Friday, February 8, 2008

The Art of Economies

Economics and games are becoming inseparable. From in-game virtual economies that balance risk/reward to the real-world business of game construction/consumption.

As a game-mechanics addict, I have always had a disproportionate love for how virtual game economies work; and as a business owner I have always been sensitive to the capitalistic laws that shape the fledgling game industry.

There is plenty of criticism of modern game factories, so discussing the pros and cons of Big Business and how it affects the products we love so much is more like cannibalizing a corpse than creating discourse. While there are some tantalizing tidbits left on this particular corpse, as a broad subject it has been picked over beyond the point of death. In-depth conversations about Big Business Gaming seem to dissolve into rants and ruminations about the ‘good ole days’ more often than not. The precise effects that corporate structures have on gaming products are far more interesting, but far rarer due to the fact that flaming is just more fun than thinking.

So I will leave the real-world economics of games for anther day, and get a bit esoteric. I am going to deconstruct and examine how in-game economics are being used in Strategy games and in MMO’s. As technology, complexity, and communities advance, are game economies keeping pace? What works well, what works and what fails? Hell, what is the purpose of in-game economies?

Before I dive into these questions, here is some great background information to help illuminate this subject.

-This short piece by Edward Castronova for Wired magazine explains the basic relationship that real economic principals play in the virtual world.

-Here Nate Combs (on the site Terra Nova) discusses why MMO economies are so hard for designers and developers to get right.

-This rough essay by Chris Chapman discusses the mingling of experience and wealth to create a unified currency in games.

-Here Shannon Applecline investigates a game mechanic called “The Tragedy of the Commons” that can be applied to a variety of game systems.

-Damion Schubert from Zen of Design tackles the incentives of fun and economic gains, and how WoW is struggling with those concepts for end-game players.

-This article is merely meant to point out the effects that these virtual-economies can have on real world businesses, and the steps Developers are taking to protect their IP.

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Wednesday, February 6, 2008

Mods vs. Design, what is the Intent?

The recent discussions about WAR’s intended policies towards UI Mods have sparked a few conversations with my friends and got me thinking. If you are not familiar with the overall discussions, check out Keen and Graev’s posts (1,2), along with Tobold’s.


The importance of user-created content is finally being embraced by game producers, be it the inclusion of real cities in Monopoly or the ability of PotBS players to create in-game content. Mods are also user-created content. They allow their creators to care more about the game by allowing them to have a personal investment, and offer good Modders to gain respect and attention from the players who use their Mods. Even without going into how bad the original WoW UI was, Mods also can allow non-programming Mod-using players to personalize their interface, once again increasing the personal investment towards the game.

What I would like to clarify, without retreading the discussions already at the above sites, is the difference between Visual Mods (those that affect your HUD or Visual Interface) and Mechanics Mods (those that allow for game actions or processes to be manipulated). Keen attempted to state this difference a few times, but it seems that his delineation was lost amid the clamor of people attempting to fight for or against the inclusion of all Mods in any game. The importance of this delineation can not be overstated.

I encourage and support most efforts to Communitfy games. Where I begin to get nervous is when we discuss the Mechanics Mods. As both Keen and Tobold stated, there is a fine line between ‘cheating’ and advantage when we talk about Mechanics Mods. If a Mechanics Mod becomes necessary for a player to compete, then it is clear that the developer needs to incorporate that Mod into the actual game or remove it, anything else is intellectually lazy on the part of the developer. Incorporating it is not akin to admitting an oversight happened during development, but rather it is embracing the idea that player-feedback can help a game evolve in positive ways. Removing it is not akin to admitting the Modder was trying to cheat, but rather it protects the integrity of the game’s core mechanics and balance. Both developers and Modders need to check their egos, and ask “How does this Mod affect the intent of the game’s core mechanics and balance?”

