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Tuesday, February 17th, 2009

    Time Event
    10:29a
    UK Social Game Developer Simple Lifeforms Founded

    Developer Simple Lifeforms announced its opening in Nottingham, England, and it plans to develop and publish social games that combine features from MMOs, such as Runescape and World of Warcraft, with online social networks.

    The company was founded by chief creative officer Tadhg Kelly, who was previously a scene designer at Fable developer Lionhead and senior game development manager at British Sky Broadcasting; and CEO Alan O’Dea, who served as the business development director at Monumental Games, the studio behind MMO sports game Football Superstars.

    Simple Lifeforms is currently developing Spell Souls, a free "social strategy game" slated to launch for Facebook in early 2009. In the game players form teams, manage resources, cast spells, summon souls for battles, and compete in leagues against other spellcasters around the world.

    The studio secured an initial round of investment from regional screen agency EM Media, through the European Regional Development Fund and local angel investors.

    "We formed Simple Lifeforms to use our video game development and publishing experience within social networks," says Kelly. "Social networks are a key platform for delivering new kinds of games through a new distribution model. During our careers to date, we have been involved in making many types of single and multi-player game across all platforms, but the games we have always wanted to make are more social in nature."

    He continues, "We are interested in the dynamics of groups, in how communities can form through the common interest of a play experience, and how this play can translate into a whole virtual life online. There is a lot of talk about social experience driving a new gameplay revolution on the internet. To our minds, however, play has always been a social experience.”

     

    10:30a
    Sunday Musing: MMO addiction deconstructed!

    How companies draw in the weak and milk the life from their bones

    Massively multiplayer online games are rather unique as far as video games go.  Self-proclaimed gamers don't necessarily play MMOs while MMO players don't necessarily care about video games, as if MMO subscribers are a separate breed of gamer all together.  This generalization is not surprising, however, when we consider how much time someone must put forth to MMOs in order to progress.  MMOs bank on such dedicated players and their continuous participation -- hour after hour, day after day -- more than any other type of video game.  So the developers have to construct a solid product that succeeds at drawing players in, and much like a spider's web, refuses to let them go afterward. 

    Thus, player addiction means profit for the studio and publisher.  If you're still trying to claim there's no such thing as video game addiction in this day and age, you may as well be arguing against the existance of global warming.  While researchers have definitively proven there is such an addiction, countless gamers have also acknowledged the unforunate phenomenon as well.

    There is no official guide out there for studios that are trying to create the next most addicting MMO, but if you look at the existing MMO titles out there, they all seem to follow a very distinct model.  There are various ways of hooking players, and not all games utilize the exact combination; yet overall, their methods are similar and overlap in more ways than one.  So if you're one of those forward-thinking individuals trying to cash in on this recession-proof market, here's a nifty synopsis of underhanded tricks and other things to keep in mind.

     

     

    Always include elves and some kind of anthropomorphic race where the males look more incredibly badass than the females, who for some reason will always still have the same body mold as humans.  Everyone likes elves and furries, there's just some odd unwritten law that demands it.  Lonely guys who will either make a female elf to stare at, perhaps as a substitute to hentai or porn they'd otherwise be throwing the money away on, or some kind of badass furry to express their inner greatness.  Surprisingly, the sexual exploitation of female elves won't drive female players away, as many girls in MMOs also make elven characters.  Don't ask me why, I don't see the attraction.  You'll also find that a good chunk of the elven male population in any MMO consists of female players.  I'm pretty sure it's the same sad mentality behind guys creating (elven) female avatars -- eye candy.

    Include dungeons and other prime raiding environments.  Make sure the bosses are ridiculously overpowered and require a coordinated team of 20 or more players.  Searching for competent teammates to fill the ranks always takes up more time than the raid itself, but this doesn't deter players.  They'll run in time and time again, no matter how many times they're wiped out.  Kind of like watching a insects fly into glass windows -- over and over again.  These activities ensure your subscribers spend an obsene amount of time in game, and everyone knows that time is money.

    Speaking of time, grinding is the core of any decent MMO.  Set the level cap above 50 (some games soar past 100) and expand the experience threshold for each new level.  This way, leveling becomes a grind, but players will put up with it just to access end-game content.  Adding features like professions and weapon proficiency will also drag out the grinding.  Think carrot on a stick!

    Constantly update and patch the game with arbitrary bug fixes and class changes that will throw gameplay completely off balance.  Just for the hell of it.  Players will complain on the forums but for whatever reason, they still refuse to quit.

    Hold special in-game events for your players, like holiday quests and items.  No matter which part of the world your players are from, they'll appreciate seasonal events for holidays like Christmas, Halloween, and Valentine's Day.  You can mess around with the names and traditions too, or make up new ones according to the game's lore.

