Tuesday, June 21, 2016

A Puzzling Endeavor


Key Takeaways:
Puzzle games go beyond the traditional gaming segments
Tetris is a gaming behemoth that seems poised to be around forever
Delivery technique is crucial when bringing micro transactions into the fold.


                                      
                              (“From Russia With Fun!” Perfect. Credit :superluigibros.com)

Despite my passion for interactive entertainment, my family has not been nearly as interested in the hobby. My brother is a fan, but he got more interested in the media in his teenage years. My father could care less about video games today; however, when he was in his mid-twenties he did make his own map of Ganon’s castle from The Legend of Zelda[1]. My mother though has always been a huge fan of a handful of games over the decades. She enjoyed Tetris when it was first released and today she is a Candy Crush expert. Her absolute favorite game is Dr. Mario, and she’s damn good at it. It took me to get to my 20’s to stand a chance against my mom, and while I can beat her today, if I let my guard down for a second I’m doomed. She never gives up. The point of this story is that her favorite games have been puzzle games, an extremely underrated genre that has been able to continuously evolve over console generations. Tetris is a gaming icon, and is currently the greatest selling franchise of all time. Candy Crush is one of the most dominant mobile games today, worthy of a $6 billion in the recent sale to Activision. Regardless, what if I told you that there would be a genre of games that never drastically improves graphics, has no inherent targeted segment, and almost never has a story, would you think it could actually be successful? Well, if I had to bet on one genre to stand the test of time, it’s the puzzle genre, and the commitment to gameplay is what makes it stand above the competition.

                                                  

                              (The man behind the blocks – Alexey Pajitnov. Credit: Wikipedia.com)

To begin, let’s start in the past, back when the Soviet Union was around and gaming was rebounding from the crash of 1983. Everyone remembers how Nintendo and Mario were able to resurrect the hobby, but back in 1984, a man by the name of Alexey Pajitnov single handedly developed a game for computers to take seven different types of puzzle pieces and rotate and arrange them across a floor to complete a row of blocks with no gaps. Once the row was completed it would evaporate. This game is Tetris. The trick of the game is that the puzzle piece fall one by one in real time, so while the player tries to position the correct pieces he or she must also prepare for the next block. Furthermore, as the game continues the rate the blocks fall at increases, thus making the player more reactive and thoughtful. The concept of the game is incredibly simple in nature, but challenging as the player progresses. Different strategies lead to different point totals and level increases. There might be nothing more satisfying in gaming than taking one of the “I Block” (a 4 length block with no dip, simply straight) and rotating it vertically to knock out 4 rows at the same time. The game was a hit in the Soviet Union, spread to Europe, and by 1987, North America as well. Little to no marketing efforts outside of advertising were necessary as Tetris was a global phenomenon. Interestingly enough though, Pajitnov saw little in royalties for a number of years, since he created the game from the Soviet Academy of Sciences. Therefore, the rights to the game belonged to the Soviet Union, and while they had their own issues distributing the rights, ended up receiving funding for Pajitnov’s creation. After the Soviet Union was dissolved Russia retained the rights until 1996, after which Pajitnov received them and started his own company, The Tetris Company. Tetris is still around today, and during its lifespan has amassed an astronomical 495 million sales across all the platforms it has been ported to, which is remarkable. It was also used as a selling point for the original Game Boy console, which led to 35 million sales of the game. Needless to say, Tetris has to be considered one of the most successful games of all time.

                                            

         (Simple yet satisfying. Credit: gameboygalazy.wordpress.com)

The question then becomes how and why did this simple game become a global obsession. The truth is that while there may have not been a lot in the way of advertising, the game itself targeted all segments. In most of my previous posts I’ve (shockingly) focused on games I’ve enjoyed, or games that might be more applicable to children or young males. Tetris appeals to everyone. In fact, it could be argued that puzzle games as a genre appeal to everyone. Being able to appeal to women, adults, children, etc. goes a long way when creating a hit. There is no one segment it targets, instead casting a wide net across all age ranges and genders. Even my Nonna (Grandma in Italian) has played Tetris[2].  Furthermore, being the puzzle game that it is, Tetris goes beyond the conventional norms of gaming. Gaming is sometimes negatively portrayed in the media for its excessive violence or foolish antics that can be argued bring little to no benefit. While I would naturally argue the opposite, Tetris presents a strong argument itself. Tetris has been studied extensively by scientists over the years, and findings have shown that Tetris can improve your brain’s efficiency and has been known to help people with post traumatic stress disorder reduce flashbacks. I would argue that the puzzle genre as a whole could offer a lot of similar benefits to Tetris, even if other games have not been studied as extensively.

