Feb 05 2010

Facebook Games – Islands Edition!

Category: GamingCuppycake @ 5:46 pm

I’ve been playing a lot of Facebook games lately, almost solely in fact (with the exception of Dragon Age, which I am still plugging away at).  If I ran down them all, it would take forever – so I’ll keep this one to an island theme only :)

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Island Life is one I might be a bit biased on, since my company made it.  It’s still a really fun farming game…and the most fun element of it for me is the decoration aspect.  I love decorating my island to make it look the way I want.  It’s also multiplayer so other people can come see my island and we can chat.

Bubble Island is addicting in the way that Peggle is online pharmacy.  It’s a clone of Bubble Popp, Bust-a-Move and other games such as a mini game in Puzzle Pirates generic cialis.  You basically shoot colored balls at other matching colored balls and try to make chains to pop the bubbles viagra online.  It also has a leaderboard so you can try passing your friends, achievement system, and a “level up” kind of approach where you unlock new island areas.

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Happy Island is a tycoon-style simulation game that lets you make your own island and run a tourist business.  Unlike other games, you continue to earn coins and XP even when you’re not logged into it.  You can upgrade your buildings and attractions to keep your tourists happy generic viagra.  It’s pretty fun.

Tiki Farm is another one that I’ve been playing daily for the last month.  The leveling feels a bit slow, I’m only level 9  – but it’s a very simple farming style game like FarmVille.  I find it fun for some reason…

What Facebook games are you having fun with right now ? :)

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Jan 26 2010

EQII Announces Battlegrounds

Category: GamingCuppycake @ 7:28 pm

Just announced.

Engage in the most exciting and intense PvP battles with your friends, regardless of server! Available for players with max-level characters, Battlegrounds provide thrilling group-based, competitive matches in three all-new zones. Quickly join the nonstop action including three different types of matches with up to 48 players total. There is a role for all, no matter the class, each player can support or lead the group to victory and reap the rewards of the all-new Chaos armor sets!

I love battlegrounds and PvP in WoW.  I love EQ2.  But I can’t help but to think this is a strange decision.  Is the EQ2 main player base interested in PvP?  I really don’t think so, but I could be wrong.

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Jan 21 2010

I need to play more console games.

Category: GamingCuppycake @ 4:24 pm

Lately, gaming for me is either one of two things: Logging into World of Warcraft for awhile, or playing casual games on Facebook.  I’ve been thinking recently how about many 360 games I either started and didn’t finish, or just never got around to trying.

On our shelf at home, we have many games that I could be playing:

- Dragon Age (I started this on PC but didn’t get far)
- Lost Odyssey (Didn’t finish this)
- Infinite Undiscovery (Still in the package)
- Batman: Arkham Asylum (Still in the package)
- Fable II (didn’t finish)
- Assassin’s Creed
- Mass Effect
- Fallout 3

There are also tons of games that I would like to try, by renting at Blockbuster or Gamefly or something.  Such as:

- Left4Dead
- Borderlands
- Bioshock
- Mirror’s Edge
- Bayonetta

So, why do I play the same old stale MMO when I have all these other games I could be playing?  Don’t get me wrong, I love WoW – but there is so much new and exciting that I could be playing.  I need to branch out and play more console games, and that is my 2010 gaming resolution!   We have a 360 and a Wii, and I never touch either one, aside from watching Netflix movies on the XBox.

What else should I play?

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Jan 20 2010

Facebook adding a “games dashboard”

Category: Gaming, social mediaCuppycake @ 4:37 pm

Facebook’s development wiki has a roadmap of upcoming features.  One of these features slotted for the end of this month is a Games Dashboard for Facebook.

If you are at all remotely a Facebook game player, you probably already know how difficult it is to find interesting games.  It’s like the iPhone application store, yet even worse.  This new feature will hopefully change that and will surface interesting games to you and help you find things you’re looking for.  It will keep track of the recent games that you and your friends are playing.  And most interestingly, will allow developers to push application news to you.

There will be a text field next to each game on the dashboard where developers can set Game News. This area is free form and targetable by user, e.g. “You are ranked 17th among your friends. Austin’s score is the next highest at 28,400. Can you beat him?” or, “Your pumpkins are wilting – water them soon!”

