Вы находитесь на странице: 1из 6

THE

MONEY
FARM
Investigating the real cost of
free games. By Dan Griliopoulos

ast year the games One theory


industry shrank, is that the monster
just a touch. We all eating our babies is what
attributed it to the was once called casual gaming,
economy. Industry analysts in suits back when we wanted a word for
said that Modern Warfare 2 had scared rubbish games played by cubicle-
off all the other big releases, so the slaves. Now it’s called social gaming.
first quarter of 2010 was going to be It’s hard to put a bracket around all
hugely profitable for everyone. They of these games, but they do share
praised the industry for its resilience. two things: they’re free to play (with
That huge spring of 2010 has come optional microtransactions), and
and gone, and the market hasn’t they integrate with the real world
recovered. Lots of awesome games through social networks. Other
came out – Just Cause 2, Bad Company recurring characteristics include
2, Assassin’s Creed II – but the market simple mechanics, being
is even lower than it was at programmed in Flash, and a design
Christmas. What’s happened? that favours short bursts of play.

66 AUGUST
AUGUST2010
2010

PCG216.feat_social 66 14/6/10 12:44:21 pm


AUGUST 2010 67

PCG216.feat_social 67 14/6/10 12:44:42 pm


Who plays social games? Steve
Shipton, of gaming site Playfish: VIRTUAL GOODS
“Our core social gamers are 20-34
years old, with an even gender split. These companies are rolling in money – the
first Facebook social game, Mob Wars, is still
However, it pretty much reflects the rumoured to be generating $1 million a month
wider demographic of Facebook, – and it all comes from players buying either
which is our primary platform.” in-game money, or in-game items
The makers of Evony, though it has (companies prefer the former, as players often
end up with odd amounts left over). But
a heavier male bias due to its Civ-like supposing you do spend your money on these
theme and genesis outside Facebook, virtual items – what are you actually buying?
are finding that older women are Jas Purewal of GamerLaw.com: “The
their fastest growing demographic. critical issue is this: are virtual goods and
money ‘property’? On the one hand, they are
“They’re the glue of the alliance, the ‘things’ just like a house or car, they are
organisers and motivators,” says Walt purchased for real money, and – crucially –
Yarbrough, the Turbine and Mythic Couch Potatoes: guess what players are encouraged to think they are
it’s about. Go on, guess. ‘buying’ something. On the other hand, virtual
veteran who hopes to change the
goods/money are in infinite supply and are,
perception of this strangely-loathed well, ‘virtual’ - so maybe they’re not property
game. “Their numbers are small, but Demographically, access to these at all, but something like a service instead?”
their impact is huge. The same could games is limited to where social This is serious business, although it may
be said of real life.” networks have sprung up – Playfish, sound like a boring legal debate. If virtual
goods/money are property, who owns them?
Mark Skagg of Zynga, developers for example, are primarily Facebook- “Is it the games company (which is effectively
of Farmville among others, takes orientated, tapping its 450 million how the current legal framework is set up) or
another slant. “Our users tell us that users, whereas Evony and the player?” asks Purewal. “If the latter, what
there’s an untracked demographic of Portalarium’s products are designed rights do players have in them – the right to
turn them into cash? To mass-copy that
kids playing on their parents’ laps, as to work across any social network and virtual cow? To destroy that l33t sword? Do
it’s an enjoyable bonding time... and as standalone games. other laws then become involved, like tax?
produces a wonderful connection Big translates to profitable. Mob Clearly, if – and it’s a big if – any of that was
between family members.” Wars, one of the earliest social games, right, it could fundamentally change the way
games companies treat virtual goods.”
This really is a market that attracts was already making $1,000,000 a Does this really matter? “Definitely,” says
everyone, from tots to teens to Purewal. “The more money pours into virtual
tottering old-timers. (Everyone, that “Our biggest game, Pet Society, has goods and money, the higher the prospects
is, except for hardcore gamers.) The that sooner or later someone is going to turn
three gentlemen I’ve just quoted
21 million monthly users. And we around and st art asking questions about
what they ‘own’ in return for their money. And
probably have about 180 million have ten games on Facebook” that’s when the lawyers get involved.”
people playing their games every
month. “Our biggest game,” says month back in 2008, and this was
Shipton, “Pet Society, has 21 million before Playfish and Zynga refined make each game with a tiny team,
monthly active users, with four the game design. Allfacebook.com more akin to indie or mod
million daily active users, but we have estimates that the latter are making development than the big AAA
ten games on Facebook – that’s just around $100m in annual revenue, all games. Both Playfish and Zynga start
the most popular one.” Zynga, from microtransactions. their games with three or four
meanwhile, can claim even more Understandably, none of these people, and have larger temporary
startling statistics: “Farmville does 30 companies are that keen to talk about teams of 15-30 ready for their regular
million a day, by itself. Our new title the huge sums these games are launches. “Most of the work is done
Treasure Isle has six million daily generating, but let’s take a quick look after launch,” says Stagg. “There’s
gamers – it’s been out for two weeks.” at the development model. They nothing like having a million people
playing your game to test it.”
Country Story would work “We launch the game at about 20%
better with zombies. of development,” agrees Shipton,
“it’s about seeing games as a service.”
With two-three month development
cycles and such tiny overheads, these
games are a licence to print money
(more on which later).
So, the social games industry is
growing hugely fast, is massively
moreish, and hugely profitable. Why
aren’t hardcore gamers playing – and
why has it got such a bad reputation
so quickly? The reason is that social
gaming is the Wild West, with Red
Indies roaming the wastes,
independent townships setting up
home in strange new lands, and large
corporations laying track down and
railroading their way into the heart of
the continent. No one’s really sure
who’s going to win out.
Like any undiscovered country, it’s

