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(This article is a repost from my personal blog at www.gamearch.com - visit that site for other posts, discussion and future GDC review articles)
So, the official part of Day 1 is over. I’ve spent most of the day
listening to the various lectures of the Social and Online Games
Summit. Roughly half of them have been very good and interesting, the
other half was so-so.
Indies and Publishers: Fixing a System That Never Worked
I actually spent the first 20 minutes or so in this Indie Games Summit lecture. Ron Carmel of 2d Boy (World of Goo) was speaking and since I was so fascinated of his opening talk last year, I decided to give this one a try.
Unfortunately the talk didn’t do anything for me. Ron simply
presented the traditional publishing model and contrasted it with indie
development. Then to fix the problems of Indie Development (lack of
funding) he presented the recently announced Indie Fund.
While I love the idea and concept of the Indie Fund, the lecture
just seemed like an ad for the fund, which was a sort of turn off for
me. I got up and left during the Q&A session.
How Friends Change Everything
I then went over to this keynote lecture by Gareth Davis of Facebook
who talked about the platform and it’s relevance for gaming. Even
though I missed the first half of it I still enjoyed it. Unfortunately
I have made no notes but I’m sure it’ll be well covered by the
blogosphere. Either way, the lecture was interesting, even if far from
groundbreaking. Still nice to get a look behind the scenes at the
monolith that is Facebook.
What Virtual Worlds Can Learn From Social Games
Next up was this lecture. The first one actually held by designer: Sulka Haro of Sulake, the makers of Habbo Hotel.
There were some interesting tidbits there, such as using the six different playstyles as defined by Mildred Parten
to look at Social Games. This makes it clear that Social Games as we
currently know them are mostly about the parallel play. People can’t
really play with each other, instead they play “next to each other”.
Another thing was that the speed and responsiveness of an
application can have a tremendous impact on retention and conversion
rates. Habbo started out as a Shockwave plugin that was eventually
moved to Flash for the much larger install base (98% vs 40%). This also
sped up the performance of the app and led to +7% retention rate and
+5% user conversion. Somewhat surprising that this has such an impact.
Sulka also talked about the advantages of the Facebook platform. An
obvious one that nevertheless never crossed my mind is that there is no
risk to lose users to forgotten user/pass data. How often do you just
create an account out of impulse and then you forget which login data
you used? Propably happens more often to your potential users than
you’d think.
The last thing I want to point out was a little bit about the
“placeness” of social games: In many games it doesn’t seem to be
necessary. FarmVille has a game space but it’s not really used by the
game. All that happens is the avatar walking around – and even that is
best prevented by the players. There isn’t really a lot of
justification to have such a game space. I kinda liked that statement
because I am pretty much of the same opinion.
Why Are Gaming Veterans Flocking To Social Gaming
This roundtable was moderated by Noah Falstein (The Inspiracy) with
Brian Reynolds, Brenda Brathwaite and Steve Meretzky speaking.
The four were talking on the topic and it was interesting to listen
to them talk. All of them were attracted to the Social Game space by
shorter development cycles, smaller teams and a sort of “pioneer
spirit” as I’d call it.
Aside from that it was a great panel but not really something where
I took a lot of notes. The only point I did write down was the argument
about complexity: Will Social Games become more complex?
What was interesting about the answers was that there was a solid
50/50 divide. Two interesting arguments in this old debate that I want
to repeat were: To keep gamers interested the game has to produce new
content, sometimes in the form of new game mechanics. This layering
will undoubtedly make games more complex. The other side of this is
that the more complex these games get, the harder it is for them to
lure new players in since there’s too much stuff to know and handle.
What Social Games Can Learn From Virtual Worlds
This
lecture was held by Michael Goslin of Hangout Industries and definitely
one of my favorites of the day. The talk was focused on the two key
things that VWs/MMOs do better than Social Games: User retention and
monetization.
According to Michael, retention is based on the following factors:
- Player investment in the world
- Deep content
- Fresh content
- Service
- Concurrency (People playing simultaneously)
- Community
Succeeding with Licensed Brands in MMOs and Virtual Worlds
This was the last talk of the day. Another roundtable, this time led by
N’Gai Croal. Four licensors/licensees talked about their experiences
with developing a licensed game.
The panel was alright, although a little generic at times. The key
ideas though were: The approval process of the Licensor is generally in
contrast with the need for constant, timely updates to keep the game
fresh.
MMOs are services and monetized over a longer period of time. To
have paying users, you need to retain them, which requires a quality
experience. This is often at odds with the fixed deadlines as they are
common in IP-based game development: Movie Games need to be finished
and released by the time the movie hits the theaters.
So that was it for my first day. I’ll hopefully tell you all more tomorrow.
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A quick question. I am an aspiring game designer (am trying to read/learn/try everything I can) and would REALLY want to see some of the events, especially the lectures. I can't find any videos online besides gameplay trailers and such, although I guess they may not allow taping.
I know this is a tad off subject, but I'd really like to know where I can see some of the lectures/tutorials/etc.
Thanks
@Dylan
GDC speakers often provide their accompanying slides, but you usually have to hunt those down on their personal blogs. Alternatively you can check out the GDC Vault, although most of the material there is not free: http://www.gdcvault.com/