Tuesday, February 3, 2009

Episode 5 : Facebook Seminar

It's really quite a shame, that I'm not allowed to blog about my own presentation material. I would just love to go on and on and on about Graffiti.

There's just so much to talk about, and so much to be surprised about.

A total of 7 applications were presented during the seminar. All applications are worthy, most of them pretty creative, some flashy, and most requires complex technical programming. All these factors combined, with a carefully planned out game-play sequence or work flow, it's no surprise that the active user counts reached into the millions.

Graffiti, however, if you noticed, has none of the qualities mentioned above...

Its not really too creative or novel, no flashy animations or colors were used in the design, and I doubt that its too difficult to do up the program with the world wide web's support. It's active user count, however, sky rocketed ... and even with big names like Intel and Dell throwing in sponsorship moollahs.

One can publish an article analyzing the reasons for its blossom ... but personally, I believe, it sums down to 3 simple letters.

...
U G C , at its best.

...
...
...
I'll stop here for now ... and leave the imagination to everyone else. Do think through one question though:

Can you think of another facebook application like Graffiti, which allows the creation of true User-Generated Content to promote its growth?

Applications that allows the user to choose from a limited template of items shouldn't be classified into the same category. Fluff friends lets you choose a pet out of a limited number of creatures ... and to choose backgrounds from a limited set. The "uniqueness" of these "UGCs" is limited only to the finite mathematical permutation of these different items. In the case of Graffiti, however, the permutations are infinite ... just like Wikipedia and YouTube.

And know what? Drawing a Graffiti expression, is much simpler and motivating than writing up an entry in Wikipedia, or making a video for YouTube.

Lastly, before I begin my application seminar entry proper, here's the highly acclaimed ...

"Personification of Evil"







Bwahahaha ...

I'd like to thank my beloved friend, Liu Ling, for her work on the Graffiti. :)


    Facebook Seminar Application Critique


Being quite an avid gamer myself, and for my constant amazement and curiosity at games programming, I'm going to talk about Elven Blood. Partially also, that it is VERY IRRITATING having hordes and hordes of invitations from friends to join their parties in Elven Blood.

The team gave a pretty thorough presentation for the application. Many points caught my attention, and got me thinking. Here's my 2 cents.

1) Shortness of Quests
This particular sentence from the presenter especially got my thinking gears moving :

"The Quests are completed too soon ... Development can't keep up with gameplay .... usership dropped tremendously"

In general, I believe that multiplayer games on the internet can be classified into 3 categories:
  1. Linear Gameplay
    An example is Playfish's Geo Challenge. A fixed number of stages are set, and fixed by the developers. Players can only play the stages from start to finish with minimal interactivity with others. The only basis of competition is via the scored points.

  2. Exploratory Gameplay with Maintainance
    Partially-linear games which are exploratory in nature, but require frequent developer's expansion and intervention to retain players. Elven Blood probably belongs here. User can interactly nicely with other players ... but the main objective of the game is probably to completes quests. So ... what's next after all the quests are completed? The developers will have to create expansion and continuations. No doubt that these games will attract a good mass of initial users, but to retain them, the developers will end up working all day to maintain it. Not too desirable...

  3. Exploratory Gameplay with Low Maintainance
    Warbook, Battlestations, Pet Society? Same as category 2, except that the game is pretty iterative in nature, such that it still remains fun even when the developers stop development for a long while. In Warbook, after players get more gold and more land, they attack other players, become more powerful, and the cycle repeats. Along the way, they form parties that bond and disperse. In these ways, a community is formed. Lesser developer intervention may be necessary, so in the meantime, the developer can go ahead to persue other money making avenues.

Elven Blood falls into category 2. The game is fun initially ... but the proliferation of players mean that development will have to be fast to maintain this source of revenue. The fun derived from the game is almost as short lived as the finite features programmed into the game.

At time, I wonder if these kind of games are worth perusing at all. It may work if its a single player game like Final Fantasy, but in a multi-player environment, we really need borderless and limitless gameplay to simulate a true community. That way, the players can enjoy the game timelessly, and the workload will be reduced on the development side.

2) Blessings and Sponsorships
From my understanding, Elven Blood obtains its revenue from companies which advertised in its platform. Clicks or views to these companies' website are integrated in-game as "blessings", which can grant boons and enhancement to one's character in the game. The presenters claimed that this will not distort or disrupt game-play ... but I can't help but disagree to a certain extent.

By granting bonuses whenever players clicked or signed up in the advertiser's websites, I feel that the developers are openly manipulating the players like marketing chess-pieces in the game. In a way, indirect manipulation. It certainly starts a chain effect to force people to click on the ads, since they cannot receive blessings (and get ahead in the game) without them.

