About

Shanti Bergel is a social gaming entrepreneur based in San Francisco.

You should follow me on Twitter here. Alternatively, you can also get in touch by email at sbergel at gee mail dot com.

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Social Artifacts: The Powerful Building Blocks Of Social Gaming

I’ve been using the term “social artifact” for awhile now and it is probably time to publicly debate it a bit, as I think it is an important concept in social gaming.  Please leave comments here on this blog or on Twitter if you’re interested in exploring the topic.  Here’s the thesis -

Social networks have always revolved around the expression and sharing of personal information.  In the early days of Ryze and Friendster, personal expression occurred through simple text comments and perhaps a profile photo or two.  Myspace brought us an explosion of Flash-based widgets and other look-at-me vanity bling.  Facebook dialed back the broadcast-oriented vanity content (bye Flash widgets) in favor of streamlining and personalizing distribution (hello feed) of passively generated metadata (hello social artifacts).

In the majority of cases along this evolutionary track, people were actively creating content and posting it to be consumed by as wide an audience as possible.  This was true both on and off social networks - 1:many broadcast.  The content on our Myspace pages was intentionally placed there by us in much the same way we actively created Flickr pictures, blog posts, Amazon comments, and YouTube videos.  Facebook introduced a radically new dynamic with its feed and stream feature sets.  This system is purposefully designed to custom wrap and distribute information abstracted from our online activity.  This activity metadata is not intentionally created.  It is a passive by-product of our Facebook activity - an artifact if you will.  Perhaps just as importantly, these social artifacts are only delivered to what an algorithm perceives to be our closest friends.  In one stroke Facebook not only applied massive leverage to the volume of “content” that its users were creating but also smart-targeted its distribution to only those who who might actually care.  Microcasting for micro-content.

This finely targeted info-mist is made up of social artifacts and it is typically these bits that we interact with when we play games on social networks and not our friends directly.  The vast majority of successful games on Facebook are asynchronous.  Our friends are not present when we play these games and, with a small handful of notable exceptions that involve direct head to head play, the game designs are not reliant on specific friends’ availability or even active participation in order to progress.  Instead, friends and metadata extracted from their activity are converted into content in your game as you are in theirs.

This leveraging of social artifacts as game objects turns 100% of players into game content creators.  Horowitz's LawThat is a gargantuan increase over the 0.1 - 1% rate most game and Web properties have historically seen.  While it is arguably problematic to equate unintentional metadata with intentionally crafted content with vastly higher production fidelity, my sense is that the use case doesn’t care.  In fact, the emotional impact of lo-fi games that incorporate social artifacts can rival that of much higher fidelity productions.  Social emotions can be a potent active ingredient if activated correctly.  The irony of course is that something so inherently interpersonal can be activated in such a lonely fashion with no synchronous play or direct 1:1 interaction.  It feels a bit like calling to get the answering machine except, in this case, our service called and left the message…for everyone it thought would like to hear it.  This solo play in social clothing dynamic has been much lamented in the MMO space.

Still, philosophical debates on solo vs. group play aside, I welcome your feedback on the social artifact concept.  Please comment here on this blog or on Twitter with the hashtag #socialartifact.

-Shanti

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Posted at 10:25 AM (2 years ago) | Permalink

One…Gazillion Dollars!

The upside of the MMO business needs no introduction.  It is personified in the multi-billion dollar form of the World of Warcraft franchise.  While attempts to be the next WOW have not fared well thus far, it certainly hasn’t stopped folks from trying (Hellgate, Age of Conan, Tabula Rasa, Gods & Heroes, etc.).  Gazillion would appear to be the latest contender for the crown and they are bringing the might of the Marvel universe with them.  It is an ambitious play to be sure and, as a long-time Marvel comics collector, I hope Gazillion does well with the license.  That said, it will be exceptionally expensive to find out if they’re the next Blizzard or the next Brash.

While few specifics of the Marvel-Gazillion licensing deal have been released, the multi-year nature of the arrangement reminds me of EA’s recent multi-year lock on the NFL license for Madden.  In EA’s case, this makes vast amounts of sense as Madden is a proven franchise with known audience and revenue characteristics.  While I can see Gazillion wanting the runway to build a long-term business, I think it is safe to assume that they’re paying for the privilege in the form of yearly minimum commitments.  Marvel is white hot right now and not about to do a back-end only deal with a brand new company that has no track record.  So, in addition to the multi-million dollar cost of developing a AAA MMO, Gazillion also has the licensing fee to contend with.  Should their first product not be a hit, the company’s cost structure will begin to look rather scary depending on how much investor money they have in the tank.  They are making a very large, very speculative bet.

There are some significant design and resourcing challenges in getting a hit right out of the gate using a media license as well.  Adapting a beloved linear story and/or characters to an open, interactive environment is hard.  Making it highly replayable - MMO grind fest style - is very hard.  For example, players will want to be Spiderman, Iron Man, and The Hulk while nobody will want to be Ant Man.  Some games resolve this issue by letting players create a new character within the license’s universe but not play as the characters they are familiar with – Godfather for example.  Quest and mission design is exceptionally tricky in this case as the dreaded ‘kill ten rats’ approach is pretty much at odds with our preconceived ideas of a licensed story arc and characters - especially heroes.  In other words, even a generic hero (let alone Wolverine or Doctor Strange) isn’t really supposed to be killing the same ten baddies over and over again.  They’re supposed to be up to something more meaningful and grandiose than that - somthing more heroic.

Building out custom, low-replayability but gratifyingly heroic missions can get very expensive as the developer struggles to keep ahead of the content consumption curve of its player base.  NCsoft’s recent innovation in this regard is an interesting solve to this problem as it leverages user generated content to scale mission content for a large MMO in much the same way that we at Three Rings use it scale content for our in-browser virtual world, virtual item shop, and Flash game catalog.  If Gazillion were to manage to solve the resulting exploits, they might have a shot at creating  a compelling enough arrangement to entice the player to come back again and again to level up their hero.  Still…I wanna be Moon Knight and not some player-created approximation.  Getting around the character fixation is going to be tough.

One of the other big licensed IP projects reportedly underway at Gazillion is Lego Universe.  Legos - the original build your own story toy - are an excellent IP upon which to build on MMO in my opinion.  Where the Marvel license contrains design choices and possibilities, Lego opens them up.  The success the license has already had in being translated to game titles as diverse as the Lego Star Wars and Lego Indiana Jones hits to the very promising upcoming Lego Rock Band, speaks to its amazing adaptability.  The modular nature of the blocks themselves also lends itself well to the long-term play that is the MMO life cycle.  Lastly, the longevity of the beloved Lego brand could make for an extremely broad appeal depending on how tightly Gazillion aims the demographic focus beam.

Perhaps one day, years from now, Gazillion will stand toe to toe with Blizzard atop cash mountain.  Until then however, it will be an interesting journey and company to watch.

-Shanti

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Posted at 9:38 AM (3 years ago) | Permalink

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