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Marek Bronstring’s blog

A blog about game design and development & randomness.

This post was also published on Gamasutra today.

legoUser generated content is playing an increasing role in gaming. Gamers are not just able to customize aspects of the experience, but many games now feature rich and deeply integrated authoring tools. As more games become at least partially reliant on player creativity, it’s useful to think about the different kinds of players who create and share content.

It’s agreed upon amongst game designers, as well as Web 2.0 developers, that not all users want to be creators. The so-called 90-9-1 rule says that generally 90% of the userbase consumes, 9% creates from time to time (or engages in low-level participation, such as tagging or commenting) and only 1% are heavy contributors. The numbers may be different for games that make it exceptionally easy to be creative, but in any case, it’s widely understood that not everyone will want to create, and most games are designed around that understanding. 

That’s generally where the thinking stops, though. We make distinctions between “creators” and “consumers” and take those two groups into account, but what happens when we zoom in on the creators? Are they all the same? Actually, not everyone wants to create in quite the same way. Inspired by the Bartle types of MMO players, I wondered if it was possible to determine different types of player-creators.

Searching for a creator typology

What set off my train of thought was recalling my experiences with Lego, the granddaddy of user generated content (well, kind of). I absolutely loved playing with Lego as a kid. I played with Lego bricks in a specific way, and was often surprised by the completely different styles of playing that other kids had.

n696655915_1011423_3583I always thought about what I wanted to build with Lego. Was it going to be a spaceship? Or the Eiffel tower? Or a medieval castle (like the one I built in the picture)? I conceptualized what I was going to make and then set about to do it. 

When I constructed, say, a wall of a building, I used same-colored bricks. That was always a huge point for me. A wall could be any color, but I never mixed the colors together, because that looked messy and unrealistic. I took a fairly  structured approach to Lego building, and I think that put me in a particular category. 

When friends came around to play, they would often just build something without a pre-conceived plan, mixing all kinds of bricks together. They’d grab random pieces from the box one by one, pieces that they thought were cool, and then decided where to stick them on. 

These were the kids who’d not aim to build a spaceship or a castle, but who’d end up constructing “something that kinda looks like a house with trees on the roof that can also fly… but it’s hard to tell”. Instead of building something specific, they looked for new combinations of bricks and then figured out what it meant to them later, using their imagination along the way. Their creations could mutate dramatically throughout this process. 

Sometimes I’d play with a friend who’d instead come up with random challenges. For instance, one time we tried to build stairs out of Lego bricks without support columns and see how far we could get. Why? Just because! Or he’d want to see if we could get the electric train to fly off a ramp and crash, or maybe if we could create some kind of lift for the parking garage so that cars could get to the different levels. 

Finally, one time I played with this kid who only just built really high towers and then randomly smashed them, running around and giggling like a girl. This left me utterly confounded. What on earth was he doing? Is that what happens when you eat too much candy?

The four types of player-creators

When I recalled all these different ways of playing with Lego, I realized they may be representative of four distinctly different types of creators. I tried to come up with labels that most accurately reflect their tendencies. 

Builders

Builders, or architects, tend to pre-conceptualize their creations. They create in ways that seems sensible or structured to them. They build step-by-step, looking for the best version of what they envisioned. A Builder might say, “I’m going to create an Indiana Jones level!”. Or “I’m going to make a character who really means business, like Jack Bauer, except he’s also an alien and has a cool laser gun”. Then they’ll look for the tools and options that will best enable them to do this.

Imaginers

Imaginers are more like the jazz musicians. They improvise with the tools, grab different elements, and see where it leads them. Imaginers tend to pre-conceptualize less. Instead they roll their katamari ball through the creative landscape and see what sticks, then imagine afterwards what their creation is or how it works. Imaginers don’t mind creating things that don’t make perfect sense, or mixing different themes together, or creating a bit of a mess. 

Experimenters

Like mad scientists, Experimenters are driven by a desire to test the limits of the tools or game world (or perhaps alternatively the limits of their abilities). The experimenter wonders if you can create an animal with 50 legs. He wonders how fast you can make the cart catapult itself through the level. Like Builders, they pre-conceptualize their experiment, but like Imaginers, they take a more free-flowing approach to implementing them. 

