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[Designer Joshua Dallman dives into 10 critical factors in the redesign of Wild Ones, which saw the game transform from a failure into Playdom's top social title, and offers up a comprehensive picture with concrete examples on how to do it.]
One year ago I went to work for Playdom, joining as the studio design lead for an internal studio led by co-founder Ling Xiao after doing contract design work for months for projects such as Social City. My first project in the studio was to fix a game that wasn't performing well -- that game was the turn-based artillery shooter Wild Ones.
 Wild Ones currently Playdom's #1 game
Through game design alone (no marketing tricks and no ad spend) I increased DAUs by 44 percent, increased MAUs by 25 percent, and quadrupled revenue, at a time when policy changes put all games on Facebook in decline.
It's now Playdom's number one game, comprising a quarter of its entire daily traffic. Here's how I did it.
Normally, the rule in social games is to direct by metrics. This is considered evolution, the next wave, modern. We think of the days before metrics as the dark ages, brute, unsophisticated.
Yet companies that evolve to use metrics then direct by metrics alone find success only in optimizing what can be perceived by metrics, which is often just the tip of the iceberg.
 Playdom's Wild Ones today
Bad game design is imperceptible to metrics; you have to play something to know it's bad, and you have to know bad design when you see it. Metrics can show that something is broken, but not what is broken. I say this because although metrics will indeed take you to the next level as a designer, they amplify your design sense, not replace it.
When I looked at Wild Ones, I saw so many crippling mistakes of bad design that I didn't have to look at a single metric -- nor did I -- to determine what was wrong, or how to fix it. I only saw how the game was performing overall and knew from my experience that it should have been doing way better.
Why was I so confident it should have been doing better? Chiefly, because the concept behind the game has such broad appeal and historical precedent. The genre itself goes very far back as a casual game. Its ubiquity is almost that of Snake. I'm not going to do a history of the genre, but its history includes Artillery, Human Cannonball, Scorched Earth, Worms, iShoot, Angry Birds, and dozens of successful others in the artillery trajectory genre.

The Worms series in particular has been wildly successful, with many sequels and ports, and ranks as a consistent bestseller on Xbox Live Arcade.
Worms has done a great job of softening the aggressive war aspect with cute cartoon characters and cute weapons and themes to draw a wider audience and more casual player base in. Meanwhile, the game was still skill based and challenging enough for more strategic core players. Everyone loves Worms; it has universal appeal and is fun, casual, and accessible. I wanted to see Wild Ones hit the numbers that a Worms-like game would.
However, in its original state at the time, Wild Ones was far too intimidating, difficult, and unrewarding for a wider audience to play. The high level goal I set out for myself was to grow the game by reaching out to a larger audience by increasing the game's accessibility. My secondary goal was to grow retention by increasing game accessibility. My final goal was to monetize the game by designing a completely new monetization strategy where there was none before, and making sure that the monetization was as completely accessible as possible.
Why the focus on accessibility? Like most designers and those in the game industry, I come from a common shared hardcore game background -- MUDs, Dungeons & Dragons, Doom, Half-Life, MMORPGs, etc. When Bejeweled and Diner Dash defined a generation of casual games, I eagerly jumped ship to the promise of "games for everyone" instead of a small hardcore fraction of the market.
I see the primary difference between hardcore and casual games being that of accessibility. Hardcore players will recompile their Linux kernel to make a game compatible with their system; casual players are so sensitive as to drop out of a funnel in significant numbers if asked to make just one extra click to get into the game.
My background informed my area of focus. Historically, Skee Ball was the first amusement game to benefit from accessibility improvements -- its original form was designed with a huge, long bowling lane, and a large, heavy ball, making it difficult to play. A decade later, it was redesigned to be the tiny size you still see in arcades today, and that's when its popularity exploded. I wanted to make the ball easier to throw in Wild Ones, and the game easier to play to capture that same explosion in popularity through simple accessibility and game design improvements.
Here were the ten big design changes I made to accomplish these goals:
1. Unlimited Life
Problem identified. In the previous design, players would spawn on a map, and once killed, would remain permanently dead in that game, unable to perform any game action other than exiting -- which players did. This was an innovation in Counter-Strike, adding tension to the FPS genre where unlimited respawns were previously the norm.
However, this tension and resulting punishment is highly inappropriate in a casual game where the rule is to reward, praise, and offer opportunity to interact. My first and most important design decision was to offer unlimited life to players that they may play continuously through a timed round and never be punished with the inability to interact.
Solution. When players die, their ghost now floats to the top of the screen (inspired by Toe Jam & Earl) and then they respawn. That's it. Dead simple (excuse the pun). However, this has a number of positive effects.