                                    

                         (Candy Crush, today’s puzzle champion. Credit: knowyourmobile.com)

Puzzle games have continued to show up since Tetris, but their adaptability to current industry dynamics may make them indispensable. For example, Nintendo has always played its part in the puzzle genre. Tetris has been a mainstay on its consoles, but Dr. Mario has found its footing as well, along with Pokémon Trozei. Nintendo has strategically placed its characters into unique puzzle concepts to get multiple sources of buy in. Furthermore, developers realize that puzzle games are great in long or short bursts, but play especially well when users are on the move, which I would credit Tetris for primarily. Regardless, the Nintendo DS, PlayStation Portable, and current Smartphones have seen a plethora of puzzle games, all with their unique styles. Currently, Candy Crush is the puzzle game of choice, and with its brilliant micro transaction strategy has become a force in gaming. Although micro transactions sometimes have a negative connotation in the industry (“Pay to win” is a term I use occasionally to describe poorly designed games with micro transactions), if done correctly, there really is no harm in them. By done correctly, I specifically mean giving the player the opportunity to beat a game without needing to pay extra, but releasing certain benefits should a player want to pursue a purchase. A perfect example is how Candy Crush deals with a user running out of lives. When the game begins a user has 5 lives and is given the opportunity to complete as many levels as possible, and each level has a designated amount of moves the user has until he or she has run out of opportunities to complete the level, at which point a user will lose a life. If the user loses 5 lives he or she will have to wait until at least one replenishes, which is timed at 30 minutes after the first life is lost; however, the user can also choose to instantaneously replenish the stock of lives for $1 instead of waiting. This is the perfect opportunity for the game to gain some revenue without coming across as obnoxious. That really is the key to a micro transaction – it’s never about the transaction itself because users expect it. Instead, it’s about the way the developers say it. Delivering the message is a big part of the battle, and will continue to develop as the industry progresses.

                                         

      (Time manipulation and platforming to solve puzzles – Braid­. Credit: insomniac.ac)

What I find to be most interesting about puzzle games as a whole is how they’ve worked their way into all different genres. Puzzle platformers are a legitimate genre, with 2008’s Braid a perfect blend of the two. Furthermore, The Legend of Zelda, one of gaming’s longest running franchises, is particularly known for its head-scratching puzzles. Some might even say they are the biggest draw of the games. I know I’ve struggled with some in dungeons, but nothing feels more satisfying in a Zelda game than figuring them out.[3] Pac-Man is even technically considered a puzzle game, giving the genre even more staying power. Yet, in today’s gaming, no one seems to be excited about puzzle games. E3, the largest gaming convention in the world, just wrapped up last week and I do not recall seeing a puzzle game mentioned. At the same time, maybe it does not need the publicity. Although it seems blasphemous to write that, puzzle games do not typically need the huge budgets the other games showcased at the conventions have, and if they are truly of quality, they will seemingly catch on with the intended audience. Nevertheless, I find it puzzling (sorry) that there isn’t more of an emphasis on driving users to the content, because though a puzzle game may find its audience naturally, it still seems like an awfully big risk to set it out into the wild with little fanfare. That’s why I truly wonder if the genre will move forward, or will it continue to be made up of Tetris and Dr. Mario remakes with the occasional new fad jumping in on the action every few years. I give a lot of credit to Jonathan Blow, the creator of the aforementioned Braid and The Witness (released earlier this year), as he has been able to take the puzzle genre and create new ways to experience it, through different genre elements and strong narratives. I think he holds the torch for moving the genre forward, but as an indie game developer it is uncertain whether the majority of the industry will follow his lead. I can only look forward to see what comes next.