That’s pretty powerful, could you imagine if your WoW icon on your desktop flashed with “Your guild is doing Icecrown Citadel without you RIGHT NOW” or “Your Uber Sword just sold for 2,000,000 gold in the AH”?  With millions and millions of players on Facebook enjoying games each day, these are great changes for players AND developers.

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Jan 20 2010

Facebook developers will be able to ask for email addresses

Category: Gaming, community managementCuppycake @ 4:28 pm

The other day I was complaining about how difficult it is to provide quality customer service on Facebook.  Today, the Facebook Developer site has released information that they’ll be allowing application developers (via their API) to ask their customers for their email addresses.

Once the feature goes live tonight, you will be able to ask users to share their primary Facebook email address with you so that you can communicate with them directly. We recommend you use email to send them interesting and relevant information, like receipts for purchases they make, messages to help reactivate them if they haven’t visited your application or integration in a while, or newsletters promoting new features or contests.

(Source)

Ask and ye shall receive.  This is great for everything from newsletters for customer retention, promotional holiday sales and specials, and for customer service needs.

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Jan 18 2010

Unique customer service challenges on Facebook

Category: GamingCuppycake @ 10:05 pm

So, my company is working on a Facebook application that we recently released.  (More on that in the future).  This is a new venture for me, and one that I’m totally thrilled about because it’s great, relevant experience.  Being that we’re a startup and we all wear multiple hats, I’m handling some of the customer service for now, and I’m finding it uniquely challenging to any customer service I have done before.

Discussion board is dismal

Facebook provides applications with an app profile with a wall and its own discussion board.  These forums are so basic and simplistic, that they’re unwieldy and frustrating.  You cannot sticky posts, or make announcements.  Threads that are created by the developers are not highlighted (although individual posts are, thankfully).  You can’t edit your posts after a certain amount of time (not even if you’re the developer).  You can’t move threads around, create sub-forums, or generally maintain these boards at all.  They’re basic forums from circa 1996.

No individual user contact

There isn’t actually a way to reach out to an individual user having a problem in order to help them.  You can reply to their discussion on the forums, but you have to hope they’ll read the alert and come back.  You can’t send inbox messages to many users, or Facebook thinks you are a spambot and will ban your account.  We don’t get email addresses of users (I presume for privacy concerns) so you can’t reach out by email to troubleshoot any issues.

Users are more vocal

Facebook game players are by far the most vocal of any community I’ve ever worked with.  They’re very demanding and they post tons of problems.  There are lots of false positives because of the demographic and the nature of the social gaming space.  Debugging these issues are challenging because of the lack of ability to individually talk to these people.  It’s not all bad though, they post a lot of legitimate bugs and useful feedback.  Keeping tabs on all of this is difficult.  The volume of incoming feedback is immense compared to the volume of users.

These users also have a very short session time when it comes to checking out the wall and forums.  They often post their issues without reading any of the announcements first.  They don’t read any forum threads but the one they posted in.  They ask the same questions over and over again.  They’re an interesting bunch. ;)

No additional customer support tools

Being that there are businesses running their entire companies with millions of users on Facebook, you would think Facebook would provide a suite of customer service tools to be able to support the volume of customers that they essentially “provide”.  But no, there isn’t much of anything to help us out.  Relying on an external customer service tool (we’re using Zendesk) to handle support requests only disconnects the issue.  You end up with some users reporting on the wall and forums, and some emailing in issues (which you can’t actually match up with the users because you can’t match their email addresses with usernames) and so on.  Expecting Facebook users to migrate to an external support ticket site is fruitless.

What are your thoughts?  Are you a Facebook application developer who has any tips or tricks?

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Jan 18 2010

Community management paths in the game industry

Category: Gaming, community managementCuppycake @ 1:54 pm

In my previous post where I mentioned my shift to production from community management, Arrakiv left the following comment:

Huh, the guy I met from Obsidian Entertainment at AGDC was right. Many Community Managers do become producers. Oh well – still my intention of proving him wrong. Wink

I thought I’d respond to this here since I think it’s an interesting thing to think about.  In my experience, I have seen Community Managers move to all sorts of different departments within the game industry.  Three very common places for entry-level CMs to migrate to are Design, Production, and Marketing.  Why is this?

