casual games


For those who care about big brands, social games, or the legacy of Richard Dawson, the Social Times has published an interview about my company’s involvement bringing Family Feud to Facebook.

In designing the game, we pretty much had to break every dearly-held rule of social gaming. Family Feud is long-form, text-based, American-only, and losable. And yet it seems to be a hit — we’re nearly at 4 Million monthly users after 6 weeks out. Here are from slides from a talk I gave at the Social Games Summit:

What this means for me personally is that Family Feud has had more social and cultural impact (by most forms of measure) than any other project — game, writing, movie, or otherwise – I’ve ever toiled on. Knowing that so many people are spending so much of their leisure time on something you help pull the levers on is a tremendous feeling. This was (and is) an exhilirating ride.

Life, she is a funny beast.

roombrowsershot

I can finally crow about something! For the past year or so, I’ve been working on a stealthy little project within my own company, a project neither quite game nor web app. Huddled in the dank corners of our office I worked with a lean but mean world-tossed team and finally… it lives!

It’s a (what else?) casual-game virtual-world social-network insert-your-own-buzzword-here!

And it’s called Hotel iWin.

We decided on a grand luxury hotel as the theme not because we wanted to rip off Habbo (perish the thought), but because we actually talked to tons of people who use our site regularly and noticed a few trends:

  • There is no true virtual world or social network geared primarily for our audience (mostly women from 25 to 65).
  • Our audience is highly social, but there are very few places online they feel comfortable socializing. Facebook is overwhelming. And MySpace is just, like, whoah!
  • People want to escape from their daily lives, but in a mentally and emotionally stimulating way (i.e. not TV).
  • Players enjoy forming intense, open, but fleeting relationships — very similar to ones formed on vacations.

So the idea behind Hotel iWin is to really make folks feel like they’re checking out of the daily grind and checking in to a brief but very relevant vacation.

  1. Play any downloadable casual game on iWin’s site (over 500 of them are free for at least an hour to try, many of them are ad-supported and free forever).
  2. Earn a virtual currency called Opals for every minute of play.
  3. Spend Opals on avatar and hotel room pimpin’, mixing and matching over a thousand common and not-so items, with the ability to drag things anywhere you want and “paint” your own scenes.
  4. Meanwhile, meet other players and maybe even make a few not-so-casual friends.

A tour is here in this lovely 70′s infomercial-esque video.

Much like operating a real-life hotel, building the darn thing is one joyful headache — keeping it actually humming and exciting and populated by happy gamers is a different beast entirely. Can’t wait!

1. Death Dash. Flo helps Uma the Undertaker start a new recession-proof business: Taking over her Uncle’s mortuary! Too many residents of Dinertown have fallen prey to the diner’s reliance on saturated fat. Dearly departed souls roll in through the loading dock and you need to drag them to the embalming station, makeover station, fashion cabinet, and coffin-o-matic. Upgrade your funeral home by adding nice touches such as lace curtains, orchids, and industrial-strength air-freshener. Be careful not to accidentally cremate someone meant for a hearse!

2. MCF: OCD. In Mystery Case Files: Obsessive Compulsive Detective you play a police officer with OCD. A demented serial killer/interior decorator is on the loose, turning normal locations into strangely-cluttered altars of surreal chaos! The killer seems to have raided every garage sale, rumpus room, and bargain bin in town, repainting all of the junk to match the gaudy fabrics in the rooms he victimizes. He even used some infernal dark magic to make some objects ten times their normal size, making them confusing to spot at first! Given a list of items to clean from the clutter, you must find some things (but not others) and then randomly try to use those randomly-found objects to do random things in random places, things that could’ve been done a whole lot more intuitively with different objects. Only you can catch the killer and bring order and cleanliness back to the poor, miserable world!

3. Virtual Villagers: Mallrat Edition. You control a group of teenagers who become stranded in a mall when their mom leaves them off and drives away as fast as she can to get “some hard-earned me time, god damn it.” You must drag each child around the mall, performing tasks such as shuffling through merchandise and putting it back in the wrong place, trying on outfits you’ll never buy, cruising for hotties, preening, giggling, grimacing, and getting yelled at by store proprietors. Work your way through the food court and upgrade your skills of coolness, radness, awesomeness, and like-totallyness. When you leave the game, your characters keep growing and changing so that when you come back to play they are, like, waaaaaay more mature.

