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Posts Tagged ‘gaming’

Retention: Choose badges over leaderboards

Friday, May 21st, 2010

In the first post of Sanya Weathers’ weekly “Retention” series, she discussed the importance of comparative ranking systems – rank everyone and everything.  Achievement, respect and a sense that time spent on your product is not wasted can be checked off with leaderboards, but a rapidly evolving media space requires fresh games to kick it new school.

And in the new school, it’s all about the achievements. Achievements, or badges, reward individual steps along the way to gamer domination. Did a user defeat a particularly nasty dragon in under five minutes? Give them a badge. Has one of your users spent over 50 hours logged in to your game? Give them a badge. Heck, has a user been brave enough to venture beyond the starting area? For god’s sake, get that user a badge!

Like rankings, badges are meant to be displayed as a sign of status and satisfy player’s desire for comparison. Beyond that, they can be utilized to satisfy other areas of a game that rankings cannot.

Constant Engagement

So your product starts out small and your active community is around 2,500. Leaderboards work OK because you can compete well, relative to the number of actives. But, your product is going to attract hundreds of thousands, if not millions, of users to the experience. On their path to greatness, new users are going to be daunted by the giant ladder they’ll have to climb to the top. A badge system, however, rewards players from their baby steps to dragon-slaying awesomeness – keeping a constant stream of engagement and reward.

Objectives

Let your players see most, if not all, of the badges available and tell them what they need to do in order to unlock them. You can be as straightforward or cryptic as you want, but give them a goal to shoot for. Badges give your users clear objectives for mastering their online experience. Also, throwing in a few hidden achievements can  make for a pleasant surprise!

Value

Rankings can feel too arbitrary for users. Aside from the select few who make it to the top, what is the difference between 4,125th place and being 4,968th? Each individual achievement creates lasting value to the experience. Grinding through a difficult dungeon won’t satisfy a player if they only gained a few notches in the rankings, but a trophy to put on the metaphorical mantle will.

Each badge earned represents a specific accomplishment by the player in contrast to an arbitrary ranking number. Ultimately, it gives value to a player’s accomplishments whether large or small. Rather than discouraging a player who is still in 4000th place, you reward them with a show of accomplishment. Since the end goal is to make sure your users are happy, this system creates more value over what a player has done as opposed to what they haven’t done.

Don’t let it distract

One challenge that faces developers who use these systems is making sure that badge achievement does not interfere with the natural flow of a game. Stopping gameplay to award a badge can end up taking the user out of the experience. When designing these systems, take this into consideration – you want it to enhance, not detract.

-Chase

Virtual Worlds & MMOs - Better for the Environment; Easier on the Wallet

Thursday, January 28th, 2010

Two of the biggest goals for people over the past couple years involve saving money and saving the planet. Both are obviously worthy goals, and fairly complex issues. But when it comes to entertainment, choosing Massively Multi-Player Online games (MMO) and virtual worlds over traditional video games can actually accomplish both.

Consider the sheer amount of stuff used to produce video games. There are the consoles (plastic, circuitry, wires, etc.), as well as the games themselves, and their packaging (plastic, metal, more plastic). All of which end up in landfills after just a few years of use. Now think about MMOs and Virtual Worlds. No packaging, no DVD, no console. Nothing that can get broken or lost and has to be replaced. True, one needs a computer, or at least access to a computer. But most of us have a computer that we use for many other tasks.

Now on to money. A traditional video game console costs upwards of $200. Video games themselves cost anywhere from $25-$60 a pop, on average. When someone grow tired of a game, they might get a few bucks back by selling it at a yard sale or on EBay, but chances are, it won’t fetch much, if anything. Think especially of kids - $45 per game, and they may grow bored of it in just a month or two. In addition, once the game has been conquered, when all the levels have been completed, that’s about it. Sure, you can play it again, but it’s just not quite the same. Virtual worlds and MMOs, on the other hand, change constantly; they expand and morph over time. Virtual worlds also tend to have more economical and flexible pricing – a whole year of many MMOs and virtual worlds costs about the same as one video game. Not sure if you’ll like it or not, or whether your child is likely to stick with it? One-month and/or six-month membership options - about the price of lunch at a fast food restaurant – are generally available.

The intangibility of virtual worlds and MMOs seems to make some people a little uneasy, as if they should not spend money on something that cannot be physically held. And yet that is precisely what makes them both environmentally responsible and a great value.

Avatar - Part 2: Origins of the word

Monday, December 7th, 2009

Excitement continues to build for the theater release of James Cameron’s upcoming epic, “Avatar,” on December 18th. The film is a 3D science-fiction action movie starring Sam Worthington as Jake Sully, a paralyzed Marine who becomes reborn as an alien species - his “Avatar.”

