Showing posts with label player investment. Show all posts
Showing posts with label player investment. Show all posts

Friday, February 18, 2011

Featured Feature: Player Investment in Casual Games (Part 3)


Part 3: Escalating Player Investment

As we've been discussing, a major difference between the "casual game" and the $60 AAA title is the players lack of investment in the media upon initial exposure. We, or I have if you've decided I'm a moran, have decided that.

The first goal is to to get the player to invest just a first few moments of their time on the title. After the player's brain recognizes that they've spent some of their precious time with a game, the game begins to benefit from that aforementioned investment bias. They've allotted the time, so they might as well pay attention and see weather or not this thing is any good. Your goal in this period is very simple - don't cause the player to turn your game off. Hell, avoiding higher brain functions at all may be advisable


This is basically the old "first impressions" routine. The player absolutely will not go beyond the first minute to see if your title gets better as it goes. Final Fantasy XIII provides an enormously scaled model of failing at this. So, in the first moments you must avoid raising the following red flags: frustration, dullness, and unoriginality. The game must only be entertaining.

A common mistake is placing an overly restrictive tutorial, especially a lengthy one, at the very outset of the game. This is often raises all three of the red flags we just mentioned. Tutorials are an essential part of most games, but they're also an art-form in and of themselves. Most players are perfectly fine with tutorials, usually appreciative of them at first, but their patience wears thin quickly. They've started up a video game - and thus you know that your players want to play a video game. Bad tutorials fail because they are not "playing a video game." Good tutorials either do not get in the way of play, or they are, themselves, play. The majority of Portal is nothing but play, without a traditional tutorial in sight, because that's all been integrated.

Don't neglect to teach your player how to play either, or their constant failure will simply result in frustration. Again, red flag. This isn't to say that the first level of a game should be impossible to fail at, of course. This isn't the case for Super Mario Bros or Sonic the Hedgehog, and those games caught on alright. In the beginning though, your game should only present enough challenge to prevent it from becoming dull, another of our red flag issues.
I'm predicting exactly 0 people will need to click the "Super Mario Bros." link.
Once you've avoided those "red flag" issues, you can safely assume your player will provide the game with a reasonable amount of time to assess its quality.

Here things should be rather simple. Theoretically you believe you've built a good game worthy of publication, unless you work for Omega Force or EA Tiburon of course.
If those two got pregnant, they'd have quintuplets. Identical quintuplets.
There is, however, a pitfall there. Occasionally a game will try to give the player new content in such small portions, holding its best parts back for a big climax, that the player has quit before they ever experience them. Don't let this be you. The ending should be spectacular, of course, but the beginning should be just as fun. You have to let them know that good things are coming.
Theory: Halo 2's original ending was so awesome that Bungie worried it would dwarf the rest of the game and scrapped it.

The next thing I can advise is providing a clear sense of purpose. Ever wonder WHY so many gives are divided up by levels?Yes, there were originally considerable technical limits that reinforced modular game design, but why has this remained when so many other tropes from that era have faded? Why did Super Mario Bros, use not only levels, but "worlds?". Progress. By breaking up the game into definite checkpoints, you provide the player with a sense that, even in the short time they've been trying the game, they've made progress. They've attained something, and are thus further invested. A more modern example of this can be seen in current XBox Live Arcade demos which often end with a statement along the lines of "Congratulations on beating the demo! Buy now to maintain your progress and get the avatar award you unlocked!"


After beating 3 of the 5 levels of World 1 the thought process will become "well, I might as-well beat World 1." After that, "Well, I've beaten 1/3 of the game. Might as well pick it up for myself and finish it." And why? How does that last part make any sense? It's normally only "So I can say I did." IE: "So I can't say I wasted my time on the first 1/3." The player has become invested, and you just moved a unit.

In summary:
1 - Avoid "red flag" issues like frustration, dullness, or unoriginality. These may cause the player to end the game prematurely.
2- Show your player the quality of your game early. They have to know what they'll be getting to assess value.
3- Provide a sense of progress. Lead the way to the full product.

