Posts filed under 'gaming'
A DAY AT THE MUSEUM: HOW THE SMITHSONIAN IS EMBRACING GAMES
SPEAKER/S: Chris Melissinos (PastPixels) and Georgina Bath Goodlander (Smithsonian American Art Museum)
- Smithsonian did an ARG about being curators at the Smithsonian
- She collects pictures of great moustaches
Add comment March 11, 2010
EFFECTIVE MARKETING FOR INDIE GAME DEVELOPERS: John Graham (Wolfire Games, LLC)
Add comment March 9, 2010
META-GAME DESIGN: REWARD SYSTEMS THAT DRIVE ENGAGEMENT: Amy Jo Kim (Shufflebrain)
- Which re-actions earn points?
- Types of points -
- XP – earned thru actions
- Skill – earned thru system interaction
- Influence – earned from other people
- Stack Overflow’s repuation system
- Spend points, not XP
- Levels are good for establishing a rythm over time
- Not always the best idea to show leaderboards to newbs, maybe only show to top players
- Think about how leaderboards help with your game’s story and don’t be afraid to take them down if they aren’t working
- Missions and achievements help more casual players
- Think about achievement fatigue as well, will adding more actually help
- Make sure you have a spectrum of achievements - newbs, middle and power players
Add comment March 9, 2010
Dir of Community Engagement for National Geographic’s Animal Jam
It’s true! I got a fantastic opportunity to work with an insanely talented team of designers on one of the country’s most beloved brands, National Geographic. The game is out this summer and it’s BEAUTIFUL. So excited, stay tuned for updates. :D
Joi Podgorny Joins National Geographic’s Animal Jam Team
Online Child Safety Veteran to Lead Community Engagement in New Virtual World
Washington, DC and Salt Lake City, UT (PRWEB) January 25, 2010 — Smart Bomb Interactive announced today that Joi Podgorny has joined the company as the Director of Community Engagement for National Geographic’s Animal Jam, an online virtual world for kids 5-9 launching in the summer of 2010. In her new role, Podgorny will architect and oversee all aspects of community management for Animal Jam, with the goal of creating an online destination that is an industry leader in child safety, parental engagement, and pure fun.
“This team and this project are a perfect fit for me,” said Podgorny. “Kids who love animals are going to be immersed in a fascinating virtual world of unprecedented depth, and they’ll be part of an online community that parents can feel good about letting their children explore. “
Podgorny is considered one of the industry’s foremost experts in online community and children’s marketing, specifically in the under-13-year-old demographics. Her management and production accomplishments range across six international children’s entertainment properties. She most recently served as Head of Community for Mind Candy, where she oversaw phenomenal growth in the user community of moshimonsters.com. She is a frequent contributor to conferences and forums on online child safety and digital engagement with children.
2 comments January 25, 2010
Kids Online Unconference ‘09
I helped promote the second Kids Online unconference again and am so happy with the conversations that we all had. I wanted to share the conversations we had.
We used the hashtag #kidsonline if you want to check out the tweets.
I have a collaborative google doc of notes. Please feel free to check it out and/or add to it.
I also tried my first streamed video (audio is poor for many of the talks, but if you listen hard, you can hear us). It’s broken into 3 videos, each rather long. And the video sometimes doesn’t match with the audio. But I tried, right?
I know there were talks at the end about having another one of these next year. If you are interested, let me know and I can let the rest of the organizers know.
ALSO… I want to start roaming cocktail parties where we can all get together and talk shop about the kids online industry. We have a listserv that you should signup for if you are interested in knowing when the next one is (or starting one of your own)
2 comments October 13, 2009
Did I tell you about my new job?
So most of you who read this know already, but if you don’t, I got a new job! And its in London! Working with a fantastic people at a fantastic company who I have been a fan of for years! Exclamation points are fun!
I am the new Head of Community at Mind Candy, makers of the wonderfully addictive Moshi Monsters. We are experiencing terrific growth in our traffic and subsequent community, thanks to aforementioned addictive quality of the game, as well as due to the super powers of our Marketing team. My job is to make sure the kiddos (and grown up fans) stay safe, have fun, and keep on playing. Cool, eh?
If you don’t already have a Monster of you own, go NOW and adopt one. If you become a member you get access to even more cool stuff. And once you have one, become friends with my Moshi. It’s name is Fizmo (bonus points to those of you who know where that name comes from
)
You have been warned. This is gonna be big.
3 comments July 13, 2009
I am the Lost Generation
LOVE this! Found it at ypulse mashup today.
I will put more thoughts from the conference later, but had to share this.
Add comment June 2, 2009
NCSoft’s UGC misstep
Reading a great dialogue on The Brainy Gamer from the other day about NCSoft’s apparent naiveté when launching the Mission Architect feature for City of Heros and City of Villains. Many users started making stories that were giving big attribute payoffs for little effort. Many of the commenters were incredulous that NCSoft didn’t think through these fairly obvious user scenarios before launching and build in some catches.
I think there are a couple lessons to be learned from this, some of which those of us in the kids community space are fairly familiar with:
- Some users will be bad, very bad. Sometimes that means inappropriate behavior, sometimes it’s blatantly breaking the rules or gaming the system. Rather than throwing your arms up in the air and damning those users, think of them when you are designing and plan for them. It’s useful to first design the game play for the optimal setup, but be sure to factor in a brainstorming session where you think through all the possible OTHER ways someone could play your game. This exercise usually helps make your ideal game play even better too, plus you will be able to start patching up obvious audience weak points sooner.
