Sorry, you’re not good enough to test our game

In a time when making a PC game without online capabilities is suicide, having a generous pool of out-of-house testers is an invaluable asset to a company. Any gaming company with enough skill in marketing to create the slightest amount of buzz about their upcoming game is sure to have more than enough hands to make quick work of the network and non-ai testable features of the game. For a given game beta, who knows how many will apply? Certainly more than are needed. So who gets to play, and who gets the shaft? More importantly, why?

Personally, I’ve filled out so many applications for game betas that it doesn’t even phase me any more: I probably won’t win, but at least I can show my support for the game. I know that the person who will win in my stead likely has more hours per day to devote to the game, more background in beta testing games in general, and has probably even played through far more games than me in his lifetime. However, in all likelihood, this person will probably have a smaller social network, and will thus not be able to market the game as effectively as I could if I were chosen. So who is the right person to pick in this (somewhat polar, contrived) situation? Do you want someone to find bugs in the game, someone who will ceaselessly play the game for you so you can log his every move and figure out where the bugs are?

This person basically serves the same purpose as any well-scripted bot that the company can produce themselves; the only difference is that the human can be used to balance more aspects of the game, since it’s terribly difficult to script intelligence in bots to the point where weapons, maps, and other niche aspects can be balanced effectively. They’ll raise their own skill in the game and be better at it when it releases, and maybe even discourage some new players from continuing their patronage. This last scenario doesn’t matter in a one-time-fee game, but for online subscriptions it matters a great deal. Most subscription games, however, don’t allow persistence of your character from beta to release anyway.

On the other hand, there is the semi-hardcore gamer who will spend enough time playing your game to have made it worth your while in ways other than finding bugs. He still might find a bug or two, or at least get himself into a strange situation which will give you a good enough stack trace to figure out where the bug is. But, more importantly, and perhaps more valuably, he will talk with his friends about the game, raise hype, network socially with others online (and in person) and probably do more to promote the game in general than the introvert in the first example. To me, this seems a more valuable person to choose.

I say all of this because of a trend that seems to happen in gaming these days. Too many times, on too many beta applications there are so many small, finicky, nit-picky questions that are clearly there to weed out those who haven’t already beta-tested for 10 games in the past. How many games do you play in a given week? How many of those games are online? If this is an MMO/RPG, how many MMO/RPGs have you played in the past? Which ones have you spend more than 100 days playing? It’s questions like these which make it very obvious exactly what the company is looking for. However, none of these questions will yield anyone like the person from the second example, the socialite. If you want someone to actually test your game, fine. If you think your company is strong enough that it can’t use some free marketing (and really, who is so big that they can say that? if they can say that, then they probably won’t be staying big for very long).

In my opinion, the “beta test” marketing scheme is one of the best, as it gets people excited about your upcoming game. It gets people talking. If it’s a bad game, then bad news and reviews will come out before you’re even done. So what? For those who remember, the upcoming game Tabula Rasa was completely different in it’s first phase than it is now. It was so bad, so bland, so generic that the team actually listened to the people who would be playing the game and re-did it in it’s entirety. Now, that’s what I call useful beta test information. Alternatively, a game getting strongly positive hype in beta (a la, WoW, Halo 3, FFXI, EverQuest, need I go on?) will produce (I predict) a far greater stream of revenue in the beginning of the game’s life cycle than would a game without this same hype.

I’m not saying that game companies shouldn’t try their best to get the best candidates for the job; all I’m saying is that sometimes the best candidate for the job isn’t the introverted, downward-spiral game “g33k” who skips his own wedding for a raid. Sometimes, the best person for the job is the person who will make you the most money. Bugs can be fixed, but a game never releases twice.

Money and banking in online games

Anyone who’s ever played a roleplaying game for any amount of time will tell you stories about their money. Maybe it’s how they had to grind 500 sewer rats to pay for their new wooden sword, or maybe they were up for 9 days solid in some obscure part of the world where “no one’s ever been” collecting a rare harvested material to price gouge in the marketplace to fund that new mount. Whatever the details are, it becomes very obvious that people treat their in-game money just as defensively (or even more defensively for the younger age groups who don’t have as much experience with earned “real”-life currency) as they treat the money they earn in their real jobs. Many players don’t even realize that they’re actively contributing to an economy that lives, breaths, and behaves just as one would expect under “real”-world conditions; they just want that new piece of gear, or to repair the gear that they’ve been fighting in for the last 12 hours solid.

Virtual money, just like the currencies used to fund nations in the “real” world, can be explained using extremely rudimentary economic concepts. The models of markets, of supply and demand shocks, of counterfeiters and others can all be used with some accuracy to predict (with varying accuracy) fluctuations in the economic conditions of a game world. However, there are several things which are markedly missing from today’s role-playing environments that any real, sustainable, thriving economy should have, and this does much to undermine the day-to-day reality of the game itself.

The most obvious thing that the roleplaying and other massively multiplayer games are missing are banks and other financial institutions. Banks in today’s games are a joke: most of the time they’re simply a geographically separated version of your wallet. Some games opt to not even offer this wallet service and instead find it O.K. to specialize only in providing a lock-box service for in-game items.

The ironic part of this whole mess is that even in the time periods during which some of these games are taking place (think: medieval, feudal) there were strong banking implements in place. Why is it that we have an auction-house or a broker that will take a certain percentage of your profits, but we don’t have a bank or money market that will pay a nominal rate of interest? Why is there magic, and the ability to have thriving cities and metropolitan areas in some of these worlds, but yet we have no means through which to invest our hard-earned money? Clearly there are people playing these games who have enough time invested such that their banking contributions would be non-negligible; for every workaholic you show me, I can show you a gamer who spends just as much time in front of their character.