Sources:



[1] Fun fact: he referred to Like-likes as hamburgers
[2] To be fair, she’s a pretty cool Grandma
[3] Or a kickass boss battle

Sunday, June 5, 2016

Madden: Dynasty Mode


Key Takeaways:
EA made a number of excellent strategic decisions with Madden over its 25 year history
To make an impact, look to an undeveloped market
Removing competition from the playing field is a great recipe for success
                                        
                              (The start of something really big. Credit: Polygon.com)

It’s the day before Super Bowl 49, one of the most highly watched sporting events in the world. The players get little sleep knowing that a championship is at stake. Certain companies empty their pockets to debut new trailers, products and brands in 30 second commercials that cost several million dollars. Two of tomorrow’s players though, have something else on their mind – Madden. The New England Patriots’ Shane Vereen and the Seattle Seahawks’ Richard Sherman are set to do battle with their respective teams in the virtual world of football. The event is televised, former American Idol winner Jordin Sparks is in attendance, and the stakes are high. Vereen, like his team the very next day, comes out with a victory. Overall, it’s a fun experience for players and fans, but more importantly, it showcases how big a phenomenon the Madden franchise has become. In the official simulation of Super Bowl 49, Madden correctly picked the score, and that the Patriots would rally back from a 24 – 14 deficit. Happy Patriot fan memories aside, what this experience underscores is how this sports franchise became synonymous with football itself, and does not appear to be slowing down anytime soon.
   

                   (Some nice Madden publicity before the Super Bowl. Credit: Bostonglobe.com)

The story of Madden’s inception is a tricky one, teemed with shrewd business moves that might have been disasters had a single thing gone awry. It starts with Trip Hawkins, the founder and CEO of Electronic Arts (EA), who worked with the coach John Madden himself to create the game’s interface and playbook intended to make the most realistic professional football simulation. He then created a team to reverse engineer the Sega Genesis, which although was extremely dangerous if there was legal action, ended up saving EA a total of $36 Million over the years. By reverse engineering the console EA could produce games for the Genesis that would override any lock on it, meaning that they would never have to pay Sega royalties for the cartridges. Instead, after completing the reverse engineering process, EA offered Sega the opportunity to alleviate the frustration by allowing EA to pay a much lower royalty fee, which Sega obliged as long as EA would help create a second football franchise, Joe Montana Football. EA used Madden as the blueprint, but made the game inferior to Madden in order to protect their own business. Once Madden was released, it was an instant hit. Although sales’ data is relatively difficult to find for the early years the game has since spawned an annual iteration since its inception for multiple platforms, most of which reach a million sales or more depending on the platform.
                                                       

(The “other” EA football game. Credit: mobygames.com)

What made Madden different though is that it approached new groups of gamers: sports fans and athletes. For the first time, there was a true sports simulator where fans could play as their favorite teams or players, and athletes could play as themselves in a video game. Though not mutually exclusive, the game certainly appealed to new users who may not have been as interested in Mario or Sonic but instead wanted a sports’ experience. Fans would be invested in their teams and players would be invested in their own stats. Furthermore, with the annual iteration the game delivered new content including players and gameplay modes. The amount of developer to fan interaction is quite high today as well, as roster changes are typically reflected in weekly downloadable content.
     

(Gaining athletes was an undeveloped market. Credit: Chiefs.com)

Interestingly enough, Madden was able to find publicity in superstition. About 10 years into the franchise’s existence talk of a Madden curse began. While EA refused to believe in it, the curse has managed to bring them excellent notoriety in the public among and outside of gamers. For example, in 2003, Michael Vick had just come off one of the most electric seasons for a mobile quarterback in the NFL, throwing for 16 touchdowns and rushing for 8 while leading Atlanta to the playoffs. His total yardage on the ground was 777 for the year, which was unheard of for a quarterback at that point in the NFL. He was one of the most fun players to watch on the planet, and was recognized as such after being named the cover athlete for Madden 2004. Shortly after the announcement, Vick broke his right leg in a preseason game, keeping him out of football for the first 11 games and ruining any chance of Atlanta returning to the playoffs. Furthermore, Vick later faced charges of running a dog fighting ring and spent time in jail for his crimes. While an extreme example, the aftermath of Vick’s career fell in line with the “Madden curse”. Regardless of the negative publicity, the advertising from the potential of the curse is free. Plus, players still consider it an honor to be on the cover of Madden. In fact, in recent years ESPN has televised the official announcement and unveiling. There’s now inherently some intrigue as to who will be cursed and whether he can break it or if he’ll fall victim to it like so many before.
                                                                                                                                 
