Categories
Game Design Game Development Games Geek / Technical

Encourage Creativity: Addicube

Encouragement

One of elements I’ve identified for living my life on purpose is encouraged and supported creativity. Even though it is part of my life purpose, it doesn’t mean it is just for me. Part of the point of a life purpose is that it applies to everyone around me, too. I’m not only focused on making sure my own life has encouraged and supported creativity, but I want to make sure that the people around me are encouraged and supported as well.

So when I learned that Corvus Elrod, former writer of Man Byte’s Blog and current writer of Semionaut’s Notebook, was partnering up with Charles Berube of The Wasabi Project to create a game called Addicube, I thought, “That sounds great!”

But then I learned that the project won’t get started until it is fully funded. See, the project is currently waiting for enough funding through Kickstarter.com, which is a funding platform which allows projects to ask for donations from fans and friends. If enough people donate, the project happens, but if there isn’t enough funding, then no one pays any money. Well, back in January, having newly created my life purpose statement, believing in Corvus Elrod, and knowing that I wanted to encourage and support creativity, I pledged my support at the Benefactor level. Sometimes “That sounds great!” is good encouragement, but money helps, too. B-)

As of this writing, Addicube on Kickstarter has 51 backers and 89% of the $3,500 it needs to be completely funded, but there’s a deadline. If Addicube gets enough funding by April 25th, then Elrod and Berube will get started.

Frankly, I want Addicube to happen, and I’d like to ask you to help. The deadline is looming, and they’re so close to having the Kickstarter project fully funded.

Please go to Addicube on Kickstarter, learn more about the game, and pledge $5, $10, $25, or more. If you really want to make an impact, pledge to be one of us Benefactors at $250+. Let’s encourage creativity and get this game made!

(Photo: Encouraging note | CC BY-SA 2.0)

Categories
Personal Development

Three Ways to Achieve Your Goals More Easily

Every year, especially around New Year’s Eve, people notice something about their lives that they don’t like. Maybe someone doesn’t like seeing the extra inches around his waist. Perhaps someone else doesn’t like the size of her savings account. Whether it has to do with health, wealth, or quality of life, these people identify something they don’t like and decide to do something about it.

They set goals such as:

  • I’m going to lose 25 lbs by summer.
  • I want to have half a million dollars before I retire.
  • I want to live in a bigger apartment.

When people set goals, they have good intentions. They may even write down their goals. For a weight loss goal, perhaps that goal is placed on the fridge as a reminder. Perhaps that first week might be filled with exercise at the gym, and the goal setter might be filled with energy and motivation.

Too often, though, what happens for many people is that they soon forget the goals they set. The person who wants to lose weight might find that he has a hard time waking up one morning, and so he skips going to the gym that day. And he might go to the gym the next day. But soon enough, another tough morning comes. And then another. And he might find the habit of going to the gym daily gets scaled back to only a few days a week. Eventually, without realizing it, he won’t be going to the gym at all, and he’ll be back to living his life the way he did before he set the goal.

And the same goes for any goal. Perhaps the person who wants to save $500,000 gets excited about saving a bit of money each time she gets paid, but it’s possible that there are plenty of bills that need paying and the morning coffee isn’t too much money and someone’s birthday is coming up. She might find that saving money is just too hard, and eventually she falls out of the habit.

A year later, these people might look back and realize that they haven’t made any progress on their goals. And for some people, they might have a lot of goals that they are failing to achieve at once. Insert guilt and frustration here. I’ve been there, and odds are, you’ve been there, too.

So what can you do? I recently realized a few ways to make goal achievement easier:

  1. Focus on only a few goals, not a billion!
  2. Make those goals vivid!
  3. Keep your attention on those goals!

Focus on only a few goals!

