Author Archive

August 2, 2013

Armed and Dangerous

[This is a repost from my long-dead Yahoo 360 blog, originally posted August 2006 about events in spring 2002. I decided to recover this posting from the Internet Archive because recent events, 12 years after 9/11, show that the authorities are STILL over-panicking about our security.]

 

FDNY Memorial Tshirt Back

How could I know that singing “Man of Constant Sorrow” in public could be considered a terrorist weapon?
One early spring evening in 2002 I went for a walk in my neighborhood wearing my FDNY September 11th Memorial T-Shirt (shown above), telling my family that I would return just after sundown (about 30 minutes).

About an hour and a half later I arrived at home teasing them by explaining that I’d “ just been handcuffed, interrogated, searched, had a machine gun pointed directly at me, been ordered to my knees two feet from a K-9 gnashing it’s teeth, and was nearly arrested as a terrorist … all just for singing out loud.”

My family didn’t believe me at first – until I showed them the reddened cuff marks on my wrists and the business card of PAPD Sergeant, Sandra Brown.

Now they wanted to hear the whole story…

One mild spring evening in 2002, I felt like singing. I wanted to teach myself some bluegrass and spirituals that I’d discovered recently (mostly as the result of recently seeing O Brother Where Art Thou?) and I felt like being real loud. So, rather than disturb by family, I decided to go for a walk and practice elsewhere. Given the weather, I’d only need a tshirt and jeans to keep me warm until well past sundown. I started singing right away when I got outside, but then noticed some of my neighbors, so I thought that it’d be better if I could find a place to belt out my baritone/bass tones where no one would care if I were in tune. I was practicing, after all.
“The pedestrian walkway over 101 would be perfect”, I thought, “with any luck I’ll be completely drowned out.”

I’d made good time hiking to the pedestrian overpass, humming “Ahhhh am a maaaaan, of con-stant sah-roooow…” along the way. By the time I reached the apex of the passage, the sun was very low in the west dropping just below the hills. The gold-purple sky was an inspirational sight. The constant breeze from the cars whizzing by below was quite effective in carrying my voice away, so I cranked up the volume. I was having a great time and expanded my material to include my favorite Webber show tunes. Other than a pair of guys walking by, my only audience was the late evening commuters most of who had just turned on their headlights. It was a blast. For 15 minutes I was able to belt out anything I wanted, as loud as I could.

When I was starting to feel the effects of singing continuously that loudly the sun had completely set, so I decided to head home. I was running a little later than I’d expected, so I increased my gait a just bit.

As my stride increased (mostly due to gravity) on my way down the sloped ramp back into the neighborhood, directly in front of me appeared two Palo Alto police officers who had just started their way up the ramp. Just a moment after I noticed them, they noticed me, and then did something very, very, strange. They quickly walked backward away from me until they were out of sight, around the corner, at the base of the ramp. I’d never seen anyone do anything like that before. How on earth could I intimidate two police officers just by walking down a pedestrian ramp? As I proceeded down to the exit I called out loud: “HELLO? Is everything alright?”

As I came to the bottom and walked around the corner there were about a half dozen of Palo Alto’s finest, one with what looked like an M-16 and others with pistols pointed directly at me. There was much yelling and I see and hear a dog barking threateningly – “Don’t move!” “Turn Around!” “Get Down!” “Put your hands where we can see them!” “Bark! Bark! [Jangling of a large dog chain.]”

I wasted no time at all, I put my hands in the air and turned my back to them. I kneeled, quickly enough that it hurt. “I think there’s been some mistake, whatever you do, please don’t let go of that dog” is all I could think to say at the moment. I had no idea what the heck was going on, but I didn’t want to give them any reason to make a horrible mistake.

“Who are you?” “Where are you from?” “What are you doing here?” “What are you carrying?” were the rapid-fire questions I can remember. I quickly explained that I was on a walk, singing songs. “The only thing I’m carrying is my wallet, which shows I live two blocks from here”, I said, still kneeling, I didn’t even have my house keys. “Take it out and toss it on the ground, but move very slowly”, said a woman who seemed to be in command of situation, She was to my left, but still behind me where I couldn’t see her. Very, very cautiously, I complied. “Do you have anything else?”, the request was rather urgent and sounded specific. “No. Nothing.”

