The Future of Social Gaming


There is a real buzz surrounding Social Gaming, not just about its tremendous growth and success to date but also about its bright future, rich with lots of unrealised potential….and this means shed loads of fun for games players across the world.  The adrenaline is really flowing at Playfish as they unleash their creative talent and their employees do what they are best at….creating fun for all.

Social gaming has been spurred by the spread of social networking, faster Internet connections and powerful mobile devices, which mean that game makers are experimenting with a host of innovations that drastically improve online play.  The internet itself has ballooned in growth from 16 million users to 1.8 billion users in the last 15 years, driven by lower barriers of entry. Facebook is by far the largest Social Network with 400m unique users, with 200m of them playing games on the platform.

So far Playfish have created 12 online games, with over 61 million loyal fans who play their games worldwide.  But what gives them real heart and energy for the future is an appreciation that they are at the start of a journey, with so much more to achieve.  Look at the growth of Social Networks, particularly Facebook.  The statistics below in the previous blog story really underline the breathtaking potential to reach out to new gamers across the world.

Social gaming is fundamentally changing the way the games industry does business.  Gaming is moving from being a product-driven industry to being a service-driven industry, with the significant change in economics that comes along with that.  The internet is really driving major evolutions in how games are made and distributed: they’re changing from physical to digital, from products to services, from standalone experiences to social experiences, and from upfront payments to ongoing payments. That is a radical overhauling of the traditional business model. 

Social gaming is also a change in the way people traditionally play games.  Social games can be about things like cooperation and competition – arguably those are far more compelling reasons to play than the journey through some solitary quest a game designer has written, even if it’s written very well.

That core ability has created an entirely new discipline of game design, which takes game design out of the experience inside the game itself.  Rather, designers now must ask themselves, “How do we create an experience where people will want to talk outside of the game about what’s going on in the game, and bring other people into the game?”

This means that Playfish is able to bring games to where people hang out, and not ask them to identify as gamers. It’s a huge difference to a barrier of adoption, as witnessed by 200 million uniques right now. This sense of reaching ‘friends,’ not ‘gamers,’ is critical.  This leads to a sense of “social adoption” in games. Rather than finding games through specialist game stores or dedicated game portals, you find games through friends.

Playfish has real energy about the future……..we will certainly bring you the latest news direct from the fishes mouth!

Designing a Game Economy


Game economies fascinate me, figuratively, statistically and mentally. If you are drawn to the dynamics of the game economy ecosystem and would like to know more about it then check out the link enclosed. This is from the massively popular Ultima Online universe. It goes into immense detail as to the inner workings of the MMO economy and sets forth great examples, flow charts and theories.


Download the PDF here.

3 Common Pitfalls of Design Teams


This is a great post via Mike Darga's game design blog. This is a good start and I will be adding to this over time.

Over the past few years, I've noticed 3 difficulties that design teams of all shapes and sizes seem to have in common. Fortunately, these problems are all easy to diagnose and correct, with a little discipline.

1. Good designers talking past and frustrating each other because they've failed to agree what problem they're trying to solve.

Many "bad" design suggestions are actually good solutions to misdiagnosed problems.

If you've ever heard a very smart person suggest what you think is a very stupid solution to a problem, chances are that the two of you simply don't agree on what the problem is. This happens constantly in game development. Everyone may agree that a feature needs some work, but don't assume that everyone is on the same page with regard to what is wrong with it.

Solution: Taking 5 minutes at the beginning of a brainstorming meeting to list and prioritize the problems that need to be solved can save everyone a huge amount of misunderstanding, frustration, and extra work. It will also make the meeting much shorter, and provide a criterion by which to evaluate proposed solutions. For example, if problems have been listed and prioritized numerically, a solution that improves problems 2 and 3 but makes problem 1 worse can be easily discarded without argument.

2. Rushing through brainstorming and design to implementation, only to throw away all that work later.

Iterating mentally, on paper, and in brainstorms is easy and cheap. Redoing work and throwing away features is hard and expensive.

