Archive for Web Strategy

Do Flash Arcades Really Need User Accounts?

Usability Image

Having run several arcades, each with particular defining features, and having had the chance to monitor the success and failure rate of user accounts, I’ve come to the conclusion that there are few cases in which user accounts actually serve a purpose. Some of those circumstances are as follows:

  • That the user account provides the user with options that enhance his/her gaming experience (e.g. the ability to access premium or special content)
  • That the user account grants access to an integrated social network (a forum, a live in-game chat etc.)
  • That the user account offers the opportunity to take control of the gaming experience (e.g. the creation of a personal avatar, the ability to record game progress, to monitor site usage etc.)
  • That the user account grants access to extra incentives (competitions, rankings etc.)

The functions in my list above describe user-side interaction at a high level. This is the sort of level that arcades such as Kongregate operate at; whereby the user actually benefits as much from the user account experience as he/she does from the gaming experience. Whatsmore the account and the games overlap and the objective is for both to be as seamless as possible. In this case creating an account is a meaningful and relevant action for the user. But in the majority of arcades, and my own included, it is far from meaningful.

The majority of arcades do not grant any of these functions to their users and yet they still offer user accounts. The most common incentives are to remove site-wide ads, to allow unlimited gaming credits, to set up a basic user profile, to record favourite games and to send private messages to other users. Based on findings from my own arcades, I estimate that 60% of users forget their passwords within the first week of having signed up. And nearly a quarter of all visitors that chose to sign up don’t validate their accounts. This has little to do with the sign up process being drawn out or complex, rather it is a reflection of the fact that the visitor intuitively senses that that the act of setting up a user account is based more on obligation than personal desire.

In my view, if an arcade cannot offer a unique user experience and adequate incentive and value in its user accounts, it should get rid of them all together. The problem is that most low to mid-level arcade scripts place user accounts at the core of their design. But they don’t recognise the fact that those user accounts are pretty meaningless. By eliminating the user accounts, not only do you make your arcade lighter, but crucially you don’t have to maintain the false pretense that creating an account will make your visitor’s lives better!

What’s your view on user accounts? Do they work for you, have you found a better way of using them? I’d love to hear your opinions and experiences so feel free to comment and I’ll happily respond.

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Recipe For An Open Source Arcade Script

Paradigm Shift Image

This post is a rewrite of a forum response that I made on the Talk Arcades gamers forums. You can read the original thread here. In the thread, someone by the pseudonym of ‘Twistedduck’ announced the development of a new arcade script that aims to “be better than all the others”. He/she asked forum members to outline what their ideal script would consist of. The thread received a fairly enthusiastic response and people generally accepted the idea that this is yet another business venture aiming to corner the arcade market.

One of my own suggestions was to make the script open source. In response to this, Twistedduck said: “I think going OSS is not something we would really consider – after all this is a business venture, but thanks for the idea anyway.” The reaction is fairly straight forward and is based on the common belief that open source software (OSS) equates to free software and is therefore not profitable. I disagree. Some of the most successful business ventures have begun with open source applications at their core. To palm it off as an impossible business venture signals on the one hand a lack of understanding of OSS and its capabilities, and on the other hand an implicit need to conform with the current market structure.

In the following few paragraphs I’ve layed out a brief action plan for the development of an open source arcade script. Given that Twistedduck and his/her associate are highly unlikely to take this plan into consideration – they are far too bamboozled by the 4 figure sum that a small proprietary arcade script will bring them – I offer the model to any brave soul who is looking to make a serious impact on the arcade and multimedia script market.

In its current form the market is spread among a handful of individuals who all place financial return before quality of product. This has lead to poorly coded scripts, laxed script support and a culture of mediocrity among arcade webmasters. So the conditions for a paradigm shift in this niche market are almost perfect.

In considering the possibility of an open source script we must first let the idea of the simple economic exchange of goods drop for a moment and consider another way of creating wealth.

Let’s assume that you and your associate are expert developers and that you’re able to build a semantically coded platform for the distribution of multimedia content that responds to current webmaster needs, that addresses the ills of existing scripts and that meets your own aspirations.

Let’s also assume that your platform is both ‘themeable’ and modular; in other words it can be extended and built on using 3rd party add-ons. Let’s keep rolling with these assumptions and say that you release this software under a GPL2 or near-equivalent license, thus allowing others to modify the code base, to contribute to it, enhance it, but not to pass it off or resell it as their own.

