The Well Played Journal, volume 1, issue 1

ETC Press has posted the first issue of the new Well Played Journal.

Here is issue 1, volume 1.

Minecraft, Beyond Construction and Survival
Sean C. Duncan

Architecture as teambuilding in Left 4 Dead 2
Matt Haselton

Afterland – From well theorized to well learned?
Konstantin Mitgutsch, Matthew Weise

Little Big Planet and Metal Gear Solid 4: Being Old Sack Snake
Caroline C. Williams

 

A criticism of Xbox Live Arcade

I think I was overly optimistic when WiiWare was announced, imagining a future where consoles would be opened up to all developers, unleashing a wave of creativity.

But the question of control continues to be an important question, perhaps the most important for video games.

2d Boy Ron Carmel has posted a lengthy analysis of why he thinks XBLA is past its prime. Much of it comes down to the issue of control: the platform policies are built on centralized quality control, and individual contract negotiations, and Ron asks whether this really improves quality.

To boot, his data indicates that developers are slowly leaving XBLA.

Some of the more interesting suggestions:

  • Create a fair contract that doesn’t require negotiation. Everyone I know who’s been handed Microsoft’s boilerplate distribution contract for XBLA was angered and offended. It’s the most exploitative, one-sided distribution contract I’ve seen. I suspect it’s a holdover from the days where Microsoft only dealt with large publishers/developers and contracts were handled by teams of lawyers on both sides. Lawyers are probably used to conducting this kind of adversarial negotiation that begins with an unreasonably one-sided version. Smaller developers that don’t have a legal department are not used to this sort of thing. We each waste months of our time and Microsoft’s time negotiating the same stuff out of the contract, over, and over again. All that time, and in some cases money, would be much better spent making the game better. Efficiency aside, it’s a terrible way to begin a business relationship.
  • Solve the content discovery problem. This issue has three components. First, is bringing as many 360s online as possible. Microsoft is already doing a good job here. Last I heard the 360 has the highest online connectivity rate among consoles. Second, making it obvious to players that they can buy and download games. Too many people still don’t know what XBLA is, or that you can download games directly onto your 360. The dashboard should be designed in a way that makes it obvious that this is a possibility, and make it super easy to get into. Third, It’s important to put the best content in front of the player so that they have a positive experience purchasing games and would want to do it again. There are many approaches to this: Steam’s discounted promotions, the App Store’s Featured section, Kongregate’s top rated games list (top rated new games, all time top rated games, etc). The platform owner needs to make it SUPER easy for their users to buy software. This is how Apple, intentionally or not, solved the so called “piracy issue” (don’t get me started on how wrongheaded it is to think of those that download a game for free as “pirates”). The purchase process is so simple, smooth and painless that it’s easier to pay for an app than to “pirate” it.
  • Drop the greenlight process and open up development to everyone. Is the quality of the average game on XBLA higher than the average game on the App Store? Probably. There’s a ton of crap on the App Store, but the App Store has hundreds of thousands of games, compared to mere hundreds on XBLA. There are many, many more great games on the App Store than there are on XBLA. If done right, the curated approach may result in higher average quality, but it definitely results in fewer good games because of the overhead involved with bringing in each game. Players judge the quality of a platform by the quality and quantity of the BEST games available on it, not by the AVERAGE quality of all games.

And I find myself agreeing with this line of thought. The existence of low-quality music does not prevent me from enjoying music, and the existence of low-quality iPhone or Android game does not bother me either. Has the walled garden approach run its course?

Speaking on Gamification in Philadelphia

This Monday October 3rd, I will be participating in a panel on gamification at the Wharton school in Philadelphia.

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Gamification: Practical Advice from Game Developers

Monday, October 3, 2011 from 6:00 PM to 9:00 PM (ET)

Philadelphia, PA

Please join us for a networking event and discussion on gamification and game development, co-organized by Prof. Kevin Werbach (Wharton) and Nathan Solomon (Philadelphia Game Lab).

Computer games have long been the benchmark for well-designed, meaningfully quantified interactive user experience. Recently the term “gamification” has come into common use for applying gameplay functionality in non-game contexts. Is there more to this trend than hucksters throwing badges and leaderboards onto every website? What really makes games compelling? What can technologists, businesspeople, and game developers learn from each other?

We’ll begin with pizza and informal networking, followed by an overview of the state of gamification and a panel discussion featuring experienced game developers. Meet local entrepreneurs, developers, user experience experts, marketers, and students, and learn more about this emerging area.

 

Panelists:

Moderator: Chris Grant (Joystiq)

Jesper Juul (NYU)

Margaret Wallace (Playmatics)

Ethan Mollick (Wharton Management Dept.)

Eric Goldberg (Crossover Technologies)

Frank Lee (Drexel Game Program)

 

Attendance is free but space is limited. Register today!

Practice: Game Design in Detail

Please join us for Practice, our game design conference at New York University October 28-30, 2011.


What is the practice of game design?
Out of all the disciplines needed to make a game, game design is the most critical but least understood. PRACTICE is an unprecedented gathering of professional game designers that takes a rigorous look at the ideas and methods of game design.

Bringing together veteran designers across computer and videogames, paper games and sports, PRACTICE takes a close look at the nuts and bolts of game design. Through lectures and panels, workshops and discussion, we will explore the practice of game design, with a head focus on the concrete, day-to-day activity of designing games. And there will be plenty of time of gameplay and socializing too.

PRACTICE is not a conference about business, technology, or how to break into the industry. If balancing the variables in a virtual economy or theorizing about the effect of rule changes on a player’s emotional experience sounds like fun to you, this is the conference you’ve been waiting for.

This two day conference will be held at the Game Center on October 28th-30th, will a full schedule of events listed on the PRACTICE website.
Space is limited, so those interested in participating must purchase tickets.

For more information about the conference, follow this link.

NYU Students, Faculty, Staff, and Alumni – $400 (Limited Supply!)
To purchase at this price, login to NYU Home, navigate the the ‘NYU Life’ tab, and then scroll down to the bottom to ‘Ticket Central’ where you can click on ‘Buy Tix’.

General Admission – $500
To purchase at this price, please visit the online store here: https://web.ovationtix.com/trs/pe/9218275