Saturday, March 29, 2008

Official Forums: Yes or No

Should MMOs have official forums? The question has been debated for years.

This is the most recent incarnation of the question, as posed at the Stargate Worlds forums.

And this is Darren's take on the situation, along with many interesting comments made by his readers.

Also, Jaye writes in defense of official game forums. Given my experience on the development side of Vanguard, and my pro-newbie stance, I generally agree with Jaye.

MMOs are huge, constantly evolving games. As developers, we need to complete the circle of communication with our players. And we can't expect to accomplish that by solely relying on fan sites.

When Vanguard launched, the beta forums were taken down and no official forums came up in their place. Players had been warned, and they were given a list of fansites to visit instead.

Players, now offered a score of potential communities, didn't have an obvious place to give feedback. Because the barrier to player entry increased, the fansite-only system weeded out those less familiar with using forums - people who could have given valuable feedback.

Designers now had a similar barrier. We needed to comb through dozens of fansites to find new feedback. In order to meaningfully respond to players, we had to set up dev accounts in multiple places.

Regardless, without the familiar official channels to post in, players offered less feedback. Players seemed to think that without the official forums, they weren't being heard. Many players posted on fansites as though their only audience was other players.

While 'noise' was reduced, so too was 'signal.'

My argument is this:

Encouraging good player-player and player-developer conversation is so important to the health of an MMO, it's well worth the publisher's effort to have official forums.

Official forums provide players with a familiar, safe and reliable place to find information, give feedback, and receive developer responses. They show that the developer cares, and is listening.

As well, compared with most fansites, game publishers are better equipped to take advantage of modern media and proper information design to avoid losing 'signal.' Also, they can afford responsible moderators (and search technology) to help bypass 'noise.'

Tuesday, March 25, 2008

Are Designers Playing Too Many Games?

Game designers tend to agree that playing games helps you learn about how to design them.

For example, in Rules of Play: Game Design Fundamentals, Katie Salen and Eric Zimmerman write, "Students should play every possible kind of game, digital and non-digital, contemporary and historical, masterpiece and stinker."

They give several good reasons why, including the fact that designers need to learn how games function to create experiences, and they need to see what does and doesn't work about design choices.

Yet, Raph Koster offers a word of warning in his book, A Theory of Fun for Game Design.

He writes, "They [game designers] build up encyclopedic recollections of games past and present, and they then theoretically use these to make new games."

So what's the problem? Essentially, due to the way human brains work, designers are more likely to pull from their existing mental library of game design solutions than they are to try to innovate new ones.

Raph writes, "The most creative and fertile game designers working today tend to be the ones who make a point of not focusing too much on other games for inspiration."

So, the very library of knowledge that designers must build in order to understand and design games can prevent them from exploring new potential game designs.

How do we get around this?

Game designers, of all people, need to "stay ahead of the game." Not playing as many games probably isn't going to help.

Perhaps simply having an awareness of our 'mental game libraries' can help designers choose whether or not to select a solution from them.

Perhaps, too, we can be mindful of fun wherever it occurs. For example, it might be worthwhile to make note when you see yourself or others having fun outside of a formal game environment, and ask yourself how you could bring that experience into a game.

Wednesday, February 27, 2008

GDC Swag

At GDC, it is a steadfast tradition that the booths at the expo offer swag to potential customers and hires.

Some booths offer buttons. Other booths offer pens, candy, notepads, toys, gadgets, cloth bags, plastic necklaces... and T-shirts.

However, none of the booths I visited had any women's styles or sizes of shirts.

I stayed hopeful, though. At each booth with clothing available, I would ask, "Do you have anything for women? Or any men's sizes that would fit me?"

The answer was no. Most booths had run out of everything "small" and "medium" on the first day of the con. Size "large" had disappeared soon after. By Thursday, the only size most booths had left was "extra-large".

The folks at one booth, though, had a story to tell that's worth repeating.

This particular booth had, in fact, stocked a significant quantity of women's style shirts - you know, the kind that are just a touch narrower at the waist. The kind that keep women from looking like amorphous barrels.

