Archive for the ‘Lost Garden’ Category

Flash Love Letter: The Music Video?

Nathan Germick is a brilliant fellow. He recently performed at a social games meetup in San Francisco. Apparently, he had been reading the Flash Love Letters. This is the result.
I take away the following:
  • Flash games are incredibly sexy. Don’t let your wife see this or you may lose her forever to this floppy maned Flash engineer siren. Or there may be some transferal of sex appeal and the ladies will see your work in a rather exciting new light.
  • You don’t need to read my original essays any more: Nathan has captured all the basics of premium Flash games right here. This is the equivalent of Cliffs Notes. So easy!
  • You should spread this video: Instead of forwarding on all those boring links to heavy essays full of text and numbers, just forward this video on to anyone who has the smallest interest in making games. You will infect them and they will be better for it.
Do you wanna buy flowers?
Danc.

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Speaking at GDC Austin

Just a quick note. I’ll be speaking at GDC Austin this Wednesday.
I’ll be in Austin all week, so if you are in the area and you’d like to chat, drop me a note at danc [at] lostgarden.com.
Update: Here are a couple of links reporting on the talks
take care
Danc.

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Flash Love Letter (2009) Part 2

In the previous post, we covered: 
  • Chapter 1 – The Potential of Flash: The great potential of Flash as a platform and the big question: Why are there so few great Flash games?
  • Chapter 2 – Making money:  How do Flash developers currently make money.

In this post I’ll cover: 

  • Chapter 3 – Generating value: How Flash developers currently create ‘valuable’ game for their players?

Chapter 3 – Generating Value

Okay, so you are asking for money for your Flash game.  Do you have something worth selling?  
Let’s be blunt: most Flash games on the market are not worth purchasing.  That 2-minute prototype you tossed together in your dorm room with rectangles for graphics is the proverbial “piece of poo.” No one in their right mind should spend money on such a slight wisp of entertainment. 
Sales is about an honest exchange of value between two parties. To fulfill your part of the deal, you need to give your players a valuable experience in return for their cash.  You need to make your players fall in love. 
I’ll cover the following topics: 

  • The problem with short form games
  • A new definition of value
  • The game mechanics of retention

The problem with short form games

If you track the average play time that a Flash game provides to its customers, you’ll see most games average less than 8 minutes of play. Such a short average play time is not enough time to establish value in the eyes of the customer.  Players witness a flicker of value and then the game is done. 
Aggregators dominate short form media
In other industries that deal with short form content, the typical strategy is to aggregate content together to create an hour or two of spectacle or a long term service.   Musicians create concerts and albums.  Improv groups package their skits into longer shows.  Short story writers release anthologies or piggyback onto magazines which in turn are bundled into subscriptions. 
Flash games have historically followed the same strategy.  The little snippets of game play are bundled into portals.  One game may not be all that compelling on it’s own, but a portfolio of a few dozen highlighted games is enough to keep the player coming back again and again.  Only in aggregate are Flash games valuable.  
There are several downsides to this model for the developer: 

  • Players fall in love with the portal:  Players start thinking of Addicting Games or Newgrounds as a go to source of entertainment, not NinjaKiwi or Sean Cooper. 
  • Little long term love for the game: Games are treated as disposable moments in the broader experience of wasting an evening surfing a game portal.  Some may provide brief burst of joy, but this just reinforces the appeal of the portal.   
  • Dominant aggregators exercise editorial control. The terminology is ‘portfolio management’ or ’selecting titles that match our audience’.  The effect is the same.  Dominant aggregators often apply effective pressure to developers to make what the aggregators desire and in turn disconnect developers from the real needs of the customers.  Though well intentioned, editorial efforts typically results in a reduction of consumer choice, an elimination of innovative outliers and a suppression of disruptive business models.  Currently Flash portals are quite open, but these behaviors are beginning to creep into practices of some like Addicting Games and MiniClip. 
  • Lack of trust in the game developer:  When the developer asks directly for money, the customers runs away.  It is like the clown at the circus asking you to pay after you already paid an entrance fee.  The customer doesn’t know the clown is starving.  They naturally assume that they are just part of the show.  Clowns asking for money = creepy; Flash game developers asking for money = creepy. 

Note on payment services and trust
The concept of paying for Flash games is still new to players. Payment services like HeyZap or MochiCoins see this as one of the major issues to creating microtransaction games. They attempt to solve the problem of developer trust by creating heavily branded and marketed payment services. The implicit message is “You don’t trust the starving clowns, but you can trust us!” 

Time will tell if any of these services gains a large enough network of ‘converted’ customers necessary to make their branding heavy strategy pays off. Either way, the presence of these services is quite positive to the developer community. In order to thrive, they must spend considerable amounts of time and marketing dollars to convince both developers and players to adopt microtransactions. The end result is a large population of educated players who are willing to pay and large group of game that let them pay. This is the high order bit. Once you have such a culture of buyers, developers can more easily present themselves as a trusted vendor without worrying about the clown factor. 
The ability to take control lies in the hands of the developers
The root of this situation stems solely from the actions of current developers. Flash games, made with little overt influence by any publisher, boss or dictator, suffer from short experiences, poor branding and poor engagement with their players.  As long as Flash developers insist on making short form content that players see as disposable entertainment, portals will continue to be the primary value providers in the ecosystem.  Portal influence will grow, dominant companies will emerge and the margin for developers will fall even further.  This has been the history of aggregator dominated media throughout history and there is little evidence that short form Flash games will escape this fate. 
The only way this balance of power will shift is if developers actively strive to assume a role as the primary provider of value to the customer.  
The cultural root of the short form games habit
In order to do that, you need to look at why you are making short-form games.  Is it a lack of time and resources?  I don’t think so since I see casual and indie titles pour years into their games. It is common for members of the rogue-like development community to work on a single game for more than a decade. Cockroaches don’t need to release to survive so they can keep plodding away on a game until it is ready. 
Short form games are ultimately self propagated part of the Flash development culture. There exists an entire community tied to a highly effective positive feedback system that encourages the creation of short unbranded games.  This same system fails to reward developers who create longer branded games.
Game developers currently judge the success of their games on several poor metrics:
  • Game ratings on portals: Players on a particular portal rate the game usually on a scale of 1 to 5 stars. Highly rated games are given more traffic by the portals. With this particular rating system, games with overly long introductions that deliver value late in the play session are at risk of being bailed on by easily bored players. Inevitably these players rate games with a 0. This creates a natural incentive to deliver as much easy value as possible in as short a time as possible. It ends up being cheaper to produce a 3-minute ‘complete’ experience that earns a 5-rating than it is to create a 60-minutes experience that earns the same rating. 
  • Number of ‘plays’: The other metric developers care about is how many they serve. This metric over emphasizes the importance trial players who click the link, but don’t play the game. The metric spikes up when your game spread throughout the various portals and drops off rapidly there after. Again, there is no incentive to make games with depth. Instead you want a new title with a catchy intro that gets people watching that ad. Putting effort into anything longer doesn’t improve your numbers. 
  • Weekly and Daily Top 10 lists: Portals put up list that highlight the best new content for the week or day. These acts as a means of letting games bask in the public gaze and are highly coveted both for their traffic and their implied status. However, games quickly fall off these lists and the only way to get back on is by releasing a new game. This encourages developers to release often in order to get as many shots at the spotlight as possible.
These are horrible feedback systems.  They provide an incomplete and inaccurate views of player behavior. They have little to to do with whether or not players love your game.  They have little to do with you creating a long term engaging experience. A mildly humorous 30-second animation about ninja bunnies is just as likely to garner a coveted high rating on Newgrounds as the next Fantastic Contraption.  The first is disposable content.  The second is a viable indie business.  The current Flash ecosystem does not differentiate. 
I initially couldn’t imagine that developers were optimizing their games based of such anemic and poisonous feedback. It is the equivalent of going on a diet because the fun house mirror makes you look fat. And yet…
One of my more shameful habits is to lurk on forums and watch how developers react to one another’s game statistics.  I’m not proud of my voyeurism, but I find the display of implicit cultural values fascinating.  Developers who have a large number of plays (over 10 million) are lionized.  Other developers are constantly fixated on if their game will score a 4 or higher on the portal ratings.  Any Flash development forum you visit has the same conversations happening again and again.  Even worse, smaller portals robotically copy the top ten lists of larger portals, putting poor filtered products on pedestals throughout the distribution system. The result is that new developers find that there are both benefits to their reputation in the community as well as (meager) financial benefits to focusing on short form games. 
If you put a man in a dark room and place a candle at the other end of the room, he will walk towards the candle.  It matters not if there are bags of gold off to the side or poisonous snakes lying in his path.  If developers could have a brighter source of information, they could see how many opportunities they are missing in their blind pursuit of short form games.  
Note on short form vs short play sessions
Many Flash gamers like web games because they can pop in for a short play session, have a bit of fun and then leave. It is tempted to assume that short play sessions demand short form games that can be completed in a few minutes. This is not the case.
Facebook games also rely on short play sessions, yet they often run for months or even years. You can design long form games playable in bite sized chunks.
A new definition of value
In order to build value into games, we need to toss out a lot of the existing metrics and create a new definition of what it means to make a valuable Flash game. Instead of worrying about our ratings, rankings or ad impressions, what would it mean to ‘deliver value to the player’?
For me, this boils down to three simple questions

