Tag Archives: CVG

Building Social gaming

Yes, this is about games, about video games specifically. There are two sides to the current article we see in the Guardian (at http://www.theguardian.com/technology/2015/mar/16/roblox-minecraft-user-generated-gaming). The first one is the entire ‘for kids’ approach.

Well, that part I am smitten with, you see, games should be to a decent extent to get the next generation into technology. To get them to know how to get by, how to interact and how to properly use technology. Like any skill, a child starts with crawling, moves to walking, soon we see tricycles, bicycles and more advanced options for movement. We have puzzles for the mind, whether jigsaw or other. Even though these options are falling to the back more and more, it is the threshold of technology that will help them move forward and move forward faster. Nintendo has always been a champion in this matter. As it catered to the younger player and to the family game environment, Nintendo had a niche. PC’s have for a long time remained far behind, because the revenue to cater to a less young population was forever more appealing. Even though most will see Minecraft as a provider here, Roblox has been around a lot longer.

Now that Microsoft dished out 2 billion and spare change for Minecraft, Roblox is hoping to see an influx of cash in their market as well, and why not?

Yet now we hit the part that is a little (just a little) cause for concern:

“In December, we hit 4.7 million players. The foundation of Roblox is user-generated content: just like on YouTube there is so much to watch, on Roblox there is so much to play,” says Baszucki” as well as “People get really attached to it: many of our players have played for four to five years, and our developers range in age from eight to 80. Some of the top developers are 18 or 20, and we have kids in high-school who are making two, three or four thousand dollars a month“.

You see, where do they get that money from? More important, who is paying for these ‘costs’?

Well the article explains that as well: “How? By creating 3D games on Roblox’s website, then sharing them to be played online, as well as on iOS, Android and Kindle Fire devices. The money comes from the in-game currency, “Robux”, bought by players to spend within games, and then exchanged for real money again by those games’ developers“.

Is that a problem? Well, no not directly, as I see it, Roblox is all about creativity, yet some things must be bought. So their currency sets 400 Robux at $5 (for builders it is 450 for the same price), making a Robux around a cent (1.25 to be more exact), which might not be a biggie and 10,000 for $100 (15000 for developers), which makes a Robux $0.01, even less for developers. But what does it get you? More important, if some ‘developers’ get 5000 a month, how much money is exchanging hands here? Well, when you become a member of the Outrageous Builders Club and you have in excess of 100,000 Robux and a valid PayPal as well as a verified email address, you could qualify, if you successfully signed up for the Devex program. The last one seems to be set up to prevent phishing, falsehood and a few other markings. This all seems on the up and up. The exchange is 100,000 for $250. That comes down to 0.25 cents to the Robux, which gives the makers of Roblox a 4 to 1 profit. Now we get back to the very first paragraph “Some of our top developers are starting to get about a quarter of a million dollars a year. They’re treating it literally as a career, and starting to hire their friends…”, so how many Robux did that income make?

Now, this is supposed to be about the games and gaming design, which I do not oppose, so when I see the line ‘we have kids in high-school who are making two, three or four thousand dollars a month‘, meaning that they sold R$800K, R$1.2M, R$1.6M. At 4 to one that works out pretty spiffy for the makers, but is no one asking the question, how much money are your children sinking into this game that is the question! Even though much is clearly stated by the people behind it and even though we see “Roblox is free to play, but to get Builders Club which gives you more features“, we soon see that the smallest club is already $6 a month, making this a $70+ a year enterprise, which might not be bad, but everything costs in this game, from hats (that are seen as a status symbol as I personally see it) and there are more parts to all this, so when I saw the ‘promise of income’ as the article seems to imply, my question to Stuart Dredge becomes: ‘How deep did you look into the article you wrote?’ There is another side to the cash thing that was also not mentioned, The Roblox people had relief fund drives, which means that buying a hat (red, Blue, Rising sun) and for every hat sold, Roblox donated to relief funds for Haiti, Red Cross, the Tsunami efforts, so there is also a social drive towards good causes and this game ended up sending thousands upon thousands of dollars fuelled by the people getting the hat to be socially aware. That is a very good thing, especially as this is an environment driven largely towards the ‘less adults’ (small citizens usually younger than 18).

So, am I lashing out at the makers of Roblox? No, not really, they seem to be clear about the options and about the costs, and people can start with a free account, one world and the choice to continue if it is their kind of world. This is all fair, but do the parents realise what happens when these kids sign up for more? Perhaps they do, but do they realise the added price tag? You see, that might all be fair and good and it is important to note that Roblox shows nearly all the information openly and clearly. They have no traps in there. The only paragraph touching on this is “A platform with lots of children playing and a growing number of games using in-app purchases? It sounds like a recipe for controversy, especially with the US Federal Trade Commission poking around in the affairs of Amazon, Apple and now Facebook over children’s in-app spending“. I think the paragraph is much too meager and other elements are not looked at (as I showed in my earlier part).

