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Monday
Mar182013

Episode 54 - Social Media Gamers

In episode 54, we discuss how social media games are impacting our definitions of gaming and gamers. We chat with Sharon Browning, a writer for the site, who recently wrote a series of articles about this very topic. Check out her articles and our discussion in the episode. 

This week is a big one for Game on Girl... Rhonda and I will be meeting in just a few short days in Boston for PAX East! If you're going to be in town for the con, give us a shout out and make sure to attend our panel on Friday at 5:30 in the Sphinx Theater! Be there to find out more about your gamer type! 

We've got some great plans together for Tabletop Day! Let us know your plans to support your local game story for this event! 

Until next time, game on!
Regina & Rhonda

 

Episode 54

Wednesday
Mar132013

Zynga: A View from Outside (with a definite sound of ax grinding)

If you are on Facebook, you know Zynga.  Even if you never heard of them, you've probably felt their affect.  FarmVille, FarmVille2, YoVille, Words With Friends, Indiana Jones Adventure World, CastleVille, CityVille, ChefVille, The Ville, Slingo, Vampire Wars, Mafia Wars, Hidden Chronicles, Bubble Safari.... all are current or past games that either you or at least some of your friends have played or are playing.

Founded by Mark Pincus in April 2007 (named after his beloved bulldog, hence the company's logo), Zynga launched its first game in July 2007:  Texas Hold'Em Poker (now Zynga Poker).  Within 2 years the company was the #1 app developer on Facebook, with over 40 million active users.  That's serious participation.  (Contrast that with World of Warcraft's 12 million players in October 2010, their benchmark number.  Yes, I know its apples and oranges in gaming, but it still puts the numbers in perspective a bit.)

Zynga expanded from their San Francisco headquarters (complete with weekly happy hours, free massages, gourmet food, and an indoor dog park) to additional facilities in Los Angeles, Austin, Dallas, New York, Seattle, Toronto, India, China, Germany, Japan and more, mostly due to acquisition of established studios. Since inception, they have seen revenue surpassing the market value of Electronic Arts.  Zynga went public in December 2011 with a declared a market value of over $7 billion.  All this without producing a single tactile product; everything is virtual, all is code.

How do they do this when playing the game is free?  Through advertising revenue, and by enticing players to spend money in order to advance game play through either buying enhancements directly or through business partners (for example, if you apply for and are accepted for a Discover card through a link on a Zynga game, you get bonus virtual currency to use in that game).  But players can choose to forego dropping a single dime into the Zynga bucket and still participate.

Sounds pretty great, doesn't it?  Well, if you think so, you haven't played many Zynga games.

I have played numerous Zynga games and except for Words With Friends, I no longer play any of them.  Two games - CastleVille and Vampire Wars - I played significantly, advancing to high levels before quitting, and I will admit to paying out cash to buy VWs currency a few times. (Zynga has since abandoned Vampire Wars).

Why did I become disenfranchised with the games?  Big reason #1:  complete and utter boredom.  The games, enticing at first, would very quickly became mindless clicking without any skill, imagination or involvement on my part.  In Vampire Wars, I would literally spam the Enter key and then sit back until the game caught up with my clicking.  Then I would spam it again.  And again.  Not exactly a fun time.  But I had to complete copious quests in order to level (with enhancement rewards) or to obtain randomly granted items that would allow me to do what kept me in the game:  buy outfits for my vampire avatar.  Even with the hours of time invested and personal achievements I racked up (and outfits acquired), eventually it became just was too mind numbing to continue.

Then there were the service errors.  Games would not load, or quests would be broken or would cause your system to crash, and those problems would last for days, with no time frame for resolution and often without even acknowledgement of the problem, despite pages of forum posts pleading for updates.  "Down for maintenance" screens would greet players at any given time without notice, and a "spinning orb of death" (the icon that indicated the game was "thinking" before moving on to the next action) would hang game play constantly. When these incidences happened - and they happened often - the silence on the part of Zynga was absolutely deafening.