4. Build-A-Little. Now that real estate has crashed, go around town and buy forclosed houses, giving them cheap paint jobs and a sod lawn. After your renters stiff you and sell off all the copper wiring and PVC piping, try to flip your property. When you fail to make your sale, forclose on the houses yourself before the bank can catch up with you. Try to make the neighborhood a rich and pleasant one by building nuclear power plants, corporate campuses, and garbage dumps in close proximity to the houses. Special bonus mini-game: Invest your earnings in the stock market and watch them plummet into a fiery abyss.

5. Jewel Quest: Gold-Digger.  While exploring the ruined temples of a long-lost civilization deep in the South American jungles, Rupert encounters his most horrifying nemesis yet: A mail-order bride name Svetlana Sassy. She will constantly nag, harrangue, and insult him until he can match three million jewels in a row and earn enough fur coats, diamond-encrusted jewelery, and gold-lame gowns to calm Svetlana down.

Any sequels on your list that I missed here?

As a died-in-the-wool game developer who has become a bit of a suit, I’ve been on both sides of game review committee meetings.

These sessions usually involve the producer, designer, and sometimes all team leads, sitting at one end of a big, shiny table while representatives from marketing, sales, tech, art, and other various “stakeholders” analyze the latest build of the game and fire off questions.

This is life and death, folks. The unspoken truth: Every high level review is an opportunity to terminate the game in question.

Amazing producers can face this firing squad calmly, demo cogently, answer questions accurately, and promise clear next steps and deliverables.

Lesser human beings sweat heavily, get red-faced angry, and rant rudely. After all, this is their life here, not just the game’s. They have just invested countless late-night hours and dream-juice into the game and now it’s being flayed in front of them – prodded and poked without mercy.

Everyone has their story about how review committees suck.

I’ve seen committee members that didn’t “have a chance” to play the game in question — their first look at the game is watching someone demo it on a big screen. And having not experienced the gameplay, they make comments and decisions that just aren’t appropriate.

I’ve seen committees cow-tow to stubborn designers or over-invested producers and push through a lemon of a game that should have been killed dead.  (I’ve been that designer.)

I’ve very often seen committees redo the design of games on-the-fly and turn them into mishmashed messes or bland pleasing-everyone-actually-pleases-nobody crap.

I’ve seen committees say to make Game X “more like Game Y” and force the development team to force a rhombic-spirallohedra-shaped peg into a round hole.

I’ve seen review committees become feeding frenzies with execs one-upping each other trying to go for the jugular with spit-fire questions that are rhetorical, insulting, obvious, or downright cruel.

I’ve seen game designers and producers get so disgruntled after a review that they lose all passion and interest and let projects slowly fail.

But… Suck as they do, there’s a lot of necessary good in them there reviews.

For I’ve seen review committees make the painful decision to terminate games that otherwise would have lost hundreds of thousands of dollars and possibly led to bankrupting the company.

I’ve seen committees completely redirect games turning also-rans into hits.

And I’ve seen committees help chisel the feature list of out-of-control projects into solid but smaller games that got done on time and budget.

I hate to admit it, but in the balance committee reviews are essential to run a successful game publishing business.

(I guess I really am a suit.)

Product Review Committees DO know:

  • What they don’t like.
  • What isn’t working.
  • How much money there is to spend.
  • How much money the game needs to earn.
  • When the game needs to ship.

They generally DO NOT know:

  • How to find fun in a game that currently isn’t.
  • What is placeholder art (even if it has the letters “PH” stamped on it).
  • The synergy and cohesive vision of the perfected, polished game in the designer’s head.