Community Managers are often hired to fill entry-level positions

Despite being what I consider one of the most important roles to fill early and with high-caliber employees, Community Management is often an entry-level, lower-paying position at game companies.  Most game companies don’t actually start by hiring an exec-level community person, the position is usually considered one that is great for either a fresh college graduate, a starstruck video game player who will put in long hours, a passionate blogger/journalist/podcaster, or an intern.

Community Management doesn’t always have a clear career path

Community teams vary greatly from company to company, but in the game industry there isn’t really a solid career path.  Most game companies do not actually have a VP or Director of Community.  Most startups aren’t looking to hire a VP level community person, they just want someone to handle the customers and be the face of the userbase.  If you start out in Community Management as an entry-level employee, your company may not offer you a ton of leeway in growth in your role.  A lot of times, if you want a higher paying role with more responsibilities – you have to venture into another department within your company.

This means that a lot of people get their foot in the door in the game industry doing community management, but might not intend to stay there.  It might not be their end goal, but it’s one of the best positions to be in early on to get the clearest picture of all of the different departments within an organization.  Personally, it took me awhile to determine what I wanted to do.  Being in community management gave me the opportunity to learn everything I could about the way the pipes work and figure out which pipe I want to be.

Community managers work with design

When managing a community, it’s often the role of the CM to communicate ideas and suggestions from the community.  We give ideas to the design teams about features and bugs that are affecting our community.  Often times we write the initial design docs for community-based features.  We often mentor designers on how to interact with the players.  We’re a part of design meetings so that we know what upcoming features are going to hit.  There is a ton of interaction between designers and CMs.

Being that “game designer” is one of the most sought-after titles in the industry, a lot of CM’s start their jobs with the intention to end up in design.  A lot of community managers started out as bloggers, being vocal about their design ideas.  They tend to play a lot of games, and after years of being on the community end of the features, often times they like to be the ones creating the features.  Community management requires a lot of writing and creativity, so these traits align with design as well.

Community managers work with production

Depending on the company, this may vary.  I work for a startup, so I always had huge insight into the production process.  Everything from prioritizing bugs in our tracking system based on community needs, to sitting in bug meetings and planning out community bug patches, to working on putting together release notes.

A lot of community managers have a lot of traits that align with production, such as task-oriented nature, organization, self-starter, ability to manage others, prioritization, and a whole lot of common sense.  It is not uncommon at all to see CM’s end up as Producers.

Community managers work with marketing

This one is almost a no-brainer, as some companies actually have their community team under their marketing team.  Community managers are the public-facing brand ambassadors.  They need to have a baseline knowledge of marketing and representing a brand in order to do their jobs well.  Community managers often spearhead and run marketing-focused events.  They write and send newsletters and promotional content.  They go to fan events alongside marketing.  They’re always responsible for making sure the brand stays intact and the company looks good.

Marketing has a very clear career path and is often an enticing place for community managers to end up.  They’re not always “the enemy” in the game industry.

Community managers end up in all sorts of places within game companies.  So, Arrakiv, yes – a lot do end up in production.  But I don’t think it’s disproportionate to ones who end up in design and marketing.  And of course, there are other places that community managers often end up, such as QA, sales, or art.  I’d love to see a day where the game industry  embraces community management and sees it as a role requiring everyone from entry level to executive level positions to fill.  For now though, I’m THANKFUL that it was a place where I could get my foot in the door and start determining the best fit for me in the game industry.  I loved being a community manager and truly believe that it makes any designer or producer more well-rounded after spending time interacting with the players and evaluating their needs.

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Jan 13 2010

More Minute Moments

Category: GamingCuppycake @ 12:10 am

I’ve been playing WoW a little bit, although not as much as I intend to.  I started a Draenei Priest and she is around level 12 right now, but I haven’t given her the love that I intended to.  I have never actually levelled a Draenei before, so this is all new to me.  Of course, it’s mostly the same thing over again, but with new quests and a new appearance – heehee.  The Draenei area is fresh and exciting to me though, so I’ve been having fun.