Game design is often like one of those old parables about a mischevious genie: you have to be very careful how you phrase your wishes. Often getting exactly what you said you wanted can result in gameplay that is unsatisfying, frustrating, or easily exploitable. This is especially true in MMOs or other large games where many systems can have strange interactions.

Sometimes an otherwise well-designed system can interact in strange ways with your player experience or IP. For example, it's a common practice to fight weak enemies at the beginning of a game, and work up from there, but if you're making a Superman game, you'll have to think very carefully about how weak those enemies will be before it seems strange that they pose a threat. Perhaps the easiest enemies in aSuperman game should be soldiers with flamethrowers, when in a World War II game those might be the most difficult enemies at the end of the game.

Solution: Fully write out docs for any new system or feature, even if it's one that will be "just like we did it last time" or "just like the one in game x." Even if the feature manages to be the same as it was before, the game surrounding it is not. Make note of features that are likely to have strange interactions with the new system, and follow up with the owners of those systems to make sure an ideal interaction is agreed upon and recorded in the design doc.

Make a point to think about and discuss how aspects of the game will actually FEEL, not just how much effort it will take to implement them. Describe it out loud, act it out, or draw it on the white board. Also make sure to consider how the game will feel when the player fails, not just when they succeed. It may feel fine for Superman to throw around a bunch of bank robbers, but how will it feel if one of the bank robbers actually kills Superman with his pistol? Maybe that enemy shouldn't be in the game at all, or maybe Superman shoudn't be able to die in the first place.

3. Thinking of polish as something that only happens right before the game ships.

Real polish is a mindset or value, not a stage of development. It's something that begins in preproduction and never ends, not a coat of paint to apply right before the game ships.

Developers like Blizzard and Valve are known equally for the quality of their games and for the long amount of time they spend working on them. Clearly the extra time gives them opportunity for lots of iteration, but I'd wager that given a hard deadline both those companies would make a more polished game in one year than many other dev houses.

There are lots of problems with roughing something in and intending to go back and polish it later:

* If the person who was intending to fix it either forgets, moves off the team, or leaves the company, it will either never be fixed, or be fixed by someone who did not originally implement it, taking longer and possibly even introducing more problems.

* If the team was reserving 4 months at the end of production for polish but ends up having to ship the game 4 months early, the game will have lots of unpolished content, instead of less content that is still polished.

* Revisiting content or a system to add more polish often requires more time from Art, Engineering, and QA, all of whom may have considered themselves finished with the element in question. This will either cause the schedule of the whole project to need reshuffling, or result in the feature never receiving the polish at all.

* If a polished version of a feature is never considered during initial design, it's possible that it will be implemented in a way that does not allow the additional functionality to be added in later. Then the only two choices are to tear out the system and re-implement it, or to leave it unpolished.

Solution: Always take the time to polish designs, implementation, and tuning as much as possible right up front. If it's absolutely impossible to get something polished properly due to tech that's not yet implemented, at least make tasks or bugs for each of the fixes needed and hold onto them, so the fixes won't be forgotten.

Planning to spend time at the end of the project to further polish is a great idea, and can make a big difference to quality, but it's important to develop as though that time will never come, because it often won't.

So you want to be a Game Designer?


This should answer all your inquires!

Mercs Inc Trailer


This was the game I was working on when EA decided to close Pandemic called Mercs Inc. It was bringing multiplayer to the Mercs franchise, amongst a ton of other cool features I am not at liberty to expose. At any rate, this was a super early version of the game. Enjoy!

Your First (And Last) Look At Mercenaries 3


This was another game that was in development while I was at Pandemic called Mercenaries 3. It's too bad that this game was canceled since this clip doesn't do it justice there were some other amazing mechanics that were in the pipeline.

1 year Anniversary of Pandemic Studios closing today


Today marks the 1 year anniversary of Pandemic studios closing. I just want to wish all those former pandemites well and keep making amazing games and pushing the boundaries physically, mentally and artistically.