Thursday, February 17, 2011

Featured Feature: Player Investment in Casual Games (Part 2)

Part 2: Removing Barriers to Investment

A "barrier to investment" is what prevents the consumer from starting the "escalation of investment" program designed into your game, which we will discuss in the following post. In our original example of Andreas_S/Dantus's little web-game, this took the form of the game's control scheme. What seemed sufficient to him, and didn't bother me at all, was a barrier to entry for the little girl. She invested her time and god back frustration. The mental formula became [investment = frustration], which trumped the illogical tendency of [reward - investment = investment*time].

This is why most games you play fall into very similar control schemes. In third person view my hand automatically hits A to jump on my 360. On my PC, the spacebar. WASD make me move. When I play an older PC FPS, I immediately turn on mouselook and set up my strafe buttons. These conditioned comfort zones may seem as if they stifle creativity on occasion, but their existence is merely a byproduct of the need to reduce those initial barriers of entry. The majority of the industry has agreed on some basic guidelines in order to keep the consumer happy.

Continuing in the same title, the father actually making the post pointed out that the game's first "golden feather," an optional vanity item akin to Super Meat Boy's bandages or other such pickups, is way too hard to get. It isn't that it is objectively hard to get, one merely needs to carefully traverse an unstable pile of platforms, but it is relatively hard for it's location in the game and in comparison to the other "golden feathers" on that level. It is also thrust upon the player in such a way as to make it impossible to ignore. This can potentially break up the frustration free flow of those precious first moments, and thus should be addressed.
Example: After investing >100x lives on one $#$@$ bandage, I attach entirely nonexistent value to it.
Long story short, the first moments of a game should be fun - pure and simple. They should be literally anything that will keep the player glued to the screen. The challenge, and thus risk of frustration should only be ramped up once the player has actually decided that they enjoy your game and thus want to invest the time to play it, the effort to overcome these new challenges, and the money that will allow you to provide them with such an experience.

Other major "barriers to investment" are more practical concerns, such as platform compatibility, advertising, or product availability. In an ideal world, you would release and the customer would instantly and automatically have the demo to your game sitting on the desktop of whatever media consumption device they happen to be using at the time. On the consumer's side, this wouldn't even be a bad thing, if every single title released was absolute gold. Such is, however, not the case. These things are "barriers to investment," but there's little subjective editorializing to be done on them. Try to maximize compatibility, make the thing accessible to as many people as possible, and do everything within reason to let all of them know about it. Kinda objective and obvious - if frustrating to execute.

So, you've taken the extra care to remove such "barriers to entry," the player now has your game in their hands, and is enjoying their first few moments with it. Now what? Now you have to bait the hook. For that, stay tuned to the 3rd and final part of our series on Player Investment in the Casual Games Martket, "Part 3: Escalating Player Investment."

Wednesday, February 16, 2011

Featured Feature: Player Investment in Casual Games (Part 1)

 Part 1: Player Investment in the Short Term

So, earlier today while fooling around with Unity 3D, more on that later, and looking for a solution to one of my problems in my current project I stumbled upon someone else's support thread. The query is irrelevant, but regardless I tried to help by playing the demo of the game he'd been working on, Chuck the Adventure Duck. It's a fun little platformer with some unique elements, but that's not really what sparked the post. That was the initial responses to his advertisement of this demo build.

Therein another poster mentioned allowing his young daughter to try the game. She instinctively reached for the spacebar to jump and, failing this, quickly grew frustrated with the game's use of the "up arrow" for jumping.

Now, obviously the solution for such frustrations is to map redundant controls. There's really no reason not to map Jump to Up, W, and spacebar, as well as putting Left, Down, and Up on A,S, and D respectively. The thing that got me thinking, however, was how quickly such a simple and inconsequential thing turned her off of the game.

Earlier in the blog I'd made a few posts about "Player Investment Strategies" (1, 2, 3). These really focused either on the concept as a whole or its application to large AAA titles. I addressed the macro, but never really the micro.

