A lasting lesson from Ze Frank’s Kickstarter campaign

Ze Frank is one of the first ever video bloggers. His show, entitled “The Show“, was a daily video blog over 2006-2007. It was funny, thoughtful, innovative, and to this day the quality and quantity of content has been rarely matched by any other video blogger. Recently, Ze has started blogging again, in a show entitled “A Show“. His new video blog is funded by a Kickstarter campaign that raised almost three times his target, at $146,000.

The lasting lesson from this successful campaign is not that more video bloggers should run Kickstarter campaigns. Continue reading

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Players gonna play, consumers gonna consume

In a brilliant post on developers’ perceptions of free-to-play, Jesper Juul linked to a study on players’ perceptions of gaming and game ownership within free-to-play games. The concluding paragraph to this paper states that:

Compared to pay-per-play session users, renters have a stronger sense of game and game community ownership, with all game aspects viewed as objects to be experienced and enjoyed. In contrast, the sense of community among free game players is weaker, since their
participation is closer to that of consumers. This explains why they generally ignore complaints about game legitimacy and fairness… The idea of “take it or leave it” is gaining strength
under the influences of free market logic or player-toconsumer identity transfer.

Free players are less likely to complain, and more likely to move on to some other game instead. I think that this has startling implications, and not for the reason that immediately comes to mind.

Free players don’t give feedback

I’ve heard this statistic before, referring to players of APB Reloaded, but the other way around – that players who complain in the forums are more likely to be paying players, indicating that complaints should be taken with a pinch of salt – not ignored, but not taken as a sign of failure either, since complaints signal a certain level of engagement with the game.

The first problem that comes to mind when hearing the statistic posed in the other direction, is that free players don’t give feedback that might have been very valuable. While it’s great to be able to track when players exit the game to look for a reason why that might be happening, it is still a problem if developers and publishers aren’t hearing any feedback from players who didn’t monetise – they don’t hear much about what prevents monetisation, and even more crucially, they don’t hear what prevents free players from becoming active participants, evangelists and community members who add value to the game world. But this isn’t the main issue.

Consumers are zombies

If players identity is shifting to that of consumers, as the writer of the study suggest, and their behaviour out-of-game is shifting as a result, it is likely that their behaviour in-game will change as well. Play will change. If games were comparable to shopping malls before, they will be even more so if players are reduced to pacing around passively, waiting for objects of interest to appear.

Players delve deep into a game to search for whatever they are interested in – social interaction, competition, things to collect etc. – but if consumers aren’t even interested enough in a free game to bother complaining about it, it’s not a stretch to say that this close manipulation of play experience is also less prominent. Games are not being played.

Now, I could argue that there is a largely ignored groundswell of people who have grown up engaged in gaming culture and yet have always been passive players rather than active participants – secondary players, who have spent a long time watching the play of others and helping them to succeed in the game. Yet they were still invested in getting as much out of the game as possible, and they shared a common goal with the primary players they were aiding – seeking out social interaction, competition, things to collect etc.

IAPs are initiation rites

This completely changes the meaning of making a purchase in a game. In-app purchases are not just gameplay enhancements. For many players, they are the initiation into playing rather than passively consuming – a shift created ironically through completing a consumer transaction. Consider that the whole point of IAPs is so that players pay as much as they like, based on their level of engagement and fandom. That relationship between fandom and purchasing is perhaps even deeper than previously thought.

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Gaming creeps up on you

Hard to believe now, but during the LonelyGirl15 ARG, these eyes used to haunt me every night

Where would the games industry be today without non-gamers? Were it not for people like my Mum and my sister, who don’t consider themselves to be gamers and yet visit some mobile or online game every single day, the industry would be without an area of huge growth.

It’s easy to comment 0n the gamers who declare that they don’t play video games as this supposedly new demographic of women and the over-35s – although my Mum was playing fantasy football years and years ago, before Silicon Valley got all hot under the collar about casual gamers and online social platforms, making her unwittingly the archetypical hipster of gaming trends. But in fact, I think that unacknowledged gaming is more widespread than this much-hyped demographic. It’s not the strength of the demographic that causes tacit gaming, it’s the strength of gaming itself. Continue reading

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Free-to-play games and talking backwards in French

Yesterday I kind of hyperbolically said that Jetpack Joyride was seductive, and I scolded game designers for too often failing to create free-to-play games that charm you into buying items, rather than nagging you about it.

