July 1st, 2008 by adam

Yahoo recently posted a page listing and describing eight different design patterns for a reputation (or ranking, or achievement) system for a community - where community could be a web community, the players of a particular game, etc. For a long time now, I’ve been meaning to write a post on this stuff, and this finally poked me to do it…

EDIT: It’s Bryce, not Bruce. Argh. Sorry, Bryce - I was thinking about Bruce Schneier at the time, I think.

(thanks to Jeremy Liew for posting about an interview with the guy behind it, Yahoo’s Bruce Glass, which looks at some of the thinking behind it and his own views on what to do and what not to do)

Reputation systems - why?

For most game developers - and moreso most game publishers - the answer is “look at XBLA” (Microsoft’s Xbox Live Arcade). In the past 2 years, MS has put out a series of press releases and marketing pimping up the large amounts of money that they - and the publishers - have been making off the additional sales generated by this simple achievements/reputation system.

(I think that’s great, but also a bit sad, because XBLA does some other equally special stuff that hasn’t had quite so much explicit attention. Who’s talking about the GamerCard, and what *that* means for online communities? Plenty of people have, but it’s not achieved quite the same amount of attention. I think a lot of people have dismissed it as a gimmick in comparison to the reputation system - which is foolish of them, because the GC provides an excellent way for players to spread their Online Identity, and identity is a much bigger pie to be taking slices of than reptuation systems ever will be. But it’s harder to work with, and I’ll come back to that in another post sometime in the future.)

Or, as Joshua Porter puts it in the Bruce Glass interview:

“Reputation systems have driven the entire business at eBay.com, much of the business at Amazon.com, drives activity at Digg.com, powers the moderation system at Slashdot, etc…and yet for all the millions of words written about web design very few of them have been dedicated to this type of software.”

Choosing a rewards system

As an online game and MMO developer, and someone who focusses on social gaming and how to integrate it with mainstream games design, I’d say that the answer to “which form of reputation system for your social game?” is simply and clearly “all of them”. And at first I thought that was just me.

I’ve worked on games that have had a heavy social/web element, and adding additional parallel rewards/reputation systems has only ever helped both the community and the game. Nowadays, everything I see reinforces this, at least for games.

For instance, easy example - look at Kongregate. Kong has 5 independent, parallel rating systems for each game, and 7 (!) reputation systems for each user/player/developer on the site.

Looking at how those interact with each other, I would argue that a lot of the site’s success is precisely because it has these multiple *independent* forms of valuing user content; it allows you as a member of the community to say “this is nothing special in many ways, but in one aspect it’s the best thing I’ve ever seen” - essentially allowing for a multi-dimensional measure of “goodness”.

So, although I understand and by default agree with Y!’s suggestion that you should look at your community, assess your target market and your product aims, and pick one reputation system, I feel that you really shouldn’t do that with games.

Why one is never enough

Because only having one:

  • Limits self-expression: you CHOOSE to invest of yourself in various ways in a community. Bruce Glass mentions this. He doesn’t mention the knock-on implication: what you choose to invest says something about who you are and how you wish to be perceived. So, this is a part of your personal online identity.you can only be good at one thing, not a set of things, and there’s no way to show
  • Reduces learning opportunities: with multiple rep systems, a community can let a member know that “we think you are really awful at some things, but really good at others. Please do less of the bad stuff”, instead of just “we don’t value you”
  • Prevents the majority of people from being recognized: Go read about the Bartle types. Then read Erik Bethke’s presentations on what happened when he thought that some of them “didn’t apply” to his own MMO, GoPets, and what happened when he changed his mind on that. There is no MMO without all four player-types represented. One rep system can only satisfy one quarter of the traits that are present in all your audience. It may be the largest represented quarter, but it’s still artificially limiting your appeal as a game/product/experience/community
  • Assumes you actually know - and can control - what your community is, what it will become, and how it will grow to get there. That’s usually not the case. It seems (at least in MMO and online games) that good community management these days is not directive, it’s reactive. That’s not an excuse to abrogate responsibility for encouraging and supporting your community, it’s just saying that you need to give them more opportunity to tell you what they want, so that you can then modify your offering. And they will change what they want, they don’t remain static
  • And after saying all that, I wonder: how much of this is games-centric? Because although I’m no expert on online communities in general, that sounds pretty applicable to a wider set of online properties - not all, I’m sure, but many more than just “games”.

    Which leads me to wonder whether the suggestion itself (that you should carefully choose just one) is a nice idea in theory, but perhaps not appropriate in the modern web world: perhaps communities now are sufficiently savvy, picky, and accustomed to being the ones to control success (e.g. youtube, where the community makes a video successful, not the site owners), that single-value measures of reputation are no longer what your community wants and needs.

    Maybe?

    And as for Kongregate … well, now I’m going to finally write up the post I’ve been meaning to for a long time about that.