68 AUGUST 2010

PCG216.feat_social 68 14/6/10 12:44:45 pm


FIELDS OF GOLD

THE GURUS OF CASUAL GAMING


STEVE SHIPTON
(Technical director worldwide
studios) - Playfish.
Playfish were one of the biggest
social gaming pioneers and,
though they’ve fallen behind
Zynga in recent months, were
still bought up by Electronic Arts
for the princely sum of $300
million dollars. Which just goes
to show how much money there
is to be made from something
that’s free. They’re only two
years old, but already have
offices around the world.

JESSE SCHELL
(Founder) - Schell Games
One of the keenest analysts of
Tsk, these people must social gaming, Schell paints a
lead sad, empty lives. picture of a near future that’s
somewhere between utopian
and dystopian. He spoke to us
fields are fecund with controversy. ‘social’? Most of the time you’re not about the game design
techniques social developers
The aggressive way players are playing with people as people, but as use to draw money from their
acquired has come under scrutiny, as in-game tokens of success. players. The short: it’s profitable,
well as the endless copycatting In fact, are social games anti- but faintly terrifying. For a full
between companies, and the invasive social? A critic would say their design explanation of his ideas, watch
his excellent TED talk at tinyurl.
Facebook spam. Most damningly, the is derived from cynical, amoral stuff, com/schellpcg.
companies have been accused of like the ’50s social science
making games that are not fun, but experiments of Skinner and WALT YARBROUGH
merely compelling, actively antisocial Milgram. The games use random (Vice-president) – Evony
and greedy for user’s money. mechanisms and ‘variable ratio Evony is a Civilization-like city-
rewards’ with the mechanics of a slot building game, which you may
recognise as “Come play, my
Cashcade machine, to encourage you to do Lord” from a series of
There’s a big incentive to spend. things you don’t necessarily enjoy to increasingly bizarre adverts
Primarily, to speed up progression. get items that, strictly speaking, are featuring buxom women not
Thankfully most games have worthless (ie, virtual), and that may included in the game. These ads
left The Guardian asking “ is this
removed their dodgy Offer Walls, even degenerate if you don’t return. the most despised game on the
promising in-game funds in return The mechanism is made addictive Web?” and garnered it 18 million
for clicking on advertising links or through random drops that get less players. Evony have just
performing unsalubrious tasks, but frequent as the game goes on, an relaunched Evony Age II, making
the game more fair and social.
there are still problems. absence of stopping points, nebulous
Take the case (reported in The win-lose conditions, and an illusion
Guardian) of a 12-year-old who ran of satisfaction. These challenges are DALLAS SNELL
(Co-founder, chairman,
up a £900 bill on Farmville. The simpler and easier than the real world development director) –
problem here wasn’t just that he spent – and hence undermine the Portalarium
the money – it was that it wasn’t his accomplishments of real life. Braid- A small but rapidly growing
but his mother’s. Other people out creator Jonathan Blow has called this social game developer,
Portalarium boast such huge
there are spending equally huge ‘addiction-based gaming’. Schell: figures of gaming as Richard
amounts of money, but it’s OK “Remember, games don’t have to be ‘Lord British’ Garriott and Snell
because they’re adults. These people ‘fun’ all the time, they just have to be from Origin among its staff. It
have problems and need help, but engaging... All a good game needs is a aims to build a series of casual
games that can be played
they’re hugely profitable – and these simple interaction with someone standalone or through a larger
are businesses, not charities. As Jesse whose opinion I care about.” world-cum-social-network
Schell of Schell Games says, “Is it Do they feature real relationships? called Centreport.
crazy to use these techniques? It’s Schell: “If they didn’t, Facebook
crazy to use them in the long term, games would work just as well with MARK SKAGGS
but in the short term, it will get you strangers as they do with your real (Vice president, product
development) – Zynga
money and players, so it would be friends. But they don’t. We don’t Zynga is the biggest of the social
crazy not to use them! You can always want to be ashamed in front of our games companies, having been
change techniques later – in fact, you real friends, and we want to feel quick to move to Facebook and
definitely will, since players, games, equal, or superior, to our real friends, corner its broad userbase. As of
December 2009, they had 60
and technology are changing so fast.” there are powerful forces at work that million daily active users on
Well, at least we’re playing with our make us want to succeed at games their games, and Skaggs told us
friends... right? Hang on. We don’t when our real friends are involved. Farmville currently has as many
assume that just because politicians So, real relationships are at the fore. as 30 million on its own. Those
are astonishing figures . This is a
call themselves socialists they’re the The games don’t develop these company making money hand
best at socialising, so should we relationships, but they do use them.” over fist.
assume that social gaming is, y’know Is this done intentionally? After all,