    Money.  That's right, you've got to figure out how to suck your subscribers' wallets dry.  Getting players to pay up doesn't actually require established addiction either, as seen in the case of Blizzard's World of Wacraft.  The game and expansions all have an initial retail price, but then Blizzard goes beyond that to charge a pay-to-play fee.  World of Warcraft fans will defend this business tactic, saying the money is needed to maintain servers, employees, yadda yadda, whatever.  You know what that monthly fee really does?  Force even non-believers to play just a little longer.  Mobile phone companies generally require consumers to sign contracts when they purchase their phones, binding customers to their payment plan for a specified period of time.  Similarly, WoW subscribers can choose two methods of payment: pre-paid time cards or automatic payment via credit card.  The pre-paid cards go for $30.00 and include two months' worth of play time.  There's no option to pay less for less time.  Sure, Blizzard isn't forcing you to play consistently for two months, but who likes to waste money?  Once you've paid for the two months, you're probably going to make the most of that $30.00 you just tossed, right?  If you go with automatic payment, your credit card gets charged each month and cancellation requires that you call customer service, where the operator may or may not give you a hard time.  Luckily, that's more trouble than most people are willing to go through, considering gamers are at a point where switching discs during play is just too much work.

    Free games that cost nothing to download and play can offer certain incentives like special gear, mounts, or items to players who don't mind forking over some money just so they can feel special in the game.  Just go to your nearest Best Buy and look for the case where all the pre-paid game cards are kept.  You'll find credit or points for even the most badly-drawn low-budget games, like AdventureQuest or Neopets. 

    Sell merchandise of terrible quality at unbelievable prices!  You can even bundle the items with in-game perks like those listed in the previous bullet point.  Take a lesson in bundling from NCsoft, who often includes Guild Wars promotional codes in gaming magazines.

    Social interaction presents another important aspect of MMOs.  Some people view them as flash chat programs, and a lot of players use them as such.  Few people will start playing an MMO on their own because quite frankly, that's just boring.  Regardless of whether someone starts a new game with friends or not, they'll inevitably make new ones as they play by grouping up, joining guilds, trading gold and items, and so on.  When other human beings become involved, a sense of obligation develops, and potential quitters might think twice because they'll wonder if they are letting down their in-game buddies or worry about losing contact.

    Make sure you know your target demographic.  At a glance, a loyal (addicted) MMO userbase consists of the most useless, socially inept sacks of shi-... er, poop grown out of this defunct industry.  The easiest prey are social rejects who just don't get along with others in real life.  Or maybe just a bunch of bored college kids.  Younger children aren't off limits either, as online gaming becomes the new hip activity for the younger generations.  Give them a few weeks to a couple months, and those unfortunate souls will be reduced to walking paragons epitomizing everything nerds get teased for.  Of course, the said teasing just makes them more defensive, thus more resistant to recovery. 

    Tragically, addicted players may have once been perfectly functional human beings, filled with limitless potential and life, marked only by an unseen predisposition to addiction that made them more susceptible to the allure of MMOs.  Like with any addiction, the addict will not improve unless he or she can see the unpleasant truth and accept what they have become -- empty vessels who seek some sort of fulfillment from a game that has no end, doing little more than draining away their money, time, and vivaciousness.

    10:31a
    Capcom Visa card aims to cash in on player loyalty

    Trying to give its gamers a charge, Capcom plans to start offering Visa debit cards on Tuesday. The Japanese developer, which owns popular game franchises such as Resident Evil, Street Fighter and Megaman, is betting that fans will pony up $7 for the card and a $5 monthly service fee in exchange for loyalty rewards.

    Capcom isn't the first game company to issue affinity cards. Blizzard Entertainment has been offering a World of Warcraft Visa to its 11.5 million players. When card users make purchases, they accrue points that can be used as credit toward the online game's monthly subscription fees.

    The Capcom program will let customers apply rewards toward purchases of T-shirts and game memorabilia on its website. Unlike the WoW card, Capcom's debit card requires users to load it with cash before it can be used at ATM machines or with merchants that take Visa. To make the card more attractive, Capcom will also allow cardholders priority access to nightclub events surrounding the launches of its games, like the one it threw in L.A. last week at the Museum of Contemporary Art. The company said 4,000 people showed up at the event, but only 2,500 were able to get in.

    "The card can be the secret decoder ring for fans to get into the Capcom treehouse," Capcom spokesman Chris Kramer said.

    We've all heard of affinity cards based on universities, professional associations or clubs. Why not games? Who knows, gamers may hold the key to solving the bank industry's woes -- right after they gun down some zombies.

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