Celebrity Fives
High five with [Space], post your score below.
By Adriaan de Jongh & Juliette Janssen.
The audience alike
Posted by Adriaan in game design on May 2, 2010
Why are we making games for an audience? Can’t we make games for ourselves?
What if a demographic group, for which we have so many trouble creating awesome games, would make games just for themselves? A female group of game designers, artist and programmers that would create a game for just them – what would come out? As far as I know, this has never been tried before, I guess the game industry still remains a men’s world. But beside the female games discussion, what if a group of people that all love kite surfing would make a game to do just that? Or people with a dog fetish? Oh, I don’t want to think about that…
Anyway, if such group would make a game they love, a game in which they can share their love for the subject with others, where the fun of that group is transfered to any player, wouldn’t that be the ultimate hit? Hell yes!!!
I have a close to home example, one that shows that this theory can indeed apply. This years Global Game Jam, I participated with a team of which most members work or have worked at W!games, a game studio in Amsterdam. We all knew what it took to make a game and went into the project with the mindset to create a super awesome game. We threw in all the elements that the game we wanted to create would have and came to a concept really fast… All in all, it was the best process I had ever participated in, it went excellent. In the end, we had a game that was not far from the exact thing we had in mind and we all loved it. Because it was only created in 48 hours, we did not have the time to make it very accessible for other players, but after a few games, every player would get it and like it. Those players are the audience alike.
Development phases? No thanks.
Posted by Adriaan in game design on February 11, 2010
Working with development phases when creating a game is not going to clear up your process. In almost any case it shifts focus from what is truly important to the game.
At the end of the day, it’s about getting your game on the table. It must be well thought through, look good and must play good. I think development phases can mean a great deal if you wish to achieve that and phases can help you and your team to focus on what the phase is for. But then again, than it is not about your game anymore, it is about completing the phases and completing the process.
I believe that if you focus on the steps that must be taken in order to create the game, there is no confusion and you will never be ‘stuck’ in a previous phase. I have never done a project in which the design document was completely written and final the moment the production phase started – another problem of development phases is that there is always an overlap. And that is not going to clear things out.
This is what generally goes wrong with student games – school requires the game to be created by clear phases that must all be completed before the other. The problem is that for most students, this suggests that when you are in the production phase, you don’t have to work on your concept anymore. And beside that, writing complete design documents based on assumptions is never a good idea – the same goes for planning. This is the reason why most student games are either crappy or not finished.
You must be thinking about SCRUM now, but that is on a whole different level – SCRUM does not let you look into the the coming months, only into a week or so. Thats why I like the word ‘milestone’ – milestones don’t need names, they only exist when a certain level of production is (or is going to be) achieved and they are great motivational boosts when you are near or at one. Now, take it from here.
Games as brand
Posted by Adriaan in Uncategorized on February 7, 2010
How can we combine the boring parts of other disciplines, work fields and such, with games to make them more fun – and a more complete experience? This is a question who came from Jonathan Samel Baskin who held a presentation about this subject at the NLGD Festival of Games in 2009. He had the opinion that people don’t believe in the lies and stereotypes of brands anymore. He thinks that if we turn our brands into games and use all the powerful elements games nowadays use, brands would make more sense and tell costumers their true story. And I think he has a point.
Games are very strong if it comes to binding costumers (or players) to their experience and maybe even better at creating memorable experiences. Almost nobody reads through policies and terms of use – a game with these simple lines of text at its core would surely make these important aspects much more present.
Why can’t brands be more game-like? Why can’t, for instance, people ‘fight’ for their products? Why are brand products often not related to each other in terms of the relation between the product and the costumer? Why don’t brands have achievements and why are costumers not rewarded with titles when they achieve them? Why is there no interaction between the costumers who bought certain products from a brand? I could instantly think of a dozen examples of how to turn a brand into a MMRPG!
I can not imagine the examples I called have not been tried, but I haven’t found any game or brand yet that has become successful in it.
Please comment, this is presumably a very interesting topic.