While it’s uncertain exactly how the movie intends to use it, Cameron’s use of the word “avatar” is probably different than the one we encounter in our industry and the hype surrounding the film inspired us to delve into the word itself. This three part blog series will explore the use of the word avatar as we know it, the origins of the word and the varying cases in which the word “avatar” has been applied.

In the first part of this series we discussed the word avatar and gave the modern definition as a graphical representation of one’s self, personality or alter-ego while engaging in online communication. Avatars take on many forms in the computing world, but the word itself dates back thousands of years.

The word “avatar” comes from the Sanskrit word अवतार (avata-ra) which means “descent” or “coming down from far away.” The idea comes from the Hindu religion, where it implies a descent from a higher realm of spiritual being into lower forms of existence. Many of these ancient avatars were said to have had special powers and were used for certain purposes on Earth. This concept dates back to 500 BC and earlier, used for years in oral traditions before being recorded in an ancient Hindu text known as the Garuda Purana.

The Gurada Purana tells of the ten avatars used by the god Vishnu to perform special tasks in the human realm. Vishnu’s avatars, known as Daśāvatāra, took many forms such as a tortoise, boar and even the Buddha himself.

It wasn’t until thousands of years later that the term avatar as we know it made an appearance in the realm of the metaverse. Arguably the first use of “avatar” in computing games comes from Ultima IV, an RPG released in 1985. The player is tasked by the character Lord British to become the Avatar, a shining example of spiritual enlightenment to ensure peace.

It is interesting to note the theme of limitation used to describe the Hindu avatars. Avatars were a “lower form” of being, limited in what they could do in comparison with their godly nature. In many ways our avatars are limited versions of ourselves. Even though they escape aesthetic barriers, they are not granted the level of function that we have as physical human beings.

Read More: Avatar - Part 1: Defining the Modern Avatar and Avatar - Part 3: Future of the avatar

Avatar - Part 1: Defining the modern avatar

Monday, November 30th, 2009

Excitement continues to build for the theater release of James Cameron’s upcoming epic, “Avatar,” on December 18th. The film is a 3D science-fiction action movie starring Sam Worthington as Jake Sully, a paralyzed Marine who becomes reborn as an alien species - his “Avatar.”

While it’s uncertain exactly how the movie intends to use it, Cameron’s use of the word “avatar” is probably different than the one we encounter in our industry and the hype surrounding the film inspired us to delve into the word itself. This three part blog series will explore the use of the word avatar as we know it, the origins of the word and the varying cases in which the word “avatar” has been applied.


Part 1 - Defining the modern avatar

While many folks are still confused by the term “avatar,” its use is becoming more widespread as culture and communication continue to move online. We will explore the various forms and applications of the avatar, but for this part of the series we will need to place a definition to begin our journey.

An avatar is a graphical representation of one’s self, personality or alter-ego while engaging in online communication.  Avatars can range from simple, static 2D graphics to complex, animated 3D forms controlled by the user.

We see avatars in many forms of online communication. AOL instant messengers are using avatars when they place a “buddy icon” next to their name. Forum users will often use a picture under their names to represent themselves on their posts. Even a social network user who opts for a cartoon or other image that is not their photograph is using an avatar. It can even be argued that an altered personal photograph is in fact an avatar since it is not an “actual” representation of the person.

These are the simpler uses of an avatar but a person’s self representation online can be manifested in more complicated forms in virtual world spaces. Perhaps the most enabling of area of avatar creation is Second Life, a 3-dimensional world created entirely by its users. There are almost no bounds to what a person can be in this world. A person can run around as a tiny rabbit, a giant robot or even just themselves. Areas like Second Life give online communicators an incredible reach of self-representation.

Avatars allow people to connect what they are reading (or hearing, as the case may be) with the person generating it. They allow faces and visuals to enter in to the conversation on a platform that is often nameless or faceless. Whether an avatar enhances or detracts from the communication, they certainly provide more dimensions for absorbing it.

Read more:
Avatar - Part 2: Origins of the word and Avatar - Part 3: Future of the Avatar

Loudcrowd – Combining Music, Video Games and Social Networking (Some Thoughts)

Thursday, May 21st, 2009

When I started this blog, one of the first things I mentioned was how amazing music has become in the way that we share it, listen to it and play with it. The internet has revolutionized the music industry, propelling the role of music in our lives to incredible heights. Ben Parr, a writer for Mashable, recently posted an article about the internet and its role in the rise of social music. He writes about its humble beginnings, the growth of MP3’s, illegal sharing, legitimized applications like iTunes, and the use of music social networks like Last.fm.