As such, the ideal review committee should follow these ten commandments (five positives and five negs):

  1. Thou shalt kill the game if it is bound to fail.
  2. Thou shalt actually play any playable game presented to you before a review.
  3. Thou shalt actually read game design documents and make clear notes (not just look at those pretty pictures).
  4. Thou shalt know thy market and have played competitive games.
  5. Thou shalt point out what is working well in a game and praise the individuals involved.
  6. Thou shalt not redesign a game on the fly, but should register specific shortcomings then let the team come back with a better shot.
  7. Thou shalt not ask to see better art or audio before a game’s schedule calls for those assets to be created (but may and should insist on seeing sample art direction of interfaces, character sketches, or animation clips).
  8. Thou shalt not let the fear of failure get in the way of instinct. If a game is feeling fun, thy track is righteous.
  9. Thou shalt not nitpick small issues in a review forum. That can be done with QA’s help later, via a bugbase.
  10. Thou shalt not kill until a game has had three chances. If thou catchest a major failure with the current team dynamic or game mechanic then give the developers a reasonable chance to prove they can reverse the trend. If, after a fair period of time the game is better but still fails, try once more. If it still fails, three strikes and yer out.

If more committees took such commandments to heart, it would make for stronger games, happier development teams, and more profitable entertaproduct.

  1. There are vociferous judges. Sites like RealArcade, BigFishGames, Yahoo Games, and my own company iWin vet (audition) which games we think the audience will like. I’ll leave it to you to match which companies are the Randys, Paulas, or Simons of our industry.
  2. It’s Darwinistic. A fledgling game must immediately get to the top. If you miss the Top 10 list, you might as well have not competed.
  3. It’s all about what the people want. Ultimately, it’s pure democracy (albeit with multiple votes by hormone-laden Sanjaya-loving girls). The masses vote for the tolp games with each purchase. Money talks.
  4. It’s not about who is strictly the best. Because of the weekly elimation format of American Idol, two similar but equally talented gospel-based singers will fight for the same audience and one will eventually lose out — even if she is ultimately more talented than other contestants. Casual games rely on the the same timing and positioning. If two time management epics come out at the same time only one will earn everyone’s dollars and attention.
  5. It’s all about being accessible. Simon will cut you to pieces if you try to sing a song you may love but that nobody has ever heard of. Additionally, exceptionally talented singers with narrow appeal will sink like an unrolling stone. Likewise, most new or experimental mechanics in casual games crash and burn, no matter how polished or innovative the game may be.
  6. Cloning breeds accessibility. Archaeologists in bejeweled jungles, plucky young women starting menial businesses, or mysteries in cluttered old mansions. Enough said.
  7. Too much cloning fails at a certain point. As with Idol, the audience knows when they have a pure rip-off on their hands — no matter how slickly produced a game it is. Ultimately, a game needs soul and a spark of originally to win out.
  8. Everyone thinks they can do it. For every game published on the portals — even the ones that distribute a game a day – there are dozens that don’t make it. Maybe someone can create a site to showcase exceptionally bad games, which may be as funny to play as it is to watch as William Hung sing. Or not.
  9. Personality matters. Notice those little Roman Numerals on most site Top 10 lists? We’re even seeing some Vs now. Sequels of popular franchises all sell because the audience wants more of a proven good thing. Star power is huge and become self-fulfilling.
  10. Both are crown jewels of our pop culture. Casual games are no longer fringe. While they may not yet garner the audience of American Idol, more and more people are spending more and more of their leisure time with them. Now if only we can produce the game equivalent of Carrie Underwood.

Every resume tells a story. But that story is usually fiction, making the protagonist seem a directed journeyman willfully forging a path to master a chosen vocation, career, or trade.

The real story can usually be found between the lines.

The text in blue is the stuff you’ll find on my official C.V.:

  • Elementary School in Denver: I copied BASIC from magazines into my Commodore 64 to get free games. I joined BBSes to get free games. I learned some real programming to make some of the games better. I got an allowance sometimes.
  • High School: I worked at a podiatrist’s office linking a database about foot pain to a visual interface. I fixed my friends’ parents’ computers. I worked in an endocrinology lab putting radioactive rats in blenders. I made bad films. I wrote my first novel.
  • College: I got good pay from a wacky psychiatrist typing his scrawl into papers and submitting them to endless journals. I lost my job when AIDS got to him. I wrote my second, third, and fourth novels. I worked on the humor magazine, the horror magazine, and the daily newspaper. I volunteered at NYU’s Media Research Lab on a really cool project that let people walk up to a screen projection of virtual actors and interface with them. Wrote some software for interfacing between the video camera and a Mac and detecting some basic movement, but didn’t really touch any of the cool stuff.
  • Graduation. I almost went to ITP. I almost took a job working at a company that built databases to track TV ads, telling myself it was glamorous because it involved TV. Last minute, I got a gig doing Director coding at one of the original (and final) multimedia CD-ROM companies. I was working on my fifth novel.
  • When a semi-sociopathic game designer working on a sucky game I was coding quit in frustration, I took over. We worked 90-hour weeks. The game shipped, but still sucked.
  • Recruiters were on the hunt. I was offered nearly double pay to switch to an e-commerce company that for some reason was starting a game division. I gave it a whirl. I sat in the back room of a huge bullpen full of programmers hacking together a multiplayer real time strategy game in Java. I jumped in as designer on that one too because everyone else wanted to do “real work” and write code.
  • The game division officially spawned off into a game company called Actionworld. I wrote the engines for backgammon, chess, checkers, and some card games. I went back to my first novel and rewrote it to be more commercial. It still didn’t sell.
  • Actionworld spawned off into an online game store that turned the 11th floor of a Manhattan skyscraper into a retail warehouse and shipping facility. It also purchased a company that conglomerated game sites and sold ads called Unified Gamers Online (UGO).
  • UGO management talked to some investment bankers and knew it could go IPO. It became an affiliate site for all 18-24 web content and a Tier One Internet backbone. I played the role of big-time manager. One week, I hired a six people. I fired two the next week. We still made Java games and game lobbies.
  • UGO spawned off a pure game company called PlayLink. I became a Vice President and had an office. Everyone had an office. We were a handful of people in a 5,000 square foot office. I still made Java games and game lobbies. Every once in a while I’d hire someone or give someone some tasks to do. I learned a bit, but not much, about how to delegate.
  • When the IPO market for dot-coms dried up, UGO needed cash bad and stopped funding PlayLink. The company was sold to a gold mining company. The gold mining company purchased PlayLink with bundled stacks of actual cash money. The gold company had no active mines, but thought that the purchase would diversity their portfolio and draw attention to their stock again. It didn’t. They stopped paying employees.
  • Most people left. A few of us desperately looked for something, anything to do with our semi-cool multiplayer game site. I almost took a job working on web coding for an interactive ad agency, though the people that interviewed me made me nauseated with their hipness. This entrepreneur out of San Francisco just sold his prize site and had some seed cash and had this pretty decent idea of hooking up with PlayLink to make a skill-based game site where people would play games against each other and wager a few bucks, winner take all (minus our tournament fee).
  • And so I became one of the founders of NextGame. I worked for peanuts, but at least I had a (skill-based) job. I contributed to yet another Java game lobby and game server. I remade chess, checkers, and some card games. I wrote a new novel but didn’t know how to end it. I got married.
  • NextGame purchased a flailing company called iWin and changed our company’s name to that nice four-letter domain. We made a download version of one of our most popular Java games called Jewel Quest. I didn’t understand why people would pay $19.95 for a game they could play online for free, but it sold like hotcakes.
  • We abandoned the skill based model and focused on downloadables. I wrote a bunch of game and framework stuff in C++, which I had to dust off again. I co-wrote a screenplay and co-produced a low, low-budget film. I had a kid. I moved out to San Francisco. I bought my first car.
  • I began coding less and managing more. I designed some games and did story writing for other games, did some art direction, conceived of and did basic architecture of a DRM system, hacked up a system for playing ads inside games, envisioned a micro-transaction subscription model.  I had another kid.
  • iWin became one of the top “second-tier” casual game distributors.
  • I stopped coding altogether. I managed game engineers. I acted as producer on a game or two. I chased some albatross. I became a Vice President again and started attending financial review meetings. I began realizing why some of the seemingly stupid decisions I’d seen in the past were made. I vowed to do better.
  • I became the guy writing specs for all web product. I strongly opined about the games we were making and helped green-light some things that became hits (and many which did not).
  • I see a need, make a case, get some cash, and begin work on a highly experimental interactive experience that frames a game store and integrates it into a large multiplayer game itself. Stay tuned!

Summary: 15 years, two jobs, no clear description of my current job, and no clear direction for what’s next. And pretty much lovin’ every minute.

