Multiplayer Interactive-Fiction Game-Design Blog



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Achievers greatly prefer to have socialisers and explorers present so they have a higher character rank. Killers aren't necessarily desired, but they come along for "free", and do make the achiever's experiences more exciting.

The combination of cheap (and everlasting) content, killers for excitement, and the ability to occasionally socialise with one's friends make virtual worlds an ideal place for achievers, despite the fact that achievers don't want too many other achievers around.



  • Socialisers - Virtual worlds targeted at socialisers don't work (according to this theory). It costs too much money to entertain the socialisers properly, so eventually socialisers will leave.

    Some out-of-theory effects do exist though: Some socialisers like organizing their own social events, effectively providing free content. Virtual worlds always have newbies coming in, and if they can be introduced to the other socialisers they will provide new topics of discussion. Most importantly, socialisers develop relationships that keep them in the virtual world even though they're bored.



  • Killers - Virtual worlds targeted solely at killers don't work because killers like to have easy prey around, such as herds of socialisers.

  • Mix of achievers, socialisers, and (a few) killers - According to my theory, and apparently in real life, this is the most stable configuration. The achievers are happy because they're getting lots of content for low cost, and have plenty of socialisers under them that boost their player ranking. Socialisers have all the achievers and killers to talk about. Killers have all the socialisers and achievers to harass. According the Richard Bartle's model, derived from experience as opposed to merely a thought experiment, adding explorers will control the number of killers, so explorers would be necessary for stability.

  • Mix of explorers and socialisers - This is what Uru Live attempted, but aborted during the beta. Explorer content (especially in a graphical game) is incredibly expensive, and the explorers' activities wouldn't provide enough gossip for the pure socialisers (only a few minutes of the nightly news is dedicated to explorer-generated news), so funds would be needed to entertain them. Uru Live included actors to give the socialisers something to talk about (and provide story). Content expenses eventually kill the operation.

    The problem with targeting

    Even if targeting a virtual world at a specific category of player works (such as for achievers), targeting a virtual world at a mix of player-types works better for a few reasons:



    1. The explorer, socialiser, achiever, killer matrix is actually a two dimensional continuum. Many people fall in-between explorer and socialiser, or explorer and achiever, etc. Virtual worlds targeted exclusively at one player type will lose those players that fall between.

    2. Players' types (explorer, socialiser, etc.) change depending upon their moods. (For example: While I usually like playing adventure games, I still go for the occasional CRPG.) One reviewer commented that it's worse than this, since player types also change depending upon the virtual world - which is an interesting social engineering subject that influences all virtual worlds, not just those targeted at explorers.

    3. Players have friends who may not all fall into the same player type. If a virtual world is exclusively targeted at one player type (such as explorers) then players will find it harder to get friends to play. If their friends get involved in another (more generalised) virtual world, they are more likely to follow their friends.

      This follow-ones-friends issue has other ramifications for virtual worlds, namely that of critical mass. A commonly accepted "rule" of MMORPG marketing is that if it doesn't achieve 100K users in a year its subscription rate will gradually decrease and the MMORPG will fail. Fixed costs are one reason for failure, but people following their real-life friends is a positive feedback loop that causes large MMORPGs to get larger, and small MMORPGs to get smaller. While a virtual world that only targets a sub-set of player types can exist, it's an uphill battle that ultimately reduces the number of players attracted to the virtual world.



    Model 3: Keeping players interested

    After having a stress dream that the achievers and socialisers of the world got together and kicked out all the explorers because they were useless (similar to how the Golgofrinchians kicked out the telephone sanitisers in Hitchhiker's Guide to the Galaxy), I decided that I wasn't entirely happy with these bleak conclusions.

    A few months ago I wrote up a short article about an "Evolutionary explanation for entertainment". See http://www.mxac.com.au/drt/NaturalEntertain.htm. In the article I produced a list of stimuli and drives that hold a primate's (aka: human's) attention.

    Below (in the first column) is a list of those stimuli and drives. The other columns show how well these stimuli and drives are satisfied by a number of different entertainments, including TV/movies, adventure games, CRPG, and virtual worlds. The more stars, the better the entertainment fulfils the stimulus/drive. Red stars indicates that the entertainment is the best at this type of stimuli/drive. (You may disagree with some of the stimuli/drives or scores. If so, trying making up your own graph to see if the results change.)