The last few years has also seen innovations in music-themed entertainment, namely the popularization of games like Guitar Hero and Dance Dance Revolution. The idea has been around since about 1996 when PaRappa the Rapper was one of the first rhythm based video games of its time, but has since become a major force in the video game industry.

So what happens when you introduce a social aspect into the world of music based video gaming? You get Loudcrowd, a “music community for people who want to do more than just listen.” Loudcrowd is a DDR type gaming site where users complete dances and challenges to unlock clothes, music tracks (that come with additional challenges) and more.

Players have two options for building up their battery meter to unlock items, either sending dances to other users or completing solo challenges. It can be pretty addicting, and I’m not the only one who has spent quite some time playing around with the dance challenges. Loudcrowd has made a good attempt and mixing social networking, video gaming and music discovery. Although I’m a fan of what the site is trying to do I’d like to offer my observations and a few suggestions as to how the site can improve and fulfill its objective.

Social Networking

Loudcrowd has taken rhythm based video gaming and infused a social aspect to it. Players hang out in a lobby together where they perform dances for one another and complete challenges. Dances can be sent to other user along with a short message after the DDR-type minigame is completed.

For some reason there is no local chat feature, communication is limited to one on one conversations with other players. In order for there to be a healthy music community, there has to be an open discourse where users can share information with each other and contribute to the dialogue as a whole. Even if they didn’t want to have open chat, at least make forums available. Especially since the site is in beta, users should be able to look at each other’s ideas and be able to expound off of them.

It’s also slightly frustrating that the messages are limited to 60 characters (And you thought Twitter forced you to be concise!). I think it’s a brilliant idea that users can keep up a conversation by means of sending dances to each other, but it’s difficult to have any kind of meaningful discussion other than flat “Hey, what’s up – Not a whole lot, you?” kind of talking. Users can take the discussion to straight up instant messaging, but you have to choose between the two as the game can move pretty fast. Loudcrowd should up the character limit to dance messages, letting users engage in complex discussions without sacrificing the fun of doing it through video gaming.

I had asked a few regulars (all of whom had reached the level limit on the site) how many friends they had made in Loudcrowd and only one or two responded with a number more than 3. In a site that is trying to promote a community, users should be able to develop a bigger network.

Video Gaming

Player's complete challenges to send dances to other users

Player’s complete challenges to send dances to other users

It appears that the primary function of Loudcrowd’s site is video gaming, and for something that’s offered for free on the internet, its a lot of fun. Players can select up to four difficulty levels on different challenges in the game. There’s the rhythm based dancing mini game, a fill-in-the-blank survival minigame and a turntable mini game. The three different challenges help mix it up and give users options on what they want to participate in, but they can get stale after a while. Anyone I talked to on the site thats been there more than a week has said they’ve gotten bored with the gameplay.

This is fine if they’re trying to offer a casual gaming site for people to spend a few minutes on every day to kill some time, but fails if they are attempting to create a solid destination for players to immerse themselves in. The revenue model is based around buying upgrades for storage space on the items you can unlock, but when the site isn’t offering a continuously entertaining video game challenge, or items that affect and improve the experience, then it’s hard to see how people are going to stay on the site. Loudcrowd says they are introducing new games every two months, and I wonder if that’s too long a time span to keep players constantly engaged. It’s a great idea to keep expanding its gaming options, but it’s also important to build upon the mini games already in place.

Players can level up through accumulating points and ideally it’s supposed to unlock better items through the challenges, but players level out at 50 and most level 50 players I met said they did it in less than a week. I’m at level 10 after an estimated total of 5 hours on the site, and haven’t noticed any increase in the variety of options. The reason why a game like World of Warcraft is successful is because there is something to continoulsy strive for, the experience expands and improves with every challenge completed. Even though Loudcrowd is operating on a much smaller scale than WOW, it has to give players an incentive to keep playing. Expand the clothing options, offer items that actually affect the game play like power ups that can be used in challenges, and either up the level max or make it harder to level out. No game should be TOO easy.

Lastly, I’d like to see a larger focus on competition. With a DDR model in the dances, players need to be able to compete against one another and not just themselves. Some of the mini games and track challenges offer score charts where you can compete on the scoreboard, but players want to be able to compete directly against each other. The whole winner/loser dynamic may not be the biggest self esteem booster, but it’s usually why people play engage in multiplayer games in the first place.

