alliances, cooperative play, ranked “winners” rather than “A winner” with a bunch of losers are all options.

Don’t turn people into losers. We can today ask if PK/PVP achieved this and why designers didn’t hear this? Player-looting PK is violating this badly. But why have it? Bunten implicitly knows that promoting one winner too badly is bad for everybody. People don’t play to lose, they play to play!
Strutting your win is kind of anti-social.

* Strategies need “wiggle room”. People have different personal styles and when playing against each other it’s great to let them “do it their own way” rather than a single approach that all must follow. If possible you should balance the game such that a strategic planner for instance might not always beat the joystick jockey or the detailed tactical type. A game that allows for diverse people to play diverse ways is always best.

Allow diversity! People are different, let the play regardless. Don’t punish people for their differences.

* Court your newbies. Nothing will destroy a player’s interest in your game quicker than being humiliated a few times when they are just trying to figure out what to do. If possible build in inducements for advanced players to help newbies in order to get something to advance further in the game environment — like taking an “apprentice” might be the only path to “master rank”. At the very least try to make starting as safe on player’s egos as you can.

Make it easy to enter, but Bunten’s vision also includes: promote helpful attitudes and make it social to enter as well! Not what one sees entering many MMOs today.

* Use time limits. Whenever possible design your game so it can be played within a fixed time limit. This will allow people to schedule their involvement. A game you can play a couple of times in an evening would be a good design goal. If you can’t end the game at specific times try to at least facilitate a graceful exit opportunity such that a player quits while they are having fun and not after they’re so exhausted they’ll never come back again.

Respect people’s time and schedule. And their desire to take a break/quit to RL.

What specifically she meant is elaborated more in an online article:

When possible, end the game after a certain amount of time. Time limits let players schedule their involvement to fit their schedules and their budgets. Games that drag on and on will let players lose interest and drop out (a disruption to the players) or they finish this game but don’t play again (a disaster to the designer). It’s better to have players finish a game and ask for another play than to go away exhausted and not come back. Games that last 30 minutes is a good goal for a single play and 2 hours should be considered a maximum.

Hmm 30 minutes at a time, and no more than 2 hours max. I guess the 4 hour raid marathons of WoW could learn something here. In fact respecting people’s time and make them come back often but stay on shorter is the standard idea of what today we call “casual games”. The idea to worry about people’s time in game was already there with Bunten in 1997.

* Include chance. Although most players hate the idea of random events that will destroy their nice safe predictable strategies, nothing keeps a game alive like a wrench in the works. Do not allow players to decide this issue. They don’t know it but we’re offering them an excuse for when they lose (“It was that damn random event that did me in!”) and an opportunity to “beat the odds” when they win.

Randomness is there not for varied difficulty only and less predictability. More so it serves a social function! Not making people feel too bad about losing by giving them a neutral and uncontrolable reason for failing!

* Allow handicapping. Let players handicap themselves if they want. Some players are willing to play with one hand behind their back so let them. (The most common use of this will be parents and kids playing together).

Again note the direct reference to “family play”. Again Bunten realizes that people can be different but the goal should be to allow them to sensibly play together. I don’t see this used much at all.

Basically Bunten displays an array of important things to consider when social play is at stake: Don’t allow anti-social outcomes (don’t let one persistently be and feel like the “loser”), promote ability to play together (either via time, or via handicapping), promote helpfulness and positive social play. It may be a tad extreme to say that she has said it all already, but certainly she has said a lot more than one sees in a lot of contemporary designs.

Social and family gaming #1: Preamble

I wanted to write about social gaming for a while and in fact if you look back you’ll find some on social gaming in various guises already. The following comment by PurpleCar caught my interest:

I am the Mom. I have a lot to say about this. In fact, I could go on for hours about how I feel that the gaming industry is ignoring me and my family. For one thing, my husband and I, both in our mid 30’s, have a hell of a time trying to find an E or Teen rated multiplayer quest game to play with our 7 year old girl (we’ve played every playstation 2 game there is that remotely fits that description). For another thing, I have no real games of interest for me. Sims was too un-end-user friendly, and generally stupid/boring. The rest have too much fighting, which is again, boring.
Don’t give me that crap that there ‘isn’t a market’ for me and my family. I’m not the only mom out here who grew up in the arcades and see nothing wrong with a little family game play. And don’t tell me to buy the Wii – we don’t want tennis. We want more shrek, teen titans, spongebob, etc. 4 player adventure games where we work as a team against bad guys and not against each other. And throw in a few games for just me, ya head-in-the-sand-prejudiced-blind-stupid-arrogant fucks.

