Why?

Because the rules of play have changed, specifically with the advent of App Stores – be it the iTunes App Store, the Xbox Live Indie Games and Arcade Games stores, the Playstation Network PS Store, Wiiware, various Flashgame hubs (Kongregate etc), the ever-present Facebook games, Steam and a growing number of independent publishers on the web specializing on publishing downloadable and free to play games for the masses and niches.

The result of this onslaught of new game titles, the release of more game titles over various platforms has to result in the abandonment of the “captivate the player within 15 minutes” rule. It no longer holds true, maybe with the exception of expensive, high-quality productions where players might be a little more patient with games – but even that bastion is slowly succumbing to the sheer quantity of titles a player can select from. Players are increasingly becoming impatient with games, many times not even enough to give a game a trial run for 15 or even just 5 minutes. But if you’re actually lucky enough that the player chose to download and start your game, what should be the most important goal to make the most of this fortunate event?

Of course:

Engage the Player within 15 seconds!

That is the new rule: “Engage the Player within 15 seconds!”
… “or you’re screwed” I wish to add. :D

This rule tweaks two crucial aspects, the most obvious being that the time frame is now one sixtieth of what it used to be.

The other is the change from captivation – which to me means any game that puts the player in a state of excitement and exposure to game mechanics that lets him forget the surrounding world and everyday business – to the word “engage” – which means to actuate the warp drives and accelerate past the speed of light. Or in non-Star Trek terms: to give the player something meaningful to do, something to play with, something to go on. It doesn’t need to excite, it doesn’t need to shut off reality, it certainly doesn’t have to be so immersive that mobile players walk blindly on the street right in front of a truck. But it should give the player an experience that’s new to him, that’ll spur his interest, a small “A-ha!” moment, the “oh that’s nice” thought, or just a smile on his face.

The new rule doesn’t mean that you should aim lower than before. In fact it could well work together with the old rule. It’s more a change in priorities, down to the point where we have to question a lot of traditions and standard ways of doing things, like the ubiquitous main menu being the game’s first interactive experience for the player. The new rule does tell you that it has become and will continue to become ever more important to engage players first and very, very quickly before you even have a chance at proving to captivate the player. Because most games these days will be dismissed by most people – and most certainly this includes game reviewers – within a very, very short period of time.

To engage, you need to get to business ASAP

That it the essential message of the “engage player within 15 seconds” rule. Your first priority – and this is even more important the lesser known you, your company and your game’s brand are – is to not bother the player telling him about who you, your company and your game’s brand are. At least not as the first thing the player experiences, and especially not if this costs valuable seconds of the player’s time. Put your logos elsewhere. Postpone the gist of your wonderful story until the player innocently stumbles over the story root himself.

To make it even possible to engage the player within 15 seconds, you need to get rid of old conceptions that used to define how a game is started the first time. Most games today follow the traditional sequence that often includes a series of company logos, an intro video, a main menu with too many options, multiple selections to make before the game is actually loaded. Keep in mind that most pre-game selections like difficulty have consequences that only become clear while playing the actual game, when it may already be too late to change the difficulty. Another intro video or animation sequence or ingame cutscene can be deferred until after the basic gameplay has been experienced. And certainly don’t do a text-message based tutorial alienating both experienced gamers and newcomers alike when better options like context-sensitive visual hints are the less intrusive alternative.

I dare you …

… to re-imagine the game you’re currently working on and figure out a way to put the player in control of the actual game as soon as it has launched. No logos, no main menu, no difficulty selection, no intro video, no cutscene. Just put him right into the game (*), and allow him to figure out the game all by himself.

Use text, icons or other visual or audio indicators to guide the player and have him find out how the game is played organically. If he wants to start killing things right away, let him try it. If he fails you might want to tell him why he failed – many reasons are pretty easy to discover programmatically: he didn’t side-step, he didn’t jump, he shot the wrong weapon, he focused on suboptimal targets, and so on. In essence, allow the player to be in the game right away and learn it like a baby does: by experimenting, by failing often, by having an advisor point him in the right direction, pointing out flaws in his approach and giving suggestions for improving his skills and tactics the next time.

(*) = Minus the necessary and accepted selections of course, for example on consoles you usually have to have the “Press Start to Play” screen followed by the selection of the storage device. But other than that, the player should be in the game right away.

Oh, and …

… don’t piss off the player!

Things that piss off players, and little kids for that matter, include anything that is forced upon the player and goes against the nature of being in control or how a game is normally played. Actually, if this happens among human players it’s usually cheating and frowned upon.