An officer came up and handcuffed my wrists behind my back, aggressively patted me down, and helped me to my feet. My wallet was retrieved the commander-woman. Once I could face the squad again, I clearly recognized her as Sandra Brown, an officer who had done many hours as a bicycle-beat cop in the downtown Palo Alto area, where my family had spent nearly every Friday evening for nearly 14 years. I was hoping that this meant she might recognize me as well, helping to diffuse whatever this horrible mess was all about.

She walked me over to the back of her police cruiser, pressing me back on the trunk hard enough that my handcuffed wrists were pressed into the car metal enough to let me know that I wasn’t going to be going anywhere without her permission. She grabbed the walky-talky that I hadn’t previously noticed had been set on the roof of the car and spoke into it “(muffled) check in. Anything?”. I couldn’t make out the response, but the meaning was made clear to me immediately when she asked:

“Did you go all the way across the overpass?” “No.”

“Did you see anyone else up there?” “Just two guys that walked by about 20 minutes ago. Nothing unusual.”

“Where did you put it?” “Put what? I didn’t have anything.”

“Did you leave behind any clothing” “Clothing? What? No.”

Fifteen to twenty minutes passed. Officer Brown checked my ID and confirmed that I’m local. She noticed my shirt for the first time. The cuffs were starting to hurt. I’d been told to be quiet. The sturdy, but small blond woman with the assault rifle was keeping it at-the-ready, but it isn’t pointing at me. The dog had stopped barking, but was at some kind of station-keeping pose. Lots more radio traffic. I finally piece together that at least two officers were on the other side of the ramp are looking for something, something that they think I might have hidden there, something critical to this situation.

Finally, the invisible officers at the other end of the radio apparently gave up the search. My heart stopped racing. My temperature started to drop. You see, I finally stopped thinking that I’m likely to end up wounded or dead due to someone panicking.

Once the search is over, it became clear that maybe the situation was not what they had expected/feared. Officer Brown started to explain: “We got a phone call from someone on a cel-phone driving on 101 reporting a sniper, wearing a trench coat, was shooting at cars with a high-powered rifle or machine gun.” Apparently this triggered the Palo Alto equivalent of the swat team.

I couldn’t resist: “An overweight middle-aged man, singing the lead from The Phantom of the Opera (probably waving his arms about, crooning to Christine about being ‘inside her mind’), while wearing jeans and a tshirt that reads All Gave Some, Some Gave All on the back, somehow looks like a Columbine kid terrorizing the freeway with an automatic weapon? What irony: Wear a public-safety-supporting tshirt, get suspected of being a sniper.”. This observation did get a bit of a giggle out of the one with the real Tommy gun, finally hanging peacefully at her side.

I was feeling a little put out: “One call with such a vague description gets this level of response? Did 9/11 really turn us all into people looking for a terrorist behind every darkened corner? A trench coat? This is pretty unbelievable.” I was starting to get very sore about my wrist pain. “We’re sorry, we need to be extra cautious in situations such as these, if it had turned out to be true… In any case, you’ll have a great story to tell your kids and grandkids.”

“True. Can I get out of these now?” There were a few more rounds on the radio, getting a final approval to release me. Rubbing my wrists I share, “You know, my family will never believe me when I tell them that this happened. Do you have one of those Palo Alto Officer trading cards our kids got at school a few years ago?”  Turned out that they were out of print, but Officer Brown did have a standard issue business card, which she gave me as they wished me well and I started walking home. [I know I still have it around here somewhere.]

Other than practicing the first of many tellings of this story on the way home, I have never forgotten that the fear generated by the terrorist attacks on 9/11 had changed our world forever. I don’t think that driver would have ever made such are report if this had all occurred one year earlier.

Fortunately for me, the police still are trained to get things right before they themselves start shooting reported terrorists.

“I am a man of constant sorrow. I’ve seen trouble – all my days.”

April 14, 2011

We’re at it again and we’re hiring…

Chip has created the Nth generation of his massive-scale real-time server architecture (the spiritual descendent of Habitat) and we think the time is right for mobile/social games to go multiplayer! So we’ve gotten the band back together, and you can join us!

FUDCorp Job Openings

Real-Time Game Server Programmer, SF Bay Area

About us: a still-stealth start-up with a groundbreaking mobile/gaming platform that will reshape social games/apps. Get in on the ground floor with world-class founders and established technology. If you know us, you what we’ve built since the earliest days of online play.