  1. Fun: Are players having fun? Do they love your game?
  2. Retention: Are players sticking around and coming back for more?
  3. Money: Are players willing to pay you for your game?

If you build a game where you can objectively answer “Hell, yes!” to all those questions, you’ve got a game that will pay the bills and delight your players.     

You reap what you measure
Perhaps not surprisingly two of the three questions above are not addressed by the current metrics used throughout the Flash community. Let’s use our natural desire for feedback and metrics to drive games toward creating real value.  
  • Build metrics into your game that measure Fun, Retention, and Money. 
  • Gather accurate data from statistically valid samples of actual players. 
  • Use the information you gather to inform the design of new features. 
  • Use the information you gather to determine if your new features were successful. 

Metrics

Player Fun
It is incredibly valuable to know how players rate the fun of your game. Instead of using portal surveys, create an in-game ‘Fun’ survey that has the following attributes: 
  1. The player is randomly served the survey during 2 minute intervals. So one player may get the survey at 2 minutes in. Another might get it at 4 minutes. And so forth. Each player gets the survey once. 
  2. Record the player’s answer to the question “How much fun was this game (1 = Not fun, 5 = Very Fun)” This takes only a few seconds and can usually be easily worked into the context of the game. 
  3. An optional step at this point is to ask an open ended question “What don’t you like about this game so far?”. 
  4. Average the ratings for each point in time and the graph the results as a line graph. By using a running average of a few days or a week, you’ll avoid having your results being swamped by old data from old versions of the game. 
  5. By looking at the graph, you’ll easily identify the points in time when players find the game to be enjoyable. It tells you if you need to improve the intro, the body of the game, etc. 
  6. If you are extra smart, you can show the comments for the point in time where your fun rating dips. This gives you qualitative data to help you diagnose why your scores are dropping at that point in time. 

Target: Aim for an average fun score of over 4. You can also track is the percentage of people that rate the game a 5. These are people who passionately love your game and will likely pay for it. 
Retention
Repeat players are incredibly valuable. They are people who love you game so much that they will leave it for a day or two and then come back to it because their addiction burns so brightly. 
  1. Persist your customer identity. 
  2. Record the percentage of users that return at various intervals (5 minutes, 1 hour, 1 day, 1 week, 2 weeks, 4 weeks, 8 weeks.)

Target: Aim for a weekly retention % over 20%. A good rule of thumb is that player need to play for two weeks before they make a purchase. 

An alternative way of measuring retention is to track the number of times an individual plays your game. Aim for >1% of your players to return to the game more than 20 times.
Money
We want to record ARPU, average revenue per user. 
  • Just take the amount of money you’ve gotten so far and divide it by the number of unique users who have come into the system. 
Target: An ARPU above $0.01 is better than anything you will earn through sponsorships or ad revenue alone. For comparison MochiCoins’ rumored ARPU is $0.06. With the proper game, there is no reason why you can’t reach an ARPU of $1.00.
Creating the metrics page
Put together a basic HTML metrics page for your game and measure your game religiously.  A basic dashboard can be assembled with a few days effort.  You can also track events using Google Analytics.  
Again, this requires a bit of web programming skills. Unfortunately, there are a limited number of Flash friendly metrics services that handle this type of reporting.  If anyone has seen one, let me know.  This is a grand opportunity for a company seeking to add value to their Flash game developer services. 
Using metrics 
Metrics are most useful when they are used to improve a game.  Otherwise they are just pretty numbers. I’ve seen many teams that make collect dozens of metrics and then wallow in a flood of useless data.  Don’t let this be you.  Have a plan of action. 
Here are the basic outline of how to use metrics to create customer value. 

  1. Release your game to users on a portal.  It doesn’t need to be a big portal, but it should be capable of delivering a few hundred to a thousand views a day.  Feel free to site lock the game if you worry about eventually selling a sponsorship for your game.  If your game isn’t capable of driving even a few hundred views a day, go back to the drawing board and make a better game.  For Bunni, we repeatedly put the game up on Newgrounds.com and took it down again. 
  2. Measure the basic metrics mentioned above.  This is your baseline. 
  3. Make a change to your game that is targeted at improving one or more of the metrics. 
  4. Measure again.  Is the game better or worse? Ask why. 
  5. Repeat steps 3 and 4 until the metrics of game are in a range that meets your target goals.  
  6. Expand your test or kill the game: At this point, you can choose to release the game more broadly by launching it on more portals.  Alternatively, a game with poor metrics that isn’t improving can be killed early in the process, freeing you up to climb more fertile creative hills. 

Once you start practicing this process, you’ll notice a shift in how you design and build games.  You’ve gone from designing in the dark to steering your game towards delivering value using the light of up-to-date, reliable information.  

An example of metrics in action. 
When Bunni: How We First Met was released on New Grounds for a test with live users, it scored a soul crushing 2.5 out of 5 on the portal ratings.  If we had only external information, we would have had a hard discussion about either scrapping the game or reworking the core mechanic dramatically.  In essence, the Newgrounds user ratings told us that we had completely failed to make a game that users loved. 
Yet, we had just hooked up our internal fun metrics as described above.  Instead of trusting Newgrounds, we were able to us ask directly users how much fun they were having as they played the game.  The hope was that we’d get better quality data due to the following factors: 
  • Random sampling:  We tried to avoid using self selected ratings which often are biased towards either those with very strong opinions or a niche portion of the population that enjoys rating things. 
  • Better defined question: We asked a standardized question that has been used on hundreds of games over the years. This let us compare the score to known baselines.  Often portals offer a bar with a number that user can set.  Who knows what criteria portal raters think they are offering an opinion on?
  • Tie ratings to gameplay: We included time stamp information so we could tie ratings to particular moments in the game. Often there are specific points in time where players experience difficulty. Portal ratings tell none of this information. 

The results were fascinating. 200 people had rated the game on Newgrounds.  Yet only 40 people had actually played the game.  Of the people who played, our average score was 4.22, a rather good number for any game.  Interestingly, the player rating actually increased the longer people played the game suggesting our core gameplay was not merely initially fun, but fun for the long haul.  Our players were falling in love. 

