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Blogs

  Social Network Games: ARPU over Design
by Greg Costikyan on 04/20/10 12:39:00 pm   Expert Blogs   Featured Blogs
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The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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This started as a comment on this post on Farmville, but I realized I needed to expand it and expose it more.

No professional ever ignores money. The very definition of "professional" is that you do it for money. I have at time done non-commercial work, either for my own amusement or at the request of friends, but the vast bulk of my design work is indeed aimed at earning me some money.

There's no question, however, that I would have earned a great deal more money over my lifetime by choosing a career path other than "game designer." This is also true of every other game designer I know. In other words: the pursuit of money is certainly part of what we do, but it is not everything that we do.

To be an artist is to pursue an aesthetic vision. To be a professional artist, you must balance the two; that is, you must work for a market, whether that be gallery owners, patrons, social network users, or some other source of income; yet you must always keep the aesthetic characteristics of the work uppermost in your mind, and at times you may feel it necessary to make decisions that ameliorate the marketability of your work for the sake of the work itself.

This is a contradiction to some degree, but the two objectives -- aesthetics and money -- are not opposites; they are orthogonal to each other. As a professional artist, you seek to do work that occupies the upper quadrant: both aesthetically pleasing and monetarily rewarding.

The problem with social network games -- rather, one of the problems with social network games -- is that they give the suits, if you will, the whip hand. Have a design idea? Try it out! If the metrics say it increases our ARPU, then it's good! Keep it! If not, kill it. (ARPU is "average revenue per user", a telephone-industry term that's been creeping into the discussion of online games recently.)

In other words:

  1. Social network games produce easily trackable metrics.
  2. It is thus possible to expose a portion of your audience to a new feature and determine, with no possibility of argument, whether or not that new feature increases your revenues.
  3. It is, however, impossible to use the same metrics to determine whether or not, say, your players now feel they are having more or less fun, or whether they feel they are having a more or less emotionally impactful experience, or, indeed, to track any aesthetically meaningful criteria.
  4. Consequently, the design of social network games is driven entirely by business rather than aesthetic criteria.

From the perspective of, say, an aggressive Internet entrepreneur, this is heaven; you don't have to cater to those annoying game design dweebs and their abstruse theories, you just try shit out and if it works you keep it.

From the perspective of those of us who love games, however, this is far from ideal; it means that development is not driven by "what makes for a good game" but "what makes for increased ARPU", which are not by any means the same thing.

I will mention that I have designed one released social network game, provided a preliminary design for a second that may or may not every see the light of day, and am in fact working on a third at present, which again may or may not see the light of day.

I am not arguing that the nature of social network games is problematic because I utterly despair of the form; indeed every form of business has its problems and constraints. But there are aspects of the business I find troubling.

 
 
Comments

Chris Pasley
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I think designers in general are freaking out about the metric-driven design craze more than is really warranted. The thing is, in the past, it was all just guessing, and you could do whatever you thought would be good, without very much data to back it up. This was a lot of fun from the designer's point of view, but not always effective, from either a business or a fun standpoint. Consulting metrics is no different than consulting focus groups, only on a much larger scale, and with infinitely more frequency and granularity. They can tell you if a design choice works or not. I think the fact that this is also used to up ARPU is good, too.... no feature goes into any game unless there's a business objective it satisfies, be it increased engagement, virality, immersion.



There was a Zynga presentation at the GDC I found interesting. I can't remember the speaker now, but he referenced a Command and Conquer game he'd worked on in the past. He basically would watch people play and get logs of all their activities during play. Then he'd ask when the player felt he or she was having fun. He took that information and cross referenced his game data and found patterns that indicated more or less, that this is what a "fun game" looks like. He then tweaked the game to guide play sessions more towards this pattern.



To me, that's fascinating. Sure, it's no definitive global method for finally quantifying "fun," but it's very difficult to improve something without at least a hazy way to measure it, and using data gleaned from what players actually DO seems a better solution than most others.



I think designers should stop feeling caged by metrics and use them as a tool to enhance design. Because I think any designer would agree: if you design a feature that no one uses, you've either failed to make that feature fun or the feature isn't useful to gameplay. Which is not to say you can't take wild leaps of design faith either... but you will now have concrete proof of their effectiveness after its done.

jack blacketter
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After attending several game development meetup sessions in the bay area for the last few months, I was disappointed in how often the term 'monetization' came up. I respect the business side of this, certainly we all want to get paid, but I had expected to hear more from the creative side, and perhaps from the designer side on the interesting challenges of game design. I finally stopped attending the social gaming themed meetings because the lawyers, marketers and bean counters seemed to be there to suck a lot of the joy out of the room. It would be nicer to hear from people who are passionate about the joy and fun of creating an experience that (in theory) is supposed to be fun.

Chris Pasley
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@jack I absolutely agree with you. Well said.

Matthew Woodward
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I'd hazard a guess that the concern is less the metrics themselves and more the way the metrics are being used. Being able to test hypotheses with data is pretty much always a good thing for any designer interested in actually achieving their goals; it's also a very different kettle of fish to "data-driven design", which is veering towards being an oxymoron.



In the more practical case, as Greg points out in 4) above, it seems from the outside that many titles are optimizing entirely for revenue rather than gameplay (and even where the two coincide, the choice of target matters IMO). I'd tentatively put forward the idea that, with this approach, you're not making a game any more - you're making a piece of "entertainment software", where the objective of making money is a primary one, rather than an anticipated secondary one deriving from the primary objective of "making an entertaining product".

Chad Wagner
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Certainly you've all read this discussion with Will Wright about the analysis of Sims data back in the ancient days of 2002:



http://www.gamestudies.org/0102/pearce/



The kinds of metrics he was dealing with were less directly commerce driven, and more like Chris Pasley and Matthew Woodward are talking about. This sounded like a wonderful new direction at the time...and it's sad to see Greg Costikyan, and Ernest Adams' recognition of how it can all go so wrong.

Neil Sorens
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Professional game design is often subservient to the business model. That is why arcade games were all shallow quarter-munchers, why free-to-play MMOs deliberately introduce problems and inconveniences just so that players will solve them via purchases at the cash shop.



As in other industries, where companies have their own data analogous to Facebook metrics, there is a distinction between paying customers and satisfied customers. Actions that improve your bottom line in the short term can be harmful to it in the long term. For example, if you embrace "planned obsolescence", you may make more money in the short term as customers buy replacement products, but you may do long-term damage to your brand.



Customers can be particularly fickle when it comes to games. Something newer, bigger, and better is always arriving, challenging players' loyalty to their game of choice. Of course, if you have a death grip on your customer base (FarmVille, WoW/any Blizzard game, etc.), you have more room to pursue revenue-enhancing changes over fun-enhancing ones.


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