Where I’ve Been and Where I’m Going

Posted April 11, 2011 by Mike Sellers
Categories: AI, corporate, games, social games

“Some people try to turn back their odometers. Not me. I want people to know why I look this way. I’ve traveled a long way and some of the roads weren’t paved.”  - Will Rogers

A lot has happened since I last posted here.  We had one major project slowly grind to a halt, abandoned by the publisher. Not a fun story, even if we did learn a lot.  And we had another flash briefly, just long enough to prove out the design and technology, if not long enough to make back its production costs.

Social games have continued their astonishing fast-forward pace.  The game industry changes faster than any I know of, and I have never seen things change this fast.  One of my new mottos is

If you don’t have whiplash, you’re not paying attention.

What was a wide open blue-ocean part of the games industry a year ago is quickly consolidating and stratifying into Huge Players, Big Players, and Everyone Else.  There are good games and money to be made at each level, but on different scales and with different difficulties. And game designs or production practices that worked less than a year ago have to be discarded now to stay current with the market.

For myself and my company, Online Alchemy, the latest blows we endured were too much.  I’ve rebooted the company before — after a triple-play debacle in 2007 (DARPA project killed by world events, development contract pulled at the last moment, and the long-lamented demise of the Firefly MMO at the hands of Fox and Universal), so I know how to do it.  And I have an amazing team of people to work with.  But the costs of rebooting again now seemed too high and too risky.

So, time for a pivot: I have joined Kabam as an Executive Producer.  This is a terrific company with a clear focus and top-notch talent all around. I’ve been very impressed with the blend of agility and process I’ve found there. I can’t yet say what I’m working on, but as with everything in this part of the industry, all will be clear soon enough.

Online Alchemy will be sticking around, but will be returning to its focus on “social AI” research and development.  This is definitely an area for research, building on the company’s existing work in artificial emotions, relationships, and reputation, but as yet no real consumer market has appeared for such AI.  I still believe one will, but it may be ten or twenty years before it happens.  I’m content to be patient, and persistent.

So, what’s next?

 

Virtual Characters and Real Emotions

Posted November 16, 2010 by Mike Sellers
Categories: AI, games, psychology

Jesse Schell is one of the most articulate, insightful people developing games and talking about their future.    At a recent keynote at a Unity3D conference, he talked about virtual characters  as a crucial part of the future of games and other online experiences.  As usual he makes a lot of excellent points about virtual characters remembering you and conversing with you, but on one — how we interact emotionally with virtual characters – I have to disagree with him:

“Emotions are easily recognized by humans, but computers must be part of that, said Schell. “Once we can do that we can sense your emotions,” said Schell, developers can create “a game where you actually have to act, or feel emotions. A game where someone tells you where there dog just died and if you can’t manage to cry then no, you’re not getting to the next level!”" (as covered by Gamasutra)

First, I appreciate Jesse stepping up with concrete predictions and other musings — as he says, this is a great way to predict (and create) the future.  That said, this one is exactly backwards: the emotional connection with virtual characters doesn’t come because we emote effectively, but because the characters themselves have and display emotions that we then relate to.  Their emotions make them more real to us, and allow us to feel something similar. Read the rest of this post »

Beta?

Posted November 10, 2010 by Mike Sellers
Categories: practice, social games

Recently when talking about an upcoming project, I was asked whether we were going to put “Beta” on it.

I’m not even sure what that means now.  What does it mean to say your game or app is “in beta” these days? Read the rest of this post »

Wait for It…

Posted November 5, 2010 by Mike Sellers
Categories: Facebook, games, social games

Tags: ,

More news coming soon (no, I haven’t died or lost the keys to this place).  We’ve been working hard on a couple of very spiffy things and we’ll be saying a lot more about them  shortly. Sometimes not saying something too soon about what you’re working on is one of the most difficult things about this business.

In the meantime, have a look at this terrific image from an upcoming app of ours, or read this very insightful article by Trip Hawkins, CEO of Digital Chocolate, about using the wealth of publicly available information we have to assess the health of social games and social games companies.

We really do live in a time of unprecedented change in the games industry: faster development cycles, much closer relationship with the customers, much more resilient revenue models, incredible metrics and marketing tools, and — I hope — the ability to create new kinds of games on that foundation.

 

Two Great Company Letters

Posted July 10, 2010 by Mike Sellers
Categories: corporate, practice

Tags: ,

Company culture is important to me, and it’s a hard thing to get right.  Every company has a different feel, a different vibe.  I think it’s important to communicate this internally and externally — it’s how you determine who and what your company is.  Every now and again CEOs manage to do this by breaking out of the mold of dreary sameness in their public communications — somehow managing to not be bound by or afraid of their Board, their shareholders, or just looking foolish.

Two recent great examples of this kind of communication came from the CEO of Woot and the crafty pastamancers behind Kingdom of Loathing.

Read the rest of this post »

Guildwars 2 Breaks the Mold (li’l bit)

Posted July 9, 2010 by Mike Sellers
Categories: MMOG, theory

Tags: ,

MMOs have by now evolved a canon of how to deal with combat roles, death, and getting back into play after dying (“resurrection”).  This canon has become so fixed that it’s common to hear about tank/healer/dps as the “holy trinity” of MMO combat that many games just do, well, sorta because that’s how it’s been done.   Every now and again though, some game comes along and pushes the boundaries forward a little.  It looks like Guild Wars 2 is doing that with their approach to combat, dying, and the flow of gameplay.

Read the rest of this post »

Why Blizzard and Zuckerberg Are Wrong

Posted July 8, 2010 by Mike Sellers
Categories: games, practice, theory

Tags: , ,

or, The Persistent Case for Social Scientists

There are some lessons people in online businesses persistently don’t learn.  A lot of these are grouped into the area of “social concerns are just as real as technical ones” or “social issues do not have technical solutions.”

Recently a couple of major players in the online space have shown a stunning lack of regard for social concerns in ways that have long-term effects and that can safely be filed under “Lessons Learned.” Read the rest of this post »


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