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Notes from GDC, Friday

Some brief notes from the Game Developers Conference two weeks ago in California. Apologies for how late these are, and for the formatting.

Sulka Haro, Habbo

  • most kids are 13-16
  • 2006 $50m revenue
  • not really ugc; it’s player generated activity
  • no game mechanics so it’s all emotes and role play
  • do global teenager research
  • only 44% of teens have positive attitudes towards foreignors
  • virtual hikikomori
  • showed player typed and demographics - see pictures
  • identity - who you are, where you live, what you do, age, taste, style, who you know
  • adult identities are mostly established, kids’ are not
  • so a lot of what happens in habbo is kids experimenting with identity
  • groups around trends, media, political causes like global warming
  • real suspension of disbelief for kids
  • teens try things in habbo that are totally uncool irl, like gardening
  • armies, gangs, mafia, hospitals, running tracks
  • so it’s all about identity
  • check OpenID and Data Portability Workgroup
  • see users in action can really be a learning experience
  • more research in the future
  • global habbo youth survey 2008

Diner Dash

  • first gem age, then higher prod value
  • casual games are hot, why change?
  • 2% conversion, cooperation breaking down
  • where are cas games going? Showed slide w habbo, gaia, puzzle pirates, etc
  • how is diner dash diff? multi-player lobby, coop and pvp play, design your restaurant, gives more free gameplay, free multiplayer, has dedicated site
  • 57% of buyer in sub $5 items are buying first time; never bought at $20 price tag
  • showed history of diner dash, took main char flo onto myspace, added virtual items for her, etc
  • connect four multiplayer was learning point for mmo
  • still at 2-3% conversion
  • had to build a story world around it, find the right biz model
  • serialized narratives work well and keep the long tail alive
  • had to get www content and interface right
  • serving www content into client
  • full stack is components: client, game, e-commerce; updater, item mgr

wikipedia

  • compared wikipedia editors to mmo players
  • fascinating presentation

invasion of comunities

  • prefab guilds going into your world
  • invasion not always bad
  • prefab guilds usually really big
  • bring their players with; so they can be huge n00b groups
  • well organized externally with many diff play styles
  • often have griefer mentality, depends on source community
  • but… Bring new players, bring attention
  • in casual mmos: habbo example
  • all identical avatars with same name root
  • habbo invasion stopped people from moving; organized grief
  • in casual mmos, they dont bring rev but they get bored & leave
  • watch your game mechanics and forums
  • for casual mmos, you dont want them. They are not core and dont bring users or $; they just grief

startup launchpad

  • challenging to move from engineering to mgmt
  • hard to let things fail
  • talk a lot & be open; people will help you
  • network of people really helps
  • best ceos dont fear sharing with other people in the industry
  • right now is exciting because there are really low barriers to entry
  • game industry challenges: secrecy, paranoia, competition for talent
  • revenue vs traffic - which is more important
  • scalability and product mgmt as you grow
  • how to find good people:
  • outspark/adspark & cryptic & gopets and gaia online
  • equity questions are tough and need to be settled up front
  • all equal is really tough to manage
  • treating equally is not really treating fairly
  • better to reserve equity for later to reward people than to give it all away now to be fair & equal
  • knowing if you are right to be ceo is a gut check
  • for investors, most important is do you trust them and do they know the space
  • most common early mistakes: hiring, not trusting yourself, people never make the mistake of firing when they should not have; instead they dont fire soon enough and regret not doing it earlier; labor is your biggest cost so bad labor hurts you a lot

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