What games are worth to players
Posted by Adriaan in game industry on January 18, 2010
A few months ago, the makers of World of Goo did an experiment. They gave away their game for any amount of money that you would pay for it. The result were fantastic:
http://2dboy.com/2009/10/19/birthday-sale-results/
The first thing I realized when I read through the results was that people are currently paying money for games they have not played before. And that is somehow strange, because how can we know its value when we have no idea of how much it will entertain us? I find it a dangerous thought that the amount of money that you have to pay resembles the amount of joy you will have from the game. And even worse is the way we think about a game that we have already bought, see http://goo.gl/eBqX for the reasoning. So not only are we probably paying way to much for games, we think about them much better when we pay a high price.
The second thing that crossed my mind was Runescape. They have a pretty good pay-model which would let people play the game, let them see what their fun is worth – and if they like it, they can pay for it and receive even more fun!
What is interesting about the World of Goo experiment is that they ask the player how much they think the game is worth BEFORE they have played it. So this experiment is all about expectations. And this simple thing is what all games have to cope with. It seems very interesting to do some more research into expectations and how to raise them. Ain’t that what marketing is all about?
An interesting next step would be to ask a player how much a game is worth after he has played it. How should that work? Interesting thought.
World of Warcraft as a serious game
Posted by Adriaan in game design on November 18, 2009
Can you imagine the most successful entertainment game ever, created by Blizzard, being a serious game? Well, I can. If you believe that World of Warcraft is purely about entertainment, you should stop reading here.
I have a confession to make – and it is a confession because I am ashamed of it. When I started playing World of Warcraft when I was 14, I immediately became an addict. My life became World of Warcraft 24/7, when I wasn’t playing it I was thinking it, when the servers were offline I was watching movies of it, I spend a minimum amount of time with my friends and worst of all – and the reason I quit – I felt bad that I was socially underdeveloped compared to other kids of my age. In other words, I had no girlfriend. And the moment I quit, I knew that I threw away the two years of my life that I played the game.
But now that I have grown up (a little), I have started to see things from a different perspective. These years might have not been as useless as I thought, I think I even have learned a great deal from this game! And lets start with just one of these: world economy. I will need to explain the economy in order to let you understand my point, so here comes the intense reading:
In a way, the world economy in World of Warcraft (WoW) is exactly same as the economy in our world. In WoW, money is rewarded after a player has killed a unit in the game world. A player can not only use this money to buy items that are necessary in order to advance through the game, he can also buy items that make the player more powerful. This can be done through an ‘auction house’, a marketplace in which players can purchase items by bidding on it or buy them out of the auction house for a higher price. Items are also dropped by units in the game, and because of their scarcity, these items could have a great value in the auction house. Players often hunt loads of units down in order to find valuable items that they can sell in the auction house, it is exactly like demand and supply.
Players also have the ability to choose between ‘professions’ that enable the player to craft different kinds of items, but because a player is never able to craft all the different kinds of items, another economy arises: players offering services to each other for small fees.
And then there is the underground market, which goes far beyond the game itself: buying in-game currency with real-world currency. Beside the Japanese companies ‘grinding’ (repeatedly killing the same enemies) for money and selling it in real world to real people and trading the money in-game, people even bought 3rd party software that would play the game for them and make sure the player would have a constant flow of income. Even today, years after the release of the first copies of WoW, Blizzard is still trying to ban all of these companies and programs.
If a player wants to become a strong and powerful player, he must know this complex system from the in- and outside to use it in a efficient way and to take an advantage out of it. And from my experience, almost all player in WoW know the drill.
Now that you know how the world economy of WoW works, I don’t think I have to tell you in what way it looks like our economy. Almost every part of the economy in WoW can apply to a part of the economy in our world. From the constant flow of money that players receive from their actions to the scarcity of items, from analyzing market behavior to selling your services, all these things can be translated directly to real-life examples.
But economy is not all. World of Warcraft contains one of the strongest forms of communities I have ever experienced. These so called ‘guilds’ are organized groups of people with hierarchies that have a shared goal, which can vary from ‘having fun’ to ‘raiding dungeons’ in order to become stronger as a whole. These communities demand things from players that no other game has ever achieved, including time, money for website hosting, taking effort to recruit other players, creating fair hierarchies and rewarding players for loyalty. Joining a guild is very much like a job interview, extremely difficult when you don’t have the experience, very easy if you have the right friends.
