From oct 2010 my educational posts are published only on Pip
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Visar inlägg med etikett game design. Visa alla inlägg

21 juli 2011

OMG, I chose a boyfriend in Top Girl


I've tried CrowdStars iPad app Top Girl - same graphics and shopping as in their previous facebook app It Girl, but now with focus on a boyfriend. What a sad story, and yet reckoned to be a huge success. You create your avatar from a few botoxed western Hollywood actress looking features, dress for success to find a boyfriend who will bring you all luck in the form of gifts. In my heart I hope that it is not primarily the game itself, but rather the now classic and well implemented game mechanics that make the girls get started, bring in all their friends and return.

Send your friends gifts on Facebook and maybe they will send you some back - check
Shops not available at this level, work your way up or pay to get there now - check
Return in x hours to attend your relation - check
Share every one of your steps for all your Facebook friends to see - check

But then I guess the message below is one that few girls can resist... (from Facebook Top Girl app)





11 juli 2011

Ingen nyhet att kvinnor spelar, men rosa spel är ännu ocreddiga

Expressen skriver om 'nyheten' att andelen spelande kvinnor är lika stor som andelen män - men det vet vi väl ändå nu. Stardoll och King.com har i alla fall övertygat mig för länge sen om att jag trodde rätt.

Mattias Snygg tror inte alls på principen med rosa spel.
- Det finnsspelutvecklare som med-vetet riktar sig till kvinnor och unga tjejer som målgrupp och mängder med undersökningar om vad tjejer vill ha att använda sig av, men jag tror att det enda sättet att göra riktigt bra spel på är att göra dem så som man själv vill ha dem. Likheterna är större än skillnaderna när det kommer till vad för storts spelmekanik som tilltalar män och kvinnor.


Det är däremot som alltid trist att se att 'rosa' spel alltid anses vara skit och meningslöst att utveckla alls. Hade jag trott på det hade antagligen Stardoll sett helt annorlunda ut idag.

Både vad gäller de rosa spelen och alla andra spel blir det väldigt viktigt, precis som Mattias Snygg säger - att man ska göra spel som man själv skulle vilja spela - att tjejer fattar att de ska utbilda sig till speldesigners och delta i utvecklingen av spel: Speldesigner verkar fortfarande uppfattas som en helt manligt yrke om man tittar på ansökningarna på högskoleutbildningarna - say what? För mig är det där nyheterna borde fokusera nu.

29 juni 2011

Games should have a guided path

I had an hour to spend today at the jury's public discussion of the Stockholm based game education programs of FutureGames. We listend to jury members from DICE (Battlefield), Teotl (The Ball), Lionhead (Fable) och Frictional Games (Amnesia)who were about to elect a winner of the final exam projects. I have not yet had the chance to play the games but the discussions aroused a few thoughts.

The first game discussed was a rhythmical batting game compared to Patapon, but the jury members could not get through it and felt there should be more instructions to it. I spontanously thought about the target group of such a game and finally the designer of the game asked the jury if they had ever played this kind of game before, and no, they had not. A game jury should probably be put together out of different gaming types to be fair I guess. No matter how great each and everyone is in their field, the mix in the jury is crucial.

The second game discussed showed this even more. Someone got disappointed by being alone in a forest while someone appreciated the well rendered pine trees as an experience all alone and yet someone else wanted to find more objects and actions to explore.

Several of the games presented lead to the discussion about whether a game should have a guided path or not. The conclusion was that you always need rewardings for your actions, some hidden and subtle progression and that every action needs to get clear response to make the game meaningful. I thought about Sims where you need to make people fall in love to get children and you need to get children to be able to make them go to school and so on. It's both rewarding and making a path of progression. (as is life)

Well finally I thought about how also fantastic but yet junior game developers tend to concentrate on the core game and forget the same thing as for example e-commerce and communities. They fail to quickly introduce the game functionalities to the user and add more by time. They don't make clear why the user should want to come back soon, or want to go on to the very end of the game. No matter how great a game idea is it is more fun if people will want to play it... a lot.

Looking forward to work with the students on this this fall.

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7 maj 2011

Reciprocity

Om någon ger oss något vill vi ge något tillbaka. Då är det smart att ge något näst intill orimligt. Mottagaren kommer ge så mycket som möjligt tillbaka. Två killar som helt gratis ger 24 timmars engagerad och engagerande debatt och underhållning, får riktigt många timmars deltagande per person tillbaka. Kan man så tittar man och peppar och deltar.