(sorry, that last bit wasn’t very ‘mom’ of me. I’m seriously pissed off, though)

while the debate this was contained in focused only on the multi-hyphenated explicative, I’m more interested in the parts that I set in italics.

See a lot of dev discussion takes the assumption about some “core” market. And in a way there seems to be the notion of that “core” market being the end-all of what keeps you afloat, while the casuals are a great way to add growth and sales. But the “core” is what will pay subscriptions, shell out extra cash for collectors boxes, and buy all expansions.

Looking at 2006 PC game retail sales, two francises dominated: World of Warcraft as a single title, and Sims2 as a game with many expansions. WoW courted the casual market at least initially, while Sims2 is by no means a traditional “core” game, yet people bought expansion over expansion in 2006. The PC retail market grew for the first time that year, after steady declines the years prior. (Note that these numbers don’t include subscription sales, and online downloads, they also don’t contain any alternative business models, “casual games” or browser games).

The data is from NPD, analysts who track many markets, including game retail markets (console and PC separately).

So given the Mom’s complaint above it really got me thinking. Why do I not know that many family-friendly but high production value retail games? Yet I can name many war games, many RPGs, FPS even adventure games, sports games and RTS. I know so-called family games, but they don’t jump at me as filling massive shelf space at my local game stores.

But independent of family. Where are the games that focus on social, joint play. That focus on collaborative gameplay, rather than emphasize solo or competitive gameplay. WoW certainly is all this: solo (lots of the leveling), collaborative (group PVE, instancing), and competitive (PVP, competitive instancing). But in marketing competitiveness is often emphasized. Recent MMO titles like Warhammer are advertised as PVP heavy.

I always liked games that are about playing together to achieve a goal. I never really liked games where I beat up on my friends. It’s certainly a personality thing. But given that I’m attuned to games that allow one or the other and I can’t help but claim that collaborative models are underrepresented compared to solo and competitive models.

It may be rather shocking in a way that only last month NPD released a press-note with the following title: “PLAYING VIDEO GAMES VIEWED AS FAMILY/GROUP ACTIVITY AND STRESS REDUCER – New Study Busts Myths on Attitudes and Behaviors of Various Gaming Groups“. Well, OK the title isn’t such a shocker. What is shocking is that this title busts myths about attitudes and behaviors! Anyone surprised that people play games to reduce stress? And it certainly isn’t shocking for PurpleCar, as she’s been looking for more family-friendly games all this while for NPD to announce this as an analyst-discovered need at the brink of 2008.

Let’s see what they say:

while heavier gamers are much more inclined than lighter gaming groups to prefer playing games alone, both groups are equally inclined to enjoy playing games as a family, group or as a party activity, and both groups value gaming as a way to bring their families closer together.

Now that is a shocker. How many game devs seriously put into their game description: “We thought long about how that game looked to a whole family playing it.”? I don’t know but I haven’t read many articles for sure!

What a shocker too when people want to bond and unwind together, rather than, what some devs promote as fun, be constantly challenged and brought to moments of failure and competition?

Family gaming amplifies the picture because the question is not only “how social is a game, how can a game be played together”, but also, “is this the kind of message I want my kid to receive?”

In future additions to this sequence I want to try to carve a little bit at these questions.

Your Mom! Beyond opposites and 1-dimensional design: Can the core/casual assumption be upheld?

