My Message close
GAME JOBS
Latest Blogs
spacer View All     Post     RSS spacer
 
May 24, 2013
 
Want To Help Stop Youth Cyberbullying? Let Your Kids Raid More.
 
We're Indie, we like Microsoft. Too Controversial? [5]
 
The Procession of Progression in Game Design
 
Xbox One: a flawed plan, well executed [11]
 
Letting the Player Find the Fun [2]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 24, 2013
 
Social Point
Senior Game Developer
 
Treyarch / Activision
Senior Environment Artist
 
Trendy Entertainment
Gameplay Producer
 
Sony Computer Entertainment America - Santa Monica
Senior Staff Programmer
 
Sony Computer Entertainment America - Santa Monica
Sr Game Designer
 
Trendy Entertainment
Technical Producer
spacer
Latest Press Releases
spacer View All     RSS spacer
 
May 24, 2013
 
Tales of Laputa
Rebranding to \"Tales of
Solaris\"
 
Divines of the East Class
Spotlight: Eidolon
 
Tommo Sets Release Date
for NEOGEO X Classics:...
 
Extra Play Announces Keep
On Truckin’
 
Skyward Collapse Now
Available For PC/Mac
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
Sponsor

 
GDC China: Metrics are important, says PopCap, but fun is paramount
GDC China: Metrics are important, says PopCap, but fun is paramount
 

November 17, 2012   |   By Brandon Sheffield

Comments Post A Comment

More: Social/Online, Smartphone/Tablet, Business/Marketing, GDC China





Metrics versus intuition has been a common point of discussion in the social game world ever since social games entered the scene. For Bejeweled Blitz maker PopCap, metrics are important, but “not the most important thing,” said Bejeweled franchise business director Giordano Bruno Contestabile, during a GDC China talk.

“Fun is the most important thing,” says Contestabile, but the designers also monitor metrics every day, in order to reinforce whether something is fun, or even visible to players. But metrics don't trump all.

“If it comes down to follow the metrics or doing what we think is fun, we'll go with fun,” he says. The Bejeweled Blitz team calls itself metrics-focused, not metrics driven.

Contestabile says Popcap is “not a very motentization-driven company originally,” which led them into some traps when it came to thinking about how to charge. “You should never underestimate how much players want to spend,” he says.

“We allowed players to spend more money if they want to, but we don't force them,” he says. “We've always been a bit fearful, saying well, people are going to think we're going to break the game, they'll think we're after their money. ... But the lesson is, the players want to spend.”

People don't like to pay if the perception is some sort of pay-to-play scheme, but “they win if you give them fun in exchange,” he says. If people pay for something because it's fun, the team gets get zero complaints about it. “If the game is fun, people respect [the purchase],” he adds, and keep playing.

Engagement is the result of a fun game, not something metrics-driven. “Making a game fun comes first, and then everything else comes from that,” he says. “That's the secret of making a game that has staying power.”

But you can't stick with something forever, even if you think it's fun. The stats don't lie at that point. “Sometimes we launch something, and it's not fun, nobody likes it, and then you have to kill it, and go to the next one, rather than sticking with it,” Contestabile concluded. “Never be afraid to kill your babies. It's very difficult to turn around a game. You can sometimes turn it around, but it's a lot of work.”

Gamasutra is at GDC China 2012, bringing you all the latest coverage from the event. For all the lecture reports and news, head over to our main GDC China event page.
 
 
Top Stories

image
Blog: I took my Ouya game to retail, and here's what happened
image
Video: Thief vs. Deus Ex - a design discussion
image
Here's how much 'whales' spent so far this year
image
'This model of game making is so fundamentally broken.'


   
 
Comments


none
 
Comment:
 




 
UBM Tech