First, the player is engaging throughout the whole round, instead of only part of it, which drives up engagement (duh), but also drives up retention (keeps them from quitting while waiting and bored watching) and as a bonus drives up monetization, because the player is shooting the whole round instead of only part of the round, and the more they shoot, the more they consume, and need, and spend.
However, there is an echo effect, in that the more players kill each other, the more antagonistic they get about killing each other, upping their weapons grade tier -- thereby upping the ante for all players in the room. This also provided the benefit of releasing constraints on what weapons you could bring into the game (restricted before to keep games from ending too soon), and allowing weapons to do bigger and even one-hit-kill damage as death was no longer a big deal (humiliation being the biggest punishment).
Another benefit was by changing the winner determination from last man standing to most points scored, it made all players who scored any points (any hits) feel like winners, instead of a purely binary one winner/all other losers. This one change had so many benefits it could practically be a whole article unto itself.
Suffice to say, it was the right thing to do, and no metric could expose that (short of post-release A/B). A minority of hardcore players vehemently opposed this change, but the feature opened the game to wider player base by making it less punishing and more engaging while still rewarding skill with points all in one stroke, and was a big "single reason" for the rebooted game's success.

N.B. Social game designers may look at giving unlimited life to drive engagement a cheap tactic, akin to giving unlimited energy to an energy-based game to drive engagement and calling it a success when it's a foregone effect. The difference here is that the player who died ("ran out of energy") did not do so based on their own action or inaction; it was another player's action that forced that game state, making it feel potently unfair to a casual player.
There is also no way to pay past it, nor pay or engage to increase your potential to avoid future death so quickly. It was also doled out universally to new players and engaged players alike, whereas with energy you do not want new players to run out of energy before they have a chance to get engaged.
Monetizing the valuable commodity of life directly was tempting, but doing so would gut the engagement you need to get players playing long enough to be motivated to monetize in the first place. Instead, I wanted to make life an unlimited commodity so that the weapons used against that unlimited commodity could be similarly dispensed in "unlimited" fashion -- each shot consuming ammo and making us money.
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As for the metrics rant, while I agree that most "designers", specially in the social space, make naive decisions based mostly (or sometimes only) in meaningless metrics, your point of view is sometimes too radical. Problem #4, for example: "no metric could ever point to this". Lots of metrics could point to that. It's just WHAT you use and WHEN you use. Experience, design expertise and direct observation (the "qualitative" approach) and hard data (the "quantitative" approach) are not opposite - they're complementary.
I'm quite sure you are aware of it yourself to some extent, but your tone in certain parts of the article could mislead some readers. Also, on a second note, your tone was sometimes too arrogant - too much "I", not enough "we". While you are obviously a talented designer, I doubt that the success of your game is due to your efforts alone.
Also, "Who cares how powerful a weapon is when you can always price it appropriately?".
Not even Brenda can vouch for these things... I'm not condemning it, I just wouldn't do it myself, and don't believe that it is the only way to go.
No metric could expose the problem #4 in the article. If there was one, they wouldn't have needed me to point out the problem, because the problem would be self-evident in numbers. Qualitative and quantitative are absolutely complementary - I discuss both in the article - the point I make in fact is that both are needed. I'm not championing a return to primitive pre-metrics era, I'm championing a harmonious wedding of the two.
I use "I" in the article a lot because it's true. On other projects I've worked on, it's been much more about the team and the "we" but here I was driving the changes. It's important to have a single vision holder for a product and here that person was me. In fact I forgot to mention it, but previously Wild Ones had been through some 4-5 different designers, and like a Hollywood film with 5 writers the diverging views and directions were what made the game a mess and why I so openly critique it.
It is monetization best practice to have no ceiling for extravagance and power of decorative or functional items, then price those extremely high to net whales. That this was a competitive realtime game instead of decorative cooperative one did not change the best practice. It's not the only way to go, but it can make a lot of money.
It's not that there is no metric to expose the problem, you can design one tracking the needed data and handle it properly, metrics are not something you can take for granted. But it's way more cost effective to bring an experienced game designer to evaluate the game and propose key changes like you did.
Same thing with cohesive vision: with more stakeholders involved, a design team of 4 people would work if all of them has the same knowledge and weigh in different information in the same way, but that it's a redundancy. Since no such team exists, communication times lengthen execution and too much time is spent making sure the design is right instead of executing it.
Conciliation of both design and metrics can always be linked to a trade off of time to execute and desired results, given your particular team and the resources you have in place. Specially for the resource of time, in an industry that moves so quickly.
Edit: But with that said... I still really appreciate some of the design challenges you managed to solve, Josh.
Making the firing controls be mapped completely to the mouse along with changing the UI to better reflect angle and power gets five thumbs up from me.