It’s a funny thing. I’ve long been worried about the whole hardcore vs casual thing. And I wanted to post about it for a while. Now a wave of magazine articles and blog posts got ahead of me. I forgot though if I ever discussed Wolfhead’s last post. Even if I did I want to mention it again, as part of a wide arc about widely held models of gamers among developers, vis-a-vis gamers view of the same. Fittingly the post by Wolfhead from June 2007 is titled: “Are MMO’s in Danger of Becoming a Spectator Sport?“. This post really is of interest in the light of remarks of game designers. Jeff “Tigole” Kaplan, the WoW lead raid designer, has praised the rise of e-games and respectability of gaming as a serious endeavour in various video interviews, I specifically remember one at BlizzCon 2007 and Blizzard has featured exhibition games of top ranked raid and PVP guilds and runs public arena tournements.

So in a sense these are two sides of the same coin.

But before I go on I want to contrast another two sources, one is hard to cite though. One is a recent “scare” by Raph Koster (and I think I have figured him out, he sure knows how to create buzz by taking extreme positions or at least controversial titles, titles like “death of high fidelity games” is another example verifying that theory) compared to a much more level-headed discussion as the title feature of the 4/2007 issue of the German game dev magazine /GameStar/dev called “Casual booms, background, analysis and forecasts” (my translation, all futher english quotes from that source are also my translation) which contains the opinions of many game developers ranging from casual only developers to Igor Manceau of Ubisoft and Tim LeTourneau of Sims fame.

While Raph thinks that casual gaming threatens the “core gamers”, none of that scare appears in the discussions of the other developers. For example Igor Manceau emphasizes that casual games are simply different “The best [core] game is the one that keeps players in the game the longest [..] With casual games this is completely different, because the point is to repeat the incentive on a daily basis rather than within a playing session.” I.e. for Manceau a casual game just has a different focus, and is not better or worse. It emphazises fun for short sessions but repeatable on a daily basis. I think some “core” games like WoW could learn from that design difference even. But the clue is that the difference in design outlook is value free. Short game sessions are “OK” in fact desirable. 

Even then, what unifies all the discussion though is the tacit assumption of two categories describing player populations well: core vs casual.

It’s part of game dev lingua, of game dev assumptions, and also of gamer language who worry about game tuning and gaming experience enough to post about it.

The more sophisticated will allow this to be a one-dimensional object, a line continuum between the extremely casual (whatever that is) and the extremely core (whatever that would be). The graph posted by Nick Williams in his Gamasutra article (also a “scare”) about a supposed dilemma for nintendo. I also remember Jesper Juul, an academic studying game design used a linear continuum to categorize games along casual vs hardcore in a talk I heard. It’s very interesting to note here that in Juul’s graph World of Warcraft was the most hardcore game on the chart. (Sidenote: Casual games always existed, but they didn’t get that label. Tetris, mine sweeper, little computer people, duck’s ahoy? What is new is the label and the awareness of it as a separate design and market.)

Contrast this with what Jonathan Blow had to say at the Montreal Game Summit about WoW (via gamasutra):

Blow believes that according to WoW, the game’s rules are its meaning of life. “The meaning of life in WoW is you’re some schmo that doesn’t have anything better to do than sit around pressing a button and killing imaginary monsters,” he explained. “It doesn’t matter if you’re smart or how adept you are, it’s just how much time you sink in. You don’t need to do anything exceptional, you just need to run the treadmill like everyone else.”

Does that sound like a description of a hardcore game to you?

What according to Blow is cheap food to get the masses addicted, is the extreme end of hardcore in current gaming for Jesper Juul. I actually asked Jesper what he meant by a “casual game” and he said something along the lines of that a casual game is that you can pick up, play immediately for a few minutes and drop immediately. Clearly in that view WoW isn’t casual. There really is nothing interesting to do in WoW for just 3 minutes, just traveling to where you want to continue from your inn will take up that time and returning to the inn may or may not be immediate depending on whether your HS is available (or if it is even set to a desirable location!). In fact 10-20 minute trips are not unusual.

But I don’t actually care to take a position regarding whether Blow is right or Juul is right. In fact they are both right with some mental flexibility (and possibly modulo some specific reservations).

It much rather goes to show how deeply ingrained the tacit assumption of the words casual and core is in individuals minds and how these can be extremely stark, and also have utterly incompatible uses.