Sure, some gamers might not have the initial intention to invoke these blessings. However, seeing so many other players (sometimes opponents) getting ahead by spamming the blessings, they are forced to follow suit. This sets off a chain reaction. If not handled well, the gaming environment can be thoroughly destroyed and overtaken by marketeers and profiteers. User ship will like fall to a halt, and complaints and critics can be expected to appear from everywhere.

I've come across an MMORPG called Dark Ages. What I have heard, is that the money minded admins have ended up destroying the game by releasing powerup items cheaply for real money. User (who originally have to pay to play the game) became dis-illusioned by the blatantly obvious marketing core of the system, and simply stopped coming.

Eventually, a game is meant to be fun, fair and entertaining. An ideal business model should return revenue (albeit a little lower), but at the same time maintaining the fairness of the gaming environment. The most basic form of advertising that falls under this, I believe, will be banner advertisements. Other forms may perhaps be additional features, like what Intel and Acuvue did to Graffiti.

3) User Generated Quests
UGC has proven itself to be an undeniable means of spurring user activity. Minimal developer intervention is needed, as the user's creation continues to make the applications stay afloat or soar.

I can't seem to picture, however, the idea of having user-generated quests integrated into Elven Blood. Among the good users, there can be many malicious users lurking around with inappropriate intentions. If their generated contents goes unchecked in a game like Elven Blood, the whole game-play may become quite twisted. On the other hand, if developers were to check every single one of the submitted quests, development workload may amplify by a large degree, and many contributors are bound to be dissatisfied and turned away by the quality control.

What I feel about UGCs, are that there are no midpoints to it. The flood gates can either be fully opened, or tightly shut.

I may be wrong ... but I'm a little doubtful about the suitability of user generated contents being integrated into online games.


Elven Blood
Before attending the seminar, I have largely heard about Elven Blood, and have been in constant bombardment by invites to join parties from the x-th inner circle. I didn't try out the app then, as i didn't feel that I'll like it. It seems to me like a very forceful embedding of a marketing powered game engine onto facebook. Also, from what I have previously heard about the application (which turns out to be correct as explained during the seminar), it is not as scalable as users might have expected it to be. From the time of the very first bombardment of invites I have received from friends to add the application, I have a hunch that the application will only last as a hype.

The fascination is not completely over yet though. Let's wait and see how things go from here.

10 comments:

  1. 'I feel that the developers are openly manipulating the players like marketing chess-pieces in the game. In a way, indirect manipulation. It certainly starts a chain effect to force people to click on the ads, since they cannot receive blessings (and get ahead in the game) without them.'

    Very nice strategy and certainly one of the old tricks up companies' sleeves. This illustrates the principle of the bandwagon. Quite similar to what prof ben has mentioned before, 'you jump, i jump' Though this one is ' you jump, everyone jumps too !'

    Kevin

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  2. I agree with you in that 'the game will only last as a hype'...I had first tried this game for the presentation and I found player spammming my facebook inbox asking my to add them on my party!
    Talking about this reminds me of something that we realised during our discussions, but quite didn't highlight it during the presentation due to time constraints: the players in the game add each other on facebook as friends and then on each other's party.They later remove each other from the main facebook list of friends....so instead of outsourcing invites for adding the app, it keeps circling within the users themselves...so the so called sound marketing strategy has a loop hole, that i think cant be repaired without some restrictions to irritate the users....

    dhiviya

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  3. Kevin>
    I'm wondering if its even ethical to create games like that. It seems to hint that the quests and missions are only a fake front for a marketing intention. These kinds of disruptive advertising may put off avid gamers. Also, what's the value of "forcing" users to click on advertiser's banners, if they are after nothing more than the gaming blessings? 90% of them may just click and close the webpage again after the blessings are credited.

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  4. dhiviya>
    Is that what users really do? That's kinda interesting ... haha. Actually, from a facebook networking point of view, I think that's pretty good. Games such as Elven Blood and Battlestations kinda force you to add as many users as possible as "trading buddies" or "party members". Benefits and rewards in the games increase exponentially with the number of friends added. So ... most users will have a huge list of facebook friends, but only a handful of real friends whom they know and really talk to. These kinda game mechanism is quite destructive to facebook's purpose of existence I feel. This is certainly not social networking, from my point of view.

    Maybe that's why apps like Whooper Sacrifice should be appreciated... haha

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  5. Janus! I want to complain! Your beloved Graffiti has a shocking lack of features... >_<

    I went to add Graffiti on my facebook right, and then happily took a minute or two to draw this graffiti to send to person A. However, I'd put person B as the reciepient by accident earlier...