June 9th, 2008 by adam

I’m seriously fed up with the mediocrity (you could use worse words; I’m being civil here) of most MMO publishers’ patching systems for MMOs. The very least you should expect as a player, even back in 2001, should have been something akin to the PS3 / 360 patching systems today: the most basic “fire and forget” - you try to play the game, it does a background download, then popsup to tell you when to click to finish the install. That’s *it*. No more.

So, how should it be? Well…
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May 22nd, 2008 by adam

Edward Hunter, comScore

Summary

Some useful stats, and some interesting issues raised in terms of privacy and practicalities of gathering stats.

A lot of good advice on how to select a target market for an online game that’s better than “any hardcore RPG players” - both better as in more precise and usable, and also better as in bigger and worth more money.

LOTS of questions afterwards; read to the bottom to see them all.
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May 22nd, 2008 by adam

Nicole Lazzaro

Summary

I think Nicole is wonderfully off the wall, and this lecture underlined that. At the very dull GDC “roundtable” (where less than 10% of the audience opened their mouths) this year on Free to play, Pay for Items, she came out with the idea that we should be looking at making buying things in online games as enjoyable as shopping is in real life, and wondered why this inherently addictive real-world activity was so dull in almost all online games.

Unfortunately, I found the lecture a bit too off-the-wall, and very hard to follow, even having briefly looked at her proprietary “language of fun” docs before.
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May 14th, 2008 by adam

No writeup from me (hey, I was giving the talk, I can’t do *everything*), but there’s already a good almost-transcript up over at massively.com which gets the gist of things pretty well.

To go along with that, here’s the full slides from the talk (6 Mb). The originals were Keynote (OS X only, much better software for actually giving presentations - has some special features that Powerpoint 2007 still doesn’t have), but I’ve exported them to PowerPoint so that everyone can easily read them - so some of the fancy anims have disappeared and some graphics might be slightly skewed.

Download: Web 2.0 - how i learned to stop worrying v1.1

April 14th, 2008 by adam

I found Scott’s blog the other week, and liked it.

So, I added it to my feed reader.

Now, I’m removing it, because the way he’s got his RSS setup - http://www.hartsman.com/feed - is unreadable (literally - only the first 100 words or so of each post is included, the rest is all missing).

Incidentally, this is why - after many years of using the site as a primary news source - I no longer read Gamedev.net (feed) : a site that resorts to hiding its information and news behind extra links, sacrificing usability to gain advertising money, is not one I have time for. There are plenty of people who’ll provide the info I want in an easy manner, without this jumping through hoops.

Sigh. I have a feed reader to read feeds, not to get a “free sample of your brilliance” that I then have to go to a web browser to be allowed to actually read in full…

March 10th, 2008 by adam

Web 2.0 strategies often say “we can’t compete with our users, there’s too many hundreds of millions of them, and actually - collectively - they outmatch us in almost everything we do. So we’re going to bring them into our company, we’re going to let them develop the products, we’re going to let them take our technology and decide what other uses it can best be put to. And we’re not going to beat them over the head with copyright laws, because we can make so much money from the vastly increased volume of users that we get from this that it’s a virtuous circle. If we get too hung-up on controlling our data, and limiting access to our systems, and preventing people from accessing stuff “until it’s ready”, we actively prevent our community from helping us”.

Think about that: many of us, on a daily basis, are actively preventing our communities from helping us.

February 24th, 2008 by adam

Summary

Speaker: Derek French

Given the title, this talk came far short of my expectations. At the end of the talk I also felt extra annoyed that it felt like half the talk was just waffle, mostly towards the end with lots of repetition of the same vague opinions over and over again.

HOWEVER … when I came to clean up my notes and post them here, I realised that there were a lot of concrete good points, and it was just that it got waffly at the end.

If you don’t bother reading everything below, there’s one thing I want you to read (NB: I have cut out big chunks of the talk where the speaker waffled too much, so the reading below should be information-heavy).

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February 24th, 2008 by adam

Summary

Speaker: Eyjolfur Gudmundsson, CCP

I want a full-time economist working for MY company.

And: CCP staff should give more of the GDC talks, they’re good. And entertaining.

In the midst of a week of depressingly dumb comments (on the topic of economy: what possessed Matt Miller to argue against microtransactions because accountants like to see x million players times y dollar per month and find microtransactions unpredictable?), it was a joy to go to an intelligent, extremely well-informed, rational talk with valuable lessons for the future.

EDIT: photos now added inline; better quality images of almost the same graphs can be found in the official Eve Online newsletters (2007Q3 and 2007Q4)

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February 20th, 2008 by adam

Summary

Speaker: Michael Smith, MindCandy

Another half-hour-long introductory topic talk from the Worlds In Motion summit. Short but sweet. A nice overview of lots of different things going on in the use (and sales) of real-world goods as part of online games / virtual worlds. Misses out plenty of things, but does a good job of giving a taster of the sheer variety that’s going on right now.

Like Adrian’s talk from yesterday, I would have loved a second follow-on talk - now that everyone’s been brought up to speed - that explored where we could be going with these, and looking at how these have been used in more depth / detail.
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