But what broke the camel's back for me was the pervasive sense that I, as a player, meant absolutely nothing to Zynga; I was merely profit fodder, unworthy of even a modicum of respect.  Complaints were not addressed, questions were ignored.  Games were labeled as being "beta" months after being released, yet Zynga still solicited money from players in those games.  Excuse me, but you do NOT charge for beta.  Period.  Game play would start out fun then devolve into rote repetition of quests, actions and narrative, as if Zynga had gleaned as much as they could initially then would lose interest and move on to the next game release.  Player loyalty meant nothing and longevity in the game was rewarded with diminishing returns.

Plus I often felt that I was being forced into doing Zynga's marketing and recruitment for them because I could only advance in the game if I solicited a certain amount of players to be my "neighbors" or in my "army" or "clan", who then could send me items or visit my realm or vote on my avatar's appearance.  Often these appeals could only be done through my Facebook feed.  The moving target of privacy settings and the complexity of building specific groups made tailoring those appeals to "gamers only" daunting.  And frequently the game would find a way around my settings to suddenly start broadcasting game announcements (purportedly to celebrate my achievements) that would be seen by all, which alienated many of my non-gaming friends.  It felt like Zynga was expending more effort to figure out how to circumvent my privacy settings than it did to support my game issues.  While it is possible that Zynga was not always the culprit in these broadcasting and Facebook interface issues, with no information flowing from them to the players, it made it awfully easy to assume so.

Then you hear about the incredible perks their employees get when you can't get a dev to respond even once to an 24 page long thread that has been building for days in the forums and you wonder, if they can hire dog groomers, why can't they hire someone to manage the forums or provide feedback?

That negative vibe goes deeper.  Word is that Zynga blatantly copies other games; CEO Pincus reportedly told his employees, "I don't f*cking want innovation. You're not smarter than your competitor.  Just copy what they do and do it until you get their numbers."  Admissions of participation in scams and complaints about promotions that download malware, going after other companies that dared to put "-ville" in their game titles, forcing stock buybacks and executives selling stock right before negative reports are published - it just felt sleazy to be supporting the company in any way.

Bottom line, if it doesn't feel right, don't do it.  If you aren't having fun playing, then stop.  It didn't and I wasn't, so I did.

Karma's a bitch, though.  In 2012, Zynga stock nosedived and the company had dismal quarterly reports.  Investors are abandoning ship, and CEO Pincus dropped from being a billionaire to having a personal net worth of only $425 (only!) million by 2013.

It's not all bleak, though. Through Zynga.org, the philanthropic arm of the company, players have raised over $15 million that benefitted numerous nonprofits and causes, and raised awareness for projects such as clean water and alleviating hunger.  That might not be money Zynga itself paid in, but someone has to spearhead the effort and raise the platform. Yet one has to wonder if this philanthropy is in place to merely make the company appear more community minded.  With Zynga cutting regulatory ties with Facebook and aggressively moving into the online gambling arena, the question is, will this herald a positive new focus or give the company grounds to become even more mercenary?

Time will tell if Zynga becomes more player centric and broadens its blinders to something besides profit uber alles.  But I, for one, won't be there to find out.

Tuesday
Mar122013

“Master, remember the Athenians.”

 

What many of us see when we try to launch SimCity.Reportedly the title of this piece is what Darius the Great tasked a servant with whispering in his ear three times a day. You see, he swore revenge on the Athenians for their part in the burning of Sardis. He apparently took his oath seriously and didn't want to forget. I would even venture a guess that he didn't want to forget how angry he felt either. But, more about this in a bit.

In case you haven't been following gaming news this week, the latest incarnation of SimCity was released by Electronic Arts. To say that the launch hasn't gone well would be like saying, “The Titanic had a little accident.” I don't really want to go into the reason (always online DRM) too much given the fact you can Google it or look for the trend on Twitter (#simcity). I want to talk about how we got here. Again.