Anyway, a small group of women discovered this rare stash on the first day of the con. So pleased were they with their discovery that they proceeded to inform other female conventioners. A crowd of women soon appeared at the booth, nabbing every last shirt.

Alas, I didn't make it in time.

So, my thoughts on the matter are these: If you are in the position to stock a GDC booth with swag, do not underestimate the number of smaller-sized attendees. And, if you want more women to attend your booth, by all means offer clothes tailored just for them!

Saturday, February 9, 2008

Prepare to be Tested

When I was first hired in the games industry, it was based on the merits of my portfolio. At that time, only one of the companies I applied to gave me a test. I saw it as an unusual hurdle.

This time around, however, it became the norm. Virtually every potential employer gave me one or more tests; I ended up taking over a half-dozen of them. Some tests took me only 2 hours, others took me over 2 days.

So, at this point, I feel adequately informed to offer some advice to those seeking game design work.

1) Don't be offended. If a game design company says you must pass a test (or even several tests), don't act shocked. Don't make the assumption that the company doesn't like you, even if someone else who applied there wasn't given a test. Simply, if the company is one you want to work for, take the test.

2) Be timely. Do not take more than 6 days to complete your test. If you're really interested in the company, be done in less than 3 days. If they ask for the test to be completed in a certain number of hours, finish in under the time limit. If you have schedule conflicts, discuss them with your potential employer so you don't have to rush.

3) Be clear and concise. Companies aren't just testing your game design skills - they want proof of your ability to communicate effectively. You must walk a tightrope with each of your answers. You cannot afford to ramble, yet you must explain your thought processes and math choices.

4) Research. All but one of the tests I took was "open book." If you come across something that you're not sure about, Google is there for you. Cite your sources as needed. Plagiarizing is just as unwelcome here as on any test.

5) Edit your work. When you're done with the test, go do something else, then come back and edit your answers with a fresh mind. You'll at least catch some typos (well, I sure did), and you may come across answers you'll want to rework. If it's a timed test, save a few minutes at the end to give your answers a once-over.

6) Pace yourself. Read through the whole test before you start answering questions, so you have a good sense of what you need to do. Design tests can vary widely in content, though the core of most tests will have you design a game, level, or quest/adventure. In general, if you find yourself spending too much time on one answer, come back to it later. You may find that you have fresh insight after working on other questions.

7) Don't worry. Even if you aren't offered employment, by working through the test, you've learned more about game design and you've become a better game designer.

Sunday, February 3, 2008

Kicking Stereotypes in the Face

Normally, trips to ye olde gaming store are a straightforward ritual: I cast my eyes around the store for new inventory while I gab with friends.

This time, however, it was my first time visiting a gaming store in a new city, so I scoured every shelf.

After going over tons of games and minis, my eyes landed on a book - a book with pink dice on the cover.

Now, I fear pink in the same way that most goths would fear a daisy-print blouse. Yet, I felt compelled to pick up this book. I simply could not fathom it was real.

I turned it over and over in my hands, trembling, trying to disbelieve it out of existence. No, really, here it was - Confessions of a Part-Time Sorceress: A Girl's Guide to the Dungeon's & Dragons Game by Shelly Mazzanoble.

I hugged it, and I hadn't even opened the cover.

Then I did crack it open. Seeing words written by R.A. Salvatore put inside a pink border made me chuckle - he and his wife wrote the introduction. Then I flipped through and found a recipe for Initiative Rolls. That sealed it. I had to buy the book.

In a nutshell, Shelly speaks right to you about what D&D really is, and why it's fun for both genders (especially women, thank you very much). Her fantastic sense of humor and liberal use of cultural references bring her stories and explanations home.

More to the point, Shelly smacks a Chuck Norris-sized roundhouse kick to the face of the gamer stereotype.

It is so refreshing, empowering, and downright enjoyable - I can't help but recommend it to everybody.

Personal Update

I feel it's important to find fiero in my own life, not just build it into games.

For those reasons and more, I've moved up to the San Francisco area to work at Backbone Entertainment.