    TV / Movies

    Adventure games

    CRPG

    Virtual world

    Food













    Narcotics













    Danger

    *




    *

    **

    Socialisation - politics










    **

    Socialisation - friends

    *







    **

    Socialisation - status

    *




    *

    ***

    Socialisation - competition

    *




    *

    ***

    Socialisation - gossip

    *







    **

    Something new

    **

    **

    *

    *

    Sex

    **







    *

    Ferreting




    *

    ***

    ***

    Hunting and gathering




    *

    **

    **

    Migration

    *

    **

    **

    **

    Money







    *

    **

    Learning

    **

    *







    Creation










    *

    Exploration

    *

    **







    Problem solving




    ***

    *

    *

    Escapism

    **

    ***

    **

    *

    Stories

    ***

    *

    *




    Not surprisingly, CRPGs and virtual worlds are very similar. Virtual worlds equal or outscore CRPGs on every category except two:

    • Escapism - Virtual worlds aren't as good at escapism as CRPGs because they break the user's immersion more. This happens when a) a player enters a medieval town that is overwhelmingly populated by people (other players) sporting weapons and armour, (in a more realistic world most citizens would be unarmed) and b) all the other people (other players) talk and act out of character. CRPGs have neither of these problems because there aren't any other players.

      By the way, if you think of explorers as being synonymous with real-life adventure tourists then you'll realise that worlds wishing to attract explorers either need a huge number of NPCs wandering around to dilute the number of players (tourists), or the worlds need to enforce role playing.



    • Stories - A CRPG can maintain a weak storyline that the player can experience, such as "save the world from the evil overlord". Virtual worlds cannot because in a VW one player's actions cannot affect the world's storyline, except in very rare circumstances. Players in a virtual world can create their own "stories" through their own activities though; while such stories are compelling because the player is part of the action, they are not the same finely crafted story that occurs in a professionally authored novel.

    Looking at how a CRPG's scores change when on-line functionality is added (turning them into a MMORPG or MUD), one can guess how an adventure game's scores will change. Below is a table listing how on-line functionality can be used to improve an adventure game:




    Adventure games

    Food

    -

    Narcotics

    -

    Danger

    Online-content can increase the danger if players are allowed to attack one another, and if there are tangible consequences for losing.

    Socialisation - politics

    Players will be able to communicate just like in a CRPG virtual world. They may be more limited in their ability to grief one another, diminishing the benefits for status, competition and gossip.

    Socialisation - friends

    Socialisation - status

    Socialisation - competition

    Socialisation - gossip

    Something new

    CCD (See below)

    Sex

    Virtual sex?

    Ferreting

    -

    Hunting and gathering

    -

    Migration

    CCD (See below)

    Money

    On-line economics make money more interesting than in off-line play.

    Learning

    Players can "learn" from one another by having interesting conversations.

    CCD (See below)



    Creation

    Players can share their creations on-line.

    Exploration

    CCD (See below)

    Problem solving

    Escapism

    If all the players role-play then an on-line system can improve escapism. If player's don't role-play then escapism will be harmed.

    Stories

    CCD (See below)

    For an adventure game, the bulk of the stimuli/drives cannot be improved by going online. Many of the categories are marked as "CCD", which is short for "Cheaper content delivery". It's the only thing that online content has to offer for the given stimulus/drive.

    Basically, if putting an adventure game online can make it cheaper (or better for the same cost) then players will go online. If going online does not reduce cost then online adventure games have little to offer, and explorers would prefer to play off-line adventure games.

    The perils of online distribution

    The Internet promises to be a frictionless (ie: cheap) distribution system. While a game may be sold for $50.00 at a store, the game company only gets (approximately) $15.00 of that due to COGs, distribution, and the supply chain. Theoretically, a game company could just distribute its game on the Internet, bypass all the expenses, and pocket the $50.00.

    As seen in the stimuli/drives list, potentially cheaper distribution is the main way an on-line adventure game can improve upon an off-line adventure game.

    Distributing on-line comes with a heap of problems though:



    • Renting vs. buying - To a customer, on-line distribution feels more like renting than buying because a) they don't actually get anything to hold, and b) as you'll see later, on-line distribution practically forces you to create a pay-as-you-play model.

      How much are people willing to pay for a rental? A lot less than a purchased product. People will pay $20 for a DVD, but are only willing to pay $5 (or less) to rent it. Does that mean that people willing to pay $50.00 for an off-the-shelf game will only be willing to pay $15.00 for the downloadable version? I hope not, but I'll assume this is the case.



    • Narrow-band - Most of the world is serviced by traditional 56K modems. Even people with broadband will find a 5GB DVD-sized download overwhelming. For on-line distribution to work, an online adventure game must be (relatively) small. Uru (which included Uru Live) fit onto one CD, much smaller than previous versions of Myst, because Uru replaced the movies and 360 degree bitmaps with real-time 3D animation.

      Reducing an adventure game's download size is a large task. The texture maps, 3D models, sounds effects, recorded speech, and cut scenes increasingly require more and more CD-ROMs in the package. (Although Uru Live is only one CD, if there were an Uru Live II that had the graphics quality of upcoming games like Everquest II, it would certainly require more data.) To produce an adventure game small enough to download, developers may need to replace many hand-painted texture maps with procedural ones, use more procedural models, reduce the number of sound effects, use text-to-speech with transplanted prosody, and animate cut-scenes on the fly.

