Showing posts with label facebook. Show all posts
Showing posts with label facebook. Show all posts

Thursday, July 8, 2010

What Blizzard Should Have Done

Regardless of whatever Facebook integration plans or independent social networking plans Blizzard may have, and however optional posting may be, they should not unveil a player's real name on the forums. It is absolutely unnecessary, and just plain asinine. I was on the fence about purchasing StarCraft II, but now I will be giving that one a pass. I could just watch matches on Youtube, since I always end up spectating RTSs more than playing them anyway.

This is how RealID should have gone down. Upon account integration or creation, the account holder should create a Player Handle. This handle would be a singular player identity across Battle.net and Blizzard's games. If a player posts on the forums, the handle is used as a pseudonym. Reputation is maintained, and players are held responsible.

So players have 3 levels of identity:
  • a real name which is as global as it gets;
  • a player handle which unifies a player identity across characters and Blizzard games;
  • and a character name (or player alias in the case of non-RPGs).
This is exactly how most gamers structure their identity already; the worst part would be working with the interface in making it official.

When someone is RealID befriended, a player only shares the handle. There would be no code to share someone's real name; it isn't needed. Sharing of someone's real life identity should be done on a individual basis, thus simply stating your name in a private message would be enough to "share" it. Of course if a player chooses to integrate with their Facebook friends, their Facebook name must be displayed. Just add the name in a comment in BNet's friend list.

Notice above that I said Facebook name. I have a close friend who does not display her real name on Facebook because she is a middle school teacher. It would be disastrous if her students found her Facebook profile. She obviously already has everything hidden from public view, but that includes Wall Posts, an entirely optional feature of Facebook. Posting on a Blizzard forum would not only share that comment with everyone, but it would use her real name, an identity not even presented on Facebook itself!

I can only imagine two cases for Blizzard. Either they thought about this immensely, did the research, watched the Facebook privacy debacles, and then decided to go through with it anyway; or they have absolutely no idea what they are doing, haven't consulted a single privacy expert or sociologist, and think that people don't care about privacy.

If you are interested in privacy in social networks, I would recommend you check out Danah Boyd's blog. A few really great articles:


Fundamentally, privacy is about having control over how information flows. It's about being able to understand the social setting in order to behave appropriately. To do so, people must trust their interpretation of the context, including the people in the room and the architecture that defines the setting. When they feel as though control has been taken away from them or when they lack the control they need to do the right thing, they scream privacy foul.

Zuckerberg and gang may think that they know what’s best for society, for individuals, but I violently disagree. I think that they know what's best for the privileged class. And I'm terrified of the consequences that these moves are having for those who don't live in a lap of luxury. I say this as someone who is privileged, someone who has profited at every turn by being visible. But also as someone who has seen the costs and pushed through the consequences with a lot of help and support. Being publicly visible isn't always easy, it's not always fun. And I don’t think that anyone should go through what I've gone through without making a choice to do it. So I'm angry. Very angry. Angry that some people aren't being given that choice, angry that they don't know what's going on, angry that it's become OK in my industry to expose people. I think that it's high time that we take into consideration those whose lives aren't nearly as privileged as ours, those who aren't choosing to take the risks that we take, those who can't afford to. This isn't about liberals vs. libertarians; it's about monkeys vs. robots.
And I definitely think that Spink's has the quote of the year:
There was a time when Blizzard was viewed as a company run by and for gamers. That time is now over. Even aside from the wrongs or rights of the proposal, no company that fails so badly in understanding gamer culture can really claim to be one of us any more.

Tuesday, June 8, 2010

The Facebook MMORPG That Once Was

A couple of months ago, while I was finishing up my degree, a few friends and I decided to turn our Distributed Systems project into an MMORPG. With all the buzz surrounding Facebook and Social gaming (GDC, the ire towards Zynga, and all Facebook's privacy faux pas hadn't occurred yet), we decided we were going to make a Flash-based MMORPG on Facebook. Lured by short development times and the potential revenue, we hoped to roll out a game in a couple months and use the income to fund a real MMORPG.

That is why I haven't posted much lately.

At month 7 of the project, we felt that the game was simply taking too long for our initial goals and realized that we would be supporting a game that none of us were passionate about for at least another year. The company had 3 co-founders, and we all decided that it was time to pull the plug. We learned about tons of technical problems (and some solutions) for large player zones and how to stream assets so that browser gamers weren't waiting around for 20 minutes to play the game. Some days were really exciting and some were immensely frustrating.