Using this information, we realized: 

  1. The core gameplay works quite well and doesn’t need to be changed. 
  2. Something about the initial experience was turning off large numbers of users before they even played the game.

Of the hundreds of design option initially available to us, there was now one obvious feature that needed improvement. We focused on streamlining the sign-in experience so that we weren’t asking for as much personal information upfront. Mere hours later, we initially tested at 3.7 (and stabilized at 4.15) on Kongregate and eventually went on to score a 4.38 on Newgrounds.  

In this situation, having the right metrics was the difference between killing the game or making a minor targeted change that led directly to success.  Not all decisions are as dramatic, but the basic process of smart design illuminated by accurate data remains. 
Note on portal ratings
Bunni’s portal ratings sound good, but they are still heavily biased. Our internal surveys settled in at 4.06 (out of 5) after 45 minutes of play. Our first 15 minutes only scores a mediocre 3.6. There is still plenty of room to improve the game that is not readily revealed by existing public feedback systems.
Developer cared about biased portal ratings since they have a direct impact on whether or not the game is picked up by lower tier portals or if the game makes the front page. The good news is that portal ratings lag internal ratings in a predictable manner. Due to the biases involved in portal ratings, if your internal scores are good, portal rating will generally be higher. If you internal scores a bad, portals ratings will generally be lower. As a result, you can simply focus on getting good internal ratings and ignore portal ratings unless there is a major discrepancy.
Pitfalls
Metrics are not a magic bullet that solves all design issues, but they are a powerful tool if used appropriately. There are several pitfalls you’ll run into: 
  • Over analyzing: Some designers worry that all the numbers remove the creativity from the game development process. Use common sense.  If you are analyzing the correct color of blue, maybe you’ve gone too far. 
  • Lack of practice: It takes a bit of practice to learn how to use specific metrics.    You need to recognize what is noise and what is a meaningful signal.  You need to learn what a ‘good’ rating looks like.  This takes time, setting baselines and experimenting. 
  • Out of date: You have to keep metrics up to date as the design changes.  Stagnant or out of date metrics will not be used. 
  • Inability to dig deeper: Often developers will implement high level metrics and then not have enough flexibility to find out more once an issue is highlighted. At the very least have the ability to segment your stats based off time so you can see how your latest update affected your results.
  • Treated as low priority: Developers put off integrating metrics since they don’t seem to contribute directly to the game play.  This is dumb.  You still turn your lights on before you go driving at night even though it takes you an addition 5 seconds to flip the switch.

Benefits

  • Good to great: If you have made a good game, metrics can help you polish it into a great game.  
  • Finding the important design levers: Rich feedback lets you quickly focus on changes that make a real difference. You can think of the various variables in your game as levers.  Turn the right levers and your game will improve.  However, time is limited and some levers have a much greater impact than others. Without metrics, developers turn levels willy-nilly, often making the game worse without knowing.  The right metric help you identify the levers that really matter.  They often aren’t what you think they are. 
  • Knowing when to kill a project: If you have a horrible game, metrics won’t turn it into a great game, but they will let you know that maybe you are polishing a turd.  

Don’t fear the metrics. You still need to be just as creative and passionate as before, but now you’ve got this wonderful information rich environment that gives you immediate feedback.  I think of it as painting in a well lit room versus painting in the dark. 

My favorite part is that when you release your game to real people and measure the results, you know for a fact if you are delivering value to your customers.  That certainty you are adding something valuable to the world feels great.  Try it.  You’ll like it. 
What metrics tell you about monetizing your game
Here are a couple of stages of engagement that you’ll witness when you look at the metrics for enough games.  How you much money you make and the methods you use to make money are directly tied to where your metrics settle. 
I often use the metaphor of ‘falling in love’ when talking about these stages since even though we are using cold hard metrics, we should always remembers that we are attempting to create a highly emotional and human experience. 

  • Flirting: Your game ranks high on fun for the first few minutes.  However, weekly retention is close to 0%.  Most portal Flash games fall into this category.  Ads work well here, but you’ll give the vast majority of your revenue to the aggregators and middlemen. 
  • Dating; Your game ranks high on fun for the first hour or two.  Weekly retention is still low, falling into the 1% range. However, a large percentage of people rate your game a 5.  These players are willing to pay you directly.  Monetize them by using a content or time gate to get them to pay a one time fee.  Most downloadable casual games fall into this category.  There are a small handful of Portal Flash games that reach the dating stage.  Dating level games also give up the majority of their revenue to aggregators in middlemen. 
  • Married: Weekly retention is higher with over 20% returning each week.  5% return after after a month.  Players have integrated the game into their lives and are willing to spend money on it like any other favored hobby.  You’ll find individual players willing to spend hundreds or even thousands of dollars on your game.  A long form game that has a larger number of married players is a business that can make good money for years.  MMOs and Facebook games fit into this category.  There are only a half dozen or so casual and Flash titles that are worth marrying.  Games that you can marry are one of the few types of games that lead to long term developer independence and that limit the inexorable dominance of aggregators.

The relationship between fun and retention

Theses categories of engagement point to the incredible importance of retention, a metric that has been historically ignored by Flash game developers.  The good news is that if you are already focusing on fun, you are half way there to making a valuable game. 
Fun needs to come first.  You cannot have a high retention game that players do not find fun. Otherwise, they’ll stop playing. So aim for creating a game that ranks above a 4 out of 5 on the fun metric.   Once you have a fun core game, you need to extend that fun for as long as possible. 
A huge shift for Flash developers who seek to make highly monetizable premium Flash games is that they need to start thinking in terms of weeks worth of play, not minutes. 
Game mechanics of retention
Focusing on retention and player engagement changes the type of game that you make. There is an entire world of game mechanics that deal with retention. They are impossible to cover in detail here, but there are some patterns.  In general, as an independent developer, you want to make the most game play with the least amount of effort.  I live by this particular graph: 

The cost of hand crafted content scales linearly while procedural and social content decreases in marginal cost over time. With this as a guiding principle, you can examine various types of content and see if it fits your game.
  • Narrative, story, and cut scenes exhibit “rapid burnout”.  In other words, player see them one or twice and then are bored when they see them again.  Games that rely on such content have generally low retention metrics.  You can mitigate this by releasing new narrative content on a regular basic to keep the product ‘fresh’, but this has a high cumulative cost. 
  • Linear levels or solvable puzzles also exhibit rapid burnout.  Game systems that can be completed or conquered are usually one shot activities.  You can layer additional challenges within each level, but often only expert players will be motivated to come back for a second play through.             
  • Some handcrafted content like text or static images can be refreshed cheaply:  The type of handcrafted content you include makes a huge difference on the slope of your increasing costs.  New text-based questions in a trivia game are relatively cheap compared to creating new God of War levels.  An hour of text-based content is likely several orders of magnitude cheaper to build.  
  • Social content is low burnout: People will keep interacting with their friends for years.  Mechanics that can tap into this often have very high retention rates.  Anything that allows players to chat, share and form social identities in a community is pure gold.  
  • Grinding results in burnout, but it slows the process. Techniques like leveling or purchasing upgrades can dramatically increase the length of the game for very little development and design costs.  Think of grinding as method of stretching, but not adding to your content.  Grinding techniques only delay the inevitable.  They can result in lower fun scores as people feel obligated to play, but aren’t enjoying the process of playing.  Since you want people to fall in love, such a reaction can be counter productive to your goals. 
  • User generated content systems are low burnout: User generated content is ultimately a social system that encourages users to create consumable puzzles.  The puzzles themselves may be short lived, but the community of creators can thrive for decades. This solves the problem of the linearly increasing cost of more handcrafted content by apply large numbers of people working for free. 
  • Algorithmic content has low burnout, but is hard to create and balance: Evergreen mechanics like Bejeweled or random map generation in Nethack keep people playing for hours.  However, they are tricky to invent and balance.