Destructors

The Michael Bays of user creativity, Destructors build things mostly thinking about how cool it’ll look when you blow it up. They’re not to be confused with griefers; Destructors don’t just want to mess things up, they want to construct things first and then mess them up. They like explosions. Destructors might build a huge stack of crates (or preferably melons or ragdolls or anything) just to see it blow up or collapse in the most spectacular way possible.

Not mutually exclusive

These types should not be seen as mutually exclusive. Players can be one or more of these types at the same time, or switch between them. 

For instance, I believe that most players who are not primarily Destructors will become one sometimes, especially when they’re fed up with a slow creative process and want to see some dramatic effects. A common behavior in SimCity is to save your city and then unleash countless tornadoes and earthquakes just to see the city crumble and burn. 

When I played with Lego, I was most comfortable being a Builder, but would frequently slip into Imaginer mode. While I enjoyed playing alone, because then I could just stick to my default creation mode, it was refreshing to play with other kids sometimes, because they forced me to create in different ways that I wasn’t familiar with, and often the output would be really cool.

Using the four creator types in game design

I believe that these four player-creator types can be used as a mental checklist for any game that involves player-created content. They can trigger specific questions about your game, such as:

  • Which types of creators does the game hope to attract?
  • Which types of creators does a feature appeal to?
  • Does the game encourage switching between creator modes and if so, how?

Much like you probably don’t want to create an MMO just for Achiever types or just for Explorer types (referring back to Bartle’s types here), creative tools shouldn’t be geared towards supporting only one type of creator.

When certain creator types are under-served, the designer may decide to add more features that will appeal to them. A “give me a random object” button will appeal to Imaginers, while an achievement for highest object velocity will be exciting to Experimenters. Destructors will be highly attracted to games with some form of physics simulation or pyrotechnics, as without them there’s very little else to enable what they want to see.

By providing specific goals or achievements, a game can also encourage players to explore different styles of creation. Sometimes players may want to try creating in a different way than they’re used to.

Of course not all games that include some form of player-created content can foster all kinds of creativity, but by being conscious of the different types of creators, we can design games that are more inclusive, more engaging and hopefully more fun.

(Thanks to Lawrence Bishop, Jake Rodkin and James Spafford for helping proofread/critique this post.)

A Discussion On MMOs

January 14th, 2009

I recently recorded a new Idle Thumbs UK podcast with James Spafford, in which for the first 40 minutes or so we talk about the MMO genre. I love MMOs because they arguably have the most potential of any game genre, but I’m sometimes frustrated when certain aspects of MMOs seem limited, repetitive or aren’t capitalizing on the unique properties of the genre. We discuss a variety of MMOs including World of Warcraft: Wrath of the Lich King, Star Wars: The Old Republic, EVE Online, Ragnarok Online, Planetside, and more. If you are interested in MMOs or online games in general, you might enjoy listening to our talk. The discussion also continues in the associated forum thread.

(After the break, we also discuss Metal Gear Solid 4 and Pokemon along with Rusalka Clarke, as well as some other randomness.)

What I guess I didn’t explain well in the podcast is that even though I enjoy the cooperative and community aspects, I think the primitive core gameplay and grinding prevalent in MMOs is pretty much horrible. MMOs have, on many occasions, turned me into one of those hamsters trained in a lab to pull a lever for a little bit of food. It’s easy to get in the habit of just clicking away, killing enemies one by one, hoping for a little bit of loot. I even get that when I’m playing together with friends. Though, to be fair, I may have just played the bad bits in MMOs (i.e. generic quests/raids) and not made it to the good stuff often enough. For instance, I haven’t experienced any of the high-level content in WoW first-hand. 

Still, I’m hoping that in the future more MMOs will dare to cut some of the fat from their gameplay, discourage grinding, and pull new players into the community and multiplayer aspects as quickly as possible.

When I join a new MMO I usually start out alone, or with just one or two buddies in my friend list, and unlike real life I’m sort of people-shy when exploring an online world. Sometimes I wish an MMO would really grab me by the hand and force me into a guild or otherwise take the plunge into the social and online aspects of the game, because those are really the unique fun multipliers of the genre. I think there are many little tricks designers can use to get players more easily connected with other players straight away. There’s also ways to avoid players getting stuck in a rut as easily.