Your role:

  • Writing server-side Java code for an original massively multiplayer mobile online game
  • Writing/maintaining testing frameworks (mostly in JavaScript for Node.js) for rapid development and massive scale performance evaluation
  • This is a contract position, with potential to join our full-time team

Job Requirements:

  • Immediate Availability. Our recent successes (partners and funding) means we need more help immediately!
  • San Francisco Bay Area. With live meetings at least weekly, increasing over time.
  • Minimum 3 years as a professional Java programmer working on client-server applications in a small, decentralized team.
  • Strong Linux/Unix skills: shell scripting, command line tools, server administration, etc.
  • Big plus: server-side JavaScript/ECMAScript skills, especially with Node.js
  • Big plus: experience with Amazon EC2, and optimizing server features for automatic deployment
  • Big plus: previous work with implementing social games, such as taxonomies, economies, abuse mitigation, and social issues
  • Big plus: experience with iPhone or Android app development

Please send resume and contact info to jobs@fudcorp.com.

March 23, 2011

SM Pioneers: Farmer & Morningstar – How Gamers Made us More Social

Shel Israel has just posted @Global Neighbourhoods the latest in his series of posts from his upcoming book Pioneers of Social Media – which includes an interview with us about our contributions over the last 30+ years…

How Gamers Made us More Social

Many of us often overlook the role that games have played in creating social media. They provided much of the technology that we use today, not to mention a certain attitude. Of greatest importance, is that it was on games that people started socializing with each other in large numbers, online and in public. It was in games that people started to self-organize to get complex jobs accomplished.

We had people meeting and sharing and talking and performing tasks several years before we even had the Worldwide Web.

We’re honored to be amongst those highlighted. Shel says about 100 folks will be included. There won’t be enough pages, but we eagerly look forward to the result none-the-less.

January 15, 2011

Requiem for Blue Mars

Another virtual world startup (Blue Mars) is dying. At The Andromeda Media Group Blog Will Burns [Aeonix Aeon] writes:

Looking Back at the Future

The really interesting part about all of this is that in order to see the future of Avatar Reality, and subsequently Blue Mars (or any virtual environment today), we need not look into the future but instead look to the past…

[many interesting insights about 1990s era worlds]

In 1990, the solution was given by two people to all of this madness. Chip Morningstar and F. Randall Farmer, authors of Lessons Learned From Lucasfilm’s Habitat. Strangely enough I had asked Mr Farmer about Linden Lab and he informed me that he was actually called in as a consultant in the early days, and not surprisingly, ignored.

That’s a bit of a harsh summary, but more than five years ago I did write The Business of Social Avatar Virtual Worlds: Or, why I really like Second Life, even if their business is most likely doomed. Clearly I wasn’t 100% right about them – they found a business model that at least got them to cover their run-rate. But many of the things in there may to apply to Blue Mars…

November 16, 2010

Quora:What lessons of Social Web do you wish had been better integrated into Yahoo?

On Quora, an anonymous user asked me the following question:

In hindsight, what lessons have you learned from the Social Web that you wish you had been more successful at integrating into Yahoo before you were let go?

I considered this question at length when composing this reply – this is probably the most thought-provoking question I’ve been asked to publicly address in months.

If you read any of my blog posts (or my recent book), you already  know that I’ve got a lot of opinions about how the Social Web works: I rant often about identity, reputation, karma, community management, social application design, and business models.

I did these same things during my time for and at Yahoo!

We invented/improved user-status sharing (what later became known as Facebook Newsfeeds) when we created Yahoo! 360° [Despite Facebook’s recently granted patent, we have prior art in the form of an earlier patent application and the evidence of an earlier public implementation.]

But 360 was prematurely abandoned in favor of a doomed-from-the-start experiment called Yahoo!Mash. It failed out of the gate because the idea was driven not by research, but personality. But we had hope in the form of the Yahoo! Open Strategy, which promised a new profile full of social media features, deeply integrated with other social sites from the very beginning. After a year of development – Surprise! – Yahoo! flubbed that implementation as well. In four attempts (Profiles, 360, Mash, YOS) they’d only had one marginal success (360), which they sabotaged several times by telling users over and over that the service was being shut down and replaced with inferior functionality. Game over for profiles.