Another interesting question emerges from this discussion. What happens when a developer limits Mechanics Mods, in an effort to retain their intended balance (see Tobold’s example of DoT in paragraph four). While I would agree that they should be limited, some of the Mechanics Mods that have been incorporated into WoW officially by Blizzard are fantastic. How should a game allow Mechanics Mods to be created, in order to incorporate new ones into the game itself, while protecting the actual game from the ‘broken’ or ‘unintended’ ones?

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Saturday, February 2, 2008

The Emotion Element

Where do games and stories intersect? Although there is no inherent story in a game of checkers, is the experience of playing that game a story? Could it be? Should it be? As important as the where is the question of should games and stories intersect.

There is a lot of critique on the execution of storylines in games (mostly bad) and quite a bit concerning making stories into games (almost all bad). Why is this?

From oral traditions, to written epics, to mass market novels, to Hollywood; storytelling has been able to evolve and thrive as technology advances. Why is the fledgling medium of games such a problem?

What is so challenging about producing real emotional responses in players? Or rather, why is evoking compassionate emotions such a challenge? Anger, frustration, excitement, etc. have all been part of the gaming experience since games were created. Sympathy, empathy, love and sadness seem to be emotions that Hollywood can mass produce to spec, but games can not translate. Is this due to the infancy of the gaming genre, with a breakthrough right over the horizon? Or are games fundamentally different than stories, and as such, internally unable to ever create those feelings?

What is possible? What about probable? And what should we attempt for tomorrow or avoid altogether?

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Interactions

Interaction - “Mutual or reciprocal action or influence.”

Interactivity has become a tech-buzzword for every product, service or concept in business over the past decade. In relation to games, it is universally accepted as part of the definition. Players have to interact with something in a game, no?

So can a game become a non-interactive form of entertainment, but still remain a game? What is the NFL? What about watching a chess match? What about poker tournaments on TV? The reason this distinction intrigues me is that if we can begin to understand when watching someone else playing a game becomes entertaining to us, perhaps we can better understand how to incorporate stories into games, or games into stories.

When does a cut-scene in a video game become an asset instead of an annoyance? When does a DM’s introduction to a quest become captivating instead of informational? How can the Packers break my heart in the playoffs, when losing in Madden online barely annoys me?

Is interactivity a core necessity of a game, or should it be viewed as a tool to be used judiciously in an effort only to enhance the game? How much interaction is too much, or is there such a thing? Audience vs. Player, or can it be both in a good game?

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Friday, February 1, 2008

Mass Effects

This blog is not meant to only discuss video games at the expense of other genres. My love of games covers all genres, except for perhaps the role-playing diner variety (but a role-playing cocktail game might interest me). Checkers, Solitaire, Football, The Sims, World of Warcraft, Shadowrun, the old hex-map version of Battletech and the original arcade cabinet version of Ms. Pac-Man all appeal to me even today. I still find games at old comic shops or online that I had forgotten used to enchant me. Just recently I was pointed to Matt Forbeck’s blog where I was reminded of a game that fifteen years ago had engaged me for an entire year. That game, a football game based on Orcs and bloodshed called Bloodbowl, had completely slipped my mind.

The problem that I am running into is that most of the information on the web that one encounters when Googling “games” are reviews, free flash games or press releases. Ignoring these, most of the remaining content concerns video games. It is hard to locate real discussions about the trials and tribulations of balancing a developing board game, updating a new edition of a table-top game, or even the difficulty vs. necessity of creating a compelling story for a new CCG.

As I stumble on relevant sites, am directed to some, and hear from others this balance should level out. In the meantime I am forced to rely on my own perspective as a closet tinkerer and fan/player when looking at the relevant issues pertaining to the “why” of games. I have hope that my knowledge of sites and issues will expand, and that eventually I can compel some like-minded people to engage in relevant discussions. Until that happens though, Video Games are the currency being used to fund this start-up.



PS: for those of you who do not know what News Feeds are, check them out. What a great way to have instant access to your favorite sites and self-filter what news you wish to stay on top of.

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