      Ultimately these changes will reduce the visual and acoustic quality of the game. Players won't be willing to spend as much money without the eye candy. The $15.00 price-point might drop to $10.00 or even $7.00. (The only bright side is that the lower-quality graphics will reduce development costs.)


    • Bad purchases - Before I purchase a game I read reviews of the game to see if it will interest me. Even with that, I still "toss out" half the games I buy. Within an hour of opening the box I know that I don't like the game. The only reason I persist is because I just paid $50 for the game and I'm going to get as much enjoyment out of the game as I can, even if it bores me to death; I usually give up after about 10 hours of play. On-line players will give up before their trial-period ends.

      Therefore, if I had a chance to try a demo of every game first, I'd buy half as many games. If other players are like me then games distributed on-line would sell half as many copies as they would through retail.

      The only up-side to the equation is that free demos can catch players that wouldn't be willing risk $50 to try the game, but who end up liking it and are willing to pay for it. I suspect this is a false hope: Of all the games I've played from demo CDs or downloads, I have only bought one or two.


    • No commitment - When someone pays $50 to play a game but doesn't like it, they're going to stick with it for at least a few hours before giving up in disgust. (In my case it's about 10 hours.) However, when someone downloads a demo game, they don't have $50 of expenses that they feel compelled to "enjoy". Consequently, if the player's attention is not grabbed within an hour (sometimes 10 minutes), they're lost.

      What does this mean? A retail virtual world has approximately 10 hours to get the player hooked, so that they'll sign up for a further 20 months. A downloaded virtual world has only 1 hour.



    • Just browsing - Once software can be downloaded for free, you'll also get "browsers" who download the game even though they don't expect to pay for it. Shareware software has a browse-to-buy ratio of 20:1 to 100:1. If an adventure game is a 1GB download, 20GB - 100GB will be downloaded for every copy sold. If bandwidth rates are $1-$3 per gigabyte there isn't much hope of making a profit.

      Browsers cost money because downloads cost money, and their calls/E-mails to customer support cost money. To minimise these costs an online adventure game must be a small core that downloads on demand, and downloads the bulk of its data when the user pays.



    • Piracy - Piracy affects every game.

      Retail games experience three forms of piracy: 1) Organized crime that makes and sells 10's to 100's of thousands of copies; while not common in the US or Europe, such piracy is very common in Asia. 2) Friends making copies for friends. 3) People selling or giving away the game once they're finish. (Item 3 is technically not piracy, but it has the same effect.) I haven't heard recent piracy statistics for the software industry, but the music industry estimates a 40% loss of revenue due to piracy. Rod Humble, in an article for Game Developer Magazine (May 2004), mentions that one retail game with a free online component had seven pirated copies for every copy sold.

      When a game is small enough that it can be downloaded, pirates have a feast. I have never heard piracy rates for shareware (aka: downloadable games), but rates are intuitively much higher than software that's too big for a download. Just look at the popularity of (illegal) music downloads to get an idea.

      Luckily, there is a solution to this: An interactive experience cannot be pirated if important parts of the content are safely stored (and guarded) on a remote server. Anyone can pirate Everquest's client. They can't get hold of the server software or content though, so to play Everquest, a person must pay SOE money. (This is a bit of lie. It is possible to reverse engineer the Everquest server, but the user-experience won't be the same.)

      Conclusion: If an adventure game is distributed online, it should include a client/server model so that piracy is eliminated. The reduction in piracy might improve sales enough to offset the lower price-point.


    • Extra costs - Producing a client/server game is expensive. Not only are development costs higher, but network bandwidth and continuing product support are issues. See "Developing Online Games" (New Riders) for a detailed enumeration of the costs.

      Lower prices might have one advantage here: If customers are paying less money for a product, they generally expect less customer support. (This is not always the case. While working at McDonalds in high school, I encountered people that would whinge like crazy when their 59 cent coffee was too warm or too cold.)



    • Players give each other hints - Once a game allows chat (which an online adventure game will), players will give hints to one another. This will (at least) double the speed they chew through content. That means the adventure game must provide twice as much content, basically doubling its cost of development. (This is in addition to the costs incurred by adding Internet support.)

    • Advertising - If a game is only distributed online, advertising is more difficult. Retail games are advertised in magazines, internet-sites, etc. They are also "advertised" by their mere presence in a game store. Online distribution misses this second form of advertising.

    • Credit cards - People are not eager to give their credit-card details over the Internet. They are even less eager to sign up for a reoccurring credit-card payment over the Internet for a product they can't hold in their hands. Low monthy credit-card fees also result in a higher percentage of the payment going to the bank.

    What happens when all these issues are added up? An on-line adventure game requires 2x as much development time (because of hint giving and on-line development costs, but lower eye-candy costs), for one quarter the revenue ($7-$10/copy, and no revenue from bad purchases). A subscription service will bring in more revenue, but will also incur on-line service costs and continual need for new content. The number of paying players might increase because of much lower piracy rates and browsers that unexpectedly liked the game.

    Model 4: Achiever vs. Explorer content


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