I want to talk about some of the high level design here. I won't be posting detailed item or skill data, which are the parts that actualize the design.

We knew that we wanted an open-world design, where scores of players would be able to interact with each other synchronously. This was a very different approach than most other social games which are said to be asynchronously multiplayer. We hoped players would be enamored by this "living world" sensation.

We went through 3 completely different game ideas and finally reached the conclusion that we were not going to have a combat system. The typical Facebook gamer is a woman in her 30s or 40s. They are not the hardcore 18-25 male demographic. Some potential players told us to "make sure it isn't violent". So, as I said, we decided to leave off a combat system.

The problem with no combat is that conflict is harder to come by. There is no explicit way to represent conflict, risk, or danger nor a way to explicitly resolve problems. Without combat, we decided to have a very heavy crafting game, but we had no way to make exploration of the world dangerous or risky. Players would be able to walk to any place they wanted to without any trepidation--this might have been very boring.

EVE's skill system was perfect for us: it allowed only 5 to 10 minute play sessions where the player only queues new skills, and enticed the player to come back to the game every couple of hours to enqueue some more. The modifications we made included making things more streamlined, i.e. 30 levels in a Skill rather than several books of 5 levels, and requiring players to purchase each skill individually.

This put tremendous pressure on itemization though since players were not crafting silly items every few levels just for skill ups. Every item had to have a purpose, and without combat we had to get really creative to make some functional items.

We had to make a secondary stat on crafting and gathering skills called Proficiency. Training increased your Proficiency in Crafting skills but not in Gathering skills. Players had 2 functional item slots which they used to equip "gear" that increased their Proficiency. For Gatherers, this was their only source of Proficiency; for Crafters, this augmented their Proficiency slightly. Recipes and resource nodes had a Proficiency requirement on them; this ensured that players were buying goods and using functional items.

The Marketplace was a global Auction House were Buy and Sell orders could be placed. In addition to functional items, we had quite a few vanity items: clothing, furniture, & pets. Each player was to get an instanced house and be able to invite their friends. Eventually we hoped to allow players to throw parties or own larger plots of land for special crafting machinery.

To make the crafting and gathering games have a bit more flare, we put in minigames. The problem I and some other gamers have with minigames is that they are very hokey and break "immersion". I designed and prototyped quite a few minigames which included everything from a Sudoku-like Exact Cover problem and a simple timing/reaction game. If you are clever enough, you can find them online :P

There are 6 Crafting professions (Tailoring, Smithing, Woodworking, Leatherworking, Alchemy, and Cooking), 4 Gathering professions (Mining, Logging, Harvesting, and Trapping), and 4 Refining professions (Smelting, Lumbering, Weaving, and Skinning). Each profession would take a bit more than 15 days of constant training to skill cap. We hoped players would focus on 2 or 3 professions, giving them 30 to 45 days of related training. Then they could always train the rest of the professions if they wanted to.


The only profession that didn't fit the mold was Trapping. We decided to merge FarmVille with FFXI's fishing system to make something really exciting. Players would acquire traps and bait, set them up in the world, and come back after a few hours to collect the animal. Which animal was in the trap was a function of the trap used (e.g. steel, wooden, large, small), the bait used (different meats, nuts), the time of day the trap was placed (night, day), and the location of the trap (forest, plains, near water). The animals would be used as pets, leather, fur, cooking ingredients, and bait.

The main focus of the MMORPG was crafting and vanity gear--making your character and your house your own. It was supposed to be a low-intensity distraction where players would be a part of a virtual world. We planned to monetize with an item shop which included training rate bonuses and seasonal vanity items.

Without combat, the game just felt very bland to us--the hardcore gamers making it. Our hearts were not in it, and more than once we had to convince ourselves that it was worth it to continue.

I will say one more technical lesson: I will never use Flash for a large-scale game like this again. It simply isn't made for these sort of projects, and I've uncovered everything from drawing bugs to problems with Flash's event system.

Sunday, April 25, 2010

King of the Internet

Facebook released some pretty interesting technologies a few days ago at f8. You can read Raph Koster for the doomsday scenario, but I doubt it will get that severe. We are approaching a new version of the Web. Mark Zuckerberg leads the charge, undoubtedly reestablishing himself as the King of the Internet.

You will see Like buttons at the bottom of all the posts here now. Enjoy.