With all the job hunting and moving, I had put posting on the back burner, but no more!

So, unless something else comes up (and trust me, I hope nothing else does for a while), I'll be posting more frequently now. Like, more than 0 times per month....

Sunday, December 9, 2007

Girl in the Computer Game Store

This is the second post for my series, Gender and Games.

What can be done to help women feel more comfortable buying computer games at a bricks-and-mortar store? I suspect that if game stores themselves could appeal to women better, then women would buy more computer games.

Computer Game Stores
Computer game stores are fine most of the time. Games are clearly displayed in a gender-neutral setting, and lighting is good. There are demo consoles in the store, so you can see what you're getting into. And, unless it's the holiday crush, clerks are generally available to discuss game titles. All-in-all, computer game stores are friendlier to women than traditional game stores. However, there is still work to be done.

Overcrowding
Take a snapshot of a typical computer game store at Christmas time, and you'll see that over half the people in the store are in line, blocking other customers from reaching the rest of the store, and completely obscuring product displays near the registers. This is not a woman-friendly shopping environment. As at any store, women like to shop with enough space around them to avoid colliding with, or having to squeeze by, other customers.*

Real Information, not Pink
So far, it seems that publishers are convinced that all it takes to sell a computer game to women is to color it pink. Just look at the packaging for the animal care simulation games, and games based on popular toys. You need only glance down the aisle at a computer game store to know which games and consoles are being marketed to girls.

But that doesn't really help girls and women shop for the right game. Game packaging and placement need to provide clear, detailed information, such as if and how a game can be shared with friends, and what gameplay is really like.

PC game boxes rarely explicitly state numbers of players on the box. For example, the WoW box has one tiny paragraph that mentions, "Play solo or enlist fellow heroes..." and then its ESRB rating reads, "Game Experience May Change During Online Play".

That's not useful, and doesn't even make clear if 'fellow heroes' are NPCs, PCs, or both. Is it a team game where numbers of players are limited by specific map sizes? Is it an MMO where hundreds of people, or more, can share a game space? Do those other people need to buy a copy of the game or not to play together? How many slots or profiles does it save? Is play cooperative, competitive, or both? These are important details that should be shown on every package, but aren't.

Fortunately, computer game stores could help overcome the problem. Games could be sorted by number of players. For example, stores could add 'party games' sections for the Wii and other consoles. PC games could be sorted into multiplayer and single player sections. Clerks could add stickers to the shrink wrap: Massively Multiplayer, Up to 4 Players, 2-player Co-op, etc., and define those terms on a colorful poster or kiosk. All of those steps would help women actually shop for games instead of leaving them squinting at miniaturized screenshots on the box, trying to guess at gameplay features.

Other Ideas
Computer game culture uses a ton of acronyms, and these can be unfamiliar to the uninitiated. Basic ones, like MMO, RPG, and FPS, should be posted clearly with their definitions. Likewise, ESRB ratings should be posted and explained. 'Mature' rated games should be boldly labeled and kept on the top shelves, lest mom accidentally pick out a nice-sounding game like Rainbow Six for her grade schooler. Conversely, games for little kids should be placed at little-kid height, not high in the shelves (where I seem to keep finding them).

Employees
Computer game store employees need to be careful not to condescend to women, or treat them like they couldn't possibly be gamers. Having female clerks is great - it's easier for a woman to trust a fellow woman's recommendations. Clerks who know all the games out there and can describe them well are an awesome resource, vital to any shopper. Fortunately, I've never had any real problems with computer game store employees, aside from their tendency to ignore other customers when they're socializing.

Summary
So, overall, computer game stores don't have too much further to go before they become places where women can feel really comfortable shopping for games. Game stores should keep hiring great staff, explain gamer jargon, make sure detailed information about gameplay is included on every box, sort games by ESRB rating and number of players, and speed up the checkout process.

*Reference: Why We Buy: The Science of Shopping by Paco Underhill

These postings are mine alone, have not been reviewed or approved by any employer or company, and do not necessarily reflect the views of anyone but me.