We created a reputation platform and deployed successful reputation models in various places on Yahoo! to decrease operational costs and to identify the best content for search results and to be featured on property home pages [See: The Building Web Reputation Systems Wiki and search for Yahoo to read more.]

The process of integrating with the reputation platform required product management support, but almost immediately after my departure the platform was shipped off to Bangalore to be sunsetted. Ironically, since then the folks at Yahoo! are thinking about building a new reputation platform – since reputation is obviously important, and everyone from the original team has either left, been laid off, or moved on to other teams. Again, this will be the fourth implementation of a reputation platform…

Are you sensing a pattern yet?

Then there’s identity. The tripartite identity model I’ve blogged about was developed while at Yahoo an attempt to explain why it is brain-dead to ask users to reveal their IM name, their email address, and half their login credentials to spammers in order to leave a review of a hotel.

Again we built a massively scalable identity service platform to allow users to be seen as their nickname, age, and location instead of their YID. And again, Yahoo! failed to deploy properly. Despite a cross-company VP-level mandate, each individual business unit silo dragged their heels in doing the (non-trivial, but important and relatively easy) work of integrating the platform. Those BUs knew the truth of Yahoo! – if you delay long enough, any platform change will lose its support when the driving folks leave or are reassigned. So – most properties on Yahoo! are still displaying YIDs and getting up to 90% fewer user contributions as a result.

That’s what I learned: Yahoo! can’t innovate in Social Media. It has a long history in this, from Yahoo! Groups, which during my tenure had three separate web 2.0 re-designs, with each tossed on the floor in favor of cheap and easy (and useless) integrations (like with Yahoo! Answers) to Flickr, Upcoming, and Delicious. I’m sad to say, Yahoo! seems incapable of reprogramming its DNA, despite regular infusions of new blood. Each attempt ends in either an immune-response (Flickr has its own offices, and a fairly well known disdain for Sunnyvale) or assimilation and decreasing relevance (HotJobs, Personals, Groups, etc.).

So, in the end, I find I can’t answer the question. I was one of many people who tried to drive home the lessons of the social web for the entire time I was there. YOS (of which I helped spec in fall 2007) was the last attempt to reshape the company to be social through and through. But, it was a lost cause – the very structure of the environment is personality driven. When those personalities leave, their projects immediately get transferred to Bangalore for end-of-life support, just as much of YOS has been…

I don’t know what Yahoo! is anymore, but I know it isn’t inventing the future of social anything.

[As I sat through this years F8 developers conference, and listen to Mark Z describe 95% of the YOS design, almost 3 years later,  I knew I’d have to write this missive one day. So thanks for the prodding , Anonymous @ Quora]

Randy Farmer
Social Media Consultant, MSB Associates
Former Community Strategy Analyst for Yahoo!

[Please direct comments to Quora]

October 12, 2010

First! Randy to be the kickoff guest for new Community Chat podcast series.

Bill Johnston and Thomas Knolls are launching a new live podcast series: Community Chat on talkshoe.

I am so honored to be the lead-off guest on their inagural episode (Wednesday 10-13-10):

The kickoff episode of Community Chat! [We] will be discussing the premise of the Community Chat podcast with special guest Randy Farmer. Will also be getting a preview of Blog World Expo from Check Hemann.

I’ll be talking with them about online community issues developers and operators all share in common – well, as much as I can in 10 minutes. :-) Click on the widget above to go there – it will be recorded for those who missed it live…

July 7, 2010

RealID and WoW Forums: Classic Identity Design Mistake

Update #3, July 14th 4pm PST: GamePro interviewed Howard Rheingold and myself for a good analysis piece in which I add some new thoughts, including a likely-to-be-controversial comparison to a certain Arizona state law…

Update #2, July 9th 1pm PST: KillTenRats.com just posted an email interview on this topic that I did for them yesterday. There some potentially useful business analysis in there, and more specific suggestions, even if it now feels a bit like residual heat from a flamethrower fest…

Hey Blizzard! I’m a freelance consultant! Just sayin’ :-)

Update #1, July 9th 10am PST: Blizzard has had a change of heart and will not require RealID for forum postings. This is a big win both for the community, and I believe, for Blizzard! The post below remains only as a historical footnote and perhaps a cautionary tale…


Talk about a crapstorm…

Here’s my latest tweet:

@frandallfarmer Quit World of Warcraft. New policy of RealID for forums - stupid beyond belief. #wow #fail #realid #reputation #identity #quit #copa #coppa

That’s too terse, given the magnitude of the error that Blizzard is making, so here’s a longer post…

Identity as Defense?