Forcing the player to flee, to die, to not do anything goes completely against the idea that the player should be in control. In the games I worked on, we had a number of such scenarios that required you to do the unusual. For us it was innovative, and some players really, really enjoyed those scenarios because we managed to make them fun and entertaining and fit the flow of the game nonetheless. But the times it was forced onto the player, for example by sending ever stronger waves of enemies at the player, the players started to get frustrated. They did not want to flee, so they failed over and over again. Some even found exploits that made it possible to survive but with the scenario being designed that it has to be completed by fleeing instead of fighting, the result was a feeling of emptiness. The player achieved the impossible but he wasn’t rewarded for it, the game did nothing to acknowledge his achievement.

But there are more subtle ways to force something onto the player. The aforementioned sequence of company logos that you can’t skip. An intro video or cutscene that can’t be skipped or fast-forwarded. Having to complete seemingly unrelated or mundane quests or chores (*). Buttons that are too small to tap correctly 100% of the time. Button sequences and combos that require perfect timing or the reaction time of a 12-year-old on steroids.

(*) = It works for World of Warcraft and most other MMOs. But keep in mind that these games are about social interaction, and the gameplay is designed to keep the players in the game as long as possible. In other words: MMOs are designed to be time-sinks for players because without many players staying online an MMO is pretty much worthless. In that sense MMO design is completely different from regular game design, which IMHO also explains why so many new MMO game developers fail. They want to make their MMO more “fun” but that’s not what an MMO does. MMOs challenge the player’s resilience to perform (mostly) mind-numbing tasks in order to gain a relatively miniscule reward or achievement. Over time, accumulation of these micro-achievements give you a sense of greater achievement and bragging rights, especially in the social context that MMOs have. Or, as I like to put it: MMOs are modern religions, the players are minions united under a common belief (aka reward) system, the guild leaders are clergymen and the successful game developers become gods while the beta-testers of soon-to-be-released MMOs have to have a lot of faith.

Inconsequently implemented design features are also great offenders, for example mouse-over-highlighting only some of the game’s items but not all of them. Making deadly bombs suspiciously similar-looking to health packs so that you’re usually close enough not to be caught in the detonation is only fun for the sadistic developers. Making the game adapt the difficulty as soon as one player is leading, for example a sports game that gives the opposing player or CPU team a noticable boost when they’re behind. Especially in sports you would rather frequently see the other team taking a hit on morale when they’re behind, so this design clearly goes against our real world experiences (Hello, Fifa 10!).

I could go on … I’m sure you’ll have your own list of grievances. Feel free to share them with me in the comments!

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So you got this PC/Mac game and during install or when you’re first starting it, you’re asked to enter a Serial Number like WARZ-DOOD-IROK-4331. Errr….

I would like to indulge on the serial mistakes companies make when it comes to entering serial numbers and why this process, if done wrong, only helps to reinforce software pirates.

#1 – Serial Number is not trivial to locate. Either there is no mention whatsoever in the “Please enter your serial number” dialog where to find the Serial Number, or that information is wrong. It doesn’t happen very often but when it does, it’s a painful experience. There is no standard place where a serial number is printed but it’s very common to see them printed on the backside of the manual, at the bottom, or on one of the disks itself. Hopefully that disk isn’t in the drive while you’re asked to enter the serial number! Less frequent but very annoying are serial numbers printed on the inside of the cover pages, either the first or the last page, along with other text and not visually enhanced with a thick border, red color or something to that effect. One game i know hid the serial number on a label underneath one of the disks of the DVD box. This may actually be a good place if that disk is the first disk and the setup program asks you to enter the serial number right away.

#2 – Serial Number font makes it hard to differentiate certain characters. The game SpellForce i worked on suffered from this very unfortunate problem. Certain characters like 0 and O or 7 and 1 were so hard to differentiate, and printed in a font that was way too tiny and consisted of dots instead of lines (as if it was printed with a needle printer), that consistently users entered incorrect serial numbers. It was a customer support nightmare. A good serial number does not use look-alike characters and either print the zero with a slash inside or do not use either 0 or O in their serial numbers.

#3 – The Serial Number entry box is a simple textbox. Usually the serial number consists of dashes to seperate blocks of 3 to 5 characters. A simple textbox leaves it up to the user to enter the dashes and makes it hard to spot missing or extraneous characters in each block. Take a look at how Microsoft implemented the serial number entry boxes – each block of characters has it’s own box and the dashes are already printed between the boxes. The cursor advances to the next textbox when you filled in the exact amount of characters from the first box. This is the best way to ask users to enter a serial number and it should be standard with all other methods frowned upon and getting a 10% review score deduction if they don’t use it. Game companies, please learn this lesson!

#4 – Dashes are added automatically while entering the serial number. This is the poor man’s solution of Microsoft’s (and other’s) serial entry fields which uses several textboxes with the cursor advancing (see #3). In this case we have just one textbox but someone thought the user needn’t enter the dashes and so they are added while you are typing. It does help to get the number of characters per block right. However, the problem with automatically added dashes is that they’re not immediately visible and the user will type them anyway! Sometimes you’ll even end up with 2 dashes!