                                                  
            (Michael Vick, one of the biggest victims of the Madden Curse. Credit: sportsnaut.com)

Where EA truly deserves credit is in its handling of the franchise, as it seems to come up with unique ways to drum up interest for the new games. Madden fever refers to when employees call out sick when the game comes out to play the latest version. Madden Nation was a TV show that featured games of Madden with commentary from expert players around the country. Although definitely nuanced, in some respect Madden was one of the first true eSports (along with games like StarCraft and Counterstrike). Although virtual sport are beginning to rise dramatically in popularity (ESPN even has its own eSports section on its site), Madden was one of the first games to break through to mainstream society. Celebrities play Madden, athletes play Madden, there are probably young adults today who know the name Madden for the game and not for the coach.

                                                                       

                       (One the early competitive gaming televised programs. Credit: ign.com)

Getting back to EA though, there was one astute decision the company made to ensure Madden would always be the behemoth that it is today. Since its inception, Madden has faced off against a number of competitors, from the similar style of games (the NFL 2K series, made by former EA employees) to the bombastic, over the top games (NFL Blitz). That all changed in 2005 when EA signed an exclusive rights agreement with the NFL, giving EA the sole rights to teams, players, and stadiums. This agreement effectively removed any true competition from the playing field. In fact, NFL Blitz returned in 2012, but this time under EA who had since took over the franchise (and in my opinion turned it into a forgettable product). In turn, it may have been a substantial factor in the death of the Sega Dreamcast, as not only would EA not release the annual Madden iterations on the platform, but also removed the 2K series that had been successful previously. Nevertheless, while the consumer loses out, the company prevailed with an outstanding victory, and looking at possible strategic actions for the company to take, this agreement had to be its best.
                                
                       
(Franchises crushed by the exclusive rights agreement. Credit: gamefaqs.com, operationsports.com) 

The question I’m left asking is if there is anything that can be done to slow down or stop Madden. Although I am not one of the individuals who purchases the game annually, I certainly respect EA’s perseverance and commitment to quality. Nevertheless, I cannot help but wonder if we’ll ever live in a world without the annual game. I asked Forbes’ writer Paul Tassi if there was anything the franchise could do to lose its fan base and he responded, “At this point, it doesn't seem like it. Even if they released a completely broken game, their fan base would probably shrug and just play the previous years and wait until next year. It's a golden goose. Unless the NFL collapses, Madden won't.”  That quote led me to ponder whether or not the NFL could truly fall off in favorability. Looking at the NFL today and how it has become a year round league with the draft, fantasy football, daily fantasy, gambling, Madden, and an oversupply of content, I wonder about its sustainability. I’m not anticipating that U.S. is going to forget about football tomorrow (I know I certainly won’t), but I do question if the sport is reaching its peak, and if so will it start a domino effect towards the digital media space.

                                                                   

                        (Madden Gods, please don’t hurt Gronk. Credit: madden-school.com)

Regardless of my thoughts, Madden is still a brilliantly run series. Working with the right individuals and appealing to the appropriate consumers has gone a long way to making the series a hit, and the exclusivity rights agreement simply cannot be understated. The series’ commitment to quality and developing itself in the greater football community has made it the marquee sports’ game in interactive entertainment. It should be used as a model for any aspiring sports series in the market today, and I look forward to seeing how it continues over time.

Sources:
Hruby, Patrick, The Franchise: The inside story of how “Madden NFL” became a video game dynasty, http://espn.go.com/espn/eticket/story?page=100805/madden,
Surette, Tim and Feldman, Curt, Big Deal: EA and NFL ink exclusive licensing agreement, http://www.gamespot.com/articles/big-deal-ea-and-nfl-ink-exclusive-licensing-agreement/1100-6114977/, 1/24/2005