Think of these possibilities: Guild, faction, or city banks. Guilds, factions, businesses and individuals within a city or region need natural resources to grow their empire. Buildings need wood, castles need bricks and mortar, and these two things need tools with which to be built. Who will provide this for them? Why not set up a faction banking system? Members of the guild deposit their funds in the short- or long-term to fund the project at a certain interest rate (a fair market rate of return based on what marginal value the newly funded resource will bring), the faction can use the funds in the interim for their benefit, and then will have to pay back the principal and the interest when the term expires. It works every day in real life, why not in the role-playing world? The entire financial infrastructure could be implemented on the server side (meaning that players wouldn’t have to keep track of what it is that they owed) and would have no less chance of failure than today’s modern auctioning systems.

Currently, the primary way to expand one’s own resources is to lend to other players (and collect interest), which may or may not work since online worlds are distinctly lacking legal systems as well (another day, another topic). Another way is to perform arbitrage within regional markets: that is, to buy something from someone low in one area, and sell it to someone else high without adding any value to it somewhere else. This is the meat-and-potatoes of the entire World of Warcraft economy, and it’s no secret. A third way, popular mostly to those with rare patterns, etc, is to buy the materials or required ingredients for a low price, craft them into usable resources (thereby adding value to the items) and reselling them for more than the sum of their parts.

Furthermore, a good financial intermediation system could allow new players to get up and running more quickly. Imagine being able to deposit your funds in a bank as an experienced player. This benefits you, as you’re now earning a nominal amount of interest on your money, rather than just keeping it in your inventory. Now, say Mr. Newbie comes along, and he really wants to buy that horse. He’s just the slightest bit short. So, he takes out a loan from the bank, buys the horse, and pays back the money he borrowed plus a little bit of interested when things are going better for him. Now we have three parties benefiting from this situation: First, the lender is earning interest on his money, so he’s happy. Second, the bank is earning interest on the money they loan out, so they’re happy. Third, Mr. Newbie gets his horse (because he’s willing to pay the bank back), so he’s happy. Without a good financial intermediation system like a bank, this situation would never arise. Simple in-game implementations of this could include taking a percentage of every unit of currency Mr. Newbie makes until his loan is paid off, as well as giving our original lender (the one earning interest by depositing in the bank) a slightly increased amount of money for each kill he makes.

Now, there’s nothing here that says the banks themselves have to be completely controlled by the players; that would leave to extremely ill-founded practices in some instances (praying on new players, among other things). It seems like it would be a safe assumption to say that the game designers, or the controllers of the game itself would have very in-depth knowledge of the inner-workings of their game’s monetary system. Even now, when dupes are found with currency, the problems are retracted relatively quickly. This hints at a monetary system which is at least somewhat secure (or, if not secure, prepared for the worst). Why not expand this?

Consider the scenario where the player above defaults on his loan. Well, in the real world, the bank would be out the money. The original investor would be shielded from this event by the bank and the FDIC, so the bank would take the hit. However, game companies are very good at filling out the details of certain situations. We now have extremely complicated PvP systems, extremely detailed and complicated raid zones for drones of mindless raiders to waste away in at night. Could not some of this energy be applied to creating a strong financial system? If done in a black-box fashion, a defaulted loan could simply result in a lower interest rate for future investors (in the short run), causing the bank to recoup its losses in a relatively quick manner (though there would likely be many defaults and thus many interest rate fluctuations in a given time period).

Of course even then there are downsides to all of this, but: aren’t there downsides to any aspect of any game? A simple implementation of this kind in a future game could set a trend that would make it a norm in online games. Money could grow, and it could encourage new players and the younger masses to not only use it to their advantage, but, in so doing, teach them valuable lessons about money and banking. That way, next time Mr. Newbie’s mom is screaming at him to get off of the computer and go to bed, instead of screaming back he can say “O.K., mom, just let me make this last deposit!”

To the designers: How to keep that MMORPG market fresh

I’d first of all like to file myself away among the millions of gamers who have (mis?)invested hundreds of days of playtime into the eternal timesink that the modern webosphere likes to call the massively multiplayer online role playing game (MMORPG). There, I said it.

For me, as with most people, it started with an innocent-enough looking game: EverQuest. Originally, a friend suggested it to me in a casual conversation at work. I told him I’d been playing Phantasy Star Online for Dreamcast and was thoroughly enjoying it and he guessed (correctly) that EverQuest would probably be right up my alley. Though my time playing EverQuest was short, I spent ungodly amounts of time on it’s sequel, as well as equally monstrous amounts of time on everyone’s favorite online game: World of Warcraft. Toss in a dash of Guild Wars, Dungeons and Dragons Online, City of Heroes and Silk Road Online and we’ve got a recipe for horrendous grades and social atrophy.

The unfortunate part of this story is that all of the games I listed are, in essence, exactly the same! Do away with the differences in graphics, network support and fees, and the silly user interfaces and you’re left with exactly what all of the multi-user dungeon (MUD, those gnarly text-only games only those with stomachs of steel can tolerate) players have had for decades. I target you, I cast spell, server calculates resistances and diminishes the usefulness of my spell, spell hits you… ad naseum. These newer, graphics-based games all have their slight spin on this theme, but when it comes down to it, they’re all the same at heart. When we look at these games with eyes as objective as we can possibly have, when we really look at these games at the “meta” level, we can see that all of the small differences between them are different manifestations of the same thing!