    To my horror I cannot change the reciepient after I discovered the mistake! *sad*

    Not only that..I decided to send it to person B since I spent so much effort to draw it, so someone must see it.. ^_^ And I sent a apology facebook msg to B coz the picture named A as the reciepient...

    Then B replied to say that Graffiti has no feed so he didn't even realize he recieved a Graffiti until he read my msg...>_< self pwned...

    It is unbelievable that such an app has so much sponsorship from companies!! It is not user-friendly AT ALL!

    I'm just going to put it down as sheer luck that Graffiti got so much sponsorship... I had a horrible user-experience using it....

    *pissed at Graffiti* =(

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  6. Hi Janus,

    I agree with you that Elven Blood's model of gaming sucks. Haha. Gamers are never stupid people and know that they are being suckered! Hence they will not have any form of loyalty towards an unethical game. They will be happy to quit once they satisfy their gratification about the game.

    Nevertheless, the hype is there for good reasons. Elven Blood has a reasonably engaging story line. And the progression is quite fast, hence players can see progression and seek progression.

    In a way, it is an engineered hype, not a lucky hype.

    I do strongly disagree that UGC is the way to go. Haha. I just reply you on my blog.

    If I were to put it bluntly, UGC is like a rubbish dump. Newbies throw all sorts of thrash into it, then put them on their personal portfolio, and go for REAL job interview. No doubt, there are some gems in the thrash. But those are exceptions rather than the rule. If you end up with a UGC portal that has more gems than thrash, then good for you, the rubbish dump becomes a Gold Mine!

    As to how I see UGC work in online games. I remember back in those days where I play this MUD game call Age of War. There is a main server, but the developers have another server where they can program their own zone(using the linux mud language). If the zone is good enough, it get integrated into the main server. The fun thing is, they invite top players to develop zone as well.

    It is a small community hence easier to manage and there are proper quality control checks. This gives rise to lots of innovative zone design and fun for the players!

    There are many Real Time Strategy (RTS) games that provides an in-game map editor for players to make their own map. However it is not what I am looking for. These editors are quite cumbersome to use. Besides, its purpose is just creating another map to do the same old stuff.

    I envision another of such gaming platform, where users can also make their own RPG dungeon and put it up for others to play. Elven Blood is a good platform because it is a simple structure, hence easy for a user to do. It can be potentially fun if a few talented users are able to devise a fun and engaging story!

    Boon

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  7. "we really need borderless and limitless gameplay to simulate a true community. That way, the players can enjoy the game timelessly, and the workload will be reduced on the development side."

    It is really hard to settle a nice app once for all, but I agree with you in this case. A good game cannot rely on a good story line and that's the reason why WC3 is more much successful than AOE3. Some people believe some world ranking is the initiative for user to play the game and I totally disagree with it. Play with AI is not bad and the essential lies in how to offer a fresh feeling to the gamers. Such fresh feeling cannot be brought by anything, but people themselves. Create a nice place for user to interact among themselves, that's what I would like to bear in mind.

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  8. Hi Janus, just to answer to your UGC doubts. There are some games that have tried using UGC to generate game content, and they are very successful. Neverwinter Nights (NWN) is the ideal example. The level editor that comes with the game allows players to create their own levels and dungeons. If you log on to their multiplayer campaign, you will have access to these dungeons that players make. Some of them are really impressive. While these UGC dungeons are not exactly related to the main gameplay, they are a reason why the game is still being played although the storyline is probably dead by now (NWN 2 is already out). NWN also supports these UGC online (http://nwn.bioware.com/developers/) I believe some modules in NUS also uses the level editor in NWN to train students in level or interactive story design.

    How can this be applied to Facebook games like Elven Blood? Personally I don’t know. But I don’t believe UGC in games are impossible. Perhaps the next killer app will be from someone who can integrate UGC into the main gameplay itself (which NWN does not).

    Anyway Kian Boon, you are confusing me… Doesn’t “I do strongly disagree that UGC is the way to go” contradict with “I envision another of such gaming platform, where users can also make their own RPG dungeon and put it up for others to play.”

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  9. Thanks Justin for the info about NWN~
    I still find it challenging to integrate UGC successfully in FB games~~


    btw, your friend Liu Ling is such a wonderful artist :) You can ask Ben to change his never-changing profile photo to this nice portrait !

    Boa

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  10. To Justin: Envisioning UGC to work does not mean that UGC is practical. I envision to developed superhuman powers of Spiderman does not mean I can eventually do that.

    The conditions need to be right. Well, to be honest, Starcraft and Warcraft did it quite successfully, when we see numerous innovative and creative maps, like Tower Defense, Footman War, Helms Deep, and of course, Defense of the Ancient.

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