- Have your PR and Community staff ready for anything that could happen. Maybe you won’t have a crisis, but what’s wrong with having your staff ready for one. Proactive verbiage on your site that acknowledges your aims for gameplay, while subtlety explaining what is NOT desired can be very useful. Run through scenarios with your community staff (or customer service, etc) on how they would handle certain situations. You won’t be able to prepare for everything, but going through the exercise of tackling worst-case-scenarios keeps your team agile and poised to handle any situation that they are presented with.
- Try to stay positive – Those of you who know me personally know I have a knack for summoning the dark clouds at times. But I am strangely the opposite at work. Try to figure a way to spin a bad situation in a better light, like the game is much better now that your users have found that whole, etc etc. Helps your users, game and your staff morale too.
- Use experts. Everyone thinks they are a community engagement specialist. And sure, that anecdote about your kid, brother or friend who you feel is an example of a model player may give a bit of insight as to how community efforts could be designed. But there are those of us who do this for a living, who have honed our professional instincts in various situations and have information and resources to help projects run better when you are dealing with audience feedback loops. They will know how to handle filtering of content, when to jump in before it gets ugly (and after) and why certain choices might be better than others. It’s their job, let them do it so you can be even more awesome at yours.
I often warn people that attaching community to your brand (whether that is a virtual world, chat/im, or ugc, etc) is a poor choice if you are not ready to support it. And support is multi-faceted, usually involving many teams – marketing, audience, customer service, IT, design, etc. This is not to discourage people for starting a community or adding these sorts of features, but just a friendly warning to not underestimate the resources it takes to run a community.
I think NCSoft’s idea for Mission Architect was great, as was Little Big Planet’s level designing and all the other gaming titles being inventive about how to give their fans a deeper experience. Hopefully the missteps at this stage can simply be treated as cautionary tales that we can build off of, instead of scaring people away from the possibilities that engaging your fans on that level can offer.
1 comment May 21, 2009
Kids Online unconference – May 31
Hi all –
First of many plugs about the Kids Online Unconference that is happening the day before the Ypulse Youth Mashup. The whole thing is 5/31/09-6/2/09, but come to what you can.
We need to start getting a headcount, so if you could let myself or any of the other coordinators know if you are planning on attending, that would be great!
To sign up for the listserv we have set up, go to this link http://lists.idcommons.net/lists/info/kidsonline and click the “Subscribe” link.
Thanks!
1 comment April 1, 2009
GDC09 Notes: Designing Engaging Relationships
GDC09 presentation by Scott Rigby at Immersyve
Powerpoint deck and white paper available at:
http://www.immersyve.com/downloads/
- Fun can have negative aspects – not always positive
- work involved, stress, etc – all can be fun
- Collecting Behaviorial Data (telemetry)
- Outcome based rather than Causal
- The underpants Gnome Dilemma (South Park reference)
- 3 part business plan
- Collect Underpants
- Something
- Collect Profit
- We know that if we make the game fun then people will love it, but what is the middle part – how do we ensure fun
- Motivational Research is happening at the academic level
- Player Experience of Need Satisfaction (PENS) Model
- Competence – to grow in skill
- Autonomy – experience personal agency/choice
- Relatedness – meaningful connection to other players – real or NPC
- Just tracking fun is not an indicator of retention – using PENS is better
- long term and short term (they had data from their study to back claim)
Competence
- efficiency, growth, mastery
- High intention to outcome ratio
- Mastery in Moment-to-monent gameplay
- getting good feedback in wins and loses
- granular, sustained, cumulative
- w/i session, w/i game, global
- guitar hero is a good example of this
- Rewards
- not just happy things, but also info to get better works well as a reward
- Challenge
- stretch, don’t overwhelm
- watch for boring and anxiety extremes
- sustained challenge is high on fun, but low on PENS
- player gets exhausted if challenge is sustained too long
- being able to express mastery is key
- PWNAGE ![]()
- Shaming is not helpful
Autonomy
- sense of personal agency or volition
- I am the cause of my actions, not the game design
- Opportunities for Action (OFA)
- Interactive opportunities x Possible Actions = OFA
- Not about creating more, but about perceived opportunity
- density of choice
- Make sure schemas are met
- If in other situations things work a certain way, make sure that it consistent
- in one game when you shoot at a box on the wall it explodes, but in another level the box is just a texture on the wall and does nothing when shot
- player is reminded of his place in the game at that point and enjoyment decreases
Relatedness
- connected/mattering to other people, either real or NPC
- Give positive contextual feedback – especially in the case of NPC, don’t make them just filler
- Random dialogue and serious attitude in NPCs is demotivating to players
Application
- Ask questions during game design phase
- How will overall or specific game play satisfy needs?
- Can I satisfy multiple needs simultaneously?
- Heat Maps in Game
- Push Short Surveys in game in different areas to gauge what needs are being met or not in what areas of the world
These concepts were found to be fundamental – across geography, age and game genre
Add comment March 25, 2009























