Posts written by Alistair Gray

Why Facebook is SO tempting to game developers

By Alistair Gray on 21 August 2010

Facebook is the focus of a new gold rush for developers.  Everyone is trying to find the next Farmville.  The question is, why is Facebook so popular?  I believe there are 3 key reasons:

  1. It’s ubiquitous
  2. All your friends, in 1 place
  3. It’s so easy to start playing

Ubiquitous

Facebook is everywhere!  There’s no escape. Nearly everyone I know is on it, so nearly everyone I know can play games on it.  That is a massive market ready to be tapped.  No console game could get close to the number of Farmville players at its peak.

All your friends in 1 place

Nearly everyone likes to play games with friends.  All the way back to chess (and beyond) games have been a good way to interact with others.  Being online gives you access to millions of other players, but why play with strangers when you can play with friends?  The solution?  Friend lists.

John Vechey (Popcap co-founder) recently had some interesting thoughts about Facebook and friends lists:

I’m very pro-Facebook. I never want to make a friends list again… I hate making friends lists in games. Take League of Legends - I was playing for three weeks until I found out some of my friends had been playing!

The problems with friends lists as a concept include:

  • The need to recreate the list each time (or most times)
  • You need to know which of your friends to add - you sometimes need to stay in contact externally to keep track of who’s playing what
  • They sometimes need a complex string of characters to be entered (an email or a series of numbers). This is less of an issue with a PC, but with consoles and their less well suited input controls this turns into a real effort

Efforts have been made to reduce the pain by using shared lists. But why bother at all?  Most people have a ready made friends list in Facebook. I’ve seen Blizzard is looking to get into Facebook - and it’s not a moment too soon! I hope other developers take note.

Research is needed to find how gamers would want Facebook/the game to behave with this information. For example would gamers want their “game” friends mixing with their “real life” friends online, or should they be separated?  How would gamers like their online gaming behaviour broadcasted, if at all?

It’s easy to play

Adding a game to Facebook is easy.  No installation, very little loading screens and no initial costs. This means there’s no real technical barrier between the developers and the potential players.

Conclusion

Facebook presents a very compelling case to developers. Large markets, easy access and strong links between people. It’s also compelling to gamers. An easy access point to games, and strong social interaction with all your friends who are also playing.

All that’s needed now are iconic Facebook games that can capture peoples imagination, spare time and wallets.  Before that can truly happen, there is much work that needs to be done looking at gaming and social interaction and the interaction between the two.

The new console battleground

By Alistair Gray on 2 July 2010

The dust has settled after another year’s E3. All the big games companies were there, announcing/confirming all manner of shiny projects.

As a result it’s clear where the new battleground in the console war is going to take place - motion control. Both Sony (Move) and Microsoft (Kinect) have released more details on their differing attempts to steal the Nintendo Wiis thunder and significant market lead.

Nintendo Wii

The market leader. Most people will have at least have played one in the (approaching) 4 years since its release. Players interact by waving a controller around, with the movement being picked up by a sensor bar on top/below the TV.

The main advantage Nintendo hold over their rivals is it’s ubiquity. Many many people have one (around 5 million have been sold in the UK alone). People will be reluctant to buy a new piece of ‘motion control’ hardware unless there’s a compelling reason to do so.

Problems include complaints over it’s accuracy - poor motion tracking has ruined many a putting chance for me on Wii Sports Golf. Perhaps more significantly there have been surprisingly poor sales figures for non-Nintendo developed games. Developers and publishers are now thinking twice before developing games for the platform, as no 3rd party developed game seems to sell well.

Sony Move

Sony Move seems to be a more accurate Nintendo Wii. Players hold controllers as the Wii and are tracked by a camera on top of the TV.

From a purely hardware view, Sony’s running the risk of confusing it’s less tech savvy customer base. Each game appears to need a different combination of it’s controllers. I predict annoyed customers returning games/equipment after purchasing the wrong set, especially initially.

It’s a safer bet than Microsoft, most players will know the drill having played with the Wii. Also with a similar interaction style to the Wii developers can carry over existing knowledge and experience in development more easily than with the Kinect. I predict this means games will be developed quicker and with less pain for the Move than for the Kinect. This may result in Move’s success, as more games will hit the platform (both Wii ports and news games building on Wii mechanics).

Microsoft Kinect

Microsoft has taken a bigger risk than Sony. With no controller at all, the interaction is entirely through body movement. This both opens up and restricts interaction. Sometimes a button is the easiest interaction, how do you select without pressing A/X? At the same time it should remove a barrier of entry to the platform for players - people no longer need to be adept at button pressing (and many people aren’t) in order to play.

Developers making games for the Kinect have to start from scratch - no interaction like this has really happened before. This makes the development of games that much harder. But on the positive side, with no controller to hold, the Kinect won’t be restricted by previous interaction templates - the designers/developers can really push the boat out. If they have the imagination to do so. I’ve yet to see evidence of this though…

Conclusions and predictions

So there you have it.

