The Wrath of the Lich King’s Farm

Posted by John Rafferty | May 7, 2010
There’s been a lot of talk over the past few years about approachable gaming mechanics infiltrating the hardcore space. When Madden 2011 releases this August, it will include a new gameplay feature meant to acclimate the gamer to an overwhelming virtual playing field of multi-button juke moves, coverage audibles, and receiver hot routes by speaking directly in the player’s ear. Sam Fisher’s latest adventure scrapped the classic Splinter Cell pure stealth, trial and error gameplay in favor of a more accessible choose-your-own-style-of-killing-bad-guys approach, to the chagrin of some of the series’ more rabid fans. Even Bioware toned down many of the traditional RPG elements in Mass Effect’s sequel in an effort to reach a wider market of shooter fans. Developers and publishers have an obvious interest in growing their audiences, especially considering the multi-million dollar price tags associated with AAA titles. Amongst all that approachable talk, however, there’s been little mention of the other side of that coin, that is, the hardcore mechanics of approachable, and social, gaming.
At this week’s Social Gaming Summit 2010, Ohai’s Susan Wu mentioned, almost in passing, that “Farmville is teaching non-hardcore gamers very hardcore tendencies, like click farming over and over and over.” When you think about Farmville, or most social game experiences, in that sense, their similarities to classic “hardcore” titles are readily apparent. Any World of Warcraft player can tell you that most early quests are little more than a study in patience as they “grind” away at leveling up their character. Unsurprisingly, Blizzard’s other giant, Diablo, perfected the art of point and click (and click and click) adventuring, driving players to addictive lengths for more virtual loot. Yet whereas these hardcore adventures had something of a narrative to drive, or at least condone, the relentless behavior, social titles have taken hardcore mechanics a step further in stripping out the story aspect in favor of pure digital goodie greed. You’re not saving a princess, after all, but merely building a bigger farm or hotel than your facebook friend, in an overwhelming display of pure competition – another traditional hardcore tenant. And if you don’t have the time to “grind” away building your restaurant, or hotel, or nautical wonderland, you can buy your way to the next level with virtual currency, similar to MMORPG’s gold farming shops – a practice even the hardcore community condemns.
These similarities, in conjunction with game mechanics’ growing presence in the social psyche (e.g. FourSquare, MyTown, Jesse Schell’s DICE talk), may mean that the differences between hardcore and approachable gaming experiences are becoming less and less about those actual mechanics, and more so about the game’s content. It’s this consideration that should impact gamers’ choices going forward, so long as game makers capitalize on the cross-over mechanics, and evangelize those options to a growing market. Gamers of all types can focus less on limiting their experiences based on those traditional classifications, opening the doors to an expanded gaming library they may have never even considered. That’s not to say that women 35-54 will soon be joining guilds as they raid the dungeons of Azeroth, but if they did, the Lich King might be surprised by their grinding skills.
Granted, this could all just mean that Watercooler’s Andrew Sheppard was right in that “more social games are being built as lead-gen applications [instead of actual game experiences]” and we’re doomed to addictive click harvesting till the cows come home.

Lich Farmer

There’s been a lot of talk over the past few years about approachable gaming mechanics infiltrating the hardcore space. When Madden 2011 releases this August, it will include a new gameplay feature meant to acclimate the gamer to an overwhelming virtual playing field of multi-button juke moves, coverage audibles, and receiver hot routes by speaking directly in the player’s ear. Sam Fisher’s latest adventure scrapped the classic Splinter Cell pure stealth, trial and error gameplay in favor of a more accessible choose-your-own-style-of-killing-bad-guys approach, to the chagrin of some of the series’ more rabid fans. Even Bioware toned down many of the traditional RPG elements in Mass Effect’s sequel in an effort to reach a wider market of shooter fans. Developers and publishers have an obvious interest in growing their audiences, especially considering the multi-million dollar price tags associated with AAA titles. Amongst all that approachable talk, however, there’s been little mention of the other side of that coin, that is, the hardcore mechanics of approachable, and social, gaming.