An example of a high retention game is one like Puzzle Pirates that has social (avatar, chat, guilds), grinding (levels) and evergreen algorithmic content (puzzles).  There is some light narrative in the form of periodic events and very little in the form of conquerable level design.  Most games have a mix of all these various types of content and successful services almost always put a portion of their reoccurring revenue towards a steady trickle of low marginal cost handcrafted content.  However, a high retention game designs tend to emphasize content with less burnout. 

Within these new constraints on your game design lies an opportunity. In my humble opinion, algorithmic and social content lies at the heart of what makes games such an amazing media.  If the goal of creating a game that players fall in love with requires that developers are constrained to exploring these two thrilling topics more deeply, so be it. 
I personally find it exciting that there are strong financial justifications for encouraging game developers to invest in areas of expression that are wholly unique to games. Games that rely primarily on plot, graphics and disposable levels are bad business in a world where games thrive as high retention services. Now you have justification to say, “Sorry, that cut scene you wanted is a high burnout feature. We’ll make more money by improving our game mechanics and investing in additional community features.”
Being the primary provider of value is hard work
The goal throughout all this is for developers to assume a role as the primary provider of value to the customer. Unfortunately,this isn’t easy.  First, it is simply determined, professional labor. You can’t simply slap a price tag on any old Flash game and start raking in the dough.  You need to invest substantial effort building a rich game that players see as a hobby, not just a five minute fling. This means measuring player engagement and methodically moving beyond the cheap momentary thrills that dominate the current Flash portfolio. These are entirely new skills for most Flash developers and they will not be learned cheaply or quickly. 
Secondly, creating engaging long form games is a major cultural shift. It means ignoring and uprooting many of the accepted measurements of status and success worshipped in the Flash community.  It is one thing to tell you to “Stop making throw away experiences.”  It is quite a more difficult task for a new developer to push aside the accepted norms of the tribal community that provides such an easy benchmark for their tentative efforts.  Down one path, you can crap out of a short sketch of a game and get kudos (and small amounts of cash!) from people and portals you respect.  Down the other it is just you, your users and your metrics slogging towards greatness.  Portals will shun you or offer pennies for your hours of labor.  Ad networks won’t pay you any more than a doodling game that a 12 year old created in a weekend.  Only your players will love you.  And will you be able to deal with that?  Many Flash developers that stumble upon a great gaming service run screaming from success.  In their minds, they made Flash games as a quick creative burst.  Flash devs do not expect to spend months, even years of their life supporting a turbulent and demanding community of fans. 
Luckily there are a lot of Flash developers that are hungry and willing to innovate.  That is why I love this market. There are also a lot of Facebook and Casual developers who will happily transfer their business savvy development skills to a blossoming new market.  It only takes a handful of successful long form Flash games to plant a flag that say “Here be money!”  And the flocking shall begin. 
Quick value checklist
  • Are you ignoring bad metrics like portal ratings?
  • Are you measuring the holy triumvirate of value: fun, retention, money?
  • Are you collecting real customer data?
  • Does your game score 4 out of 5 on the fun scale?
  • Do players return after a week?
  • Is your game design amendable to high retention play?
  • Are you iterating on your game and improving your game as measured by internal metrics?  Have you figured out the big levers that affect player experience?
  • Do you know when you are done? Do you know when you’ve reached the point where your game has proven value to your players? 
  • Are you willing to bail on the game if it doesn’t show signs of improvement?
  • Are you striving to be the primary provider of value to your customers?

Take care

Danc. 
PS: The next chapter will likely follow in a couple of weeks.  I find that when I post these, I get all sorts of interesting information from people…which leads to revisions. :-)  Next time I’ll cover distribution.
References

Go to Source

Bunni Beta and Casual Connect

You should play Bunni here

Two small announcements: 

  • Bunni: How we first met is now in public beta. There’s still a bunch of work left to do. Right now we are stabilizing so that we can turn on the more interesting monetization and distribution features without creating an angry mob. 
  • I will be at Casual Connect in Seattle on Tuesday and Wednesday. I’ll be attending talks, but if you want to meet up, drop me a note at danc@lostgarden.com. 
Some Bunni beta stats
  • Players have created 380,000 bunnies so far during the beta. 
  • This was primarily the work of one person, Andre Spierings over a period of 6 months. 
  • The game, in its beta state, scores 4.1 out of 5 on Kongregate. This puts it in the top 0.6% of Flash games. 
  • Bunni uses an extended set of the Small World Prototyping graphics that are available on Lostgarden for free. 

If you find any bugs, report them on the BunniBunni.com forums.
take care
Danc.

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Flash Love Letter (2009) Part 1