This one was tough for me to internalize. I have a billion interests. I have a day job. I have an indie video game development business. I write for this blog. I play soccer. I have friends and family I want to spend time with. I am the Charter Executive for the Association of Software Professionals Games Special Interest Group. I want to weight about 15 lbs less than I do. I want a nicer apartment. I have a ton of papers I want to shred, a set of online business courses to finish taking, books to read, a ukelele to build and learn how to play, a printer to setup…Yeah, I’m busy! B-)

I used to keep all of these projects on a list, which is good in that they won’t fall through the cracks or become forgotten, but I always felt like I wasn’t making progress. One day I’d write a blog post, but I wouldn’t have time to work on my game development projects. I’d go to the gym and run for an hour, but then I’d be too tired to read that business book I’ve been meaning to finish. I’d do some actions related to one project, such as taking the online business course, but then feel like other things weren’t getting done, so I’d switch my focus to something else.

Eventually, I realized that my approach wasn’t working. My attention was spread too thin, rendering me ineffective at everything. I felt frustrated, and life just wasn’t fun. I felt like I needed to constantly be “on”. Watching TV, playing video games, reading for leisure, spending time with friends: they all felt like ways I was procrastinating doing all of the work that I knew had to get done. As the psychologist William James once said, “Nothing is so fatiguing as the eternal hanging on of an uncompleted task.” And I had a lot of those!

If I was going to accomplish anything meaningful, I needed to focus on it until it was done. After all, if it was the most important thing for me to do, why spend time on anything else? Isn’t that just procrastination?

At the start of the new year, I identified a few major goals that I wanted to accomplish this year. Not 50. Not 100. I came up with four goals, and I have since reduced them to three. At any given moment, I know that if I should be doing anything, it is in service to to accomplishing those three goals.

Why so few? Because I need focus if I want to see these goals accomplished. Focusing on a billion goals is the same as having no focus at all.

Make those goals vivid!

There are good ways to define goals, but there are also bad ways to do so. If you search online for tips about setting goals, you’ll inevitably come across the acronym SMART, and you’ll also come across articles suggesting that it is outdated. Whatever you decide to do, write your goal so that it gives you energy to think about it. Boring goals won’t motivate you.

“I want to lose weight” is a lame goal. It has no energy behind it. There’s no vision. It’s just a weak prayer. A better version: “I want to lose 15 lbs in three months.” It’s better partly because of the details, but it could be improved. How about this one?

“I am achieving a healthy, optimal weight that makes me look sexy and feels vibrant. I easily reach a weight of XYZ lbs.”

Achieving! Healthy! Optimal! Sexy! Vibrant! Easily! These words make the goal FEEL awesome! Just think about the way that goal is written in the last example. It’s a lot harder to forget than “I want to lose weight”, isn’t it?

You want your goals to fire up your imagination, and you want to imagine what success looks and feels like. It might sound silly, but this activity is key. I allow myself to enjoy the good feelings that come from immersing myself in these goals as if they are already achieved. This isn’t just fantasy or navel-gazing. Imagining that your success is already accomplished actually helps you accomplish those goals! If you can convincingly feel that your accomplished goal is real, your subconscious can go to work making it happen.

Of course, if you do the work to create a goal that inspires you, it would be a shame to forget about it.

Keep your attention on those goals!

I’ve had a problem declaring goals and not following up on them. For example, when it came to making time for regular game development each week, I have historically been pretty bad at it. Tracking it through the Thousander Club, I could see just how bad it was, and at the start of each year, I would say, “This is it! This is the line in the sand! I did badly before, but I will change my ways completely!” The next thing I know, it’s December, and I realize that I am nowhere near 1,000 hours of game development.

If your goals are important to you, you need to dedicate the time to thinking about them. It’s too easy to forget about your goals when you’re drowning under obligations and interests pulling you in multiple directions.

Some people suggest writing down your goals every day. I don’t like the idea of throwing away hundreds of index cards throughout the year, so I wrote them down once, but every morning I make an effort to think about those three goals. I read the statements, and because they are vivid and striking, it is easy to imagine them being real. I’m healthy and look great. I’m living in a comfortable, secure home. My business is successful and profitable.

Every morning, I make the time to quietly think about my three main goals for the year, and it is time well spent. These are goals I really care about, and I don’t want to forget them just because urgent tasks distracted me. And the more I think about them, the easier it is to remember them. It’s a nice feedback loop. And as I make progress on these goals, they just get further reinforced.