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Expanding the Gamer Experience: Why the Gaming Industry Should ‘Friend’ Facebook

Posted by John Rafferty | January 6, 2010
fb_addLast month saw gaming’s 2nd most successful November of all time. Impressive when you consider the current frugal economy and the fact that we’re already 2 years into this “current” generation of consoles, meaning the industry is expanding well beyond the extended cadre of casual gamers. All three consoles saw significant increases in sales and software purchases, including the Xbox 360’s most successful november ever with 819.5K units sold, while the Wii continued its dominant run, posting another 1.26M and Sony’s PS3 Slim surging with 710.4K consoles sold. With Microsoft, Nintendo, and Sony all finishing the year strong, who will continue their solid showing and prove to be the platform that matters most in 2010? Surprisingly, next year’s most important platform didn’t sell a single console this past month and yet sports more users than the “Big 3” combined. Granted, gaming isn’t it’s soul purpose, but Facebook and its growing population of over 350 million will continue to find itself the hot topic not just on marketers’ media plans and creatives’ concept boards, but also high on the lists of game developers and publishers wishing to expand their gamers’ experiences and grow their current audience.
Experts are worried that casual gaming’s growth will leave traditional publishers and their blockbuster titles with little room to reach a burgeoning audience, especially given the number of free alternatives prevalent on social sites created by developing upstarts the likes of Zynga and Playfish. “The market for intense, big, honkin’ huge games is more limited than people want to acknowledge. And the casual market – which is supposed to drive the later half of the console cycle – is busy playing other games,” remarks Arcadia Research analyst John Taylor. With this in mind, it’s no wonder EA anted up close to $350 million to buyout social developer Playfish last month (as discussed in November’s PLAYED), especially considering EA’s wealth of creative minds is more talented at developing graphically-rich, epic entertainment experiences the likes of Dante’s Inferno, or Medal of Honor instead of simple point and click flash-based gaming nuggets. But conceding to the “can’t beat ‘em, buy ‘em” rhetoric in expanding the casual market should only prove to be a part of a publisher’s gameplan for the changing industry.
The obvious route of leveraging (or buying) existing developers to continue to create mass-friendly casual games would surely net some success in both revenue and audience growth, but what should prove to be more exciting for publishers and gamers alike, are the possibilities social gaming opens up for those big-budget, blockbuster releases in terms of expanding the gaming experience while concurrently extending their scale and reach.
NCAA Football 10’s Team Builder (http://www.easportsworld.com/en_US/ncaafootball/create_a_school#/school/2251026429:1258150752) was a unique extension to the perennial title, allowing users to customize and create their own team (from uniforms to rosters) for use in-game via a simple, yet effective, flash interface on an EA Sports microsite. In its first week of release last summer at E3 over 100,000 custom user teams were created for mass consumption. Imagine the growth of that number if fans had the option to design with an identical Facebook app, and then share their creations on friends’ walls, or post images of their latest uniform designs to photo feeds. Instead of requiring users to visit a custom website and create a login to begin building their dream team, NCAA Football 10 gamers and college football fans alike could construct directly in the social platform – the ideal space to share their created content anyway. In this scenario, a game-changing feature is available not only to those traditional fans who play the title yearly, but to general football fans as well who may soon find themselves football gamers after creating a team they’d like to see in (virtual) action.
There’s no doubt in anyone’s mind that Activision’s Call of Duty: Modern Warfare 2 is by far gaming’s biggest blockbuster yet. With 6 million units sold and over $550 million in sales in its first five days, Infinity Ward’s striking first-person-shooter will certainly be top on gamers’ “most played” lists for months to come. Obviously MW2 is a title with little need for scaling a prospective audience, especially with analysts predicting sales to eclipse 15 million units during the title’s lifetime, but with a gameplay experience so lauded in the world of online multiplayer, it’s surprising that there isn’t an option to view your latest matches online or check friends’ leaderboards, let alone view your own game stats or customize your current soldier’s weapons and perks. Why not extend trash talking amongst friends to include stat-supported wall posts and kill cam video feeds? Instead of requiring gamers to be in-game on their console to create and edit custom loadouts, a simple Facebook flash app allows them to satiate their MW2 jones during some downtime at the office and then post their latest creation with a custom challenge to their friends for game time that night. The out of game interaction keeps the title top of gamers’ minds and the disc in their console, opening additional opportunities for publishers’ DLC.
WIth over 120 hours worth of RPG gameplay on the disc, you wouldn’t expect EA/Bioware’s Dragon Age: Origins to necessitate an opportunity for an expanded experience, but that’s exactly what gamers got with the free online 2D flash title available at DragonAgeJourney.com. Acting as a prequel to the epic adventure, gamers explore the beginnings of the Origins story and are rewarded for their efforts with exclusive unlockables for the disc-based title. Once again, why not allow gamers to experience this content within the social platform where they could share their progress, but more importantly, facilitate a cooperative experience with their bastion of Facebook friends. Zynga’s Mafia Wars and Farmville have close to 90 million active monthly users, many of whom rely on their “wall armies” to supplant their gaming success. You’ve no doubt have seen the myriad of friends’ news feed updates: “Matt is offering a bounty for any friend who fights his enemy”, “Ellen found a lost White Kitty on their farm”. And while these feeds serve to promote the user’s progress and advertise the game, they’re also giving Facebook friends the opportunity to play cooperatively through their chosen adventure, albeit in slightly shifted real time. But if CMUNE can make Paradise Paintball, a 3D first-person Facebook shooter, can blockbuster-worthy, epic RPG adventures be far behind?
Publishers and gamers aren’t the only groups who should find this expanding platform exciting, however. Marketers have a place to play in the changing space as well. While designing and developing for the social platform is definitely more quick and cost efficient than most console titles, dollars and hours are still necessary to create successful programs. Advertising dollars can go a long way to bringing these experiences to life and connecting audiences to expanded content. For brands looking to extend an effective in-game program, these Facebook opportunities can provide the online presence to support the initiative. And those marketers who haven’t found a great fit in the AAA-title space due to long lead times, cost, or even content, could have an alternate solution for their media mix, via a relatively familiar advertising platform.
While experts raise concerns and panic over social gaming’s impact over the traditional space, it’s up to the publishers themselves to embrace the evolving market and capitalize on how the platform can enhance their audiences’ experiences, outside of drowning gamers in a flood of “snack-sized” titles. A social gaming/traditional gaming “friendship” could prove to be a gamer’s best friend in 2010.

