Wednesday, September 8. 2010
The most important lesson of Facebook is that a lot of people will trade their sensitive personal information for a virtual hat.
Game companies regularly have trouble ENFORCING good behavior. DRM systems being the most extreme examples, but also dealing with cheating and, in a recent incident, using your customers as a peer-to-peer distribution system.
Givem' a hat. or an affiliate program, or a referral reward, or a contest, or a coupon.
Transparent rewards for good behavior - carrots and honey - can encourage good behavior and be a great marketing tool. The key is that the rewards be real and that they are not substitutes for services that users expect from the game (the danger of charging for multi-player and Project $10).
" Game Publishers Using Stealth P2P Clients", http://games.slashdot.org/story/10/09/03/2047247/Game-Publishers-Using-Stealth-P2P-Clients
B. Parfitt (2010), " THQ talks premium online multiplayer, tackling pre-owned ‘impact’", http://www.mcvuk.com/news/40360/THQ-talks-premium-online-multiplayer-tackling-pre-owned-impact
M. McWhertor (2010), " Machinarium Maker Offers Amnesty To The 85% Of People Who Pirated Their Game", http://kotaku.com/5606886/machinarium-maker-offers-amnesty-to-the-85-of-people-who-pirated-their-game
Monday, August 23. 2010
Digital Rights Management. Anti-Piracy. For legitimate players, these words send a shiver down their spine promising onerous registrations, re-install limitations, and annoying game play restrictions. For publishers, they are an elusive Holy Grail - promising additional revenues and punishing pirate players... but always in the next release or product.
If you've read my blog or bought my book, you know that I have been a very harsh critic of anti-piracy and DRM as I've often seen them as expensive and ineffective.
I'm here to change my position.
Somewhat.
Piracy is a real problem. It does cost revenue. For PC games, 80 percent of the total players of a game did not purchase the game. For console games, we just don't have good data, but console piracy has caused publishers to seriously alter their platform strategy.
My view of anti-piracy tech is colored by its business model and implementation strategy. Anti-piracy firms have usually gotten paid per copy printed or, at best, registered, and the "anti-piracy" policies seem to be focused on punishment.
When I speak on the topic, I've argued that when we are talking DRM we should be talking Digital Revenue Maximization.
At least one anti-piracy firm (alas unwilling to be named as yet) has actually used this strategy.
Their model is simple and should be irresistible for any game developer: they get paid only for pirated copies that convert to legitimate sales.
From a security perspective, this is brilliant. The security firm is rewarded for being effective in detecting pirated copies and not being circumvented.
Pirated copies simply become "Informally Distributed Demos".
From a business perspective, pirated copies become an additional market channel for their products with zero cost distribution and money coming in because of effective security.
The numbers that I was told were impressive. The return on investment was much, much higher for the security firm than they would get from charging their usual rate of between 5 and 50 cents per copy, even with a substantial revenue share back to the publisher.
There are a lot of devils in the details of this approach, and it does not address the customer's issues with draconian security systems directly, but it does make anti-piracy a credible part of a business strategy and, equally importantly, make anti-piracy systems a much more viable business. The nice thing is that even if the system is imperfect, the incentives are correct for everyone and partial hacks simply delay the point at which the player is offered the chance to make their usage legitimate.
Finally, it does answer the question that bedevils game developers:
What do you do when you detect a pirated game copy?
Offer to sell the Player the game, of course!
Tuesday, June 29. 2010
Where identity goes, trouble follows. Blizzard's Battle.Net has a new identity system, RealID, which is raising a number of security, privacy, and utility concerns as the company prepares to launch two of the most anticipated PC games in years - Starcraft II and Diablo III.
Blizzard's Battle.Net is one of the older(est?) gaming social networks built around some of the most popular PC games of the last decade: Warcraft III, Starcraft, and Diablo II. While I've not been made privy to the service's history, it seems to have grown up in a rather ad hoc fashion. With the impending launch of Starcraft II, Blizzard has redesigned the service and one of its key components is its new identity service - RealID.