So make the time! It can take mere minutes each morning to visualize your goals. Set up reminders. If you don’t need reminders to accomplish your goals, that’s great. If you are like me, get into the habit of setting aside time to think about your goals daily.

Does this visualization really work?

To give an example of how amazing it is to focus on a vivid vision, one time I allowed myself to imagine what it would be like to own a Lamborghini. I never really cared about cars before, and this was purely for fun. These cars cost as much as a house, so it would feel pretty wealthy to own one. They turn heads. I could wear shades as I drove down the street. I could show up at parties, and the valet would be excited to get the opportunity to park my car. I didn’t really want such an impractical car, but as far as pretending I was rich enough to own one, why not? It was just for fun.

But you know what I started seeing a lot more of? Corvettes. I saw them everywhere. Sometimes I would see four or five before I’ve traveled a mile! People around me talked about Corvettes. I learned that there were some for sale near my home. I went to a bed and breakfast in the middle of the countryside in Wisconsin, and even there I saw a yellow Corvette outside of the restaurant I went to eat at! It turned out that there was even a Corvette car show in town. It was surreal.

I’m not saying that I manifested Corvettes by thinking about cool cars, although some people will talk about the Law of Attraction at work here. I personally think that I was merely noticing these cars more since I had trained my subconscious to look for awesome cars. They were probably always there, but I hadn’t cared about them enough to notice before.

Regardless of what you believe, making it a habit to vividly imagine your goals will help you recognize opportunities to make those visions a reality. Now, the three points I described above aren’t enough to get you to achieve your goals, but if you’ve ever experienced the frustration of realizing that goals you set a year prior were completely forgotten, they should help you keep your goals at the forefront of your mind, show you how realistic they are, and make it easier to achieve them.

Categories
Games Geek / Technical

Starcraft 2 Shelved?!

Zerg Scourge

After spending years developing the game and holding a closed beta for months, Blizzard announced it was canceling development of Starcraft 2. Multiple reasons were given, including poor feedback from fans in the closed beta, but most surprising was a lack of funds.

From Blizzard’s press release:

Blizzard Entertainment announced today that the closed beta test for its highly anticipated real-time strategy game, StarCraft® II: Wings of Liberty™, has ended. Thousands of gamers around the world received invitations from the company to participate in the first phase of the beta test in February. “Gathering concentrated feedback from our players was an important step for us as we headed into the final stretch of development for StarCraft II and the new Battle.net service,” said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. “In polishing the overall experience and preparing for launch, we found that it was not going to be possible to release the game at a sufficiently high quality.”

“Even if we believed we would be able to satisfy fans of the original game, we frankly could not afford to continue work on StarCraft II. After years of false starts, to find that the game in its current form would have to be scrapped, it would be irresponsible to start anew.”

It seems that the project isn’t being outright canceled, but if Blizzard is putting it on indefinite hold, it sounds like bad news for players who have been looking forward to revisiting the fight between the Terran, Protoss, and Zerg.

What do you think about Blizzard’s news? Now will you go back to playing the original StarCraft with me, or are you still going to go on and on about how cool you are for getting into the private beta? Whatever.

(Photo: Zerg Scourge| CC BY 2.0)

Categories
Game Design

How Deep Is Your Game Design?

Measuring pole

Jay Barnson posted a link to a video of Chris Hecker’s game rant from GDC. More details from Hecker’s own site at Please Finish Your Game.

The rant is great, so I suggest watching the video and reading Hecker’s article. To summarize, he is concerned that game developers, especially indie developers, are too satisfied with making lots of quirky, simple games, especially within a short period of time. With competitions such as Ludum Dare encouraging developers to create games in a weekend, Hecker agrees that cool mechanics can come out of them, but he wonders if there could be more value in exploring those mechanics as deep as possible.

He gives the example of Jonathan Blow’s Braid. Hecker argues that Braid has more value than hundreds of Indie Game Jam games.

I think Braid has more value because it explores its mechanic to the depth the mechanic deserves. I strongly feel that game mechanics have a kind of natural depth and value, and it is our duty as developers to follow a mechanic to its logical and aesthetic extent.