24 hours

17 apr. 2011

got stuck with Haunted Manor Lord of Mirrors


I got hooked this weekend by this pretty hidden object story, Haunted Manor: Lord of Mirrors. It made me realize how the game doesn't have to be hard to solve at all.

Haunted Manor is just about the same game as Drawn. It satisfy me almost only through magic and mystic illustrations while the game leads me along all the way and I just do what it tells me to do. I'm supposed to find hidden objects to achieve keys or other required objects to open up new rooms or drawers and to find new hidden objects. I get the aha-feeling again and again but it really doesn't require anything from me... and yet I like it. Or maybe therefor I like it.

I got so hooked I payed 50 kr in the middle of it to be able to continue...

4 apr. 2011

GreenGoose might change habits

I hope the GreenGoose game platform idea is as good as it sounds. It looks as simple as a merge of a set of different sort of step counters and a progression display.

I guess the easiest way to change habits would probably be to gamify them. Often you really don't want to change mentaly though it make sense in all other aspects. You tend to cheat as long as no one is watching you. Most people hate to see themselves fool themselves though and a game easily makes this more visible. Still you can cheat and this is what the counting sensors will avoid. The thing I like the most is that it seems all flexible - you set up your own tasks and goals.

Anyone with bad habits to change that can test it for me, because I haven't time enough to try it out...

23 aug. 2010

Girls' Games - baby land game


How happy do you think I get when my 8 years old daughter presents her and her best friend's last personal project -

a baby land game!

When you first enter you get a drill so that you can bore your way through the giant baby bottle.

Next you get a question and if you know the answer you achieve a bottle of green poison. These are the anti-dote to the very deadly mushrooms.

You decend the stairs, collecting the coins on every step, until you reach the floor. Again you get a question to answer, and if you succeed the giant pacifier will offer you a bone to please the dog... you enter the next level.

29 juli 2010

Everybody wants happy users

When searching on ’responsibility cyber bullying’ almost all hits concern the schools’ responsibility in this. E-mail, sms and personal homepages have eased being bad to each other. Teachers, parents and school have a tough time raising kids to humanitarian citizens.

When working with Stardoll, we’ve seen this as a part of the responsibility to run a community, as well as a demand from the users. We early decided we wanted our members to leave the site ever day in a comfortable and even empowered mood. A bullied girl is not feeling empowered.

When inheriting 200 dolls and 200 000 member pages from Liisa, I spent many months parallel developing the game and hours in customer service. It stood clear from day one that there was a subculture of girls who liked girls who was not combinable with most teens and tweens from all over the world. Only their names made me blush and both their language and missionary were not appreciated by most other users. We erased these kind of accounts again and again and again until they accepted that this was no longer a place that they could use for their purpose (might sound harsh, I hope they have their community somewhere else where everyone feel comfortable and are happy with this, maybe even get empowered by it).

Next question was not as evident. We could clearly see from the user input that American tweens were much more sensitive to foul language than most others. With their background they did not let one little ‘shit’ pass and they reported everything. By our Swedish standard I guess we found these kids a little policiere and prudent. When translating the site to several languages we implemented a strict language filter that doesn’t let any bad words through. When releasing this feature we had to take a stand – what words did Stardoll accept and not? Would older and European users find the conversation too childish and boring if they weren’t able to write even the tiniest little ‘shit’? We considered that if half of our users didn’t feel comfortable with this language, we had to try to ‘raise’ the rest to accept this. We never had ANY comment or disapproval of the strict language filter.

One of the conceptual values we worked by when developing the site thereafter was ‘Safety’ (later Haven). The girls should be safe to be on Stardoll. Safe to be girls. Safe to try out their style, personality, social interaction, creativity and more. Safe to be online in a big community.

The members also kind of raise each other, they let others know what is ok and not, but to get there the community have to set the right premises. In every decision – in everything from sales, design, banner production, conversion layers and in all communications with the members - we weight in the value concept of Safety. Doing this the entirety will come as close the the ideal goal as possible. Example of details where the Safety value makes big difference is

- Categories available for report. Presenting specific categories for the users to report each other in gives a hint of what is accepted and not.

- No personal information is aloud. Both language filters and categories for report informs of this. All reports are followed up.