fb_add

November 2009 was gaming’s 2nd most successful November of all time. Impressive when you consider the current frugal economy and the fact that we’re already two years into this “current” generation of consoles, meaning the industry is expanding well beyond the extended cadre of casual gamers. All three consoles saw significant increases in sales and software purchases including the Xbox 360’s most successful November ever, in terms of 360 revenues, with 819.5K units sold, while the Wii continued its dominant run, posting another 1.26M and Sony’s PS3 Slim surging with 710.4K consoles sold. With Microsoft, Nintendo, and Sony all finishing the year strong, who will continue their solid showing and prove to be the platform that matters most in 2010? Surprisingly, next year’s most important platform didn’t sell a single console this past month and yet sports more users than the “Big 3” combined. Granted, gaming isn’t it’s soul purpose, but Facebook and its growing population of over 350 million will continue to find itself the hot topic not just on marketers’ media plans and creatives’ concept boards, but also high on the lists of game developers and publishers wishing to expand their gamers’ experiences and grow their current audience.

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RAFFERTY’S TOP 5 NINTENDO-MADE VIDEO GAMES

Posted by John Rafferty | February 25, 2009

nintendo

In this edition of “Top 5,” Benny asked Rafferty to list his Top 5 Nintendo-made Video Games of All Time. Check them out after the jump…

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AURAL KAOSS

Posted by John Rafferty | January 29, 2009

korg
(Due to space constraints in the latest issue of PLAYed, half of my CES blurb didn’t make the cut, so I’m posting it here with bonus multimedia content.)

Staring in awe at 105″ HDTV screens usually makes up a large part of my CES experience. And with new sets touting a billion-to-one contrast ratios and really absurd 3D goggles, I thought for sure I’d be bloodshot and over-stimulated once again at the Samsung, Pioneer, and Panasonic booths; but instead, this year brought a couple of aural surprises that let my ears enjoy the CES festivities as well. Hit the jump for the audio goodness.

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The Object of the Game Is To Make the Game, 2

Posted by John Rafferty | November 28, 2008

To pick up on part one of this post, LittleBigPlanet’s chief raison d’être was to be the creation and sharing of unique user levels, satiating users’ game development desires while concurrently extending the gameplay experience for the whole LBP community. Unfortunately, it seems that promise was too good to be true as user-created levels have been disappearing left and right thanks to Sony’s new ‘moderation’ guidelines. Despite the wave of deletions, DIY-gamers are still building extensive, fan-favorite additions, including this Street Fighter-influenced gem by…

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