The Raph & Nintendo scare posts can be understood if one is an anxious gamer who considers WoW generally to be rather casual. While the positions of most developers in the GameStar/dev/ magazine take a more neutral position and embrace casual gaming as a separate category of gaming.

But even going back to the WoW design Rob Pardo discussed the design assumption of core vs casual (see the first blog entries I ever made). What is interesting about Pardo’s remarks is that indeed Blizz realized that the casual market is faster growing than the core but they tried to define game content for hardcore (instanced, grouped) and a path to become hardcore as entering instanced content.

There is a lot of data that Blizzard has that I would love to see. Specifically this specific one: What is the time spend in game by average long-time subscription gamers? And also: How many subscribers enter dungeons?

I wouldn’t be surprised if it actually turned out that most gamers even if they don’t play that much do enter dungeons in WoW. In fact Nick Yee’s article about how people play mostly alone in WoW actually gives the surprising indication that at level cap players spend 60% of their time grouped, i.e. don’t play alone (casual) at all! (People only play alone a lot while leveling, which may be more a function of levels causing dividers for joint play.)

And I wouldn’t be surprised if it turned out that in fact Jesper Juul is perfectly right in classifying all current WoW gamers as hardcore by some rather meaningful metric derived from the data that Blizzard has! But of course someone who expects hardcore to play 7 days a week for 4 hours at least will have to see a large fraction of the player base as casual. Because 5 days a week for 30 mins to 2 hours or even just 2 days a week for 1 hour is a vanishing fraction of time spend in the game. Of course I wrote about the extra time-dimension with respect to hardcore vs casual very early on.

But this doesn’t cover it really. Because the tacit assumptions run deeper. Read the following list of assumptions:

* Whoever doesn’t like PK/PVP isn’t hardcore

* Treadmills are ways to cater to no-skillers aka “skill is not accessible”

* Pressing buttons is easy aka “if a macro can do it it’s easy”

* Your mom sucks and so do games she would like

I disagree with all of these because they collapse dimensions of what makes games good. (Or just make assumption without testing them or are assumptions that having nothing to do with games but flow into categorizing players as hardcore vs casual)

Let me just pick up the last one because it appears in the arguments I quoted above.

Raph quotes a post by IQ212 who talks about the mass market of casual gamers based on the Mom example. While Raph concludes that “Core gamers are almost certainly going to have to adapt to a world in which a lot of developer attention is going towards a much broader array of titles than in the past.” IQ212 however actually had a positive intend with his Mom example. He writes:

So as you consider the gameplay, theme, platform, difficulty level and marketing of your game, consider your mom as a mirror of the mass-market. Don’t ship without observing your mom playing your game cold, and seeing what she finds fun, rewarding and challenging. Doing so could expand your market reach, and the average American represents a potential market of 300 million people.

Note to the guys making “Panzergruppe Tactics 4: Eastern Front”, you already identified the 59 people who will buy your game, so good luck with that.

For the rest of us making games for the mass-market, we’ll keep thinking about your mother.

Clearly he doesn’t see anything wrong with your mom finding a game “fun, rewarding and challenging”. IQ212 doesn’t paint a mom that has no sense of fun, of reward, or of lack of interest in challenge. Rather he pains a Mom who for her specific gaming need has a right to access fun, reward and challenge.

Or read this as a bullet:

* Accessibility has nothing to do with challenge, fun or reward (if done right)

Basically IQ212 says the Mom test is good. And the Mom test is actually game dev procedure! Cathy Orr of PopCap located in Seattle who specialize in casual games says in said GameStar/dev/ issue:

At PopCap we use the Mom-test to find out if a game works: Our CEOs sit their Moms in front of the game to gauge the success-potential of the game [..] We leave our Moms alone with the alpha- and beta-version of a game. After 30 minutes, we return. If they are still playing, then we have learned that we are on the right path.”

But Raph reacts to IQ212’s description of the canonical mom like this: “Yah, that’s not us, now is it?” Where “us” is of course us (hard)core gamers who have played for ages.

I actually disagree to that for the simple reason that it mistrusts your mom to identify fun, to identify early access rewards, and to identify early access challenges. But Raph Koster sees hope for the million Mom march on games. “In other words — gamers may not want to become like Your Mom. But Your Mom is gradually becoming more of a gamer.”