Blizzard has announced that the upcoming Starcraft II forums will require posts to be attributed to the user’s read-life name, taken from their billing information. As if this wasn’t bad enough, they’ve also said that the World of Warcraft boards will start this requirement soon as well.

They also announced a posting rating system, which sounds like they haven’t read anything from Building Web Reputation Systems, or at least about the massive disasters from combining real names and social ratings at places like Consumating.com, but that’s a post for a different blog. :-)

The idea Blizzard has is a common initial misconception – that people will “play nice” if they have to show their real names to each other. I’m sure they are using Facebook as an example – I often do this in my consulting practice. There is no doubt that Facebook users are better behaved in general than their YouTube counterparts, but the error Blizzard made is to assume that their player relationships are like those of Facebook.

This is critical misconception, and the community is responding with the longest threads in WoW history, and blog posts everywhere.

The Misconceptions

There are a lot of valid (and invalid) complaints and fears about this change – I’m not going to list them all here. What I want to do is point out the fundamental flaws in this model, for WoW in particular.

My 35+ years in building online communities (with and without RealID-like systems) screams out that Blizzard is going to be very, very disappointed with the results of this change. Specifically:

1: Names != Quality

Though this is nominally meant to improve the quality of the community, by civilizing conversation through revealing true names, it won’t because the interesting conversation will simply stop or move elsewhere. Many women (including a Blizzard employee) have already clearly stated that they won’t post anymore. This kind of thing has happened many times before as communities move from Yahoo Groups to Ning or wherever. As John Gilmore said:

“The Net interprets censorship as damage and routes around it.”

2: Brain Drain or “NetNews died for our sins”

Some say that getting rid of (bad) people is what Blizzard wants, so point #1 is a plus. But hold on there! Just owning the problem of driving customers into silence or away doesn’t help either.

Consider the case of Usenet/Netnews, where all the great internet community was until 1994 – when the environment became inhospitable to types of discussions the natives wanted to have, and they left en masse to form private mailing lists, and eventually webblogs. The assertion that a community of those who will reveal their names is somehow better does NOT hold up to any reasonable scrutiny (see next point…)

A shocking number of people who leave will be amonst the best users Blizzard has – and that could kill the quality of content on the forums, just as happened with NetNews. Sure, less trollish posts, but less great posters too. I’m betting there are less trolls to remove than there are good users who’ll leave/not post.

3: Facebook Status != Message Board Participation

I approve my Facebook Friends. None of them are trolls/spammy – or if they are, I block their events and no harm done. All of them can see my real name, status postings, comments, and other personal information. If it turns out I’m sharing too much, I can turn down the disclosure. It’s all optional.

Message boards are public. Readable by God, Google and Everyone. This model requires me to disclose sensitive information to everyone. Completely different.

Here’s the deal. We’re talking gaming here. People will get pissed at each other for stolen kills, breaking alliances, and the price of components – and they want to – no, they need to – have a safe place to express this, to play.

This is my spare time. It’s no other player’s business where I work, where I live, who my family is. Just as it’s no business of my boss, who knows how to Google my name, what I dedicate my off-hours energy to. The Facebook-analogy of Real Identity = Quality Contributions falls apart when applied Gaming. Google + Friends + Foes + Bosses + My Real Name + The fact I have 6 80th Level Characters = Too Much Information.

Facebook does NOT leak this much information, and the US Senate is looking into their privacy practices.

This has also happened many times before. Every time someone new to the net starts a LiveJournal, they don’t know about friends locking until they get asked into the boss’s office to discuss something they read on the journal while ego-surfing. This is how many LiveJournals get owner-deleted!

It is completely unreasonable to expect that people will understand the risks of using their real names on a message board – and if they DO understand, I contend that most people won’t bother posting anything at all.

In short:

  • The trolls now get more information to harass
  • The best players will leave
  • The casual players will panic when they realize that their private-time activity is now public.

This is lose-lose. The worst kind of change. The only upside I see is the ability to lay off board moderation staff as traffic (good and bad) plummets.

