Archive for September, 2009

fuzzy game score

A mix of very precise scoring with fuzzy subjective guidance.

10 Masterful
9.5 to 9.9 Incredible
9.0 to 9.4 Outstanding
8.5 to 8.9 Great
8.0 to 8.4 Impressive
7.5 to 7.9 Good
7.0 to 7.4 Decent
6.0 to 6.9 Passable
5.1 to 5.9 Mediocre
5 Meh
4.0 to 4.9 Poor
3.0 to 3.9 Bad
2.0 to 2.9 Terrible
1.0 to 1.9 Abysmal
0.1 to 0.9 Worthless
0 WTF?

http://uk.games.ign.com/ratings.html

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acquire & keep users

“A company’s success on Facebook revolves around three factors: ability to maximize viral channels (to drive new users), the ability to create an effective internal engagement loop within an application, and access to an open communication channel with Facebook’s platform people.”

http://www.allfacebook.com/2009/09/the-zynga-influence/

  • Have something to drive new users (Attract)
  • Work to keep new and existing users engaged and happy (Engage and Extend)
  • Good relationship with the platform owner to stay live and ahead of the curve

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do you have a coherent, valuable micro transaction design?

“What are you selling?  Are you selling content, expansions, accessories, customization items, functional items?

What 10 items are going to be driving your sales on a daily basis?  This needs to be decided while your game is in the production cycle.  Trying to determine this late in development or changing the direction of your game to accommodate this will often ruin the consistency of your game design.  Plan from the start and know the role virtual goods are going to be playing in your game.

How are you going to convince players that they need to purchase your virtual goods/content?  Will it be via your website or game launcher?  What messaging will you use?  Will you offer them sample cash shop items via a quest in-game? “

http://www.industrygamers.com/galleries/industry-insights-10-tips-for-success-in-the-free-to-play-market/6/

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i is popular

“I” is the most popular word at the start of a tweet, and is the 2nd most popular word used on Twitter.

Only ~10% of tweets contain a question

This compares to general advice on good blogging, which recommends that readers prefer less “I”, and the human brain response well, and better remembers intriguing questions.

Are we becoming more narcissistic?

Source Oxford English Corpus

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boredom feeds your imagination

“…we also live in a world where every minute is filled with television, computer game and other distractions.  There is no time to be bored any more and that means our imaginations are beginning not to work as well as they could. People whose imaginations have withered can be rather dangerous folk, because they cannot understand how other people think or feel, and they tend walk safe and well worn roads, rather than exploring where new ideas might lead them. They miss the magic. Without imagination, the world becomes a very dull place.”

John & Caitlin Matthews in StoryWorld

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… and add a pinch of gaming

addgame

Interesting quote & suggestion for how ‘old’ media companies can transform themselves – not sure that I buy the idea that everything can be solved by the addition of being a game, although some interactivity, rewards and a social aspect would help lots of things.

Plenty of people want to a simple ‘experience’ without having demands of interaction placed on them.

http://www.bruceongames.com/2009/08/28/some-free-advice-for-michael-grade/

“New media has the enormous technical advantages of interactivity, connectivity and non linearity. Gaming adds to that the powerful reward mechanism for the successful completion of tasks. Old media looks truly pathetic compared to this. So whilst new media grows from strength to strength they are doing so at the expense of old media. Old media is in big trouble and it is getting worse for them by the day.

But there is hope. The only thing that ITVplc have that is of any real value is their brands. They own a big pile of IP that is extremely well known in Britain. These brands can be scrubbed down, rejuvenated and adapted for the new media. It really isn’t rocket science. Gaming and social networking are the two obvious mechanics that are just sitting there waiting to be applied.

So here is the recipe. ITVplc need to set up a game publishing division. A small budget of perhaps £100 million should be enough to get this off the ground. Then they need to make a variety of games centred on their brands. All sorts of games. Social games, self development games, educational games, MMOs, casual games, telephone games. And across different platforms. Very rapidly indeed they would become Britain’s biggest game publisher. And more, because unlike broadcast, games are not constrained by geographic boundaries. With games the whole world becomes their oyster.”

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social media revolution

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