Both Move and Kinect require players to interact with games in unfamiliar ways… but the Move builds on players previous experience with the Wii, the Kinect is entirely new (even before we get an idea of how well the system works).  I think the Move will do well, as building a good user experience around familiar, existing systems is always easier than starting from scratch. What do you think? Have a browse of the Move games and Kinect games and tell me which you think will do well.

Your gaming grandma

By Alistair Gray on 29 April 2010

I’ve just been sent a great blog post describing the unexpected behaviour of a segment of smart-phone users - over 55 females. What caught my attention was their use of games:

When it comes to downloading apps on their smart-phones, one in five women stated that their favourite app was a gaming app

iPhoneGames can no longer be dismissed as the sole preserve of teenagers. Gaming is now officially mainstream.

Many of those over 55 smart-phone gamers will be discovering games (or at least game genres) for the first time. I’ve spoken before and I’m sure I’ll speak again about the need to ensure all games produced are suited to the audience. If this older smart phone market is part of your audience, then a big focus on game usability and game usability testing is needed.

Game usability testing, as all usability testing, will pay for itself. The ROI of usability testing is undisputed. As the article points out, 1/3 of the UK population is over 50. The baby boomers are starting to play games in numbers. Take note.

Photo credit:  William Hook via Flickr / Creative commons

Games and new audiences

By Alistair Gray on 8 April 2010

08-04-2010-11-58-38I was very interested to read that the BBC is just taking it’s first steps into the games market, producing an interactive Dr Who game. They follow in the footsteps of Channel 4 - who have made (among others) the excellent Bow Street Runner.

Games have recently seen an explosion of players. With OAPs picking up the Nintendo Wii and Farmville on Facebook (over 80 million players), the gaming audience has altered almost beyond recognition.

This change in gaming market means developers have to take extra care to ensure that the game the designer planned is the game experienced by players at the far end of the development process. Simply put - Developers need to usability test their games. Game usability is a big thing now.

This is especially important for developers Sumo Digital if they are hoping to “bring new people into computer gaming”. This is quite a tough, but admirable aim. Games have their own language, they need understanding and experience in order to be played successfully. Jens Matthies, creative director of Machinegames once said “I remember we tried testing [a game] with a group of non-gamers and it was a complete disaster. They couldn’t even work out how to leave the first room. They just didn’t understand the controls or how to interact with the game”.

untitledIt’s hard to pick up new game controls.  Add in learning game mechanics at the same time and game usability issues arise (This guy is good… run into him… no, not that guy!).

I can’t wait to see what the result is, and rest assured I’ll be doing some brief game usability testing with other people to see how they find it!

Photo book UX pains

By Alistair Gray on 23 March 2010

I recently decided to get a photo book for a Christmas present. I’d seen all the adverts, and I thought I’d give it a go. I never imagined what an ordeal it would be. Two sites and several frustrating hours later I was the proud owner of a personalised photo book. Would I do another? Probably not - certainly not without a massive change in their user interface.

Issue number 1 – Poor multiple image upload controls

I can’t lie. The first website was poor. They had me hooked by offering 50% off my first order, but a poor user experience lost my custom.

My first task was to upload my photos. The site offered two options – upload directly online or through some download-able software. I didn’t want to install more software onto my computer for a possibly-one-off-purchase, so I tried the online system.

After several attempts I realised the online system only allowed you to upload one image at a time. Selecting several images made the site hang – there was no feedback to say this couldn’t be handled. In fact, it even looked as through the site was uploading the images when it was actually frozen.

When I eventually realised what was happening I decided to try downloading the software – I needed to upload about 80 images onto the site and it would have taken too long to upload them all one at a time. This is where I encountered issue number 2.

Issue number 2 – PC specific software

The software on offer was for PCs only. I’m a Mac user. After initially getting annoyed, I saw a (very small) link to Mac compatible software.

Success! I downloaded the software, uploaded the images and was being shown the different products I could personalise. The only issue was that I had uploaded to the US site. There was no software that allowed a Mac user to upload their images onto the UK site.

I know as a Mac user I’m a member of the minority, but as of Feb 2010 Mac users compromised of 7.1% of the total browsing population – more than 1 in 20. That’s a large segment to ignore (especially as Mac users are traditionally seen as more money-ed then their PC counterparts).

Issue number 3 – Poor interface on software

I decided to try another site. It all started well - I was able to download software onto my Mac that allowed me to upload and personalise my photo book.

It still wasn’t plain sailing. The software itself left a lot to be desired, with an interface that relied heavily on obscure icons. This software creates a very specialist item, one that may not be used very regularly. This means the majority of users will be new, or will have forgotten what they did last time. The software must be very easy and intuitive to use, to allow users to pick to and use the software with no training, and little to no learning curve. The software just didn’t allow this.

The interface was so poor I was very close to giving up. But after investing so much time I was committed to getting it done… many others wouldn’t have been.