#5 – Dashes are not printed at all. In my opinion this and the following are the worst kind of mistakes. Your printed serial number contains dashes but while you enter it in the single textbox it does not allow you to type dashes. Some users may frantically try to type the dashes and get frustrated, they may even think their keyboard is broken. You’ll end up with a long chunk of non-seperated characters and it makes it very hard to spot any mistakes or missing characters. Game Developers: DON’T MAKE THIS MISTAKE!!!

#6 – Serial Number entry box is case sensitive. A serial number never contains lower-case characters. Any serial number entry box that prints the letters as they are typed, which is usually lowercase, is just downright dumb and stupid. I’ve seen it myself: users start entering the serial number, they notice that the letters are printed in lowercase, so they go back and delete them and then enter the characters with the SHIFT key held down. Of course this can lead to other mistakes, like holding the SHIFT key pressed while entering a digit. Major disaster! There is no excuse whatsoever not to automatically uppercase any letter entered in the textbox!

#7 – Serial Number has several entry boxes but cursor does not automatically advance. Someone tried to copy Microsoft’s system but forgot to implement the crucial element to advance the cursor to the next entry box once the correct amount of characters was entered in one. This is a user interface nuisance which simply need not exist. That is a 5-minute task anyone can implement even during a rush to get things done quickly (aka crunch).

#8 – Serial Number is entered using the game’s ornate font. This makes the characters not look at all like the ones that are printed and in some cases makes the characters hard to distinguish even if the serial number itself took care by not using characters like O and 0. Do not use ornate fonts for entering serial numbers, period.

#9 – The Serial Number contains upper and lowercase characters. Yes, seriously, WTF !?!?!?! Use a modern serial key generator service that adheres to certain usability standards. Serial Numbers with upper and lowercase characters should be outlawed.

#10 – The Serial Number entry boxes allow you to enter invalid characters. Developers already know which characters are allowed in the serial number and which aren’t, so why not filter them out? Do not allow the user to accidentally or incidentally type characters which can’t be part of the serial number, like any SHIFT+digit character if the users does happen to hold down shift while entering the key.

Let’s recap, a serial number should:

  • be all UPPERCASE
  • not use similar looking characters
  • be printed in a standard location (back of manual)
  • be printed in a readable and reasonably large font
  • be visually highlighted from surrounding text or images to make it easy to spot
  • not be printed on the disk if it may be in the drive when the user is asked for the serial number
  • not be printed under the disk in the DVD case if the user is asked for the serial number before having had to remove the disk during install

The User Interface Guidelines for entering Serial numbers are:

  • one textbox for each chunk of characters with dashes already drawn between boxes
  • cursor advancing to next textbox when exact number of characters has been entered
  • entered characters are automatically and properly uppercased
  • invalid characters are not allowed to be entered
  • uses a font that closely matches the printed font / does not use an ornate font

It’s really rather simple, so why do i have to see these mistakes repeated over and over again???

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“Technical convergence is total bullshit …”

On February 26, 2010, in Business & Industry, Design, by Steffen Itterheim

That is just one of the memorably quotes from Jesse Schell’s speech at the DICE summit 2010. I like that particular quote because it flies in the face of Michael Pachter, who believes there will be one big entertainment box by the year 2020 … like whose going to produce that? Microsonyntendo-Applezon Business Machines? Sure.

Well, Jesse tries to imagine the question “Is Your Life Just One Big RPG?” and wants us to think “beyooooond Facebook”. If anything, it’s very entertaining to watch.

While the future picture he draws in the third part is, well, futuristic i do see that the tendency towards that direction is strong. But i’m actually more interested in the psychological aspects of today and their roots in reality that i find inspiring. There are certain things that never get said out loud, or not often enough. Especially for us game developers i do notice a lack of respect towards the psychological aspect of the games we find appalling (like Mafia Wars, Farmville etc.) or the achievement systems whose followers get ridiculed as Achievement Whores. That is not only missing a huge point, that is missing business opportunities with eyes wide open but narrow focused so you’re effectively too blind to see.

But … and therein lies the beauty: if you know that there are enough gamers out there who also see it that way, you can monetize that as well if you are willing to accept that it’s going to be a niche. It’s not going to fund you a million dollar business but it may well support your life as Indie game developer just fine. Examples are plentifold, and one of the most inspiring stories (and games made) in that area is Eschalon, a classic semi-turnbased fantasy RPG modelled after Ultima and others which won the Indie RPG 2007 award. The author, some self-proclaimed “normal guy” called Thomas, has against all recommendations for being an Indie success refused to give Interviews and the only personal insights he allowed are the ones in this forum post. It’s important to point out that he made 95% of the game by himself, worked on it for 2.5 years and invested his life savings into the project. If you have any love for old-school RPGs, give it a try – that man deserves it! And that game deserves to be played even more!

But enough of that, here’s Jesse Schell’s talk if you haven’t seen it elsewhere yet:

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