Archive for March, 2015

pick the right number of choices

Every choice takes some mental energy. Make the choices you offer the player ones that matter and that they should care about. Don’t make them burn energy on thinks that don’t matter or aren’t meaningful. 

The only thing worse than never having a choice is always having to choose 


Leave a Comment

the role of a whip in political games

Thinking about the possible roles in a multiplayer game with a more political aspect. Player’s will need to organize, recruit and remind players of their goals etc. This matches the real world role of a whip.

A whip is an official in a political party whose primary purpose is to ensure party discipline in a legislature. Whips are a party’s “enforcers,” who typically offer inducements and threaten party members to ensure that they vote according to the official party policy.

 A whip’s role is also to ensure that the elected representatives of their party are in attendance when important votes are taken. The usage comes from the hunting term “whipping in,” i.e. preventing hounds from wandering away from the pack. In the United States there are legislatures at the local (city councils, town councils, county boards, etc.), state, and federal levels. The federal legislature (Congress), state legislatures, and many county and city legisltive bodies are divided along party lines and have whips

Leave a Comment

YouTube and Twitch are part of the game designers ecosystem

“Because there’s so much awesome stuff that’s happening on YouTube, the videos that people are posting, the amazing creations that people are making on Minecraft, all the League of Legends stuff – this didn’t exist before. I think the innovation is just happening in a place where it might be a little bit outside of the control of the developer.”

Leave a Comment

thinking about delighting users

“That’s been really the challenge that I’ve been suffering: how can we look at the business differently rather than thinking about ARPU’s, what the numbers are, what knobs to turn etc? Instead, we should be thinking about what experiences can we deliver that are going to delight users. The crazy thought that I was giving with the talk today was I believe that there are going to be companies out there that really practice and really understand the value of user experience over time.

Leave a Comment

600% more time spent in multi-player than single player

I can tell you that Steam users have put an aggregate of about 3.8 billion hours into Dota 2. I can tell you that Steam users tend to put nearly 600 percent more time into the multiplayer mode on Modern Warfare 2 than the single player mode.

Leave a Comment

quality through good tools

  1. Erase and rewind – manage your technical debt as you go along rather than between releases. 
  2. Reduce iteration times – count loops through workflow and measure the times to calculate ROI
  3. Customize for your needs
  4. Brand your tools – encourages investment and builds integrity to your tools. Add a little polish and fun. 
  5. Celebrate your victories 

Ubisoft music tools developers GDC15

Leave a Comment

one wow after launch

There should be a plan for a ‘wow’ feature reasonable soon after launch

Eric Schmidt

With any service release there needs to be something in the pipe to release quickly enough to catch the early audience and wow them. Missing this opportunity is a big miss. Teams need to have the infrastructure and capacity in place to deliver something quickly. 

Leave a Comment

Older Posts »