Other than that, I’ve been having fun playing nothing else but Facebook games!  My favorite thing about Facebook games is that I can play so many different ones simultaneously and for free.  So I’m enjoying a few minutes now and then in Treasure Madness, then PetVille, then maybe Tiki Farm or Zoo World.  I like the low commitment, and the multiplayer with all my non-MMO gaming Facebook friends on my own time. Who would have thought that I’d be playing all these Facebook games when I still haven’t finished Dragon Age or any other games we have sitting on our shelf.

In other news, my thoughts go out to the people suffering through the major earthquake in Haiti.  It’s absolutely devastating, and the early pictures coming out of it are heartbreaking.  =(

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Jan 08 2010

Ch-Ch-Ch-Ch Changes!

Category: Gaming, RLCuppycake @ 11:08 pm

Already I’m doing a poor job of blogging 4x a week here like I intended to.  So, I’ll use my negligence this week as an excuse to make a little announcement :)   I am now Associate Producer at Metaplace, Inc., which is a role I’ve had my goals set on for quite some time.

Organization, conveying urgency in a gentle and effective way, prioritizing, and decision-making are a few things that I feel I do well.  This role allows me to exercise my knowledge of processes and coordination as they relate to the game industry, and it’s a really exciting place for me.  Of course, being that I work at a startup – I still get to do a huge variety of tasks from QA and community to design and ordering food for the company…but it’s really thrilling that I’m in production now and on the path I want to be on.    Someday, I’ll be badass like my bud Scott Hartsman and point at something freaking awesome and say – “See that?  I helped make that. (bitches)”

Also, if you read one thing today – make it Daniel James’s social games predictions for 2010.  Of all the prognostications we’ve seen over the past couple of weeks, this one is written by a guy who actually knows what he’s talking about.  Some really great thinking points here.

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Jan 03 2010

WoW is the iPhone, not Walmart

Category: GamingCuppycake @ 4:51 pm

I don’t mean to pick on Keen and Graev here, because they’re awesome, but here is yet another post about why MMOs aren’t evolving.  Is anyone else sick to death of this topic?  Two of my least favorite themes have been recurring in 2009, and I was hoping the new year would stop them.  These two themes are:

1) MMOs aren’t evolving, nothing new and exciting is happening.

2) World of Warcraft brings nothing new to the table, is just a copycat game of all its predecessors.

Let me take a peek at them, and be done with it.

MMOs ARE evolving.

Apparently, people think that no game that’s been out recently have evolved or changed from the original MMOs.  Frankly, what do you guys think an MMO is?  What defines the MMMORPG category?  If you radically change the game, isn’t that no longer an MMORPG?

How much did Modern Warfare 2 evolve from the original Halo game?  There are still guns.  You still shoot with them.  I bet many mechanics are still the same, and most evolution in first person shooters has come through better graphics, better multiplayer features, newer consoles, and more advanced physics and technology.  What more do you want?

I sought to find some ‘evolution’ for everyone.

User Created Content – Here you go, a blatant evolution.  Long gone are the days where roleplaying is simply something you do fleetingly before it goes away into the abyss of chat logs.  Now, in Everquest 2 you can create player-made books to share stories with other people.  Lasting impressions on the game.  Player-housing is something that has gone mainstream, with everything from Lord of the Rings Online to Free Realms and Wizard 101 embracing it.

Instancing – World of Warcraft took a concept that would have been blasphemy to original Everquest players and made it the new standard.  No longer do you have to leave a dungeon because too many people are camping it.  No longer do you have to stand around and wait until a group kills a boss and have it respawn.  No longer to guilds fight incessantly about spawns and “who got their first”.  Yes, the Lost Dungeons of Norrath expansion had instancing and it was in fact awesome, but no one would have wanted to be EVERY dungeon.  Blizzard didn’t care and did it anyway.  Good thing too, because it enabled awesome features like the Dungeon Finder.

Maps – Remember when Everquest didn’t have maps?  Players had to create maps and you had to use the EQMap addon in order to see them in game.  Now, you won’t see an MMO without a built in map.  And furthermore, because of the advancements and evolutions in map systems – there will probably be robust objective information on said map.  Imagine that in 1999.