Flash Love Letter (2009) Part 1
Chapter 1: Introduction
Hello Flash game developer,
Over the past couple months, I’ve spent a bit of time looking at Flash gaming on web portals like Kongregate and Newgrounds.  There are over 14,000 games spread across 30,000 portals with hundreds of new games coming out every month.  The output alone is amazing. 
Let me cut to the chase.  I think that you, Flash game developers, are some of the most talented and inspirational people working today in game development. Your passion for building games burns so incredibly brightly. Your ability to quickly make and distribute games is second to none. You hold immense potential to transform the future of games. 
Let me tally your blessings: 
  • Cheap and effective distribution: Your platform reaches over 350 million players, more than all home consoles combined.  A poor college student can release a half decent game and within a month, a million people will play it.  Such reach is unheard of on almost any other platform. 
  • Robust technology: Graphics, animation, sound, video, physics and networking technology is freely available and works surprisingly well. You are building on one of the most accessible and robust multimedia platforms that has ever existed in the history of the world.  Where other teams waste man months just getting a black triangle showing on the screen, you can have a working game up and running in hours. 
  • World class creative tools: Flash is fed by an art pipeline familiar to millions of artists that has been polished and tested over the past decade.  
  • Thousands of developers making stuff just for you: With a few simple API calls, you have the entire power of the web at your finger tips.  Want to send emails, suck in friend lists from Facebook, access payment systems, or let people buy underpants emblazoned with your logo? It is all there waiting for you to piggyback atop. 
  • Immense creative opportunities: Flash is uniquely positioned to create social games, mobile games, location-based games, games that suck in databases, games that use video, games that use real-time audio, games that connect millions.  The number of radical new game genres is primed to explode like no other time since the 80’s. And you have all the tools necessary to  drive the wave of game play innovation forward. 
  • Freedom: You can make whatever you want. Unlike developers of other platforms, there is minimal interference from traditional gate keepers such as big company politics, retailers or publishers.  The Man doesn’t own you, at least not yet.  
Such riches! Your platform of choice contains almost everything you need to radically transform gaming as we know it. 
The mystery
So…where are the great world changing Flash games?  They appear to be missing.
What we’ll cover
Flash games are currently the ghetto of the game development industry.  Compared to the number of players it serves, the Flash game ecosystem makes little money, launches few careers, and sustains few developer owned businesses.   Despite the vast potential of the ecosystem, Flash games contribute surprisingly little to the advancement of game design as an art or a craft.  
In order to understand why this promising game platform is such a surprising dissapointment, we’ll look at Flash games from three perspectives: 
  • Chapter 2 – Making money:  How do Flash developers currently make money.
  • Chapter 3 – Generating value: How Flash developers currently create ‘valuable’ game for their players?
  • Chapter 4 – Reaching customers: How developers currently reach their players. 
  • Chapter 5 – Premium Flash games as a service:  A mental model for understanding the new world of web gaming. 
For each step, I’ll cover alternative techniques that give you, the game developer, make even better games. 
Chapter 2 – Making Money
Money makes the world go round.  It pays salaries and gives developers the time and space to create creative products.  Yet, Flash game developers don’t seem to be making much cash. 
Flash gaming’s Achilles heel
I took a look at the Flash ecosystem to see if I could spot the fatal flaw. 
The red flows are where people pay out money and the green items are places where people earn money.  Here are the common money sources for the developer: 
  • Direct: The game developer sells ads from a generic ad service on their personal website or portal. 
  • Game specific ad service: An ad service such as Mochi collects Flash ads that are typically placed in front of a game during loading. 
  • Site licenses: A portal pays a developer a fixed fee for a customized site locked version they hope will increase player retention. 
  • Sponsorship: A company pays a developer a fixed fee in order to direct customers from other portal to their portal in the hopes of capture those customer’s lifetime ad revenue. 
There is one obvious fact: the entire flash ecosystem is driven by low quality advertising.  Piddling amounts of ad money flows into the developer’s pocket through a variety of obfuscated middlemen.
Ads are a really crappy revenue source
For a recent game my friend Andre released, 2 million unique users yields around $650 from MochiAds.  This yields an Average Revenue Per User (ARPU) of only $0.000325 per user. Even when you back in the money that sponsors will pay, I still only get an ARPU of $0.0028 per user. In comparison, a MMO like Puzzle Pirates makes about $0.21 per user that reaches the landing page (and $4.20 per user that registers)    
What this tells me is that other business models involving selling games on the Internet are several orders of magnitude more effective at making money from an equivalent number of customers. When your means of making money is 1/100th as efficient as money making techniques used by other developers, maybe you’ve found one big reason why developers starve when they make Flash games.  
The effect of 1/100th as much money
Due to the low quality revenue streams, even great games make beer money, not rent money. A good game will make $1000 and a great game might earn $5000-7000.  A rule of thumb is that you need to release 10 good Flash games a year to convince your girlfriend’s father you are not a bum. 
    10 games a year may not seems like such a big deal to some, but there is a hidden one-two punch that knocks most developers into bankruptcy 
    • Most Flash game developers have little financial cushion and live paycheck to paycheck. 
    • Flash game revenue is highly bursty due to a reliance on landing sponsorships upon release of their latest game. 
    It is common for a developer to release several games in a row and get sponsorships or licenses for each one. But the inevitable randomness of game development results a month or two delay on your next project.  It only takes missing one or two of those 10 games to force a professional Flash developer into ever waiting arms of endless soul sucking contract jobs.  It is surprisingly hard to change the world when you are stuck re-skinning the latest Mountain Dew advergame. 
    Only cockroaches survive without money. 
    It doesn’t matter much raw talent you possess. With the right support, you could be the next Miyamoto.  Sorry, not important.  All that really matters is that you possess what I call the ‘cockroach gene’. Can you churn out ‘good enough games’ and survive if your games repeatedly fail to make money?
    The following are survival strategies employed by successful Flash developers: 
    • Be a full time student:  This is the dominant category of Flash developers. 
    • Live in a socialist country: I’m looking at you, Scandinavians.    
    • Have (rich) family that will support you: I’ve met folks that do this but it is uncommon. 
    • Starve for your art: The Jason Rohrers of the world are also rather rare. 
    If any of these fit, congratulations.  You are in the small percentage of developers that have the financial support necessary to be a Flash game developer. Everyone else, thousands upon thousands of talented developers, fall in a category called ‘churn’.  They can’t even survive on ramen and passion.  So they move on to richer markets or leave game development behind forever.  
    Such a loss. Such an incredible waste.  I’d guess we are losing 95% of our best Flash games because the people with the talent to make great games find the Flash market financially untenable.  
    Solution: Players as a revenue source
    Ads are a good secondary source of revenue, but surely there are richer sources of revenue?  There is an obvious one, used for decades by all other game industries…why not ask the players for money?
    Here’s the theory behind asking for money for a game. 
    1. Players have access to lots of games.  Most of which are free.  This is the reality of the market. 
    2. However, at a certain point, they start playing your game. 
    3. If you’ve created a great game, some players will fall in love.  They will be in the thrall of your reward system and your in game value structures.  At this point, they don’t care that there are other games.  They don’t care that they are playing on a portal. All they care about is your game.  Games create value through play. 
    4. When a player is in love, money is no object. If you ask the player for cash in exchange for more value, they will often agree. It is a good exchange in their eyes: They give you a small bit of change and in return, they get proven, addictive experience that they love. 
    Ask for the money  
    When game developers ask for money, they are usually pleasantly surprised.  Their customers give them money; in some cases, substantial amounts. I witnessed this early in my career making shareware games at Epic in the 90s and I’m seeing the same basic principles are in play with high end Flash games. Fantastic Contraption, for example, pulled in low 6 figures after only a few months on the market. That’s about 100x better than a typical flash game and in-line with many shareware or downloadable titles.  
    Here are the four steps you need to follow in order to successfully ask for money from your players: 
    1. Offer: Offer premium content
    2. Tell:  Tell players about what they get if they pay you. 
    3. Repeat: Repeat the first two steps until it clicks with the player. 
    4. Accept payment: Get the money in your bank account.

    Step 1 – Offer

    Offer the player something valuable. Take a careful look at what players find valuable about your game and try dividing it up into two buckets: Introductory content and Premium content.  Give away gameplay in the Introductory bucket, but sell the content in the Premium bucket.  Many Flash developers insist on giving away everything for free.  Stop devaluing your work and start creating a premium offer.  Below are some ways of creating premium buckets. 
    Time gates
    Players can play for some period of time and then they are locked out until until they pay.  For example, players could play for 45 minutes – 1 hour (effective free trial times in the casual space) and then pay to play longer. 
    Content gate Players play an initial teaser portion of the game for free and then pay to unlock access to additional content. For example, players could pay to unlock all the levels in a game.  This is how many shareware titles worked. 
    Aesthetic items
    Players purchase non-gameplay additions that increase their identity or status.  For example, players could pay to give their character a cool outfit that they can show off to their friends. 
    Abilities
    Sell unique abilities that let players experience the game in a new way.  For example, players could purchase new jumping boots that let them fly through levels in a way that let’s them re-experience the game all over again.  
    Bundles
    Virtual items can be bundled together to create additional value.  For example, if people love buying food for their virtual pet, let them buy a 10 pack of food for a 30% discount. 
    Consumables
    Some abilities can expire after a period of time or after a number of uses.  For example, you could buy a potion that increases your strength, but you can drink from it 3 times.  Also known as “item rentals.”
    Subscriptions
    If certain abilities or bonus are a valuable long term, consider charging a reoccurring fee.   For example, you could offer extra storage for advanced players, but charge a monthly fee. 
    Stackable subscriptions
    If certain abilities are additive(such as an experience or currencies multiplier), let players buy multiples of the same thing. 
    Rare items
     Limit the number of items available so that players feel special when they purchase it. 
    Time limited items
    Offer some items for short periods of time so that players feels that they lucked out finding the product in time. 
    Sale items
    Set a standard pricing system for items and then offer some items for sale.  This works great with time limited offers. Again, players love to get deals. 
    Gifts Players seek to maintain social bonds by gifting other players with items or abilities. 
    Accelerators  Many games have a ‘grind’ that artificially lengthens the game. Players with little time are willing to purchase items that let them reduce or eliminate the time consuming activities in the game. 
    Physical goods T-shirts and other branded items
    Examples of premium content bucketing techniques
    There is no need to limit yourself to any single one revenue stream.  There are lots of different types of players and each player values something differently.  Some players may be willing to buy a t-shirt.  Others may want 5 stackable subscriptions.  Others may just want a pretty new character with a panda head.  When you restrict your game to a single revenue source, you miss out on gaining money from all the different types of customers that would have paid you if you had just given them the right offer.        
    When you design your game, pick three or four revenue streams and build them into your game.  Here are some categories of users that you may want keep covered. 
    • People who don’t want to pay:  Advertising is a good option to keep around. A few hundred bucks is still money in the bank. 
    • People who are interested in more of the same: Once you’ve established the value of your game, some players want more.  Give them more levels, more puzzles, more enemies in exchange for cash. 
    • People who are interested in status or identity improvements:  Some people see games as means of expression and identity.  Give them items that let them express themselves or customize their experience.  
    • People who have limited time: Some people live busy lives and want to consume your game when they desire and how they desire.  Cheat codes, experience multipliers and other systems that bypass the typical progression all help satisfying this customer need.