As a designer, my fascination with MMOs is mainly in the social architecting opportunities they provide, of which a few examples are also given on the podcast. As a player, I often wish you could just skip half of the leveling, forget about the solo-ing, and get to the cool stuff straight away… does that make any sense? Or am I horribly out of touch with the genre?

Some More Thoughts On Pitching

January 14th, 2009

ICO Partners blogged some nice tips on how to pitch a game to a publisher (part 1, part 2). I was going to share some of my experiences in a comment there, but it got kind of long, so instead I’m posting them here.

From the perspective of a designer, there were two things I really had to learn:

  • A pitch should be the key to unlock the door, not a presentation of all conceivable aspects of your entire game. If the publisher likes what you had to say, there’ll be opportunities later to show and tell them much more.
  • A pitch is primarily a business proposition. It shouldn’t just talk about “what” (the game is) but really about “how” (you are going to make it, and how it will make the publisher lots of money).

These may seem like extremely obvious points, but as a designer you are generally so focused on the game itself, that it’s easy to slip into the idea that if you just shock & awe the publisher with your amazing designs you’ll get the funding. That’s not quite how it works. 

I did pitches a few years ago where I just filled slides with information on various subsets of the gameplay, the storyline/universe, and then souped it up with lots of buzzwords. I guess my reasoning was that the more you tell, the more it shows how you’ve thought about everything. I since learned that it’s much more effective to cut most of the details and instead focus on your two or three top level goals for the game, with maybe a few examples of how they will be accomplished. If you’ve got the publisher hooked with your core vision, you can give them more details later, or show them concept art or prototypes.

The rest of the pitch should really be about product positioning, the market, the team, budget / sales projections, etc. To a designer this may seem like the boring stuff, but it’s key to giving the publisher confidence in your ability to produce the game. Of course, it’s important that you know these things about your project anyway.

What also affects your chances of success is the way the information is presented. When I use PowerPoint, I try to minimize the text in each slide, and add as much visuals as possible. (Presentation Zen is a great blog about slide design and presentation techniques.)

The way you talk about the game is also a key factor. Facts and bullet points are definitely the way to go, but if you tell the publisher something that will allow them to really visualize the game, it will increase the impact of all those facts and bullet points. In a pitch I helped with last year, one of my coworkers started by giving a one minute story about a group of adventurers exploring a dungeon, with an unexpected twist halfway through. This was only illustrative of one aspect of the game, but when we subsequently zoomed out and switched to bullet point presentation mode, the listeners already had something in their heads to anchor the information to.

The way you talk about the game to a 3rd party can be very different from how you talk about it internally with the team. It can be difficult to switch into that other mode of thinking, but it’s vital when having to communicate about a game to a potential funder or publisher.

Pitching To Publishers

January 9th, 2009

Coming up with a good concept for a game is one thing, but selling that to a publisher is another issue entirely. Thomas Bidaux and Diane Lagrange (formerly NCsoft, now of online game consulting company ICO Partners) have posted some nice tips for pitching to publishers. “Good publisher-side Biz dev people should be the ones able to recognize the awesome product that is very badly pitched. However, if you are the pitcher, it’s probably safer to assume that you are developing a good product and that you want to pitch it well.”

Update: Part 2 is here.

“Freedom”, “open worlds” and “endless possibilities” are commonly heard buzzwords in gaming. The Peter Molyneux playbook of hype relies entirely on painting a picture of a world in which you can do anything

But sometimes having too much choice can be bad. Malcolm Gladwell (author of Blink, and more recently Outliers) often talks about a study which tested whether offering more choice in a store would lead to more people buying a product, i.e. making a choice.

[Researchers] wanted to see whether the number of jam choices made any difference in the number of jams sold. Conventional economic wisdom, of course, says that the more choices consumers have, the more likely they are to buy, because it is easier for consumers to find the jam that perfectly fits their needs. But [the researchers] found the opposite to be true. 30% of those who stopped by the 6 choice booth ended up buying some jam, while only 3% of those who stopped by the bigger [24 choice] booth bought anything… If you are given too many choices… than your unconscious is comfortable with, you get paralyzed.

Another psychological experiment often cited by Gladwell measured people’s happiness with choices they’ve made. It turned out that people were actually less satisfied with choices they make if they were selected from a larger set of options. The more alternatives are presented to us, the more we worry about whether we made the right choice, and the more likely we are to have regrets.