Online identity is a tricky problem (I've written over 100 blog entries on the topic) and Jaime Skelton of MMORPG.com has written a great article discussing the issues with Blizzard's service.
The RealID service as currently implemented lacks many of the privacy controls that users have come to expect from a social network - it seems that friends cannot be grouped into different categories for privacy and that it is not possible to play somewhat anonymously (a tricky issue for an online service).
Email addresses are login IDs - a bad idea I've discussed before - and you are identified by your real name to your friends, even if you haven't given that information to them otherwise. While Blizzard has stated that "friends" should only be your "real" friends, the expectation of "friending" online acquaintances has become so accepted that Blizzard's implementation is bound to cause a fair amount of trouble.
There are also some COPPA and child protection issues raised by the service, even if it is not explicitly targeted at children (complying with COPPA is such a good, do-able business strategy, and a legal requirement, there is rarely a sensible reason for not implementing its features even if you don't target kids as customers).
There are a number of other privacy issues as well as security concerns that have been raised by RealID.
Identity services are a key customer service and a major customer service cost - their design and implementation requires careful engineering and thought.
J. Skelton (2010), " Player Perspectives: A Pain in the RealID", http://www.mmorpg.com/showFeature.cfm/loadFeature/4342/page/1
Monday, June 28. 2010
How are we going to solve online identity? Just stop by 7-11.
A number of years ago, I was involved in some discussions about age verification for online gambling. At that time, as with it is today, there are plenty of technology pushers around - trying to sell ID tokens, biometric systems, etc. etc. etc.
My answer was simpler - use convenience stores.
After all, these pervasive, local merchants are the gateway to adulthood.
They sell us alcohol, cigarettes, porn, and lottery tickets.
They are entrusted by the state to verify our identities and our ages.
It would seem New Hampshire has figured this out. The state is beginning to support online lottery games, but the sales are tied to the existing retail infrastructure as players need to go to a lottery retailer, buy a ticket with a unique number, and register online to play (and presumably reverse the process to cash out).
Simple and as secure as anything else anyone has proposed.
And only the beginning for online skill and gambling games.
Know anyone at 7-11?
"New lottery games: A small change", http://www.unionleader.com/article.aspx?headline=New+lottery+games%3A+A+small+change&articleId=0e853e6a-1924-40db-bb54-d78c944c7d79>
" State To Launch Online Gaming Website Next Week", http://www.wmur.com/news/24016014/detail.html
Tuesday, June 22. 2010
There's a Sumo scandal brewing in Japan. 65 wrestlers have admitted to gambling illegally on baseball. This is in the wake of recent assault and drug use accusations.
It kind of sounds like a US sport.
What is different is that sponsors are taking the accusation seriously. Nagatanien, a major sport sponsor, is canceling its sponsorship of the next major tournament and reviewing its entire involvement with Sumo, as are several other sponsoring firms.
There has been a growing wave of gambling problems tied to different sports. Ranging from the mostly benign (wagering on other sports - with the main concern being debt and involvement with "interesting" folk) to very serious accusations of match fixing and odds manipulation.
The global nature of sport and wagering is making this a problem both for legitimate wagering firms and for sports organizations.
N. Fujimura (2010), " Sumo Loses Biggest Sponsor Amid Gambling Scandal (Update1)", http://www.businessweek.com/news/2010-06-22/sumo-loses-biggest-sponsor-amid-gambling-scandal-update1-.html
Monday, June 21. 2010
The R4 cartridge, which allows regular SD cards to be used instead of Nintendo's proprietary cartridges, has been replaced by a new version that works with the Nintendo DSi. These cartridges are often used by pirates to download stolen games onto SD cards (used in cameras and cell phones) and then use them with the cartridge. There is an inherent "removable media" problem for console games that is very hard to stop.
It will be interesting to see what Nintendo does with its new 3DS cartridge to stop (or at least slow down) this problem.