While Player Investment is key to the long term retention of customers for more drawn out games, one may assume that it isn't an issue for "casual games." Games played on web browsers or mobile devices are, after all, not expected to be played in more than short bursts. It is, however, this temporal aspect of the player's experience which makes attention to "player investment" absolutely crucial. The player will only be exposed to the game for a few fleeting minutes and, without such care, it is entirely possible that those will be the only minutes in which they will ever experience the title.

Unlike more traditional PC or console games, most "casual" games do not require any initial investment. Most people's first exposure to Angry Birds or Words With Friends, for example, is likely not even on their own system, but over the shoulder of a friend.
I love that the iPad has basically revived "hot-seat" play. I'd like to think these kids are playing Heroes of Might and Magic III.
You may recall our previous discussions in which I mentioned that the human mind, in its fantastic imperfection, has a tendency to overvalue things in which it has invested. The very fact, then, that a AAA title has already cost the consumer ~$60 makes them more likely to feel that it is a good game. The alternative, after all, is to admit that they have made a foolish decision. Ever gone on a shopping spree and picked up a sackful of games on the cheap? Your experience with any one of those is never quite like it is when your only able to bring home only one title, is it?
There are very few games I wouldn't pay $5.00 for. Many of them are on the Wii.
It is this lack of bias the casual game creator must overcome. Their title is new. The likely lack of promotional fanfare has left the consumer devoid of preconceived notions. They have no initial investment, and thus lose nothing if they drop the title after seconds. This is exactly why those first few seconds are so important.

So how, then, do you consciously design your title to build such investment? It comes in two steps: removing the initial "barrier to investment" and providing "rapid escalation of investment."

That being said, I want to discuss two specific aspects of game design and I can already tell that this post is getting too long. So, we're going to break this up into another 3 parter. Stay tuned for "Part 2: Removing Barriers to Player Investment," and "Part 3: Escalating Player Investment" over the next couple of days.

Thursday, August 26, 2010

Featured Feature: Player Investment (Part 3)

Part 3: Reward Reduces Enthusiasm

In its simplest form, any player investment reward is simply a commendation. You did well, you get a pat on the back. Weather this takes the form of a new suit of armor, new gun, new ability, some aesthetic option, or simply a smiley face on a menu screen, they are all simply ways of telling the player "good job."

The problem here is that such commendations are not, in fact, a good thing. Picture a young child who gets good grades in math. His parents and teachers encourage him, giving him gold stars and plenty of positive reinforcement. Years go by, and the child continues to get good grades, make honor role, etc. The child graduates college with a wonderful GPA. The child is now an adult, in the real world, where there are no more gold stars. Many studies suggest that this individuals success will likely stop there. The kid has probably long since tired of math and academics, and now has no desire to put these things into actual use. He was originally good at math because the liked math. As the rewards came, however, math became a means to receive rewards. This individual, over time, came to see the thing he once enjoyed as work, an annoying task to be completed in exchange for reward. His motivation has fundamentally changed. Sound illogical? Well, how much do you like your job? How much does it pay? How much does that matter?

Actual market value may vary.

Possibly the most prominent and ubiquitous examples of the player investment reward systems in place today are Microsoft/Sony's Achievement/Trophy systems. Despite some backlash amongst games, the hard fact is that the two companies have made these systems mandatory for all titles because these systems make money. Consider a game that exists on all 3 of today's prominent consoles, the PS3, XBox 360, and Wii, all of which you own. Each version of the game has exactly the same features, capabilities, and graphical fidelity. Which system do you buy the game for? Theoretically, it should be a toss up. However, a huge number of players would prefer one of the systems that tracks achievements. After all, if you could add a pat on the back to everything, why wouldn't you? You woke up this morning, Congratulations! Took a shower? Good show!