In a somewhat related article, Alex Weldon of Bene Factum wrote Density, Not Volume last year, and he argues that game designers should create games that focus and serve core mechanics rather than try to pile on as much as possible. Adding to a work doesn’t always make it better. It just makes it more. He gives the example of the original Super Mario Bros.

In these games, the player has a very limited range of powers and the enemies are likewise more like variations on a theme than completely different entities – in Mario, for instance, the Koopa is essentially a Goomba that leaves a shell behind when killed. Buzzy Beetle is a Koopa immune to fireballs. Spiny is a Koopa immune to being jumped on. Terrain and power-ups are similarly limited. The level design is based around the interplay between the player’s finite abilities and this small range of assets and challenges, presented in different combinations. And that’s enough – the original Super Mario Bros. has 32 levels, but manages not to be repetitive, because the designers were forced to be creative with what they were given. The resulting game is simple but dense, in the sense that every ounce of potential has been squeezed out of these simple building blocks.

Hecker argues that game mechanics and dynamics need to be fully explored more often. Shipping shallow games quickly isn’t enough. Weldon argues that designing a game from a bottom-up, mechanics basis is the way to go. In both cases, quality and depth is praised over quantity and volume. Cranking out 20 games a month is impressive, and you can probably discover some cool mechanics in the process. Still, it would be much more valuable to players and the game industry if you went back to some of those quickly conceived games and fully explored what is there. For example, Blow explored time manipulation thoroughly, and he didn’t add unneeded elements, such as 3D graphics for the sake of it. The game had a lot of depth, and it didn’t feel disconnected or filled with useless cruft.

How do you feel about Hecker’s rant? Do you agree that more game developers need to “follow a mechanic to its logical and aesthetic extent”? Are indie games too shallow by and large?

(Photo: Measuring poles | CC BY 2.0)

Categories
Marketing/Business

Happy Anniversary, GBGames!

Today is the 4th anniversary of GBGames, LLC!

To celebrate, I wish I could offer a sale, but any games I’ve released are free.

So on that note, if you have a Facebook account, you can play Sea Friends!

Sea Friends

Feed the fish while avoiding the growing algae, and while you play, you can make a difference in the world by saving real coral reef!

On the other hand, if you don’t have Facebook, you can play Walls, either online or downloaded to your computer.

You may have noticed that these games were available last year. Where are the new games?

Well, last year was a tough year for me as a part-time indie game developer. I haven’t been happy with the progress I’ve made over the past four years, in fact. I’ve had trouble keeping focus on any plans I’ve made, and as a result, there are only two finished and released games I can point to. And if you’ve been paying attention, you’ll note that they are pretty much the same exact game.

So before GBGames has its 5th anniversary next year, I intend to make a huge difference in my approach. I have a new business plan that I intend to follow, updating it as appropriate, and I’m going to ensure that I have an easier time focusing on my business goals.

And unfortunately, that’s all I can say at this time.

Categories
Personal Development

How to Have an Improved, More Ambitious Life

Checkmate

Have you had difficulty coming up with ambitious dreams? Do you find yourself constantly ignoring possibilities, thinking that you couldn’t do or be enough?

Last week, in an effort to give back to my old high school, I joined a number of other alumni in giving presentations to the freshmen and sophomore men. The organizer’s two main goals for these presentations:

  1. To reach out to those students who are on the fence about the possibility of going to college.
  2. To encourage those students who are planning on going to college to try to go to the best college they can.

I took the big picture idea to be: dream big.

My presentation focused on my own uncertainty during my time in high school. I didn’t know what to expect after high school ended. To make it worse, my fear of the unknowns of college and my future kept me from creating a plan. In the end, things worked out better than I ever expected. I finished by asking the students to embrace possibility, ignore mediocrity, and dream big.

What I didn’t realize until after I had given the presentation four or five times that day is that there seemed to be a pattern with my ability to embrace change which probably made all the difference in my life.

Anytime there was some challenge or opportunity, I would think, “I can do it.”