I haven’t said much about how I think that seduction ought to happen, although I did point out that, like the history of the Indus Valley civilisation, the organisation of items sold in game should reflect the organisation of our whole collective existence – you have to offer something of value to the world before getting anything back. But that doesn’t tell us much about seduction.

Ze Frank’s recent video unwittingly taught me a lot about how this seduction can work, although the intended meaning of the video was about being less anxious.

What does this video show us about how to sell items to engaged players?

Continue reading

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Free-to-Play games and the Epic Bath of Mohenjo Daro

I’ve had enough Twitter debates with disgruntled game designers to know that even if free-to-play is now accepted as a lucrative business model, it’s still considered to be the handmaiden of bad game design. Too many free-to-play games are about hiding content behind paywalls or nagging players for money, without offering a particularly valuable experience to players.

Does this mean that a good quality game necessarily has to charge up-front? Absolutely not.

There may be an ocean of appalling free-to-play games out there, but there are enough excellent examples to show that the business model doesn’t necessarily poison the game design.

I’ve just finished getting everything I can out of Jetpack Joyride, a game that I relished spending money on, but that my sister has never paid a penny for and she enjoyed it even more than I did. In fact, she has started playing it again, not because they developed new content or levels – considered by so many game designers to be the bread and butter of their craft – but because they added more in-game items. Even though it’s all about the stash, there is no paywall with Jetpack Joyride – you either play it for hours upon hours to get the items you want, or you buy them.

It’s really hard to make a game that good. It’s a skill I hope to learn, and personally I think the question of good f2p game design comes down to one question: why am I alive? Or at least, it comes down to John Green’s answer on why we’re alive, and how to be a good boyfriend. This video is ten minutes long, but like the rest of the Crash Course series, well worth getting a cup of tea and watching in full.

Why is the Indus Valley civilisation relevant to game design?

Continue reading

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Mechanic and narrative

Dealing with fuzzy concepts – CC image by Daniela Vladimirova

I’ve been provoked into further theorising. Sean Kelly gave a very thorough response in the comments to my last games and narrative post, and I want to follow up. He brought up a lot of technical challenges to a ‘clear delineation between mechanic and narrative’, proposing that there are narratives that can be expressed in some form other than the rule set, and rule sets that can be re-interpreted with different narrative effects. If I interpreted his questions correctly, at root is this problem: if mechanic is not sufficient for narrative, why should it matter? And if it is sufficient, isn’t the term ‘narrative’ being applied too broadly? Continue reading

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Games, stories and narrative

Judging from Nicholas Lovell’s recent Twitter conversation about stories in games, many developers are split on whether or not games should focus on storytelling.

My own feeling on this matter is that games are not always about stories, but they do all have narratives, as do all other systems and designed objects. Continue reading

“How frustrating this whole business of studying is”

I’m wading through Bruno Latour and finishing my dissertation this month, feeling ever more terrified and hopeless. There is so much to do, and too little time in which to give the material the quality of treatment it deserves. But in the middle of my despair, Latour presented me with an encouraging rant part-way through Reassembling the social. Paragraph breaks have been added, because Latour’s overflowing, impassioned verbiage does not translate well into blog format.


What is an account? It is typically a text, a small ream of paper a few millimetres thick that is darkened by a laser beam. It may contain 10,000 words and be read by very few people, often only a dozen or a few hundred if we are really fortunate. A 50,000 word thesis might be read by half a dozen people (if you are lucky, ever your Ph.D advisor would have read parts of it!) and when I say ‘read’, it does not mean ‘understood’, ‘put to use’, ‘acknowledged’, but rather ‘perused’, ‘glanced at’, alluded to’, ‘quoted’, ‘shelved somewhere in a pile’. At best, we add an account to all those which are simultaneously launched in the domain we have been studying. Continue reading

Winter is coming: the dire landscape of 2011-2012

Game of Thrones is back in the US, and snow is forecast for next week in the UK, leaving a large chunk of the English speaking world immersed in a mythic, winter landscape once again.

Continue reading

Console generations: it’s propaganda

Any book on video games needs to have a history section at the start. Most of those potted histories will talk about console generations. It’s a useful idea, because it reflects the fact that new games consoles were usually released in waves, so that companies would limit the custom lost to gamers already committed to a near-identical competing console that had already established itself in their homes. It’s also commercial propaganda. Continue reading

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