Unlimited spawns in a turn based multiplayer game was a good decision too imo.
The lag made the game unplayable. That's the reason I stopped playing it.
The sense of arrogance therefore stems from a natural sense of self-justification. A designer grows tired of finding new ways to say the same thing; 'metrics are *one* thing, not the only thing'. Once the metrics finally round that corner and support the changes, it's hard not to hold them up in victory.
e_Tao_Of_Social_Games.php
Some of the problems you described are amusing as well since they seem so absurd considering the circumstances. Permadeath in a social/casual title?!
Anyway, thanks for the article. It was refreshing to hear an honest take on monetization as well -- whether people agree with it or not -- so I hope to see similar posts in the future.
I had a question: is there any sort of matchmaking system in place? Are players randomly matched with one another or does the game check for any sort of skill indicator or weapon purchases?
What's to stop any player from buying up a bunch of Gamma Stars or Game Overs and spamming them for every match? Weapons that hit the entire screen and instantly kill, or destroys 90% of the terrain and players doesn't sound like they involve much skill to use. This is probably even worse for a turn-based game; what if the big spender is going first? Then everyone else will just lose because he gets an instantaneous head start on points/kills from deploying his super weapon. Even if everyone else is a big spender as well, they will never catch up to the first big spender.
Of course, Playdom will rake it in big when there are a bunch of big spenders playing... but I don't see how it'd be fun to play a massive armageddon game each time, with the winner first being determined by whoever wants to spend the most money, and secondly determined by whoever goes first by the game's arbitration.
It's like being a professional escort. Lonely men and women want to feel good about themselves, so they spend a bit of cash to fake 'success'. It works (it's the oldest profession in the world) but the majority frown upon it and in the long run people will realize that they're not achieving anything.
I am very surprised Wild Ones did have improved stats after the myriad of identi-kit "GG" weapon additions (every other change was quite good, I thought!). Would be nice to know what would have happened if the overpowered weapons were not introduced but everything else was.
A nice 'making of' article is usually good but you only visited the project for a relatively short time. An analogy would be a script consultant taking credit for the success of Avatar. We all knew that the game was a work in progress, and a risky experiment, and I object to the characterization of it as 'failing' at any point. The real monetization breakthroughs (eg. 3x in one day, written by an actionscript developer almost on a whim) are not even mentioned in your article.
Dude, seriously, I was on your side when you were here. You know that. But now when I gaze with pride on the release poster (which resembles a movie poster), that is signed by my fellow cast members, and sits framed in my house, I notice that your name is not on it.
Besides that it's an interesting, informative, article when taken with a grain of salt :-)
cheers - a
Though I suspect you are right on the money when you say "...Maybe only other designers would understand this..."
I've been designing & developing games for nearly 3 decades now, and I often lament that 99% of the stuff written about game development ignores practical, detailed explanations of good game DESIGN in action! Reading your thoughts, interpretations and conclusions was truly enjoyable, and it restores my faith in the industry. Keep up the terrific work and know that those of us who do what you do know exactly what you're talking about.
However, am I the only one that felt uncomfortable when I realized this game was aimed at children? Yes, the entertainment industry has marketed at kids for decades, but I think a moral threshold is crossed when you actively design a psychological mechanism that encourages the person engaged with it to spend money again and again. It feels a lot like taking advantage of someone who is at an emotional and intellectual disadvantage.
Yes, the same could be said of any micro-transaction game aimed at teens, you can take this as a critique of the whole sector.
Like I said in a post above, this sort of game takes advantage of kids with a bit of low self-esteem, who just want to pat themselves on the back for winning a game (and buying many of the weapons = GG). If cash can directly effect the result of a game, then it loses its status as a game, in my opinion. It just becomes this...
http://www.youtube.com/watch?v=Wp7Jv3mwbW4
Can you explain the trends?
Even if you are solely responsible for the design changes listed, you're not responsible for their execution: the team is. And in either case, it's not out of the question to practice some humility when discussing a team effort.
As it's written, this article seems more about being self-congratulatory than it does about the game's accomplishments; It's more about what Josh did than what Wild Ones did. And that is disappointing.
This article does a service for the entire industry: not only does it share very practical design decisions and the thinking behind them (sharing your insight and experience for other designers to learn from), but you correctly and dramatically demonstrate the value of smart, experienced game designers and the fact that no amount of metrics can possibly replace them. I've heard at least one executive in the social games space quoted as saying that "any moron can design games" - sinking these dangerous and naive attitudes is important, and this article is (forgive the pun) a mortar shell right into midst of them.
Thanks for writing this feature Joshua!
Anyways, would love to see more articles from you with this much detail and honesty.