Which brings us to the problem. Have you ever played a game, not having any fun, just trying for an achievement? Did you enjoy finally getting it? Was this experience preferable to having spent that time simply playing the game as you would have otherwise done? Or, worse, have you ever noticed yourself not play a game you know you enjoy simply because that system doesn't feature achievements? "Hey, I could actually finish the rest of Mario Galaxy, but I've already "beaten it" and it's not like I'm gonna get any achievements." I don't know about you, but I've been there - and it's scary. It seems that with there short term earnings strategies, Microsoft and Sony might accidentally be training their consumers to hate their products.

Of course, this is an article about how to properly integrate player investment rewards into games and, as I've already established, these aren't inherently bad things. The problem here is that these particular reward systems serve as goals in and of themselves. A large portion of those players that dislike achievements, for example, focus entirely on the existence of online achievements. Some players hate online achievements because they encourage players to prioritize these individual meta-goals before the actual cooperative game. One can not both focus on being the best player possible and getting a double kill with a spartan laser.

This problem extends beyond achievements and trophies and into some of the player investment strategies implemented as features within some prominent games. It is very easy, for example for a player to get so caught up in Modern Warfare's challenge/prestige system - getting in weeks of game time before they ever max out their stats - never have actually focused on winning the games in which they have competed. They were online with other players in what was ostensibly a death-match, but their goals had little to do with the actual game at hand. This is detrimental to the game's online environment in that it creates scenarios in which the minority of a game lobby might actually be attempting to fulfill the game's stated agenda. For the members of that minority, extreme frustration is likely to occur. (see: Modern Warfare's "Sabotage" playlist) This both undermines the design of your game mode and the quality of the online experience your players receive.

And this was the issue with our honor role student. The gold stars and blue ribbons became more important to him than the subject for which he had originally been so passionate. There, then, is our solution. Yes, do reward you players, but reward them for actually playing the game. In this way, a reward system could recognize achievement, rather than set up new, largely artificial, hurdles for players. As a rule of thumb, any time focus is taken off of the actual game, the reward system is imperfect. Any time the player is growing frustrated, wrestling for a reward not due to their skill level within the game but rather due to the design of the reward system, they are becoming disillusioned with the game. This should be avoided at all costs in order to ensure a positive long term relationship with both the individual title and gaming as a whole.

As gamers, however, the most important thing to keep in mind is that you simply should not allow yourself to become disenchanted with your hobby. If you're getting fed up with reaching level X or with attaining some achievement - stop. Take a break from that goal and go do something in the game purely for fun. The teachers can give you as many gold stars as they want, but it's up to you to retain perspective.

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Wednesday, August 25, 2010

Featured Feature: Player Investment (Part 2)

Part 2: The Top Tier Problem

So, we've talked about what exactly "player investment rewards" are. Now, we're going to get into some of the current problems with prominent implementations of the feature. In this case, we're going to focus on rewards that aren't merely commendations, but rather tangible benefits within the game - ie: equipment and abilities.

In short, rewards designed to be the absolute best in their class pit players’ desire for uniqueness against their desire to accomplish and have their accomplishments recognized. This discourages customization for some and achievement for others. A title’s degree of variety and individual expression online is directly proportional to the number of equally valued customization options provided to players.

Prominent examples of this problem include
Halo 3’s "hayabusa" & "recon" helmets, Modern Warfare’s weapon camouflage, and World of Warcraft's equipment.

Halo 3, for example, features 11 online armor variants available to most players. These variants are designed to provide players with a sense of individuality as they mix and match them, color them, and otherwise use them to form a unique persona online. Theoretically, this emphasis on individuality and the wide variety of tastes amongst the player base should result in a fairly even distribution of armor variants throughout the community.

This is, however, not the case. The “recon” and “hayabusa” variants, especially their helmets, seem to be far more common amongst those players who have unlocked them. The same is true of the other armor variants to degrees in direct proportion to the amount of work necessary to unlock them.This presents a problem, as the variety and individuality intended by the developer has been overshadowed by a second well intentioned feature, player investment rewards.


If you can look like this, you won't not.