An Alternative Everyone Can Live With

There was/is an alternative – described in the Tripartite Identity Model post from two years ago: Implement Nicknames!

Sure, have a top-level social identity, but present it as user-controlled Nickname and allow users to share a variant of their real name – but don’t require it! Sure, if the Nickname is the same as their RealID, feel free to show an indicator, like Amazon.com does with their Real Nametm markers. Allow users to reveal what they wish – even provide incentives for them to do so, but don’t bind full disclosure on them. Even Facebook doesn’t do this!

It’s never too late.

P.S.: I can’t stop being amazed – Asking for help on a forum requires disclosing your real name to God, Google, and Everyone? Come on! You’ve got to be kidding!

March 30, 2010

Would a Hot Tub Time Machine in Second Life take you back to Habitat?

Seen over on New World Notes

Photo caption: OMFG, if we built a Hot Tub Time Machine in Second Life, I bet it would take us back to Habitat!

February 24, 2010

Grizzled Advice from Business & Legal Primer for Game Development

[Two years ago, I wrote up  a few lessons for inclusion in Business & Legal Primer for Game Development. I’d always meant to cross-post it here and was surprised to see I hadn’t already when I went looking for it to share with the folks over at PlayNoEvil in reply to a recent post. – Randy]

Here are three top-line lessons for those considering designing their own MMORG or latest Facebook game for that matter…

1.  Design Hubris Wastes Millions

Read all the papers/books/blogs written by your predecessors that you can – multi-user game designers are pretty chatty about their successes and failures. Pay close attention to their failures – try not to duplicate those. Believe it or not, several documented failures have been repeated over and over in multiple games, despite these freely available resources.

If you are going to ignore one of the lessons of those who went before, presumably because you think you know a better way, do it with your eyes wide open and be ready to change to plan B if your innovation doesn’t work out the way you expected. If you want to hash your idea out before committing it to code, consider consulting with the more experienced designers – they post on Terra Nova (http://blogs.terranova.com/) and talk to budding designers on the Mud-Dev (http://www.kanga.nu/) mailing list, amongst other places. Many of them respond pretty positively to direct contact via email – just be polite and ask your question clearly – after all, they are busy building their own worlds.

2.  Beta Testers != Paying Customers

One recurring error in multi-user game testing is the problem of assuming that Beta users of a product will behave like real customers would. They don’t, for several reasons:

A.  Beta testing is a status symbol amongst their peers

“I’m in the ZYXWorld Limited Beta!” is a bragging right. Since it has street-cred value, this leads the user to be on their best behavior. They will grief much less. They will share EULA breaking hacks with each other much less. They will harass much less. They won’t report duping bugs. The eBay aftermarket for goods won’t exist. In short, anything that would get them kicked out of the beta won’t happen anywhere near as often as when the product is released.

B.  Beta testers aren’t paying.

Paying changes everything. During the Beta, the users work for you. When you release the game, you are working for them. Now some users will expect to be allowed to do all sorts of nasty things that they would never had done during the Beta. Those who were Beta users (and behaved then) will start to exploit bugs they found during the test period, but never reported. Bad beta users save up bugs, so they could use them after your product’s release to gain an edge over the new users, to dupe gold, or to just crash your server to show off to a friend.

So, you’re probably wondering; How do I get my Beta testers to show me what life on my service will really be like and to help me find the important bugs/exploits/crashes before I ship? Here are some strategies that worked for projects I worked on:

Crash Our World: Own up to the fact that Beta testers work for you and they do it for the status – incentivize the finding of crash/dup/exploit bugs that you want them to find. Give them a t-shirt for finding one. Put their portrait on the Beta Hall Of Fame page. Give them a rare in-world item that they can carry on into general release. Drop a monument in the world, listing the names of the testers that submitted the most heinous bugs. Turn it into a contest. Make it more valuable to report a bug than to keep it secret.

Pay-ta: Run a Paid Beta phase (after Crash Our World) to find out how users will interact with each other socially (or using your in-game social/communications features.) During this phase of testing you will get better results about which social features to prioritize/fix for release. Encourage and/or track the creation of fan communities, content databases, and add-ons – it will help you understand what to prepare for, as well as build word-of-mouth marketing.  But, keep in mind that there is one thing you can never really test in advance: How your user community will socially scale. As the number of users grows, the type of user will diversify. For most games, the hard-core gamers come first and the casual players come later. Be sure to have a community manager whose job it is to track customer sentiment and understand the main player groups. How your community scales will challenge your development priorities and the choices you make will have you trading off new-customer acquisition vs. veteran player retention.