AUGUST 2010 69

PCG216.feat_social 69 14/6/10 12:44:46 pm


the same charge could be laid at the Wars – all of them modelled after Mob easier to filter out now, but it’s still
door of World of Warcraft and other Wars. Though the Mob Wars highly invasive. Shipton: “We have to
MMOs with Skinner mechanisms. developer got an out-of-court spend a lot of time keeping up to date
Yarbrough: “People ascribe a little settlement from Zynga estimated to with the Facebook policy changes
too much intelligence to game be a substantial figure, this is the and being respectful to their users;
designers – in most cases you tend to exception rather than the rule. it’s very similar to console gaming.
put in something that you feel is “It reminds me a lot of beginnings We don’t want players to be spammed
going to be fun, and as people test of the Apple II, PC and arcade either.” Schell is more brusque:
your game you reinforce the things games,” says Stagg. “Genres are “Well, part of what we’re doing at
that people spend their time doing. being established. A farm game is a Schell Games are Facebook games
I’ve never been a part of a game where and other social network games. And
there’s a conscious decision to make “Social gaming is a Darwinian for those to succeed, they have to be
the game more addictive through viral. And to be viral, you have to risk
Mechanism X.” experiment, evolving at 100x the being annoying.”
Either game developers are speed of traditional videogaming” This viral marketing is the main
deluding themselves, or social games source of new players, via invitations
are just evolving this way in a high- genre – casual players don’t just play from friends or targeted advertising.
pressure environment. Schell: “The one, they play lots.” Shipton agrees: The queens of targeted advertising
social gaming universe right now is a “The FPS has been done over and are, obviously, Evony. “The ads were
Darwinian experiment, evolving at over – you only notice this because and are very effective,” says
100x the speed of traditional our development times are much Yarbrough. “They’re the primary
videogaming, to find out what people shorter.” Yarbrough is a little more means by which we acquire
find rewarding to play, and what despondent: “it’s relatively sad that customers, and we’ve got 18 million
they’ll spend money on.” most of America’s popular TV shows players through it. In fact, we’ve only
There’s definitely a survival of the started out in Britain, but it’s less just moved into Facebook, but we
fittest going on – if you look at the risky to copy off something that has remain focused on advertising to
major three companies’ portfolios been successful and polish it.” drive new customers.” Playfish, on
you’ll feel like you’re seeing treble. The other notable feature of social the other hand, have always used
Playdom have Mobsters, Playfish have games is the crapulent spam that fills pure viral techniques. “Our very first
Gangster City and Zynga have Mafia up Facebook. Facebook has made this game was Who has the biggest brain,”

NIGHTMARE FUTURE What social games could look like in ten years

MINORITY RETORT
2 On-demand, personalised advertising will
use game design mechanics to co-opt people’s
subconscious. Its success will depend on how
malleable the global population proves to be.