The same problem can be seen in many other titles, most notably those which make heavy use of such player investment rewards. World of Warcraft, for example, features thousands of weapons, but only a very small fraction of those are actually desired by its most committed players. When new and better items are introduced, they do not increase variety but rather replace others as the now most desirable "top tier" options. Players invest a great deal of time in order to receive these rewards, only to be forced to sacrifice their avatar’s individuality for the ability to display them.


High level mages, or roving Warriors style street gang?

This problem is compounded by the fact that when a large portion of players display the same rewards, desiring recognition for their achievements, they, in fact, become less recognizable amongst the crowd of similarly outfitted characters. Thus, some may choose to forgo such challenges all together, knowing that they will not wish to display their rewards. Allowing the majority of the developer’s efforts to fall into such disuse seems not only to be contrary to the original design intent, but to also be poor financial investment.


These choices soon to be rendered moot by 200lbs of phat purple loot.

Solutions

The simplest solution to this problem might seem to be the elimination of “top tier” rewards all together. This, however, inherently depreciates their value as player investment rewards.

A better solution, it seems, is to eliminate the singular nature of the highest tier options. The Halo 3 armor variants, for example, might have been unlocked via multiple separate but equal progressions. Some armor variants might be unlocked by campaign player progress and achievements, while others would be unlocked by multi-player progress and achievements. This would result in two top tier armor variants, doubling variety while both equally rewarding player investment and providing more opportunities for such investment. A form of this strategy can be seen in World of Warcraft, in which players may gain the game’s highest tier armors either from raids or arena combat. These two alternative paths provide equal statistical reward to players who choose either rout, yet also present aesthetic differences from one another. Thus, players are able to feel as if they are displaying their prowess, while not necessarily becoming identical. Further, the more specific nature of these rewards more accurately portrays the nature of the player’s excellence.

Another option, and one which can be combined with other solutions, is to provide variety within a single reward. Halo 3’s armor system does, for example, allow players to mix and match amongst their armor variants and choose a unique color scheme. Thus, two individuals may have very different character models, despite sharing the same helmet. The problem this raises, however, is that the head, and face more specifically, is a physical feature very closely linked to identity. There is a biological tendency to notice a person’s face before examining them as a whole which extends to online avatars. Even if two character models are different in every other way, similar faces, or helmets in the case of Halo 3, can reduce the sense of variety. Variety could be added to individual helmets, however, by allowing players to further customize the helmet. This could include multiple visor colors, textures, the ability to choose glossy or matte finishes, smaller accessories such as antennae or eye pieces, what have you. In Modern Warfare, players could be rewarded not with “Red Tiger” and “Blue Tiger” camouflage, but with “Tiger” camouflage which they could set the tint of as they wish. Simply put, granularity increases variety.

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Tuesday, August 24, 2010

Featured Feature: Player Investment (Part 1)

Part 1: The what and why of Player Investment Rewards

As the blog goes on, I’ll be establishing various ongoing features. Individual game analysis, developer profiles, etc. in some regular format. We’ll begin with a “Featured Feature,” in each entry of which I will analyze a particular game mechanic, its history, place in the industry, how it works, why it works, what’s wrong with it, how it can be better utilized, etc.
Over the next few days, we’ll be focusing in Player Investment.



Lately players may have noticed a trend towards greater degrees of character customization in their online games. Halo, Call of Duty, Battlefield, they’re all doing it. In the past it was the standard that all players began games as complete equals, with an even and thus fair footing. Now the emphasis has been placed, instead, on individuality and deep character customization. So deep has this gotten in some games that is borders on being considered an RPG element.
What players might not have discerned, however, is the cause of this trend. While it is easy enough to simply wright it off as stolen ideas, arguing that developers are simply trying to duplicate the success generated by either Halo’s visual customization or Modern Warfare’s tactical customization, this is an oversimplification. In truth, such features are a very wise business decision.

You see, these character customization options almost always have another common feature. Rarely are all of these options available to every player immediately. They are generally unclockables, options requiring the completion of some predetermined qualification before access to them may be granted. This effectively makes these customization options merely a small part of the industry’s larger trend towards rewarding player investment.