- Only winners are presented, other voting results are not visible for anyone. It’s not empowering to get bad votes on something you have put lots of effort on, and it’s an obvious trigger for others to pick on you. The trigger ‘to win – to become covergirl’ is the only that matters, internal hierarchies are not necessary for a great game.

- The copy in a banner is changed from - ‘Everyone is pretty on Stardoll’ to ‘Be who you want on Stardoll’.

- No real life images of members are allowed as they would completely destroy the possibility to try out different personalities without being bullied. The game would be ruined.

- There are space for 30 Best Friends in the presentation, not only one. If only filling in one, the empty spaces look kind of... empty.

- Despite user requests we don't publish a bold Britney Spears when there is something that doesn't seem sound.

- Keep at least one gift free for everyone to give to anyone and encourage to send this gift to newbies and others. This gift must thereby be very general and maybe even be a trigger to start a conversation.

At rare occations when this value has been compromised, when prioritizing something else before the Safety, there has appeared leaks where cyber bullying has found its way. If there is only a tiny chance that a feature might lead to attempts to cyber bullying, it will. It’s a choice – a safer, maybe little less challenging/fun/selling version of the feature to avoid an overall negative experience.

This kind of ‘leaks’ must then be followed up and contraproduced. We run a Best Friends Forever campaign. In the first step we encouraged the members to suggest how to be a good friend on Stardoll. We put 10 of the great suggestions together to a code of conduct and for ten days 200 000 girls returned every day to sign under each of the bullits. The campaign was hugely appreciated and the bad tone we had experienced was calmed – for some time…

I guess what I’m saying is - parents, teachers and users – tell the people behind the features what you want! Don’t work against cyber bullying on your own, but take the producers to your help. They have great opportunities to make impact, to reach out.

23 juli 2010

Let's Create! Pottery app


I'd say Polish Infinity Dreams had a female gamer in their mind when developing this great iPad app.

It's great looking, full of extra graphic elements that make me happy. It's not just to create your potter, but also to see polaroids of them, to sell them and to buy new beautyful patterns to decorate them further. It's the full dream, not only a small part of it made because someone discovered the technical possibility.

Introduction and pushing me further in the game play is made through a fake e-mail conversation with the game that encourages me to take step after step, just the way I'd like to be involved in any social community with too many details to learn at first visit. I learn it at the time I'm ready.

Also it's not crucial that my copy gets identical with the suggested original. I don't have to start over, and I don't loose anything. It's fun just to create, and I get rewarded with money to buy new patterns for if I can make it identical. This is probably one of the issues that is the most female friendly feature.

More about girls' games later...

Full summary from toucharcade.com
Let's Create! Potter in iTunes store

24 apr. 2010

Thank you Liisa for Paperdollheaven

I’ve been working lately on an attempt to conretisize differencies and similarities in girls’ and boy’s gaming preferences and behaviors. Doing so I’ve been scanning a few basic gaming design books, both to double check myself and to see if there were anything to find on girls’ games at all. I still have to check ‘Gender Inclusive Game Design’ by Sheri Graner Ray. It’s from 2003 and much has happened since then, but I hope to find some striking words in this bespoken book, because I don’t find anything interesting in the basic literature. ‘Game Design and Development’ by Ernest Adams and Andrew Rollings is a good check list of everything you need to start and set up a game, but when you come to the chapter ‘Creative and Expressive Play’ it’s a great disappointment. This kind of games is the absolutely most interesting from a general girl’s perspective and there is so much that it doesn’t describe. I’d like to erase it completely and restart it.
However I found a great quotation by game designer Brian Moriarity from 1997 that I will have to keep as a reminder of what creating a great game for boys, girls or any selected target group, really is about. I know it, and I don't want to forget it. This quotations also direct responds to what 58 year old ex nurse Liisa did when founding Paperdollheaven.

“Well, I’m here to tell you that it doesn’t come from design committees. It doesn’t come from focus groups or market surveys. It doesn’t come from cool technology or expensive marketing. And it never happens by accident or by luck. Games with harmony emerge from a fundamental note of clear intention. … A sense of inner unity that has nothing to do with what or how you did something, it has something to do with why. Myst and Gemstone both have harmony. They have it because their makers had a vision of the experience they were trying to achieve and the confidence to attain it. … They resisted the urge to overbuild. They didn’t pile on a lot of gratuitous features just so they could boast about them. And they resisted the temptation to employ inappropriate emotional effects.”



Great love to you Liisa, I’m so greatful for the chance I got to work with your dolls on Stardoll/malin