Music Discovery

To start off, I have to say that the music on the site is great. It’s all mostly independent electro (a scene that has been really taking off the last couple years in the music community) bands from partnerships they’ve secured with record labels like Beggars Group, DFA, Domino, Downtown Records, and Modular. This makes sense with the type of gaming that’s offered, but it’s not the only genre of music that has a beat that works in the system. From the feedback I’ve gotten it seems that most of the users aren’t necessarily electro heads, and some have said they just turn off the music after a while. Targeting a specific genre is all well and good when you are appealing to one area of the music community, but when your audience has varied musical tastes I think it’s important to cater to that.

I would also like to see a larger selection of music offered, even if they stick with a pure electro theme. The playlist changes every week but the songs come from a selection of about 4 or 5 artists, and I’ve heard repeat songs during 30 minute gaming sessions. It would be cool to see a comprehensive playlist, one that emphasizes the new tracks that are debuting that week but still give attention to ones in the past. Over time, the site can offer a large music library that still introduces good music to those who may not have been lucky enough to be signed in when the track first came to the site.

Good start with a lot of potential

Despite some of my observations, Loudcrowd really is an innovative, refreshingly fun site and you can count me as a fan. The artistic side is very well done and very stylish. The site is a great example of taking a browser-based system and making the most out of it with the aesthetic quality. The art and music fit seamlessly together, complimenting each other and creating a solid, congruent environment.

One of the cool feature in Loudcrowd's player profiles

One of the cool features in Loudcrowd’s player profiles (Not my profile)

I’m also a big fan of the user profiles, they’re unique to the site in a way I haven’t seen in other virtual worlds or social networking sites. Not only can they list their favorite bands, but there is a space for favorite lyrics, most influential band and things of that nature. There is also a bar graph on each user’s page detailing the times the user is usually on the site. I haven’t even been able to hit all of the features associated with player profiles and I think that speaks to the potential in depth of experience.

As a music lover, I’m very excited to see what else the creators have in store for Loudcrowd. The way the site blends music and video gaming only enhances each of those aspects. I spend a lot of time on the internet searching for new music, scouring sites like Hype Machine for new tunes. When you’re on the computer though, music usually serves as the background function. While I listen to new tracks on Hype Machine, I’m usually doing something else that takes away being able to fully appreciate and be a part of the music that’s playing. Loudcrowd offers a way to stay entertained and engaged with music, interacting with the beat while you discover new music.

I wouldn’t normally take the time to sit down and analyze the bits and pieces but the site really speaks to me, and I’d like to see them improve on the great features they already have in place. If Loudcrowd succeeds, we can be sure to see more innovations like this in the future.

Chase Straight, Music Community Manager

The Electric Panda Blog

New developments in iPhone apps play to the importance of human interaction in virtual landscapes

Wednesday, May 20th, 2009

So I’m reading this article in Business Week about the future of gaming on Apple consoles, and by consoles I mean the iPhone. Apple has long neglected the poor Mac, leaving me playing Roller Coaster Tycoon to satisfy my computer gaming needs (Purposely leaving WOW on the shelf for fear of giving my soul away to Blizzard). Well, it looks like they have some pretty cool things in store for gaming applications on the Iphone.

The most exciting part of this news is the inclusion of multiplayer capabilities on the iPhone as a handheld gaming device. This idea has been attempted with the Nintendo DS and Sony PSP but it was too difficult to connect to other players in any sort of fun gaming environment. You basically have to know who you want to play with in order to set anything up. Hopefully the iPhone applications will have some sort of lobby function, or even an auto connect with other random players trying to set up games.

In a world where connectivity is expanding at a lightning speed rate, gamers want to pit their skills against other live human beings. Artificial intelligence, for the time being, pales in comparison to what the human brain offers. Instead of giving a single player a world to operate in, pitting themselves against scripts and AI, multiplayer offers an environment in which multiple brains can interact, create and compete.

Working together towards a common cause

Working together toward a common cause

People want to share their experiences with others. Ever since one of the first video games, Pong, it has always been more fun to play with another person than it was to play against the computer. Even when the game was strictly one player, like the original Mario, sharing the experience with another person, trading controllers, was ultimately more fulfilling than playing by yourself.

The fact that these features are just starting to come to iPhone applications is a little surprising. I guess it can be chalked up to limitations of a developing technology because I doubt application designers have failed to see the promise of multiplayer capabilities. However, the brilliant minds at Apple have shown questionable logic with their direction of iPhone utilities in the past. Regardless, multiplayer is coming to the iPhone and it is going to make its use as a gaming device compete on a very high level. The iPhone will succeed on this level for the same reason that social media has become such a hit and why other developers will continue to use human connectivity in their pursuits: human beings want to interact with other human beings.

Chase Straight, Music Community Manager

The Electric Panda Blog

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