3.  There Are No Game Secrets, Period

Thanks to the internet – in-game puzzles are solved for everyone at the speed of the fastest solver. Read about “The D’nalsi Island” adventure in Lucasfilm’s Habitat where the players consumed hundreds of development hours in only tens of minutes.

The Lesson? Don’t count on secrets to hold up for long. Instead, treat game walk-thru websites as a feature to be embraced instead of the bane of your existence. “But,” you’ll say, “I could create a version of my puzzle that is customized (randomized) for every user! That will slow them down!”  Don’t bother; it will only upset your users.

The Tragedy of the Tapers

Consider the example of the per-player customized spell system in the original Asheron’s Call (by Turbine, Inc.): Each magic spell was designed to consume various types of several resources: scarabs, herbs, powders, potions, and colored tapers. The designers thought it would be great to have the users actually learn the spells by having to discover them through experimentation. The formula was different for every spell and the tapers were different for every user.

One can just hear the designer saying “That’ll fix those Internet spoilers! With this system, they each have to learn their own spells!” But, instead of feeling enjoyment, the players became frustrated with what seemed to be nothing other than a waste of their time and resources burning spell components as they were compelled to try the complete set of exponential combinations of tapers for no good reason.

What was interesting is that the users got frustrated enough to actually figure out the exact method of generating the random seed to determine the tapers for each user as follows:

Second Taper = (SEED * [ Talisman + (Herb + 3) + ((Powder + Potion) * 2) + (Scarab – 2) ] ) mod 12

[Modified from Jon Krueger’s web page on the subject.]

The players put this all into a client plug-in to remove the calculation overhead, and were now able to correctly formulate the spells the very first time they tried. Unfortunately, this meant that new users (who didn’t know about the plug-in) were likely to have a significantly poorer experience than veterans.

To Turbine’s credit, they revised the game in its second year to remove the need for most of the spell components and created rainbow tapers, which worked for all users in all spells, completely canceling the original per-player design.

Hundreds of thousands of dollars went into that spell system. The users made a large chunk of that effort obsolete very quickly, and Turbine then had to pay for more development and testing to undo their design.

Learn from Turbine’s mistake; Focus on making your game fun even if the player can look up all the answers in a database or a plug-in.

Don’t start a secrecy arms-war with your user. You’ll lose. Remember: There are more of them than you and collectively they have more time to work on your product than you do.

December 9, 2009

Creatures Of Habitat (@1up.com)

Lucasfilm's Habitat Logo Concept Art
There is a loving historical tribute to the role that Lucasfilm’s Habitat played in the history of MMOs at 1up.com:

Creatures of Habitat

What modern day MMORPGs borrowed from Lucasfilm’s ahead-of-its time adventure — and what they still could learn from it.

By Scott Sharkey

After another year of massively multiplayer online game crib deaths, we can’t help but be reminded of the MMOG that started the whole thing back in 1985 — well over a decade before the genre even had a name. Lucasfilm Games’ Habitat remains an unaccountable anomaly in the history of videogames, a multiplayer online world from the days long before the advent of the World Wide Web. It’s the sort of historical oddity that stands out as dramatically as, say, the discovery of a fossilized dinosaur holding a machine gun: Incredible, but pretty damn cool.

Hell Is Other People

In addition to being perhaps the earliest example of a graphical MMO, Habitat was one of the first games to embrace the concept of emergent gameplay. Habitat’s designers threw a bunch of strange people into a huge space full of a whole lot of weird toys and items and just watched to see what would happen. It was a kitchen sink approach, in line with their philosophy that “[c]entral planning is impossible. Don’t even try.”

Of course, some of the things that happened were murder, theft, bug exploitation, and runaway currency inflation. The game’s designers advocated a hands-off approach to administrating the world, encouraging players to administer themselves, but they did intervene on occasion. The solutions to those problems (and the debate over whether they even were problems) were enlightening glimpses of the kinds of things that other designers would have to wrestle with decades down the road…

The two-page article is worth the read if you’d like a great short summary of what’s possible when no one tells you that chasing your dreams is a fools errand…

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