OPT-OUTS
4 Some people will have
either opted out of the system or
possess ad-blocking technology.
The former are likely to be fed
generic ‘old-fashioned” adverts,
due to their lack of a profile.

THE TERMINALS
3 All mobile devices will have
super-HD cameras and mini-
projectors. Decisions about social
networking will become about
when to turn off devices, not to
turn them on.

THE NEXUS
1 All social games will be
played through your mobile device
by this time. Users much prefer to
© istockphoto.com/ iLexx

access social networks through


mobile devices.

70 AUGUST 2010

PCG216.feat_social 70 14/6/10 12:45:26 pm


FIELDS OF GOLD

says Shipton, “which we only


distributed within Playfish to our
friends. Within weeks, the number of
players had grown from 100 to
100,000 and carried on exponentially.
In essence, it’s an incredible
disruption happening from social
media into traditional marketing. If
you have a relationship with
someone, there’s a reason you’ve done
that. If they recommend something,
it has cred and 90% of people will
take that recommendation. Yet an
advert only affects 10% of people.”
Getting a single recommendation is

“The big brands will


move in... and social
gaming will move into
the wider world”
therefore worth more than ten
people seeing your advert.
This sector is changing so quickly
that relevant stories were coming
through quicker than I could write FishVille: it lets you give
fish love. Not like that.
them down. ‘Korea to ban overnight
play in Freemium MMOs’, ‘Shanda
looking to buy social games be a shake-out as the sector you to spend more money and time
company’, ‘Offer Walls introduced – consolidates. Then well-known on the brand. “There will be lots and
and removed – in D&D Online.” brands will come to dominate. In lots and lots of annoying marketing
The future consists of two things – 2008, two of the top ten games on games, in shapes and forms we can
this niche being saturated with iPhone were well-known brands – it only start to imagine,” he says. “‘Buy
startups until the bubble bursts (from was mostly indie. Fast-forward one a 24 pack of Coca-Cola, and get 100
the levelling off of user numbers, I year and seven of the top ten are well- free gold in World of Warcraft!’ ‘Tweet
think we may be nearly there) – and known brands – and predominantly about NBC TV shows five times this
the deeper, more comprehensive EA... simplistically, if you have a week, and get 20 farmcash, and a
integration of social gaming into branded sports game you’re clearly in coupon for MacDonalds!’ And on,
every aspect of our lives. an advantageous position over a and on, and on...”
All parties agree that the market is generic sports game.” Buy a PC Gamer-approved product
going to shift in the coming year – Industry veteran Dallas Snell does every day this week and you get
but everyone has a different story. voice a warning, however: “Is the reward points. You’ve levelled up,
Shipton talks about the arrival of the market going to get saturated? Hell, now you’re a PCG Ambassador, so
big brands: “Firstly, there’s going to yes. It’s going to saturate because you get a PCG fan kit. Meanwhile,
everyone and their mother is going to your health insurance is incentivising
be out panning for that gold, and you to walk as it’s worried about your
there’s going to be a lot of stuff that’s heart rate, and a tobacco firm is
just not premium.” As Yarbrough incentivising you not to read The
points out, even with the financial Guardian because of its coverage of
markets in the state they’re in, there’s cancer risk. You get an achievement
lots of venture capital going into from the local council for not giving
social gaming right now. money to a tramp, and your eye-
tracking device is giving you bonus
Social life points for reading every line of an
Not only are we going to see the big advert (but not the small print). It’s a
brands moving into social gaming, nightmare and it’s coming.
but social gaming is going to move What no one is mentioning is a
into the wider world. Already there crash, a bubble bursting. There’s a
are teachers using experience point risk that social gaming could collapse
systems to incentivise their classes. overnight. Yet this is unlikely,
But when direct marketing and social because the place where it’s based,
gaming clash, the world gets weird, Facebook, is now so central to our
fast. Schell envisages a world where lives. Instead, social gaming is
your every action is monitored by spilling out virally into the world, and
brand-enabled devices that reward its effectiveness in altering our
you for brand-friendly behaviour – behaviour means it’s soon going to be
Totally different to such as saying their catchphrase – and affecting you in ways you may not
matching gems.
use game mechanics to encourage even notice.

AUGUST 2010 71

PCG216.feat_social 71 14/6/10 12:45:29 pm

Вам также может понравиться