I was in student council. I was Homecoming King. I took drawing, painting, and accounting classes rather than take a free period. I was editor of the school paper. I was in the honors program, received great grades, and was a member of the National Honor Society. I organized an all-day event to replace a discontinued annual event instead of leaving a gap. After high school, I received my Bachelor of Science in Computer Science along with two minors: mathematics and microelectronics. I started my own indie video game business. I tried out for the Chicago Fire soccer team.

I didn’t list those accomplishments to toot my own horn. My point was that in each case, the idea that I could actually DO it was natural to me.

That isn’t to say that actually DOING these things were easy. As editor of the school paper, I only published four issues out of the entire year, and I managed to get the paper in trouble with the school administration (it’s better to ask for forgiveness than to ask for permission?). Going for two minors along with my major took me five years instead of four. Forming GBGames, LLC took me months longer than it should have.

But because I thought I COULD do it, I eventually found a way. It would have been easy to ignore the fact that the Chicago Fire was holding open tryouts. I hadn’t played soccer in 10 years. The odds of me suddenly becoming a professional soccer player were very slim indeed. Why bother?

I’ll tell you why. The barrier to entry was laughable. I pretty much had to sign my name on an application form and send in a small fee. Bam. I was one of the 156 people who tried out, and I got to play soccer with some of the best and brightest amateur soccer players from around the world. I had no illusions that I was going to get called back for the 2nd or 3rd days of the tryouts, but that wasn’t the point. The point was that with my attempt, I had a blast, and now I have this great story to tell people. How many people do you know that can say they tried out for a professional soccer team?

But I never would have even bothered looking up the application process if I didn’t think that I could do it.

So if I could that presentation again, I’d sum up everything with “Believe you can do it.”

If you internalize that thought and apply it to every opportunity you care about, you can’t help but be more ambitious. Why settle for a dead-end job when you could go to college? Why settle for a community college when you could find scholarships, grants, and loans to send you to the best college you can find? Why settle for any relationship you can get when you can find a fulfilling one? Why settle for mediocrity when, with a little thought and effort, you could attain awesomeness?

What is your pattern for approaching possibilities, challenges, and opportunities? Do you surrender immediately to the idea that you can’t, or do you generally feel confident that you can?

(Photo: http://www.flickr.com/photos/alanlight/62314517/ | CC BY 2.0)

Categories
Marketing/Business

How to Compete with Playfish and Zynga on Facebook

If you read the previous post about Zynga’s “ghetto testing” market research and listened to the podcast in which the CEO talked about how every aspect of the game is thoroughly tested, allowing Zynga to identify what customers want and what changes will bring in more revenue and fans, you might have had a scary thought: how the heck can you compete with a company that has such an infrastructure?

You may be only one person, a lone wolf indie. You don’t want to hire full-time staff, let alone hundreds of employees. If you make a game, what stops Zynga, Playfish/EA, or any other game developers from essentially stealing your ideas and applying their vast resources towards making something similar, or worse, better? Are you doomed to always lose out to the bigger, better financed game companies?

Also, in the time it takes for you to create ONE game, there are hundreds of others being made. Is it realistic to think that your game has a chance to stand out?

The idea that someone will rip off your game and quickly release their own, possibly improved, version is a common one. Look at the casual game space, and you’ll see hundreds of Tetris, Zuma, and Bejeweled clones. There have been stories of developers iteratively working for months to put together a great game, only to see perfect clones with different graphics getting sold by other developers. It can be demotivating, demoralizing, and downright frustrating, especially when it feels like your livelihood can be threatened by someone with a few hours and a will to reproduce your work.

Which is why it was a pleasure to read an article at GeekStack called Why Zynga Is Unstoppable, and Why It Doesn’t Matter. The article addresses three concerns/complaints about the success of Zynga. One is that Zynga simply copies games, another is that Zynga’s games are simplistic and appeal to the lowest-common-denominator, and the last is that Zynga dominates the social gaming landscape and so you’re doomed as an indie developer.

Bottom line: Yes, Zynga is huge, good at what they do, and makes games that appeal to a large number of players, but that doesn’t mean that there aren’t opportunities for an indie to fulfill neglected market desires.

