11 December 2009
Creating successful games
Brace yourself – a lot of the people at BKWLD play and love video games. I know, shocker right? From PC to consoles, to MMOs to handhelds, like most interactive shops and people of our age group, we all play and love games. So it’s no surprise that we enjoy making online/web games, whether as full fledged mini-sites, or in banner ads.
Recently we were interviewed by .net Magazine and one of the questions was what sort of things we felt made an online/web game successful. I enjoyed the question, and thought I would expand on it a bit in a blog about what Robert and I shared with them.
We basically boiled it down to four points we felt made for fun and success.
1. Competition & Recognition
If there’s one thing Twitter, Facebook and frankly, this blog proves, it’s that people love attention. Even while I am typing this, I am hoping you are enjoying reading this! So it’s not a surprise that people love to see their name at the top of a scoreboard, or to blast on their ‘wall’ that they just gained a level in Farmville. A game that doesn’t allow someone to ‘tell a friend’ about their score and challenge that friend to beat them is missing out.
2. Variables
I remember about 4 years ago we made a game for the California Tourism Committee that had you skiing against Governor Schwarzenegger down a mountain. Almost immediately, every high score on the board was “14 seconds”, because once you figured out the best path, that was the absolute best score you could get. Not very fun.
So by adding in some crazy score multipliers or jackpots, and things that might only show up in 1 out of every 100 games, you’re easily injecting not only variability, but also giving players a reason to keep trying.
Additionally, throwing in ‘bad’ items like point subtractions also helps make the game not about just trying to gobble up every item on the screen, but gets a little strategy into play.
3. Incentives
This is probably the most obvious of them all, but when someone is playing for an iPod/Corvette/cheeseburger, they are going to play. And play. And play. And tell their grandma to play too.
I think giving stuff away should be two pronged though – give something to the best, but also just give something randomly. In other words, you can give the Corvette to the person with the highest score, but also have 2nd and 3rd place prizes, and even a ‘boobie prize’ where any person who plays, has a chance to win that cheeseburger.
4. Keep it simple stupid
There’s a time and a place for an 80 hour epic gaming adventure. And that place is certainly not in a 300 x 250 banner on yahoo.com. If ever there was a time for a game to be ‘pick up and play’ it’s when it’s a banner or a minisite game. I think a good rule of thumb is if you need more than one page of instructions, it’s going to be too complicated for a ‘casual gamer’ and not complicated enough for a ‘hardcore gamer’.
Overall, there’s plenty of examples however where a game shines in just ONE of these categories, and that’s enough to keep people playing. But if you try to intertwine all of these into your next game (and let’s not forget about the actual ‘design’ of the game) you should have a winner on your hands.
We love making games, and for a while we always had at least one in development. The demand has waned in the past year as companies focused on more direct kinds of marketing. Here’s hoping we get more excuses opportunities to make games in the new year!
PS – here’s some of my faves we’ve done over the years.