There is also a second side to Roblox. A side we all ignored unless we actively dug into it ourselves. You see, I was around when Atari had STOS, Amiga has AMOS and when we saw the growth of Little Big Planet one, two and three. We all think we are future game developers. I played with some of the demos and was able to change a few things get some things rolling, but overall, no matter how good my insight, you need creativity and vision. Roblox is giving tools to the makers to address their creativity, but what about vision? Well, I got my parts done in the builder of Neverwinter Nights, and the best result was making an actual adventure for the Commodore-64. The last part was done by a set of articles that were published in a magazine called ‘Computer and Video Games (CVG)‘ in the mid 80’s. I learned so much from those articles.

Here we see the power of these tools, which brings out vision and creativity through patience and persistence. When a parent realises this part and that a game like Roblox could empower these two elements, then spending $72 a year is a steal at twice the price. Whether this results in making some actual cash, or just makes the maker break even with the costs involved, the last one would be worth it all because whatever they make now, will shape the power of innovation down the line. Kids (adults too) could go through life never realising the power that creating innovation brings.

It is the last paragraph that matters: “Ultimately, games that start to look like high-end CGI movies. And companies are starting to realise that this user-generated content segment could be bigger than any individual games company. There’s so much leverage from being a platform rather than a content producer, where every few years you need a new huge property”. There is a truth and a hidden untruth here, the games that look like high end movies come at a large cost for the player, when we see $100 games that give us no more than 10 hours, we see that a move towards sandbox games are definitely worth it, because the overwhelming difference that value for money gives the player, yet the failed attempt we see in games like Assassins Creed Unity, a game released last November, that is still receiving patches (at http://www.designntrend.com/articles/40441/20150218/assassins-creed-unity-ps4-xbox-one-patch-release-ubisoft-gameplay-graphics-multiplayer-glitches.htm). By the way, personally as I see it, when we see the quote “patch 1.05 goes a long way towards promoting ‘stability and performance’ in the latest entry to the annualized franchise“, I mention this for two reasons, the first is that high end games, when not properly supervised could become the end of any software house, the second reason is that the Assassins Creed Wikia calls it a “Assassin’s Creed: Unity is a 2014 sandbox action adventure game“, trust me that any reference to Assassins Creed being a ‘sandbox game’ is like comparing a Ford Edsel to a Bentley, Minecraft being the Bentley that is.

So as we see Roblox and Minecraft as the growing community towards the sandbox loving gamers, I see a win-win situation. You see, I remain a fan of RPG games, these games propel the interest and the desire for RPG games and as such, I will win as better RPG games are released.

So as we consider the subtitle where we see that Roblox is an environment of 4.7 million people, focusing on growth, we can see that Roblox has a future as it focuses on all devices and Cloud based usage. The only danger I see now is that they might try to grow too fast in too many directions. There might be a comparison to Minecraft, but not in the user base, because Minecraft has over 100M users registered on PC and well over 50 million copies sold on consoles. Roblox could grow faster and larger, but as I see it, it will have to offer more to the free player, as I see it by adding 2 worlds and adding those option to have more options for free. It would be fair enough to make those free players earn these options to be unlocked in some way, but as the starting player is reeled in through the growth of options and interactions, so will their eagerness in becoming a premium member. It is that growth curve that Roblox will need, because no matter how proud they are with their 4.7 million players, if they want to attract bigger business they will need to do more than just double their current base, in addition, as the article shows a drive for makers to ‘make’ money, we need to also consider (in all fairness) that in the end, it must be looked at how much currency is transacted in and how this is broken down in user population (especially the age group based demographics). As I stated before Roblox has been on the up and up in this regard, but their continuation will require a massive jolt towards value for money, because that will drive growth faster and a lot more profound.

 

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The future of gaming

My life, for the most have been about gaming in one way or another. My fascination with computers started when I was just a young man (an annoying brat to be more precise). I saw the magic of computers when I saw my first Star Trek Episode, which was around 1972 or 1973 (Dutch Television). Computers were magic from that point onwards. You, the reader will not believe or imagine this, but in those days, computers were massive, there were actual career sessions on becoming a Computer Operator. I would not get my fingers on a computer until 1981, but it was more than just love at first sight. Whilst everyone around me was looking at it, if it were a dragon that needed to be carefully prodded with a stick, my journey started in earnest. I could go around the systems in mere minutes. Where sergeants were destroying their own work by not remembering the difference between the ‘write in’ and ‘write out’ buttons on their text processor (Oce), I was circumventing the Defence servers by entering specific parts of the entire logistical system giving the ‘MDETnnnn’ commands at the system prompt. Whilst some were sitting at their desk with their ‘bankgirocent’, holding on to ‘keys’ for their keyboard, so that no one could start certain programs. I was going around the entire system with the entire defence logistical system to explore. But it was not all me, often I was sitting in a corner, listening to a Colonel, who was at that point working on a project called ‘VAB3’. I was helping out, his sergeant; a rather pretty woman thought I was after her. If only (she was really good looking). No, the colonel was the first person where I ACTUALLY learned from, the man had insight and was brilliant, It took me a few days, but then I had a clear grasp of the entire Defence payment system, the codes, the settings and the individual programs, the microfiches taught me the rest.