Player investment reward systems provide players with benefits in direct proportion to the time and effort they spend with the game. The simplest form of these can be seen in the MMMORPG genre, in which players gain quantified levels of power as they put more time into the game. The term “experience points” was originally intended to reflect an abstract measurement of a character’s life experience and earned knowledge. In this market, however, it could as easily be seen as an absolute measurement of the amount of investment a player has put into a particular title. It is no mistake, then, that even more complex player investment reward systems, such as those seen in Halo 3 and Modern Warfare, still retain the term “levels” and “xp.” They firmly establish a system of progression in terms which gamers know.
This sense of progress lies at the heart of any player investment system. Rewards be they new character model options, abilities, or even simple numerical values are not handed out in bulk. They are evenly distributed over a long trail, always giving the player one more reward to work for. This creates a “carrot on a stick” scenario, compelling the player to continue playing. Progress requires commitment.

Such strategies simply make good business sense. The MMO genre, again, provides the simplest form of this. Due to subscription fees, the longer a player plays, the more money the developer will earn from them. In non-subscription based genres, however, developers still reap great benefits from invested players.

Online games, for example, are particularly dependent player investment. on the existence of an online community to function. Many games with some simple, tacked on multiplayer component soon have this feature rendered essentially non-existent by the fact that there are simply not enough players available to reliably establish game lobbies. By encouraging player investment, however, a developer encourages players to return time and again to the same matchmaking system, populating their multiplayer lobbies.

Beyond simply providing functionality, however, a well executed player investment system has been shown to increase the overall sustained population of online communities. This is desirable as more people playing more regularly is good for the bottom line. It provides a title with a good reputation and a greater likelihood that any given consumer will purchase the title. “Surely thousands of gamers can’t be wrong,” thinks the consumer. Every time your game is ranked on the top X most played online games on console Y during time period Z, that’s free advertisement. Most importantly, every player committed to your title is another mouth to spread the word. If they play your game for a week, you get word of mouth for a week. If they play it for a year, they’ll sell everyone they know on it.

On the marketing side, player investment can help provide a title with market control. It can help you not only be successful, but WIN. It's not secret that Modern Warfare and World of Warcraft are huge right now, enormous market titans with incredible player bases. What you might hear less about, however, is that they've done so well they've hurt other company's bottom lines. Many people are playing these games with such devotion that they simply do not have much time for other games. It is, for more time than is conventional, enough game for them. While this doesn't particularly help a non-subscription based game, it's a tremendous benefit for a series. A large portion Modern Warfare 2's success can be attributed to the fact that there was a large audience of Modern Warfare 1 players who had never stopped regularly playing the previous game, and the same will be true for Black Ops (though I'm skeptical of the series' continued dominance post-Infinity Ward debacle). The series did not leave its competitors any room to scoop up members of its player base, giving the sequel very little competition. It's not the nicest marketing strategy, but it moves units - short term and long.

Player investment works on even the most basic level. These systems actually make games seem more valuable to players. Biologically, human beings are predisposed to an "escalation of commitment," meaning that the more resources you spend on something, the more valuable you think it is. If you've spent several years in your house, for example, thousands of dollars on bills and upkeep and it catches on fire - you will likely be stuck in a conundrum. Even though it may be cheaper to move, buy a new house in a different location with the same features as your old house, your brain may compel you to spend more money on repairing your old house anyway. The $59.99 initial price tag, the hours of invested time, and any associated fees or accessories all build up to make the player value their investment more and more each day.

Don't be confused or frightened though. While all of these issues are from a developers perspective, they are by no means bad for players. The escalation of commitment, for example, contributes to a player's enjoyment of the game. The more they play, the more they like what they're playing. Player investment rewards can really drive a gameplay experience, keeping a game fresh long after it's no longer new.

That being said, however, no current implemented player investment strategies are perfect. Over the next few days I'll be going over some key problems with the most prominent such strategies, and ways in which they could be improved for the benefit of both developers and gamers.
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