The easy answer would be to say that the mean old corporate gaming giant did it to us. Again. I'm the first to agree that the mean old corporate gaming giant is incredibly, spectacularly culpable in this. However, there is another entity at work here - something so dark, so persuasive that, at times, most times even, we can't go against it. It's us. You and me, him and her, they and them. It's all of us. Ourselves. We don't do it on purpose mind you. We're just wired that way - most of us anyway.

Generally speaking, most of us tend toward Fading Affect Bias, which means that we tend to forget negative emotions more quickly than we forget positive ones. This probably explains why I got talked into getting SimCity after going through the Blizzard/Activision Diablo 3 launch. And I got talked into Simcity knowing that it had an always online DRM.

Big game publisher's like EA and Activision, I believe, count on us forgetting how angry we were when we couldn't play our new game for the first couple of days or a week. That's why EA does it over and over and why I'm betting Blizzard/Activision will do it again. They think because they are selling a game they can get away with doing this to their customers. And they can. As long as we keep allowing them to do so.

Think about it. A video game is a product. A dish washer, a car, your phone service are all products. If any of those last three products didn't work or worked intermittently for the first 2 – 7 days, would you be okay with that? Don't you think there would be repercussions for that product failure? There would be! And the manufacturers and providers would work to make amends or see that it didn't happen again.

Typically a video game costs about $60 for a new AAA release these days. That is no small amount of money where I’m from. And we keep paying companies like EA to give us games that don't work as intended out of the box. We keep enabling this broken machine to work. Partly because we want the next big gaming experience and partly because we forget how angry those mean big game publishers made us with their last release.

Well, I'm going to try and help us remember and stay angry from now on. Somewhere in my articles for this site from here on I will write, “Remember the Athenians.” You can take that to mean, “Remember the always online DRM game launch debacles by EA and Activision.” Maybe this will keep a few more of us from buying into their shoddy business model and tactics.

Monday
Mar112013

Episode 53 - Female Protagonists

What would Aliens have been without Ripley?We take on the role of female protagonists in this week's episode, discussing a recent article by Carolyn Petit on Gamespot. In "Fear of a Woman Warrior," Petit writes about how the new Aliens game was almost void of any playable female characters. We discuss the kind of impact missing female avatars might have on the game, especially given the Alien franchise's history having kick ass female characters. Listen and let us know what you think about the article and our analysis of it.

We've got some really exciting events coming up in the near future! On Friday, March 22 at 5:30pm, we will be presenting at PAX East! Make sure to stop by and learn "What's Your Gamer Type?" We have some pretty exciting stuff planned for our interactive hour. 

We're also making plans to participate in International Tabletop Day on March 30! I (Regina) will be at my favorite local game store, Cloud Cap Games, in Portland, OR, helping to organize a day of gaming fun and shenanigans. Come play against or with DocLizz. 

Lastly, we did a VIDEO podcast with the guys over at ManDateMondays on Monday, March 4. We had a great time and a fabulous conversation about all kinds of fun gaming topics, including female characters and some of small details about our PAX East panel. Here is the video but make sure to follow to Falken1974 and TheBlackGl0ve on Twitter and subscribe to their YouTube channel.

Until next time, game on!

Regina & Rhonda

Episode 53

Friday
Mar082013

Tropes vs Women in Video Games is Live!

Anita Sarkeesian's video series for Tropes vs. Women in Video Games has launched! I've included the Youtube clip of the first episode here, figuring it was relevant to our mission here at Game on Girl. I for one think she's done a very good job introducing the "damsel in distress" trope here, and look forward to part 2. I'm also glad to see the series come to fruition; Sarkeesian received a grotesque and disturbing amount of misogynist rebuttal and belittling (and I'm putting it mildly) for this project. The ugly reality of the divide, at least online, of male gamers who seemingly are incredibly ignorant about women playing games and that they too have a right to contribute to the medium is dumbfounding to me. However, I'll save that for another time (next week, maybe?). For more of Anita's work, check out her blog Feminist Frequency, and she has further examples of damsels on her Tumblr.

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