Ease of Use – Fondly, everyone looks back to Everquest or UO and thinks they were so damn fun.  Sure they were, but we had fun DESPITE the lacking features and complete pain in the ass they were to play.  Waiting for boats + hours of travel?  No thanks.  Look at all of the features that have been added to make MMOs more accessible for more than just the 500,000 geeks who used to play them.  Mentoring, guild systems, instant traveling, UI modding ability, flight, recruiting friends, newbie tutorials, customizable chat options, I could go on. Free Realms is basically a walking demonstration of evolution in ease-of-use in MMOs.

Let’s just look at ONE particular game.  Everquest 2.  A game that people seem to forget when they’re thinking of evolution.  This game had/has the following (not saying all of these are new, but they are all evolved features from the first MMOs):

  • Diety systems, the ability to use religion to affect your character
  • Character evolution that allows you to pick your class later on
  • Heroic opportunities
  • Guild leveling + rewards
  • Appearance slots
  • Mentoring
  • Instant teleporting to zones, no travel
  • Scaling dungeons
  • Climbing – since when do MMOs care about the Z-axis?
  • Mini-expansions with adventure packs
  • Cut scene featuring your character (the original ship scene with the dragon)
  • Any race, any class
  • And SO ON.

WoW is not Walmart, it is the iPhone

Every time I hear someone say “World of Warcraft is the Walmart of games, didn’t bring anything new to the table and Blizzard are nothing but copycats” makes me want to scream.

This *is* evolution guys.  Does anyone doubt that the iPhone is an amazingly powerful device that has had a huge impact on smartphones in 2007-2010?  Were they the first touchscreen?  Were they the first phone to come out with wireless internet?  The first with a camera, or email, or SMS messaging?  The first with games, or bluetooth, or internet tethering, or music playing capabilities?  The first with ANYTHING?  The answer is mostly no to all of these.  What Apple did was bring the best features together into one slick package, market it well to a non-geeky, non-smartphone crowd, and sell the shit out of it.  Hm, sounds like WoW.  The difference is that the iPhone is hailed as an innovative technological success by mobile techies, and World of Warcraft is considered McDonalds, Walmart and a watered down version of an MMO by MMO players.  What gives?  Why is it even a debate that Gamasutra picked WoW as the Game of the Decade?  What other game iterated this much, made such a huge impact on the game industry, and had over 10 million players playing it?

Commonly you see a new feature release in WoW, with a handful of people saying “this is an incredibly great feature” and then a huge handful of people saying “that’s great, but X game had that first…WoW just made it prettier.”  Take the new Dungeon Finder for example.  An absolutely brilliant, game-changing addition to World of Warcraft and people insist on shouting “Warhammer did that first with Public Quests”.  Well no, they actually didn’t.  It was a completely different feature that was implemented not at all the same.  But hey, Public Quests WERE an innovation.  Keen and others must forget that because the game wasn’t all that successful.

How about soloability?  World of Warcraft revolutionized soloing in MMOs, permanently.  There wasn’t even a concept of soloing in modern MMOs, now it is the new standard?  But that isn’t evolution?  And talent specs?   They took putting points in alternate abilities and made it into full-blown game-effecting class specializations that allowed you to play a druid and pick whether you want to heal or tank.  Sure, other MMOs had points and skills, but WoW took this to the extreme.  In fact, they even innovated on their own feature by allowing you to dual spec.   How about 10-man raids?  How about raid and dungeon lockouts?  You don’ t have to LIKE features for their to be innovation.

So where are people looking for their evolution?  What exactly are they looking for?  I really don’t understand.  I’m a firm believer that players don’t even really want what they think they want.  With the exception of WoW, MMOs are *still* niche.  Are there really enough players who want DAoC 2?  I frankly don’t think so.  It’s awfully hard to be a MMO game designer when the playerbase is full of:

  1. Old school MMO gamers who refuse to evolve because “that’s not the way things have always been.”
  2. Old school MMO gamers who think new features aren’t evolution, and want new games to come out to replicate their old favorites.
  3. People who discard new features as not being innovative, even when designing and tuning large features for a multiplayer environment is no easy task.
  4. New MMO players (the majority by the way) who don’t give two shits about UO orEverquest
  5. MMO players who have no idea what they want, because this genre of gameplay is relatively new (MUDs aside)

That was an unorganized rant.  You get the point, hopefully.

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