And another thing is the Player vs. Player (PvP) combat system. Players can team up with 1, 2 or 4 other players and be part of an ongoing competition between each other. In order reach the top in these competitions, you need a really strong team with an insane amount of experience. How to create and organize such a strong team is a tremendous effort.
There is so much to learn from World of Warcraft, dare I say more than any other serious game has ever learned anyone. And I believe World of Warcraft is not the only game that is teaching so many people. Games have the great ability to show players how certain systems work. If only the serious games market would focus on this fact instead of creating ‘educative’ games.
Goals and vision
Posted by Adriaan in game design on November 18, 2009
This article is about having a goal and a vision for your games and how that influences you as a game designer. Having goals and a vision for your game can have a huge impact on your final product. Why are these useful? It gives the game a direction and adds constraints to the product if used well. How to create these goals and visions is a tough and long process, it requires a great deal of research in what you like to do and in what you can do… So will they pay-off?
First of all, is there a difference between a vision and a goal? I think there is, and it can be found in the fact that a vision is much more general and can be interpreted in many, many ways. This is what sets the direction to your designs. The goal, on the other hand, is what narrows your vision, adds constraints to them. For example, if the vision of your next game would be ‘to create a multiplayer game with high dependency on each other’ it would be very broad. The concept could be used in a whole lot of of totally different games. To narrow it down, your goals could be ‘to create a story-intense game’, ‘to give the player interesting destructive choices’, ‘to let the player fully customize the characters’, etc.
Bear in mind that a game does not need a vision and a goal, but it does make it a lot easier for the team and the designers to have such for your game. Why, you ask? Let’s start with a direction for your game:
Imagine yourself working in a big team: everyone has his responsibilities for the parts that have to be done. Most of these parts require you to temporarily ‘narrow’ your vision, and a dangerous pitfall is forget what the product that you are working on has to achieve – and maybe you come up with things that do not fit that idea. A general vision or goal can bring you back to the level which tells you what you want to achieve. And this doesn’t just count for individuals, but for smaller parts of a team too. The different departments in a game studio, for example, are often specialized and focused on one aspect of the game, and what brings all these different focus points together is the direction and the vision of the complete game.
What this last thing means for a game studio is that everybody has his expectations of the final game, and this can be positive or negative for your final product. Positive if the vision of the game inspires the studio and is a little ambitious but achievable, negative if your vision is not challenging your studio in any way.
So having a direction for your game can help a lot, but how can constraints help you or your team to create better games?
A good example would be the indie games industry. Independent game studios have a sh*tload of constraints: time, money, resources, no business relations, marketing skills, you name it. But still every month, indie game developers manage to create games that reach the mainstream audience and sell thousands of them, some of them comparable to AAA titles. So how do they do it? How do they manage to create wonderful games with so much constraints?
I think the answer lies in the solutions of these problems: studios must come up with creative solutions to do ‘more with less’, to use everything they have got in the most optimal way. And that optimal way does not have to be the most straight forward way. Although constraints might sound like an inability at first, if you think again, it can also be used the other way around too: constraints can be used to help you focus on what is really, really, really important for your game. If you have no time and no money, but still want to make a great game, it has to be cheap and easy – and now that you know that you can use this inability to create a better game, you could even see it as an enormous challenge!
Once you realize that constraints can also help you instead of just blocking you, it’s like a new dimension opening to you. Now that you know where to focus on, you can see the bigger picture much easier and directly know what you can and can not do. If something doesn’t fully support your vision, leave it out! If something blurs the vision of your game, leave it out! If an adorable extra feature takes too much time for your programmers to make, leave – it – out!
The goals and vision of your game can simply be tools that you can use in your team. These tools give your team a direction and constraints. And if used well, these two small things might make the difference between being successful or not. So think about it: do you want to be successful?