This brings me back to Wolfhead’s post. A veteran EQ raider and a WoW raid leader. He grieves the loss of access to design for the core due to time constraints. Wolfhead is not your canonical Mom with no extensive gaming experience. Wolfhead is the growing number of demographics of long-time gamers who have a life (due to growing older). The people who became Moms and Dads and by that virtue cannot fulfill a game dev’s fantasy of gaming 40+ hours a week to access desirable content (like the most interesting and lore heavy content of WoW).

These are the new Moms and Dads that want accessible/”casual” design that isn’t dumb. And I dare wager a lot of canonical moms don’t want dumb games either. After all they are a huge demographics buying and solving Sudoku puzzles at substantial difficulty!

So maybe the tacit assumption that:

* Your average mom is dumb

is just a corollary of the equally false assumption that

* Most gamers are lazy

Certainly the core vs casual dimension doesn’t describe Wolfhead or myself, or some of my MMO playing buddies, some of which I know to be Moms in real life.

Rather than designing along a core vs casual dimensions, people should design based on X-tests, where X are gamers you like to reach. And if a designer thinks they can only design a game that passes a mom test and not a elitist-jerk test they haven’t even tried.

Rather than assuming a 1-dimensional model to design one-dimensional games, maybe designers can learn to not assume silly models, and instead design rich, deep, accessible, fun, challenging, rewarding multi-dimensional games.

Also listening to your Mom may have told you a few things earlier:

* Your mom probably likes collaborative games over competitive ones, if she likes competition it’s the friendly competition of a bridge game and not the one of a ranked boxing fight.

* Your mom doesn’t like the idea of killing other players/people

* Your mom considers grieving rude and doesn’t like game mechanisms that support it (like poisoning carrots or nude pickpocketing in UO)

* Your mom wouldn’t want to spend extra cash to bypass arbitrary game barriers via RMT but accepts if RMT is build into the design as sensible payment method.

The vast majority of people switched off PK in UO the second they were given the change. I think that just means that most of us, the “carebears” are legitimately like your mom – in a good way. And your mom would have the wits to identify those that demean others for not liking to kill people as bullies and those that don’t want others to enjoy the game as rather nasty and selfish.

But of course some absolutely want to exclude others, so if that means ditching your mom so be it? Well I guess we gotta be scared of her now if we believe Raph Koster or Nick Williams. After all, games that are designed for her gotta stink big times. Well, not, if game designers have a clue.

Finally, I love the Mom example for another reason. Noone is like her! Rather than having one model for what Mom wants how about people actually get a clue about what “people” want.

Malcom Gladwell’s TED talk is oft cited recently in the comments on Raph’s blog. I think it describes the fallacy of tacit assumptions in an industry perfectly. And the core vs casual assumptions are one of those that need to die to actually serve soup sensibly to everybody. And that’s not one soup for all, as some seem to be scared of. It’s a whole lot of soup and many types of soup that many game devs seem too opinionated to even think about. But to figure it out you cannot be scared of your Mom, Elitist Jerks or players like Wolfhead. They all are right if they say: “I didn’t find that soup fun or rewarding.”


Postscript: Raph posted the following reaction on his blog:

I just read Moroagh’s reply post to this… where there’s the mistaken assumption that *I* am worried about the moms taking over. As I said in the opening to the article, I’m commenting on something I get a lot from core gamers. Me personally, I’m not particularly worried.

My post never really was meant as a reply to Raph’s, but rather a post I wanted to make for a while but got catalysed by various source, including Raph’s article.