Being an indie, your ability to focus on a niche and satisfy it thoroughly is a strength. Very large companies such as Zynga can’t afford to go after every opportunity, even if it were profitable. It wouldn’t be an efficient use of their resources. Microsoft, for example, spends millions of dollars on research and development, but very rarely will they produce full products out of it because the return on investment is too low to justify it. Earning $100,000 in revenue for otherwise useful and popular software just isn’t going to be enough for them, even though that money for the same product made by a small, one-person start-up might be a fantastic ROI.

Similarly, Zynga needs to appeal to a broad, general market of players to ensure that they maximize the revenue they can get.

But that doesn’t mean you need to appeal to the same players, nor do you need to appeal to the same number of players to run a profitable MMO. It’s possible that Farmville has left some people wishing they could play a heavier, more serious farm simulation. Since most people aren’t interested, Zynga is not going to satisfy these players, but maybe you can. In the end, it goes back to identifying a niche and being the best at it.

What concerns do you have about your ability to compete as an indie game developer? Are you worried about larger companies taking away potential business, or do you see their interest in the market as a good thing?

(Photo: http://www.flickr.com/photos/pierrelaphoto/ | CC BY-SA 2.0)

Categories
Game Development Marketing/Business

Quick and Dirty Market Research: A Better Way Than Build & Pray

If you want to create a failing indie game development business, you need to create a product or service that no one will care about, and it’s easy to do so. Just follow these steps:

  1. Get inspired to create a game.
  2. Create the game.
  3. Release the game.
  4. Start figuring out how to market the game.
  5. Start again from step 1.

If you follow the above steps, you’ll spend time creating and releasing games that you may or may not find enjoyable with features that you love. By the time these games hit the market, they will probably sell badly. Note that the marketing step doesn’t happen until after you’ve released the game.

Anyone who knows anything about business will tell you that those steps are backwards. If you want to be successful at business, the marketing comes first. Maybe you’ve heard this advice before, but it’s easy to dismiss or misunderstand. How do you market something that doesn’t exist yet?

That first step above says you get inspired to create a game. The problem is that most amateur game developers will do so in a vacuum. They’ll come up with ideas that appeal to their own desires, ignoring what anyone else, specifically customers, might want.

For example, if you love playing games such as Bejeweled, you might want to create your own match-3 game. Naturally, if you love playing a certain type of game, you will probably enjoy making one, so this new project feels like a good fit. Bejeweled is simple, fun, and popular. You could probably make a better game, right?

What you shouldn’t do is start building a game immediately. You may be able to crank out something “just like Bejeweled but with better [insert feature here]”. Maybe your version of the game uses high quality 3D graphics. Or maybe you provided joystick input with force feedback support. Or maybe you simply made the playing field bigger. In any case, you have this feature that makes your game unique. You liked it and wanted it enough to put it in the game.

So here’s a question: when you finally ask someone to part with his/her money in exchange for the game, do you know if that customer even cares about what you are going to offer?

Amateur game developers will work for possibly months to years on a game before releasing it, and then they hope that customers like it enough to pay for it. That’s the Build and Pray model. And while it might provide some success, there’s a better way.

Market Research

Market research should be the first step in your product development plan. It is another term that can be misunderstood and dismissed too easily. A lot of indie game developers might like the idea of market research (or at least the idea of the benefits of market research!), but they have no idea how to do it. What is actually involved?

If you want to see a great example of a company successfully leverages market research to create popular products that customers love, look at Zynga, one of the largest Facebook game developers. While some of their monetization practices have been controversial, there is no getting around how large of an audience their games are receiving. It’s no accident, of course. Zynga doesn’t just put out games and get surprised by success.

See the article How Zynga Uses Minimum Viable Products at Grattisfaction.com for some insight into their quick and dirty market research, or what Zynga CEO Mark Pincus calls “ghetto testing”.