    Step 2 – Ask

    Tell the player what they are going to receive in return for their money.  If people don’t understand the promise of what they are buying, they won’t pay.  
    • Ensure the user sees the offer: Screenshots, feature lists, and evocative language should be placed clearly in front of the user.  You want convey to the player the value, both practical and emotional that they will experience if they were to gain access to the premium content. 
    • Tie your offer of premium value to an explicit request for money.  We live in a capitalist society so people understand the concept of buying something.  Don’t ask for a donation.  Don’t ask players to “give you what they feel like giving.”  People will think you are a charity case and in my experience your revenues will drop by 90% or more.  Give the offer a specific price, be it $10 or 200 gold in your favorite virtual currency.  
    • Time the appearance of the offer.  You can ask for money when players are caught up in the emotional moment of play.  Which is more valuable to the player? A Pirates of the Caribbean T-shirt at the mall or a Pirates of the Caribbean T-shirt right after you walk off the Disney ride and are flush with excitement?  Both your odds of buy the shirt and your pleasure in owning the shirt are greater when you buy it after the ride.  Use game design to make players fall in love and in their moment of game playing passion, they will be willing to spend money. 
    Step 3 – Repeat
    Repeat telling and asking several times until the value of your offer sinks in. Players need to see the offer multiple times before they’ll commit to making a purchase. One technique that works well is to put the offer in the natural flow of playing the game. 
    • Prominently place the offer in high traffic areas of the game such as entry, save, in game store and exit screens.   
    • Email the user periodically to let them know about specials or sales.  By asking them to read an email, you are costing them time, so make sure that what you offer is valuable and delightful or else you’ll end up with angry customers. 
    You can risk annoying the user if you do this too much, but in my experience coaching indie and Flash game developers, they err on the side of being hiding their offers. I’ve seen offer screen buried in option menus, guaranteeing that less than 1% of users will ever see them.  I’ve seen offers that appear only if you click a tiny button.  Users see it once and then never see it again.  Don’t be embarrassed. As long as your offer is clear, professional and doesn’t attempt to trick or overwhelm the user, most players will see your purchase button as just another useful, functional part of the UI. 
    Step 4 – Get the money into your bank account
    Use a payment service to process their order.  The good news is that there are dozens of 3rd party payment systems on the market.  The bad news is that they all have subtle differences that have a huge effect on both your short term and long term revenue. 
    The many layers of payment middlemen, each taking their cut.  
    (Margins are approximate and will vary depending on the service)
    Some things to consider: 
    • Margin: How much does the payment service take?  The payment company is providing you with a service and deserves to be paid.  However, you’ll find that some companies take 10% and others take upwards of 75%.  Companies pitch various bundled services such as storage or fraud protection as justification for their increased fees. Some companies will also share some of the margin with portals in return for them carrying the games. Shop around and be honest with the trade off you are making.  Remember you’d need to get 5 times as much traffic to makes the same amount of money if you pick a service with a 50% margin vs a 10% margin. 
    • Processing fees: Most Flash payment systems are simply a repackaging of non-Flash payment services with a pretty UI and a bigger margin tacked on top.  The existing payment services already takes a chunk of the user’s money in the form of ‘processing fees’  Ask if the advertised payment company margin is inclusive or additional to the existing ‘processing fees’.  A 30% margin seems reasonable, until you realize that it is on top of an existing 50% margin for a mobile provider.  I like to ask “If the customer pays $10 on their credit card or phone, how much cash ends up in my bank account?” 
    • White box or branded?: Some services like Super Rewards can be reskinned so that they are transparent to the end user.  Until the player enters into the actual payment portion of the process, they feel like the stores and such are part of the game.  Services like Noboba and MochiCoins are heavily branded with the payment company’s logo.  Their goal is to get the customer to invest their trust in them, the payment provider.  The downside is that customers don’t invest as much trust in you, the game developer. 
    • Customer registration?: In order to track customers and their purchases, you’ll want a secure login system.  Some payment services let you build your own.  Others require you to use theirs so that they can control the primary relationship with the customer.  Often these services will not release customer lists to the developer.  This becomes a problem long term if you release multiple games and want to run cross promotions. 
    • Storage support: Once players purchase an item or feature, they’ll want to have access to their stuff when they sign back in.  This means your game will need online storage and a server back end.  Some payment services offer this as part of the package, which is great for the common situation where the developer doesn’t know much about back end programming. 
    • Lock-in: Do you have the ability to easily switch to another payment service?  In general, the more comprehensive solutions with customer make it more difficult to switch.  With some comprehensive services, capturing customers is more valuable than your money.  You only provide cash for a single game, but a customer can be sold and resold dozens of times to dozens of games.  Run far, far away from such companies since their best business interests are not aligned with your best interests. 
    We are in the early stages of the Flash payment market.  Often new game developers will unthinkingly jump on the first service that they happen across.  In this low information environment, payment services can charge unreasonably high margins and very few developers will complain. Many will be excited to give away 50% of their money because they weren’t earning any money previously. 
    A payment provider should be a reliable commodity service, not a major business partner. Over time, I predict we’ll see more transparency and competition which should drive down prices.  The ideal payment service is one with low margins, low switching costs, no branding and APIs that let you cheaply and easily tie into generic, developer controlled login and storage services.  This will come about as a competitive market works its magic, but until then the opportunists are out in full force and Flash developers will pay a premium for their ignorance.  By asking, comparing, and publicly publishing information about margins, developers can encourage payment providers to compete openly and honestly. 
    The good new is that some generic payment systems are cheap to hook up to your Flash game and allow for experimentation.  On one project, we used SuperRewards and reskinned their front end to it fit nicely into our game.  They charge 20% margin on all purchases, but we can now transparently swap in primary payment provider for credit cards, mobile etc.  By mixing and matching we can build a payment front end that makes us more money.  We own our own virtual currency and we own our customer data.  
    This was accomplished with one programmer in 2 weeks of work and can be reused across multiple games.  Such a path isn’t for everyone, especially if you lack web programming skills.  However, with a little elbow grease, you can tap existing, proven, generic payment services to roll your own with very little downside. 
    Execution matters
    Most Flash game developers are ignoring all of these steps.  A few are doing a couple steps poorly, failing and then running about screaming that you can’t make money off charging for premium content.  Instead of jumping to ill formed conclusions, try executing with vigor some of the basic business lessons learned in the past 2000 years of capitalism.  Just going through the motions isn’t enough. 
    Here’s an example of a good idea poorly executed. Dan Hoelck is the very talented developer behind the polished Flash game Drunken Masters, a game that attempts to charge for premium content.  He created a content gate, displayed his offer to the player and integrated a payment service.  Unfortunately, the resulting sales process is torpedoed by multiple fatal flaws.  As a result his conversion rates are miserable: 0.01% of users purchase his offer.  You’d hope to see numbers closer to 0.1 – 1%. 
    • The call to action isn’t clear.  The offer is labled ‘cheats’ (not a positive connotation) and then crams lots of little detail in a tiny font at the bottom of the screen. I’m looking for a big ‘buy now’ button and some pretty pictures telling me all the lovely things I’ll get. This is nowhere to be seen.  
    • The value of the offer is questionable.  He gives 90+% of the game away for free, and lets you purchase a few miscellaneous features that most people don’t need. A good rule of thumb when using a content gate is that your premium content should be seen as twice as valuable as the demo experience.  
    • Making purchasing difficult: In order to purchase, you need to manually type in a URL, find the right link to click on and then purchase. Is this necessary? Every step of the pipeline, you are going to lose large numbers of users. As much of the purchase flow should be within the game as possible. 
    • Charging too little.  Dan charges $1.50 for his game and this is likely too little. Beware your natural tendency to undercharge.  People who love your game are surprisingly price insensitive. For example, in the microtransaction-based MMO Domain of Heroes, prices range from “$0.99 to $349.99 and about 80% of the revenue comes from purchases at the $19.99 pricepoint.” With a little price experimentation I suspect Dan could have increased his price to $5 or $10 and increased his overall revenues substancially.
    It is okay to fail.  The basic system Dan made took him ~40 hours to implement and it is obvious he has learned a lot of lessons from the experiment.  Building an effective sales pipeline is just as much a craft as making a great game.  As a game developer you need to approach the task as a new skill to master that you likely aren’t going to get right the first time.  Put in the basics, measure your results and apply what you’ve learned to your next project.  
    But people will hate me if I charge money! 
    Some developers I’ve talked with worry that they’ll alienate others by charging directly for their game.  Here are some common concerns: 
    • Bad reputation: Many Flash game developers are not in it for the money, but to be part of the indie community. The threat of a poor reputation can be frightening. The truth is that modest, self effacing developers that find financial success are worshiped like heroes. Just ask Colin of Fantastic Contraption how he was received at GDC.  If you are worried about your reputation, stop starving yourself into hipness.  Instead create great games and be generous to others. A good reputation follows naturally. 
    • Players complaining: So what if you end up being hated by a few kids that feel entitled to free stuff?  It isn’t the end of the world. Usually the money and thanks from delighted customers more than make up for a few sour grapes tossed about on dark and skanky corners of the Internet. 
    • Bad rankings: It is true that players will occasionally mark down paid games out of ignorance and spite. Luckily there is a solution.  If you offer real value to customers in love with your game, your fan’s rapturous applause will drown out whiners.  Players, in aggregate, tend to forgive great games, even if they need to pay for them. 
    • Sponsors: Sponsors don’t want the game they serve competing directly with their primary source of revenue, ads. If you can promote that your premium game results in better player engagement and repeat plays, most portals will happily take their cuts of the resulting ad revenue and leave you to monetize your customers.  A smaller number will worry that your premium content will pollute their ‘free’ label.  An even smaller number will be greedy and ask for a cut of your hard earned customer revenue.  In the short term, you can ignore demanding portals.  The market is highly fragmented (30,000 portals!) and no portal owns more than 5% of the players.  At this point in the market, developers have the ability to walk away from the greedy minority.  Suggest reasonable terms where portal keep their existing ad revenue and you keep all in game revenue.  If they balk, leave the bastards to rot. 
    If you make a great game played for hours on end by millions of people, you deserve to be paid.  Stop worrying about how people ‘might’ react.  Ask a fair price for the value that you provide. 
    Quick monetization check list
    • Are you asking users for money? 
    • Are you telling users what they’ll get if they pay you?
    • Have you hooked up a payment system before you launch your game?
    • Are you tapping multiple revenue streams that appeal to different types of users?
    • Are you basing your design decisions on the behavior of people who make you money? 
    • Are you appropriately filtering the feedback of people who do not make you money?
    Take care
    Danc. 
    PS: Time for a short break!  I’ll follow up with the next few chapters in a couple of days. 
    References

