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  Creating A Glitch In the Industry
by Christian Nutt [Design, Interview, Social/Online]
8 comments Share on Twitter Share on Facebook RSS
 
 
December 17, 2010 Article Start Previous Page 5 of 6 Next
 

I think that certain philosophy like I just described is again sort of predicated on the retaining the lowest common denominator as your audience, right?

SB: Yeah.



Ultimately, all the metrics in the world don't tell you why people quit. All the split-testing in the world don't tell you why people chose A or B. It just tells you that they did, right?

And that's where metrics fail and where it's sort of creatively galling as a  working methodology. Maybe people quit doing the tutorial because they got halfway through their tutorial and they're like, "This game is bullshit," not because your tutorial didn't effectively tutorialize them.

SB: There's a lot of obvious criticisms of what Zynga is doing. Like GDC this year was basically...

A Zynga hate-fest?

SB: Yeah. Essays were written about it and stuff like that. I don't know. I just read another one last night. At the same time, they're doing something right.

Sure.

SB: And I feel like we owe them something just for expanding the number of people who considered that they could play a game.

Absolutely.

SB: And that will be tremendously helpful for us, you know? And I think of the 80 million people or whoever the fuck played FarmVille, there's gotta be 10 percent of them, still 8 million people, who, for them, they weren't gamers before, they like this experience, and they want something deeper, more engaging.

And the numbers are just so huge that if it is 10 percent, that's great for us. And if it's as high as 25 percent, I'm just going to rent all the helicopters and just fly them around. I'll buy carbon offsets, whatever. That's fine. We can do tricks.

You'll have Facebook Connect, but you guys made a deliberate decision to get away from being a Facebook game, which is, I would say, not precisely conventional wisdom at the moment.

SB: I'm trying to remember where it was. Some site, one of the comments was like, "This game looks really cool, and I hope they succeed, but I think they're doomed because you have to be on Facebook now. Facebook is such a juggernaut, blah blah blah."

Which seems crazy like me. I mean, just Angry Birds. Red Dead Redemption. I mean, there's a billion things that are going on that connect, that aren't on Facebook. Maybe it will be more difficult to be on the web and be successful than on Facebook. I don't think so.

That's what people think. They think it's very hard to get people to come to something that isn't Facebook, because they're already there.

SB: Yeah. Yeah. But there's 500 million people using Facebook, and Facebook is a quarter of all U.S. internet traffic. It doesn't account for three quarters of all U.S. internet traffic. There's plenty of time that people spend on the web that isn't on Facebook. That maybe isn't true for everyone. Maybe some people...

For some people, it's like they go to Facebook, they go to ESPN, and they go to Hotmail, whatever, I'm just making it up, and those are the only websites that they'll ever go to. They're probably not going to be people who are going to like this game anyway.

We get asked all the time about demographics, and I can't answer. I did answer once, and it blew back in my face, in Rock Paper Shotgun. I said "people in their 20s and 30s, above average intelligence," or something like that. And then all the people who were commenting on the blog were in their 20s and 30s and probably above average intelligence, and no one likes being marketed to.

No one likes feeling like they're a demographic, but it's not like we had that in mind. We didn't think like, "Let's set out to design a game for this particular..." We just want to do something that we think is awesome, and hopefully there will be enough people who will also think it's awesome.

People who come from a web background who end up doing games sort of look at gameplay mechanics as sort of a scalpel to remove people from their money, right? They don't look at gameplay mechanics as an intrinsically valuable. Of course, that's starting to change.

SB: Right. I do not look at them that way. When we started at Game Neverending eight years ago, the inspiration was Homo Ludens, and the whole idea of the value of play as an element of our culture in the broadest sense. I mean, in the broadest sense like flirting, or witty banter.

I don't play golf -- maybe I'm down on golf players sometimes. I can imagine that it's really nice to go for a walk with three friends in a wooded area with the pretext of a game to keep you structured to it. Poker, playing music.

I remember, I was giving a talk on player creativity in 2003 or something like that, and on the way to the place where I was giving the talk, I was walking past the elementary school, and the recess bell rings, and all the kids pour out of the school and immediately start with something, right.

Like they're playing cops and robbers or they're playing like a structured game like four square, tetherball, or something. Or they're just chasing each other, to see how fast they can run. They're playing like I'll be mommy, you be daddy, playing with identity roles. For kids, I think, most learning comes from play, most really learning who they are. They play at the edge of their physical ability, their sexuality, their relationship with other people and how you're supposed to interact with them.

The most satisfying parts of my life as an adult are usually about play in some form, and that's what game mechanics are for. Because if people like the game a lot, they will pay us money. Some percentage of them will subscribe, some percentage of them will buy virtual items, some percentage of them won't pay us anything, but they'll enjoy the game and ideally be good players so that the game is funner for other people that are playing.

 
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Comments

Skip McGee
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I couldn't even make it through this interview. It was basically jargon and buzzwords intermixed with f-bombs. This guy can take a seat next to Mark Ecko and every other bajillionaire who thinks he "really" knows what games are about. The moment someone makes the claim that they've found the "it" in MMOs that WoW is missing, I can basically conclude they don't know what they're talking about.

Ardney Carter
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Interesting take on it. I didn't read it as him declaring he'd discovered some secret sauce that WoW was missing. Just saw it as him saying he wanted to do something different than WoW and hoping it would catch on enough to stay afloat.

Mark Venturelli
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It's funny how he takes design lessons from philosophy books like The Grasshopper, but that definition of game is surprisingly close to what you get from the best design books around. The only thing that is missing, which kind of defines what he clumsily states as "physics" and "socio-physics", is that a game is a system. So that's what he is creating, a system. It's as much of a game as The Sims, in which the system allows for conflict no matter what goals the players themselves end up deciding on.

Jack Everitt
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"The game, which is built on a sophisticated and flexible web-based toolset which allows quick iteration, is a colorful and appealing, with a variety of aesthetics and snarky humor."



Is there anyone in the world who can explain what this says or means?

Hobvias Sudoneighm
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it means they have a web-based level editor that lets them churn out levels really quickly and a web based item editor that lets them churn out items really quickly .. and so on.



"quick iteration" means that because they can churn out this stuff quickly they can then test, tweak, re-test, re-tweak etc etc until they get it right.



this jargon is pretty common in the web development world. it isn't really all that complicated.

david paradis
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6 pages of talking, and what I gather is, he has no idea what exactly he wants this game to be.



Sounds like he is going to put a bunch of random things he thinks might be cool, interesting, engaging, fun, intriguing, and as many gimmicks and tools that could have a chance of being the apparently missing "it" that MMOs lack, and hope the players figure out which one of the gimmicks is "it". Than he will expand on "it" on the fly. And hope the other junk that people discover are not the "secret sauce" doesnt turn them away.



And if it does, it's fine because as long as he cons 200k people into playing this Concoction of Chaos, he will make money and fly around in a helicopter, laughing at the suckers who bought into it.



Sadly, it will most likely work.

Hobvias Sudoneighm
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i think he puts it pretty succinctly at the beginning of the interview.



it's like SimCity, played from the perspective of a citizen of the city.



so you're working with other people to build the world and in-game economy.



of course, it is more fun to talk about "concoctions of chaos", a term that means less to me than any of the so-called con-artistry in the article. what's so wrong with coming to conclusions based on experimentation? why isn't experimentation a valid way to develop a game? it's a valid way to develop lots of other things.


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