There was no want for money, for wealth. It was simple learning and exploration. We all learn and grasp in our own ways. Do not worry; it is all still linked to gaming!

My weakness is that I never had any commercial inspiration; I never cared too much about money (other than paying my bills). I was always interested in the Puzzle! In my time I have designed my applications, I made them for friends, I made them as assignments, to make a little cash. I once had the option to automate cinemas, but after one afternoon I dropped it. Not because I could not do it, but because it was too easy. I had solved all parts in less than three hours but I did not write it as it had become a mere exercise. It was my only real flaw and to the smallest extent it still is.

I did actually also do other things (like actual work) with mainframes and at times, with those dinky weird contraptions called PC’s. The IBM PC was bulky, and had two boxes the size of the Google OUYA flat side forward, one slot was for the 360Kb floppy the other slot was for the 10 Mb disk drive, which was priced at $2999. Yes, I did say 10 Megabyte! On the disk was a program called Lotus Symphony version 1.1, which I used to create a program to manage the numbers and information of dangerous cargo on container ships (in those days the fines for too much IMCO 5.1, whilst entering Singapore were truly massive). It took me 3 days to work it out and after that they could find the information in minutes, which before that moment took hours and sometimes up to 2 days to check the containers of a carrier at times having a load of almost 1750 containers. So, I did achieve plenty, but it was always the puzzle that pushed me forward.

masterelite1 So, how does this relate to gaming? To get this, you have to consider the days of non-graphics, where a game like Elite was high resolution graphics (in those days).

It was the first game I actually played for some time on the BBC micro B computer (which was not mine), but I was hooked ever since. I moved from Vic-20 (second hand) to a Commodore 64 and from there on, whatever work I did, it was the console at home that satisfied my need for ‘puzzles’ and exploration.

This now comes back to the game we see getting more and more attention. The game is called ‘No man’s sky’ and the person giving it the visibility it deserves (and more) is Danny O’Dwyer (at http://www.gamespot.com/no-mans-sky/). This game takes me back to several games. First, there was Elite, where we travelled the cosmos, trading and shooting wars from Harmless to Elite. The game is at times mindless get through it, simple, but the trades, the encounters, the jumps to a new place and especially in the beginning, docking with a station, had me and many like me glued to the screen. Later on the Commodore Amiga, some German person made something that looked like a Star Trek simulator, where we could fly to planets, get into orbit and (that was it at the time, the game was not complete). After that Origin (the people behind Ultima and Wing Commander) give is a higher graphics version of Elite and they called it Privateer. Later still Peter Molyneux gave us Black and White, a god creation game. I could go into a lot more detail, but I do not want to bore the reader with my gaming life.

There is one reference that is missing. In the 80’s, there was a comic strip in a magazine called ‘Computer and Video Games (CVG)’ about a ‘god-creation simulator’. Here we have the elements of the puzzle. Here we see the elements of No Mans Sky united. The exploration of a planet, from there we can see and visit the planets in the cosmos and grow in wealth, menace and trade as we find larger and better means for travelling. This game has all the elements of gaming I always loved and this game is close to giving us the almost perfect exploration game, where we are mere travellers in all the freedoms we ever wanted. We are not limited by the confines of Tamriel or Sosaria. This game is close to promising a journey where our own imagination is slowly becoming the only remaining limit in gaming.

That would make this game the most enticing form of gaming we are ever likely to meet and see. It is quite literally Minecraft on an epic scale!

We will always want our Scribble Shooter (or its smoother brother Halo), but gaming is more than a race, a fire fight or even a quest. No Man’s Sky is trying to meet the promise some of the older gamers have waited for, for a lifetime. Will we get that experience? I truly hope so!

I have had good days, even great days in many of the games on nearly all of the platforms. Even today, as we see new games trying to fend for the ‘top’ spot of gaming, some gamers are still yearning back to the games that actually delivered a sense of wonder. Whether it was one of the Ultima games, a Metal Gear Solid, the original thief or even a game like System Shock (both one and two) delivering that sense of joy. Some will desire the days of Mass Effect and would want to walk around the Citadel beyond the few levels we saw. No Man’s land is currently implying that it will offer all of that. That makes the days of Danny O’Dwyer one of the sweetest jobs around, because he could be sitting on the hottest gaming potato of an entire generation of gaming.

Time will tell whether NoMansSkyFieldSean Murray ends up being the greatest marketeer or the greatest game developer. I am hoping for the second one. The only critical view I have (for now) is that it is good to know that it is coming, the fact that the game is still more than a year away is less interesting if we get to see too much of the game so far in advance.

 

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