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    My top secret reading list


    I figured that it was time to share with my secret stash. I’ve been using Google Reader to tag interesting articles and publish them all to a single location. Occasionally, I’ve added snarky comments. You can find the entire treasure trove here:

    This list is updated a bit more regularly than my blog, but since I don’t believe in covering Lost Garden with link fests, I’ll keep it as a hidden secretive thing. So shh…tell only special people.

    What a glorious summer day,

    Danc.

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    Engineering Emotions: More predictions come to pass

    Back in 2007, I wrote about some hypothetical technologies like real time motion capture, voice recognition and biosensors that were on the horizon that would have  a dramatic impact on how we design emotional games.  Those technologies are now becoming mainstream with console accessories like Microsoft Natal and the Wii Vitality Sensor.  Others techniques like feeding player’s input into internet API’s like search and social networks are already easily implemented using basic capabilities available to even the most limited game devices on the market. 
    In the essay Constructing Artificial Emotions, I described a ‘crazy’ futuristic game design called Bacchus: 

    “Bacchus is a multiplayer dancing game with a religious theme. The selling point is its ability to evoke intense emotions.

    Imagine if you will, a decrepit theater filled with writhing, dancing people. The lights flare and swoop in time and the people chant in unison. A massive screen shows a mirror image of the hall like some surrealistic portal into an alternate universe. Instead of blokes and lasses in street clothes, the on screen spirits are clad in ornate ritualistic garb. The movements on each side of screen are eerily synchronized. The pitch of the chant rises.

    The screen zooms in on a girl in the center of the room. The crowd, as one, turns and watches her figure on the screen. She begins to dance. At first her movement is controlled and intricate. The screen pulsates and she yells to its beat. The room takes up her words and amplifies them, giving them god-like resonance. Bass mixed with reverb mixed with primal, guttural passion. Her dance becomes wild. The pace increases and she begins to confess.

    The theater reacts. Each word she utters shimmers on screen, merging with ghostly photos from her past. In a beat, the entire room witnesses her sorrow over the death of her mother, her time alone in an empty apartment, and her first kiss. An inhumanly beautiful electronic chorus rises, matches and turns her words into a song. Her movements become a blur. Her glowing eyes are ecstatic. At the peak, her spirit on the large screen explodes in light and the girl collapses to the floor in fervent religious swoon.

    The crowd goes wild. The screen zooms out and the next god dancer is chosen. 