" R4 SDHC Team Releases New v2.10T Card", http://www.prlog.org/10744119-r4-sdhc-team-releases-new-v210t-card.html
While I'm very pleased that my book, Protecting Games, is available on Amazon's Kindle, I did want to warn folk that it only works on the actual Kindle device, not on an iPad or other "Kindle application" platforms... at least so far.
I'll let you know if I hear anything further. I believe that this is a policy setting chosen by my publisher, not me.
Thursday, June 17. 2010
Gambling is Easy, Skill is Hard. Proving that a game is a gambling game is pretty straightforward, but how do you prove that a game is NOT a gambling game, that it is a game of skill? This is an increasingly important question as traditional computer game companies, such as Virgin Gaming, try to take familiar computer games into the play for cash and prizes world and slot machine manufacturers look to skill games as a way to reach new audiences.
Such is the case with Pace-O-Matic's "Moxie Mania Empire Edition" game licensed by Moxie Metro in New York. The basic game is (perhaps) a skill game using a variant of Tic-Tac-Toe where a player finds the best cell to score of the 9 available. After a long and winding series of legal battles, the game was declared a gambling game because the court determined that the prize which could be won was determined by chance.
Thus, though the game would be considered to have a "positive expected value" for any skillful player, the prize amount was chance driven, thus the game was gambling.
To review, there are three elements to determine whether a game is a gambling game:
1. A payment or consideration to be able to play.
2. A prize or reward of actual value based on the game's outcome.
3. An element of chance in determining the game's outcome.
In this case, the chance solely drives the size of the prize, even with perfect play, thus, the game has an element of chance and is gambling.
It was an interesting move by Moxie Metro and Pace-O-Matic as perfect skill play will always have a positive outcome (so, no risk of losing funds), but the court ruled that this was not sufficient.
Solo skill games for money are, I think, at high legal risk for being determined a game of chance, or having no players, or losing money. In order to be popular, players need to think they can win (my "illusion of skill" argument), operators need to know that players aren't going to win (more than they spend), and all of this needs to be done with no element of chance to get into legal trouble.
VERY HARD, if not impossible from a game design perspective.
Conversely, I think the real potential is with multi-player games. Core mechanics such as Rock-Paper-Scissors, Battleship, checkers, etc. lend themselves to rapid play with no element of chance (RPS raises some problems for another day).
M. Webb (2010), " Court Ruling Says Moxie Mania Empire Edition Is Illegal", http://www.vendingtimes.com/ME2/dirmod.asp?sid=EB79A487112B48A296B38C81345C8C7F&nm=Vending+Features&type=Publishing&mod=Publications%3A%3AArticle&mid=8F3A7027421841978F18BE895F87F791&tier=4&id=90CB95AF28D8497A8B64067285D7171D
Moxie Metro web site, http://moxiemetro.com/index.php
Pace-O-Matic web site, http://www.paceomatic.com/index.html
Wednesday, June 16. 2010
Richard Branson has re-entered the game industry with a tournament game site, Virgin Gaming. The site is supposed to award $1 Million in prizes over the next 12 months and will use existing console games.
(If you've been to PlayNoEvil before, you'll know what's coming next)
First of all, I am a huge fan and fascinated by the potential of skill games as an online business. I think skill games and more advanced gambling games could be the drivers of a new industry.
However, you've got to design for the medium.
Without basic changes, I suspect Virgin Gaming will rapidly join the ranks of failed tournament services.
Pool of Players
Customers are key to a business and a tournament service relies on having many, many players so that the entry fees far outweigh the cost to operate and the prize pool. Most console games are HEAVILY SKILL driven. There are great players and then there are the rest of us. They know it. We know it. In pretty much any sports or FPS or other twitchy game, I know I've lost in the first couple of minutes. Ranking systems somewhat compensate for this, but as seen with Team Fortress 2 and most other online shooters, the best players dominate the game and everyone else quits.
