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The Identity Problem

I’ve often come across the following business problem:

You have a thing.  You have gone to great efforts to craft your thing over the last several years, and it is on average an enjoyable experience for your users.  You have not spent a great deal of time fleshing out the usage metrics for your thing, but you can at least track statistics on how many people are using it.  Your thing also has competitors, for you are not the only one to have realized that there is money to be made in the space your thing occupies.

Things are going along pretty well for your thing, and your user base is increasing in size.  However, you notice that you have some churn in your thing – that is that people are leaving your thing and trying other things.  Your  churn isn’t so great that your user base numbers are actually in decline, but you’d like to come up with a way to improve retention – to keep your thing sticky (this is what the business people tell you anyway).

In response, your team comes up with this very common solution.  Your users need a sense of identity within your thing.  You want them to think of your thing as their thing, to give them a sense of ownership over their corner of the space.   Since that identity only exists within the context of your thing, and they’ve become emotionally attached to it, it will become more difficult for them to leave.  That’s the theory anyway.

And actually it’s not a bad theory, the problem is that it’s easier to build a complex profile for your users than it is to get them to buy into it.  To build an emotional connection to that identity within your thing, the identity needs to be of value to the user, and largely that means social status.  People are loathe to leave something in which they’ve built cred, and if you look at every single example of a system where any kind of rich identity is keeping the users there, it’s because they’ve sunk time into increasing their status in that thing.

A simple example is the Motley Fool’s CAPS program.  CAPS is a system in which users declare whether a stock is going to move up or down, and are then given points based on how well their picks do relative to the market and the rest of the community.  High CAPS scores are highly coveted.  Users with high CAPS scores often have their opinions quoted by the Motley Fool staff, are given special invitations to exclusive newsletter programs, and have their picks bubbled to the top of any stock you look at in the system.  Notice that all of these things require a community of individuals to exist, to be able to interact with each other, and for there to be opportunities to elevate ones self above their peers and rewards for doing so.

World of Warcraft is an entire world of status.  Each new expansion creates new opportunities for showing off in a new way: Achievements, levels, PvP rankings, and so on.  Most of these channels collapse into a unified reward mechanism: equipment.  All the best looking, most exclusive equipment requires spending hundreds of hours in game, but once you have such a piece, you’re a walking advertisement for how badass you are.

The game is built in such a way that there’s no way around sinking the time to get this stuff, and every single random individual in the community who sees you is going to know it.

Even something like achievements on Xbox Live are a huge sink for some people.  This is the SIMPLEST form of status: simply a number.  The higher your number, the better you are.  This is much less relevant, however, if you’re not connected to Xbox Live and your friends can’t compare numbers with you.

Giving your users rich identity features is great – but inefficient.  If you’re going to spend years and dollars trying to improve retention from that angle, it’s infinitely better to spend them increasing the fidelity of the community as a whole.  People can build their own status systems given the ability and reason to interact with each other – its what we do all the time.  Rich identity should be a solution to the problem of having built a community so complex that it borders on a society or culture, but there’s insufficient ability to distinguish users apart.  Rich identity can pay dividends then, but if you’re a single man on a desert island, nobody cares how expensive your fine Italian suit is.


March 13, 2011 | 8:03 AM Comments  0 comments

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Why this blog exists

Four years ago I started this blog to vent on various ideas I had regarding the video game industry… At least that’s what I tried to do. At the time I was completely removed from the industry, and very much felt like and outsider looking in, and desperately wanting in. I didn’t really know WHAT I wanted to do at the time, Game play programming, AI, Graphics, services… It didn’t really matter at the time.

Four years later I’m working in 343 Industries, the studio that owns one of the kings of the most brutally competitive (from a business standpoint) genre currently available: First Person Shooters.

I was having lunch with my friend Dan Cook a few weeks ago, and he pointed out that this blog isn’t a game industry blog.  It’s a gamer blog.  It’s also been massively neglected for the past year.

That changes now.


March 9, 2011 | 1:03 AM Comments  0 comments

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Changes

My template seems to have exploded in the upgrade to the new version of wordpress, and is no longer supported, so I’m going to have to revert to another formatting until I can update the site with new stuff.  Speaking of new stuff…

A couple of weeks ago, we finally shipped the project I’ve been working on since incubation, the Avatar Editor on xbox.com.  This project involved several major hurdles, including integration with a system primarily designed for the Xbox 360 and making it available to ‘three screens’ (the third screen being Windows Phone 7), as well as coming up with a way to leverage 3D graphics in Silverlight, which doesn’t normally support it.  It’s been a great ride, and I’m proud to see it out and people enjoying it.

That said, I felt it was also time for a change.  The future of the Avatar Editor in good hands with the rest of my team, I’ve departed Xbox Live to join one of the internal MGS game studios called 343 Industries.  Looking at the world from a title perspective instead of a platform perspective is entirely different, but I’m looking forward to the challenge.


November 12, 2010 | 11:11 AM Comments  0 comments

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Content Delivery on Xbox

A post I wrote with some of the members of my old team just went live on the Xbox Engineering Blog.

Excerpt:

In the beginning, there were the blades, and they were good. For years, the beloved blades lit up television screens everywhere. Although we loved them dearly, the blades had limitations that made it difficult to create new types of compelling content, to run promotional or community events, and to highlight whatever new things are going on in Xbox LIVE.

NXE changed all that. Obviously, there was a huge change in layout, moving from the blades to a grid format consisting of several rows of horizontal “channels,” each containing many “slots.” In the blades style dashboard, the layout was almost entirely baked into the console flash. NXE UI, conversely, is downloaded from a system called Dante.


August 13, 2010 | 11:08 AM Comments  0 comments

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The PC is Dead, Long Live the PC

So Valve made an interesting announcement today.

To summarize:

  • Steam is coming to the Mac platform, starting in April.
  • Valve games, starting with Portal 2, will be simu-released on Windows, Mac, and 360
  • Cross-play between Mac and PC is supported
  • Purchasing for one platform can mean getting it for both (Steam Play).
  • All existing Steam services will work for Mac
  • Source Engine is also coming to Mac
  • Source Engine code will cross-compile to either Windows or Mac, meaning less re-work in porting

Let that sink in for a minute.  This means a lot more than simply another way to buy Mac games, this is potentially the first step in a complete shift in the computer video game market.  About 60% of all AAA Mac games are published by one company: Aspyr.  That means that with a single business deal, Steam could be fronting a large portion of the entire Mac gaming catalog.  Steam is already easily the dominant digital distribution service for retail titles on PC, and could easily become the dominant force in Mac gaming too.  By making a bet on their future titles, they’re also saying that they see the Mac as a valid platform on it’s own, at least on par with Windows.

We’re moving to a world of digital distribution on the PC (Windows and Mac both).  The benefits to (transparent, non-obtrusive) DRM that becomes available on that channel make this a certainty.  To Valve, this isn’t just about opening a new market segment, this is about consolidating the retail channel under their house, and about continuing to provide further reasons why when you make a PC game, you should integrate with their user services and their social network.  If they’re successful, it means that they’ve abstracted away the OS.  The game will not be defined by what OS it runs on, but on what social network it’s tied to.  You won’t be a Windows Gamer, or a Mac Gamer, you’ll be a Steam gamer.


March 8, 2010 | 10:03 AM Comments  0 comments

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