The basics:

  1. Find out if there is interest in the market for what you want to create. You can do so using low-cost ads on high traffic sites. Tim Ferriss did something similar to come up with the title for his book, “The 4 Hour Work Week”.
  2. If you have a decent interest level in your idea, build a simple version of it.
  3. Test and measure to see if what you built is doing what you want. Are people responding favorably? What metrics will tell you the answer?
  4. Iterate. Do more tests. Repeat.

With the amateur Build and Pray approach, you are taking on a lot of risk. You get no feedback from customers until after you’ve expended a lot of energy and spent a lot of money. Once the game is released, you’re scrambling to let people know it even exists, and then hoping they like it enough to make it all worth the effort.

With market research, whether you do “ghetto testing” or something else, you’re minimizing your risks. Throughout development, you feel fairly confident that you’re building something that someone will actually want. You don’t haphazardly work on random features you think of because you’re focused on only those features you need to satisfy your customers. Market research helps you identify what you need to focus on and what you can ignore safely.

There is a lot more to marketing and product development outside the scope of this article, but if you do decide to create a new game, hopefully you can see that there are many benefits to putting your marketing efforts up front instead of waiting until after a game is finished.

Besides the “ghetto testing” method, what market research do you prefer to use to learn what your target market wants to play? Have you found it fairly easy or difficult to identify potential customers before your game has been created?

(Photo: http://www.flickr.com/photos/x-ray_delta_one/3935419035/ | CC BY-SA 2.0)

Categories
Marketing/Business

Who Is the Audience for a Social Game?

Survey

Raph Koster posted What social gamers look like, which reports on a study that PopCap sponsored to identify the profile of the typical player of social games.

So who is playing these games on Facebook and in other social networking portals? Apparently she’s 43 years old, may or may not be married with children in the home, works full-time, is college-educated, and plays other kinds of games, whether casual or hardcore.

You can dig into the 79-page PDF from PopCap to see the details yourself. Koster summarized a few key points in his post, too.

The study covers not only the profile of the players but also game play behavior, which sites and games were most popular (Facebook by a long shot, Bejeweled Blitz is possibly not accurate due to potentially bad data), social gaming relationships, and how often players spent actual money on these games.

That last bit is important for people who wish to make money creating Facebook MMOs. Less than a third of players have purchased virtual gifts for others. About 72% said they have never paid for virtual currency. While these might sound like poor figures, if you think about it, over 20% of the players are paying real money for otherwise free games. Are your shareware games converting at 20%? That may not be a fair comparison, especially since each player might only spend a few bucks, but there are various metrics available such as Average Revenue Per Player thanks to companies like Three Rings, famous for Puzzle Pirates.

What is also important is recognizing that Facebook is the primary social networking game portal. Over 80% of players reported going there. #2 is MySpace at 24%. Bebo has 7%. I find this reminiscent of Windows vs Mac vs GNU/Linux, although the percentages mentioned have some overlap. While most people are on Facebook, is it possible that targeting MySpace and other social networking sites with your games will mean that you will have a larger piece of a smaller pie? I’m only speculating, of course, but it’s easy to forget that Facebook isn’t the only game in town. Sometimes going in a different direction than everyone else is lucrative. Still, a smaller piece of the much larger pie of Facebook might be worth the competition.

While it’s no surprise that the typical player of social games isn’t a teenaged boy, does any of this data surprise you? Are any of the findings hard to believe?

Categories
Games Geek / Technical

Happy Valentine’s Day!

In the world of romance, video games tend to get a bad rap. Gamers are sometimes viewed as childish, and being called immature by your impatient significant other is a quick way to feel guilt, anger, and resentment.

On the other hand, there are couples who stay together by playing together. Whether it’s a date playing Wii Bowling, surviving in Left 4 Dead, building up a farm in Harvest Moon, or creating a testament to their love in SimCity, playing games together can be just as enjoyable and romantic as dinner and a movie. I’d suggest wine and spaghetti with your gaming.

So what do you play with your significant other? Do you rekindle your romance with the classics, or are modern games what brought you together? Or are you one of those indies who made a game for your sweet?

(Photo: http://www.flickr.com/photos/tangledcontrolpads/” | CC BY-NC 2.0)