    Later, the girl writes to her online friends that the night she danced was the single most powerful spiritual and emotional experience in her entire life. It was the night she was touched by a higher power while playing a video game.”
    (
    http://www.gamasutra.com/view/feature/1992/constructing_artificial_emotions_.php)

    The original essay is an admittedly difficult read, but I recommend revisiting it.  In short, psychological experiments show that by intentionally mixing physical states of excitement with the appropriate context a designer can concoct emotional responses that are indistinguishable from naturally occurring emotions. The design techniques described within are no longer futuristic daydreaming.  A basic form of Bacchus could be made in the next few years. 
    In the past games have been limited in the types of responses they can evoke in players because the range of human activities that we could model and reward were limited.  We’ve admittedly designed amazing experiences that only rely on the limited ability to press a button.  However, a cursory inventory of the human body and mind is surprisingly more comprehensive than a twitching thumb.  We can move our amazing and capable bodies, we can engage in complex social interactions, we can become excited or depressed.  All these basic elements of our humanity have been outside the realm of game design because we could not track them, build models around them or reward desired behaviors. 
    Now we can. 
    With these new tools and a mass market that embraces them, we have a vast laboratory of millions of players.  Early mini-games will act as experiments in the engineering of human emotions.  Initially, we’ll focus on found fun since that is what our audience is currently trained to consume.  With time and enough experiments, we’ll begin to notice that with the ability to manipulate body, mind, social context and excitement level, we gain the ability to evoke deeply meaningful emotions. Imagine visceral sorrow, lust, anger, happiness, cruelty, generosity, stress and contentedness.  All the emotions reproducibly evoked in psychology lab experiments become our creative palette. 
    Every game becomes a reality television show starring the player. 
    Every game designers becomes pragmatic engineers of the player’s emotional experience, dissecting and reconstructing the ephemeral moments of human nature.  Our games turn into intricate systems of hardware and software that play players like a willful instrument. 
    Hardware like Natal, MotionPlus, Sony’s wands and the Vitality Sensor are really just the beginning. There is an entirely new class of middleware that tracks the torrent of new sensor information and teases out useful patterns of human behavior.  Fresh emotional game mechanics that are as new to the world as moving objects in Spacewar! must to be invented from whole cloth. There is great work to be done. 
    Once again, I’m reminded what an exciting time it is to be a game developer. 
    take care
    Danc. 

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    Bunni Sneak Peek

    I had an immensely good time collaborating with Andre on Fishing Girl earlier this year.  He was looking for a new project and so we started idly chatting about random ideas. One thing led to another and he is now nearing the finish line on a new Flash game called Bunni.  I thought Andre might enjoy a little bit of public encouragement as he enters the final stretch.  
    I’ve been wracking my brain and I don’t know of another game out there that is quite like Bunni.  Imagine if Animal Crossing had a long lost mutant sibling that coalesced out of a creative flurry in a mere four months.  There is no clever twist on shooting, block stacking, or 2D platforming. It is not an innovative music game.  Nor does it involve playing with time or bizarro spacial dimensions.  If there are any puzzles, I apologize since they weren’t intentional. In fact, it isn’t a very hard game. I’ve yet to find a single hidden object, probably because there aren’t any.  Despite lacking all these critical things, play tests end up lasting for hours. 
    I don’t want to give away too much about the game, but I can share a single, mildly cluttered screen shot.  Yes, that is a pirate bunni.  And no you can’t have one unless you are very, very special. 
    Bunni: First Screenshot. Likely to change in inexplicable ways. 
    Oh, and as a bonus, here are some t-shirt designs. Let me know which ones you like the best.  (I tossed together a storefront as well just for fun.  The internet is so awesome.)
    Broken Hearted
    Bounce
    In Love
    Long road to love
    take care
    Danc. 

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    Game design in 2020

    My short essay on future games was selected to be part of the recent Gamasutra ‘Games of 2020′ feature. The treatment is tongue in cheek and I owe anyone I photoshopped a free beer.
    You can read the whole thing here:
    The result of all this is that I am now able to attend this year’s GDC. If anyone wants to meet up in San Franciso (March 23rd to March 27th), drop me a note at danc [at] lostgarden [dot] com.
    take care
    Danc.

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    Danc’s Miraculously Flexible Game Prototyping Graphics for Small Worlds

    Don’t you think it is time for some new free graphics?

    The originals
    The original set of miraculously flexible prototyping graphics have been out there for a couple of years now. In that time, they’ve been used in mini-MMO’s, shooters, RPGs, platformers and dozens of various projects that lurk in the dark squishy nooks of the ever fermenting, communal indie mash.

    However, they had some issues.

    • They were in a format that wasn’t readily accessible to most users. In particular Flash games didn’t make as wide a use of them as I would have liked.
    • They required a rather tricky placement system that most tile based engines had difficulty handling.
    • Very few games used the shadows system and without the shadows, they tend not to look very good.
    There were also a couple other areas I wanted to explore.
    • HD pixel art: There is an emerging artistic style that showed you could keep the intricate iconic style found in pixel art, but modernize it in such a way to take advantage of the crispness found in modern high resolution displays. The result found in games like Pixel Junk Monsters, Patapon, and Loco Rocco is distinctly game art. It tends to be 2D and highly evocative. But is also is information dense and full of distinct iconic symbols that have meaning during game play. When there is a trade off between realism and functionality, functionality wins.
    • Vector art: I’ve done immense amounts of raster art over the years, but lately I’ve been playing with more vector art. The tools have gotten to the point where you can do some pretty nice stuff rather rapidly without needing to ever go to bitmaps. They are rendered natively in Flash or Silverlight and you can play with scaling without worrying about loss of detail.
    • Arbitrary placement: Once upon a time, you needed to use little square tiles for everything. Nowadays, there is no real need to make a tile based 2D engine. With arbitrary images with full alpha and lots of fill rate, you can put together a game like a sticker book. Drop down your graphics at arbitrary positions and layer like a madman. Games like Aquaria look great and tiles are nowhere to be seen. There’s a good tutorial on the topic here: http://gametuto.com/in-game-c-map-editor-tutorial-with-indielib-engine-that-dosent-use-tiles-but-pieced-images-like-in-braid-or-aquaria-games/


    Small World

    So I started a new graphics set that took all these into account. The theme I chose was the ‘Small World’, an intimate place of green trees and blue ocean seen from above. For ages I’ve been fascinated by tiny worlds that you could imagine keeping like a bonsai garden on a table top.

    What types of games can the Small World graphics be used for?
    • Turn-based strategy games
    • Real time strategy games
    • RPG’s
    • God and Sim games
    • Tower defense (the original inspiration for this set was Pixel Junk Monsters)
    • Crazy innovative games that will shock and amaze the world.

    What does the set include?

    • 70 high quality sprites
    • The original Illustrator CS4 .AI file
    • The exported Flash CS4 .FLA file
    • The exported Flash CS3 .FLA file
    • The exported Flash 10 .SWF file (with linkages)
    • Land
    • Forests
    • Buildings
    • Dialogs and buttons

    Having the source files allows you to easily manipulate and edit the graphics so you can make variations or combine pieces together. You should have enough pieces to easily prototype attractive little worlds full of forests, fields and cities.

    What doesn’t this set include?

    • I have some characters that fit this set, but those will be coming along at a later point.
    • I haven’t had time to cut out all the bitmaps. This is coming shortly unless someone else cuts them out first.
    • Other formats: In general there are a billion minor formats that all have their passionate proponents. Convert at will. :-)

    The License
    Much of the email I get involves questions about how various graphics can be used. Though I love hearing from you, it has become apparent that the license needs to be clarified so that I can spend more time making stuff for you and less time writing back about the legal issues.

    A second issue is that there have been some unfortunate incidents where players have taken talented developers publicy to task for ’stealing’ my artwork or ‘copying’ game designs. ‘Open source game designs’ are admittedly a cutting edge concept in our IP-clutching world, so there is some education to be done.

    As of today, I’ve created a separate Lost Garden Licensing page that outlines the license for these graphics. If you plan on using these graphics, be sure to read it. The basics are that they are free to use in both commercial and hobby projects under a standard Creative Commons Attribution license.

    The goods
    So what are you waiting for?

    I’ll be releasing some prototyping challenges that make use of these graphics in the future, but for now just have fun and give them a shot. They were a blast to make.

    take care
    Danc.

    PS: I also included graphics that allow you to make arbitrarily sized islands composed of splotches of land stuck together. This is a tricky technique that only advanced users will undertake. First lay down the water. Then lay down all the Land-Bottom graphics. Then lay down all the Land-Mid graphics. Finally draw all the Land-Top graphics. By layering the graphics in this order, you can create islands that merge together visually.


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