Just briefly an actual reaction to Raph’s article. I don’t believe that “core gamers” are a homogeneous blob either and I don’t think people who loved wolfenstein were particularly scared/worried by zoo tycoon or mine sweeper or solitaire being around. So I do still hold that there is a kind of scare going on that tells core gamers they kind of ought to be worried, when for years most never have. Taking Nintendo as an example: I have to date seen no evidence that the booming Nintendo DS market in any way diminished Nintendo’s console market or that the existence and scope of Nintendo Wii has honest-to-good alienated many gamers. Some gamers always look at others and peck against them, that’s a completely different matter though. I for one have not noticed any discussion about “core gamers” being worried (beyond the standard pecking that’s always around) until Raph blogged it as a broad concern. I’d conclude that for most gamers it actually isn’t a topic at all and loads of my core friends happily play Nintendo Wii and Nintendo DS alongside TF2, Portal, BioShock or Crysis. And they weren’t worried that their Mom played away at Zoo Tycoon or Yahoo Bridge or some variant of Sims. So my answer to Raph’s blog title “What will gamers do?” is simply “nothing” because most don’t even have the concern, so they won’t as Raph postulates, complain. Those that do complain always have complained about their specific needs not exclusively being met (“only the hardcore should be able to kill Illidan”, “PVP is welfare epics” etc etc), and that isn’t new or particular to Mom gaming.

But all this detracts from my post above which really wasn’t in its core about whether gamers are worried about an increasing casual market. It was about how game designers can be more multi-dimensional and experiment/evidence based in their outlook at gamer demographics and game design (learn from the “mom-test” idea), and it was about how the persistent “core vs casual” assumption and debate is rather very flawed and narrow. “Your mom” is just an excellent way to look at these points and I am indeed grateful that Raph and the GameStar/dev/ magazine articles both brought that idea to my attention (I actually read the GameStar/dev/ article before Raph’s blog entry. That both touched the topic of “Your Mom” is a happy coincidence).

WoW account hacking and stripping – “Cyber-crime”

Between Tobold and Raph Koster there is some argument about game mechanics with respect to real money transfer. I don’t particularly find the topic that important but I was struck by a remark of one commenter, that “cyber-crime” related to RMT would be well worth discussion much more than the generic RMT discussion that flares over and over.

Just to give this some context. Within the guilds that my characters inhabit I know of at least 3 cases of accounts getting hacked and stripped. The number of active players in the guilds is certainly lower than 50 people. That’s a stunning 6% victim rate and the correct number is likely a tad higher. If I compare that to my real life familiarity with breaking and and stealing (burglary), I’d have a much much lower familiarity rate (certainly way below 0.1%). I would conclude that account hacking happens frequently!

So it’s fair to ask: Why is there so much discussion about RMT, when cyber-crimes like hacking & stripping are much more disruptive and on top of it are frequent?

I really don’t know. Looking at WoW the developers have learned a few things:

  • Disenchanting with no leveled trade skill is a bad idea. Disenchanting high level items now requires a certain level of enchanting skills.
  • No mail delay between acounts or AH buying removes ability to intervene or monitor. Between-account sending of cash is no longer instant, and selling in the AH isn’t either.

But these are just two measures to try to make it harder for hacker/strippers to make their lives more difficult.

Today still there are issues in WoW:

  • Locking of compromised accounts takes way too slow. In one case of a guildie of mine it took 3 days until the account got locked after reporting. The hacker tried to join multiple guilds to get access to guild banks. I have not heard of a single case where a compromised account got locked within an hour of reporting, which would be the time-frame it’d take to have the mail delay mechanism actually help.
  • There is no full restore functionality of victims. The cases I know people only got their equipted gear restored and non of the goods they had in the bank. Hacked people who have found to be clearly victims really should get a full restore. May be that the current server architecture makes this hard, but future game design should plan for this.
  • No mechanism to report hacking accounts in-game. Guildies are helpless to a found hacking incident. A GM will do nothing but tell that the account holder has to report their account compromised on the web-page. If the account holder is not around, people can sit and watch while the hacker sells off stuff in the AH and the trade channels. I understand the trickery here: Abusive reporting. If it was easy to lock an account down by 3rd parties this could be abused to grief a player. But surely there must be some way to improve crime reporting. I.e. if multiple guild members report hacking and activity on the account support the report (account stripping, all out auctioning/vendoring etc) and immediate in-game lock should be possible. The account holder can still report if the claim was frivolous, but in the worst case they got delayed in stripping themselves.

What else is there to be done to prevent cyber-crimes like hacking/stripping MMO accounts?

