Blog about Free to Play (F2P), Mobile Games, Online Games or the Game Industry in general by Teut Weidemann.
"World of Warcraft is officially Casual!"
Fiction Book on Nano Tech
German Developer Awards 2008
Browser Games Forum 2008
This time some big news overshadowed the conference. Not only did Bigpoint, one of the biggest BG publishers, sold their majority for 100 Million US$ to NBC Universal, but also Gameforge, the other "biggie" announced a planned turnover of 100 million euro ... per year.
How Game Interface Comforts can destroy MMO's
Community is about communication, that’s obvious right? Richard Bartle in his book "Designing Online Worlds" clearly defines the stages of communities and one of them stands out: community of interest. The members share a common interest and hook up together.
In a MMO it is important that players get connected real soon as they meet people and start friendships. This will be the major reason why they stick to the game later on. If you fail designing your game to support this people will leave with less resistance compared to players who already met friends.
Now lets see what starting players communicate most: questions either about the game mechanics or the game content. The first is quickly resolved when they learned the game and its functions, the second however never stops unless they played through the game's content.
Players ask where a mob is, how a quest is being solved or simply if people want to help them for particular content. Other players will gladly help or players with the same quests team up as they share the same interest. And quickly bonds are forged and friends are met. To design your game to enhance meeting people is key to build up a strong bonded community so people won't leave the game behind easily.
Now game designers think in game mechanics, not in community mechanics. That’s the first mistake they do and unfortunately the negative feedback is coming very late to correct it.
Wrong game mechanics get immediate feedback and correction is mostly easy. Community building mistakes are much harder to read and to analyze.
Lets look at an example. Warhammer Online (WAR) has the tome of knowledge and an intelligent map. Both will tell you where to go for each quest and what to do exactly. In fact the map marks the areas of quests you accepted and also tells you which quest to finish in that region. That eliminates most of the community connecting questions people will ask. That is the number one reason why the chat is so silent in WAR besides the chat interface design.
The consequence: people will not find online friends as easily as in other games. In other words the user interface comforts is limiting the community growth of the game.
Note that World of Warcraft does not support any kind of that feature but there are add ons who do that. But their use is entirely optional and you need to install an Add On to make it work, a major obstacle for starting players. As soon as those players have advanced knowledge they are fit to use it, but at that point they met enough people online to have connected and stay.
So listen designers: carefully consider your game design what it does to community growth and stickiness, not only in term of game mechanics.
g-speak overview 1828121108 from john underkoffler on Vimeo.
Gstar Seoul - Korea
I am being invited to the GStar show in Seoul next week to talk about the European MMO market and its differences to the Asian. I nearly canceled it but was too intrigued to travel to the future of online gaming. The Korean market seems years ahead of us and their experiments in online games, social networks and online advertising are too interesting for me to pass.
Imagine: Korea has over 3500 development companies doing online games. I guess that’s more than all games development companies combined in USA and Europe. Their problem is market saturation and they need expansion space.
Until today they haven’t learned how to enter foreign markets, as we haven’t learned to enter the Asian markets. Now what would happen if they learn how to do successful games in their market and ours? With their experience, development power and money they would swamp and conquer the online market here. Blizzard beware, there is a huge attack incoming!
I try to get as many impression as I can and share them with you. If you know any specific game you heard about but isn’t well known here let me know and I check it out over there.
PC Gaming is Dead - NOT -
Game Settings that don't sell
One link ....
In case you missed it ...
WAR Patch 1.01 - Fix and Break
Holy Warriors Guild Meeting
Shutting down MMO's
Western View on MMO Population
WAR(hammer) Online, MMO in silence
Blogging on iPhone
So watch this space for more frequent updates.
[Posted with iBlogger from my iPhone]