I like to think that I consciously chose a career in casual games, but of course things don’t work that way.

When trying to explain what I do, there are a lot of phases I drop. To relatives who don’t play computer games at all I might say:

“You may think of games that something teenage boys play in dark basements. But in casual games, our biggest audience segment is 30 to 50-year-old women!

To old pals:

“I love it because with casual games I impact the mass culture, not just a sub-culture. People around the country, of all ages and jobs and genders, have heard of the games I make. I hear people discussing my games on the bus and see them playing my games in airport lounges.”

Or to potential recruits coming from the core game space:

“The product life cycles are perfect. Small close-knit teams, six months with no burn-out, and games are almost never killed mid-development!”

And all of these things are true — and I say these things passionately, Casual games seems like a spot-on place to be. There’s clearly something deeply meaningful about casual games. I help make a worthwhile product that many people truly care about.

But the passion is fading.

My company, iWin, actually began as a skill-based multiplayer gaming site. To be honest, I wasn’t hugely passionate about the games I was making — most were utterly unoriginal standards such as solitaire, backgammon, or checkers. But I was passionate about building a thriving game community, and this seemed like a cool business model in which to do that. It was only after revenues of our first downloadable game, Jewel Quest, eclipsed the skill-based business that we realized being a developer/publisher/distributor of casual games was a smarter way to go.

This was great with me. It allowed me to justify spending more time and money on the sweet stuff I always cared about like whizbang graphics, deeper story, and polished gameplay.

So while I didn’t consciously start at iWin to create casual games, I was tremendously happy with how things evolved.

But as the market gets bigger and bigger, meaningful becomes mass-market. As with anything else aimed to the masses, from election campaigns to reality TV, lowest common denominator triumphs. Without fail, time and again, hidden object games, Diner Dash rethemes, match-three clones, and brand-name sequels dominate the charts. 

I recall a specific time when I was particularly proud to be associated with casual games. I was at a club one night, dancing drunkenly to some D.J. I met a young man, a friend of a friend, who told me, “One day I’m gonna be up there spinning and people will know my name.”

This was poignant to me. I’ve always been fond of hangers-on striving to greatness. Whether a wannabe movie star, wannabe rockstar, wannabe chef, or this wannabe DJ… You can tell that most of them will never ever make it just by their attitude. They go to the key events and wear the right styles and drop the big names and push and strive and yearn. But in the end wannabes care about the outer expression — being rich and famous. Not the inner expression — saying something new, killing themselves in obscurity to master the craft better than anyone else, taking big risks, earning an inner confidence nobody can shake.

Now I care deeply about a lot of art disciplines, but when it comes to electronica music, I’m pretty clueless. I’m ashamed to say I don’t even understand what D.J.s do, exactly. Play records? What’s hard about that? And in my ignorance, I appreciate almost nothing about those that excel at DJing — the disclipine is as meaningless to me as collecting Beanie Babies or curling. So here was a wannabe of meaninglessness.

Talking to this fellow made me appreciate my own work. As long as a wide swath of society cared about the games I made, I was doing something meaningful. And the games my company were producing were hits, among the top brands of all time. How wonderful a feeling.

But now, even though my company is still able to consistently manufacture hits, and even though the casual game market is exploding at breakneck pace, I fear by pandering to the base our industry is losing authenticity.

But what’s the alternative? Dozens if not hundreds of indie developers create gorgeous, insightful, deep, unquestionably authentic games that then languish and fail in the open market. Is it the nature of all pop art to be inauthentic? And if that’s the case, where does that leave my own aspirations? At times I strive to be Peter Molyneux or Will Wright — legends who, so it seems, can toil at great quixotic projects and take great ridiculous chances and still be given bottomless resources to work with. But who outside of our small clique of gamers cares about the products these guys produce? Compared to the 350 million downloads of Bejeweled, even these greats and their visions are meaningless.

Still, call me ungrateful… but these days I get the feeling it’s better to be an authentically striving wannabe of meaninglessness than an titan of meaning with nothing more original to say.

Luckily, I’m back where I started — focused on a casual game community again. Trying to craft something with meaning not just to me… but to the faceless masses who, I’d bet, while consuming these throwaway games, strive for a deeper connection.

 

 

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