Of course, in a game maybe you do actually want players to have countless choices so that they can experiment, explore and discover. On the other hand, you clearly want to avoid making players too uncomfortable or, even worse, paralyzing them with choice. Read the rest of this entry »

Another Plug For Idle Thumbs

January 8th, 2009

The Idle Thumbs Podcast continues to be win. Lately it’s been garnering acclaim and receiving many spoonfuls of GAF love. Some people are now calling it the best gaming podcast, which is amazing.

What you can expect from the podcast is basically some very intelligent and broad discussion about gaming, but it’s not up its own ass, and doesn’t shy away from random banter or, well, an occasional poop joke. The podcast may even introduce you to games you hadn’t considered playing before. On top of that, the Idle Thumbs community has been totally meme-ing it up with domain names, and the podcast spawned a Game of the Year site at GOTY.cx.

Basically, you need to listen to Idle Thumbs. New episodes are posted every week, usually on Tuesdays.

I’m a bit biased of course, because the guys who host this show are my friends (and I was a co-founder of the Idle Thumbs site). For me one of the best things about going to GDC or E3 is actually hanging out with these guys and talking about video games, and if you’re a follower of the podcast you’ll know why.

James Spafford and I have occasionally been doing a UK edition podcast as sort of a bonus to the US edition, and we’re expecting to publish a new installment to that soon.

I’m visiting my family for Christmas and in the attic I just randomly found something mindblowingly cool. Well, at least to me. It’s my long lost copy of “Elektroniks: An Electronic Game”, an old Russian LCD game that I used to play obsessively as a kid. My grandfather once bought it for me at a Russian farmer’s market when we visited my family in Poland. Since I couldn’t communicate with anyone there (I could only speak Dutch, my mother tongue) this game often served as a great distraction. I played it for hours and hours and hours.

It’s clearly a classic. Just check out that winning box art, with a picture of a wolf, a bunny with balloons, and a monkey. On the side of the box it says MADE IN USSR. Or “CAEAAHO B CCCP”. Man, this game is so win. I love this feature mentioned on the box: “with an alarm-clock”. Say what you will about modern games but none of them are also an alarm-clock. Where’s your alarm-clock, Fallout 3? Games used to be so much better.

I’m hoping to find some new batteries for it. When I get back I’ll have to find an appropriate altar for this game in my apartment. 

This is a great presentation given by David Heinemeier Hansson of 37signals to an audience of Silicon Valley entrepreneurs in April 2008. The title, “The secret to making money online”, genuinely reflects the contents but is also deliberately used as a flashy lure. The talk actually seems intended to have a ‘cold shower’ effect against the typical high-flying Silicon Valley attitude. It points at the many startups trying to become ‘the next Facebook’ or ‘the next Google’ with no business model in place, and suggests they do simpler things that actually work. Watch it and draw your own parallels to gaming:

Okay, so one of the messages here is that it’s cool to be a modest entrepreneur with a small company that serves a niche, but to me that’s definitely not the main takeaway from this talk.

While the talk is focused on Web 2.0 startups, it obviously also applies to the online gaming space, where everyone wants to be McDonald’s and no one will settle for anything less… even though “less” could actually be profitable, and pursuing a portfolio of non-humongous properties may actually be wiser. I believe that companies often don’t even realize what they already have just because they are so focused on wanting it to be something else. Of course, some Free-To-Play game businesses exhibit the same symptoms as some of the Silicon Valley startups hinted at in the presentation, which are focused on user acquisition and short-term gain but haven’t fully thought through their business model beyond ‘we’ll probably sell them some different colored hats for their avatars later’. The segment on viral spread reminds me a lot of what all the stupid FaceBook apps are trying to do, which I just blogged about.

By the way, David Heinemeier Hansson is a great speaker and evangelist. Back when I was working on a browser MMO at Woedend! our lead programmer sent me some of his  presentations for Ruby On Rails, and they quickly convinced me that we should build the game in RoR (it was a largely unproven framework, but it worked amazingly well for our purposes). Some say Hansson has a Reality Distortion Field similar to that of Steve Jobs, or don’t like that he’s loud and opinionated. I prefer to focus on what he says and not how he says it, because there’s a lot of vision and common sense wisdom to be found in his talks.