And yes, be safe. Don’t ever run executables you don’t trust or frequent shadey web-sites. If you have been hacked: my sympathies and my best to get your stuff back as best as possible.

Free addons, services and their cost. WoWAceUpdater and Mazzlegasms as examples of the social dynamics

Currently there is another free program upset developing in the WoW addon world. The developers of the WoWAceUpdater program included ad banners. WoWAceUpdater is a convenient program that lets you quickly update all your installed addons that are distributed by the WoWAce.com web-site. It used to have no ads at all and is distributed open source.

Users of the program posted their dislike for the ad and asked for alternative solutions. It turns out that the ads were added because the updater is, per the WoWAce hosts, responsible for 80% of the traffic, which goes apparently at over $1000 per month. In response users proposed direct advertising for WoWAce donations, making it a subscription service, or seeking ways of throttling the volume. Currently all minor beta changes will be updated, and people have suggested updating only release level code.

WowAceUpdater makes it very easy to frequently update addons hence it’s not surprising that the program itself helps amplify the download volume per month.

The WoWAce Forum contains discussion of the topic between users and developers/hosts. People also have voiced various concerns with the specifics of the solution. WoWAceUpdater launches internet explorer (and not any alternative default browser) and IE has a bad rap for allowing trojans to be installed via image links. Also WoWAceUpdater needs to elevate it’s execution privilages under Vista to be able to use IE the way needed for the ads. Some people simply object to having third party programs used at all and data exchange with them.

People have suggested compiling out the ad part (the source is open) or simply using older versions of the updater which doesn’t use the ads.

What’s interesting about this is the dynamics that developed overall. Developers and hosts of wowace became upset over the lack of support for the ad route to address this issue. They question the community, call the reactions disgusting or the overall situation sad.

In many ways however, the current development reminds me of the old Mazzlegasm story. Mazzlefizz made a very popular and nice all round addon package/interface mod that self-installed/configured in-game. The original version concluded with a dance, then a moan emote, followed with a yell about having a Mazzlegasm. Some people took offense at that part, and wanted an option to disable it. It was perceived as self-promoting advertisement by some, and as inappropriate in content by others. Mazzlefizz for a long time refused to remove it. Third parties started writing addons or patches to remove the Mazzlegasm, which in turn infuriated Mazzlefizz with arguments that the code was her intellectual property.

The displayed attitude is exemplified in the first post of the original FAQ linked above:

“If you don’t like an add-on that makes your character say something when you install it, don’t use it.”

Basically noone has the right to an addon working in any specific way. It’s free and as is. Don’t like it? Don’t use it.

The hosts/developers of WoWAceUpdater also posted a similar stance in the discussion:

The simple answer to everyone one of the people complaining here is this:

If you don’t like it, don’t use it.

The way the Mazzlegasm story actually ended was like this: Some people indeed complained that they got reported in game for having Mazzlegasms and there were claims of suspensions having been issued. If this was the reason or something else isn’t clear, but Blizzard representatives contacted the host of wowinterface who forwarded the request to Mazzlefizz for a switch for the feature. Mazzlefizz stood by her stance but added the switch.

This is a tricky situation, with lots of questions about entitlement, free content, content cost, user feedback, user entitlement, author entitlement, free code distribution.

Mazzlefizz for one could have completely avoided the whole discussion by always having a switch, or by simply not having this particular feature at all.

Same for WoWAceUpdater developers. There certainly would be no upset if they hadn’t added third party program executions and third party ads to the project. It’s likely that adding a paypal donation banner would have been much better received. But despite the objections the developers stand by their choice.

Of course the problem here is that addon development isn’t free. Mazzlefizz did invest substantial personal time into the project, which just in terms of hourly labor has a price tag attached. Even more so web hosting isn’t free. WoWAce has to pay the bandwidth, and programming the updater and maintaining the site again takes time.
Certainly Mazzlefizz had it easier. There were no running costs, just the concern that people would learn about the MazzleUI and Mazzlefizz’s own notion of fun. WoWAce has to content with running cost. It will be interesting to see how the obvious difference here will play into the overall dynamics.