The Illusion of Skill
A 'great' skill game is one where everyone thinks that they are above average. Poker has achieved this. The game is designed so that for virtually every hand there is a way to see to have won when you've lost. Poker is a study in brilliant player choice and information disclosure. The game is strategic, but simple and, because of chance,a player is likely to not go too long without a victory.
Game Duration / Game Sessions
A good tournament service needs to have lots of short game sessions so that players who've lost have a chance to re-enter the tournament or enter another event. If a game takes a long time to lose, players will abandon it rather than try again. Learning opportunities and feedback needs to be fast.
The Dark Side
While Virgin Gaming is using the Xbox Live and Playstation service, there is no strong identity in the system (both services now support pre-paid debit card players), so there is only a weak linkage between an account number and a person. Once a game is played for money, even if there was strong "account identity", there is very weak "player identity" - after all, I could bring in my "ringer" buddy to play on my behalf when real money is on the line.
... and then there is cheating (a problem even on console games).
... and then there is tournament abuse (manipulation of ranking and reputation systems).
... and, of course, the complicated legal issues for these games (skill games are not legal in all US states).
I discuss tournament and ranking abuse, cheating, and identity problems at some length in my book Protecting Games.
I'm looking forward to the day someone gets this right. It will be a true revolution in gaming.
" Virgin Gaming FairPlay Guarantee", http://virgingaming.com/fairplay.html?f=FTR_1F_001
O. Chiang (2010), " Richard Branson Launches Virgin Gaming, An Online Game Tournament Service", http://blogs.forbes.com/velocity/2010/06/15/richard-branson-launches-virgin-gaming-an-online-game-tournament-service/
Tuesday, June 15. 2010
Micro-transactions are everywhere. Just as games are moving to the micro-transaction / free-to-play business model, Game cheats are doing the same. Xpolder is selling Modern Warfare 2 game saves for 79p so that players can "get unstuck" during game play and, of course, achieve all those achievements and badges they want without bothering to earn them.
This is a solvable problem. Game companies could/should really look at the security and integrity of the game save process (it has been the source of many console game hacks).
B. Parfitt (2010), " Xploder selling MW2 game saves", http://www.mcvuk.com/news/39284/Xploder-selling-MW2-game-saves
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Comments
Tue, 07.09.2010 06:54
Yves - Thanks. I was wonder ing if anyone noticed. Stev e
Tue, 07.09.2010 06:08
Nice to see that you're back t o blogging...
Mon, 06.09.2010 05:36
My biggest concern about the S team account bans is my Punkbu ster experience with Battlefie ld 2. I had a graphics [...]
Thu, 02.09.2010 21:35
is it possible for you to remo ve a bot that snuffs me approx 6 times a day on mafia wars ? thanks
Mon, 30.08.2010 22:24
sony can i plz have my account back i av learnt that it was rong to disobay the rules so c an i plz have my account [...]
Mon, 30.08.2010 01:44
I really don't know why so man y kiss the ass of Valve. You k now, fuck. These people also p robably denounce organiz [...]
Tue, 24.08.2010 06:15
lol
Sun, 22.08.2010 23:55
When will there be a new artic le?
Tue, 10.08.2010 15:55
Can anyone tell me...I have a new Dsi machine from KL. It ca me with an R4 which has been u sed in the machine. I th [...]
Mon, 26.07.2010 23:47
dude US server s for SA and NA American country only! and EU server s for European country .... i kno it suck but i [...]
Fri, 16.07.2010 19:55
I,myself have tried to cheat.I t doesn't ban me though but I think they disable the cheats. Bad words result in be [...]
Thu, 15.07.2010 08:19
any 1 tell me how 2 update the client in eudemons online
Wed, 14.07.2010 01:20
wizard 101 is cool
Sat, 10.07.2010 03:53
I went to my chase online acco unt and changed all the phone contacts to zero, then i chang ed my phone number, on o [...]
Sat, 03.07.2010 19:23
how do you download pirates on line i go to the site log in a nd it loads up ot never made m e download