Now providing that your software is a) properly coded b) user friendly and c) aesthetically coherent, then what you have just done is to create the de facto framework that will power new game arcades and other multimedia sites for years to come.

The consequences of this are where things start to get interesting. First of all by making this platform open source you will have contributed to a lineage of work that champions ethical practices in coding and accessibility – enabling others to learn from your work and to partake in it with you. In short you will have earned yourselves a solid reputation and this will inevitably open doors to other prospects of work and collaboration and other primary sources of benefit.

Secondly, your platform will have broken the entire arcade script market and you will have absorbed the competition. Within a matter of months, rival script owners/developers will ditch their individual Machiavellian schemes and begin searching for ways of generating income from your platform. Many will start developing add ons for your platform, some free, some paid, but all finding a way back to the source i.e. you.

Thirdly, users of your platform will become its strongest medium of publicity. Your software will spread virally and accrue thousands, possibly tens of thousands of genuine links back to your site. Users will do this of their own accord. For once they will not be coerced into doing so by the petty stipulations of some desperately restrictive commercial license, but simply because they want to give genuine recognition to your achievement. They’ll be proud to use your software.

By this time you and your friend will have established ‘Company X’ – the company that is credited for the entire operation and as a result you will receive a high influx of job demands; you will now have the luxury of choice. You will also begin to employ other members of staff and operate as a professional and scalable set up.

Finally, after a good year to two years of sustained growth, your platform will have considerably evolved and will offer a wide range of options for webmasters. On the whole, not only will you have gained indirect financial benefit and professional renown from the project, but you will have helped lift the flash arcade industry out of its current state of drudgery, instilling higher standards, wider choice ranges and a better gaming experience for all.

The economic exchange of goods is not the only means of creating wealth.

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Building a WordPress games arcade Part 5

Fireworks graphic

Readers of this blog will know that I launched my WordPress-powered arcade, Craverz.com back in April. Since then it has been going from strength to strength and I thought it would be a good time to write up part 5, the ‘debrief’ post to the whole project and the last part of the series. I’ll include some stats and some details on where the project is going next.

So where is the site at right now? Well it’s still very much in beta testing stage, while most of the game-side functionality is complete, it has been very difficult to get the level of user-side functionality that I want. Until I can come up with the right user integration, I’m going to deactivate signups. In all honesty this is a reflection of my lack of coding skills. If I had a budget for this project I’d obviously have hired a developer to work on that part of the site weeks ago. As it stands I just have to go with what’s possible.

So rather than offer people a half finished user signup service, I’ll remove it for now and focus on getting the game play side of the site to the best possible standard. To that end I’ve already made some key adjustments such as widening the game space to a maximum of 800×500px. I’ve also finished the Craverz blog, it’s called Crave! and the aim is to build it up to become a platform for fellow game enthusiasts and webmasters to voice their opinions on. So if you want to blog anything game related and you want some exposure for your own sites, I’ll be setting up accounts and profiles so just drop me a line…door’s wide open!

In pure statistical terms, the site now has a small but worthy selection of 50 games. I’m about 90% certain of the emotion-based categorization, it’s yielding some very interesting stats. The most popular category right now is ‘focused’ which says a lot about the site’s current audience. While most people opt for the usual game genre based categories, I wanted to work on something different. It’s hard to say at this point whether emotional categories will prove to be a stronger option. Right now I’m just pleased that people are using them.

General traffic is on the increase. The google analytics graph below shows visitor trends over the past month or so. Notice the sharp declines on weekends. Is this something other webmasters experience? I find the same trend across all my arcade sites. Another indication that a lot of visitors are playing at school or away from home.

(Click on image for larger view)

Another interesting point shown in these stats is the average visit time, currently just under 10 minutes. I know that this will decline as traffic increases but it’s another good sign that people are actually using the site. In addition to this one of the main search terms being used in google is ‘Craverz’ which means that the name of the site is beginning to stick in people’s minds. It’s always a gamble when choosing a name for a new site and this was no different, so fingers crossed on that one.

So what’s in store for the site next? Well getting the site out of beta mode is one. There are a number of things I need to implement before that happens. First of all I need to finish the blog integration within the main Craverz site. I also want to add a user game upload function. This should be pretty easy using the cforms II plugin. I then need to add an extendable footer that shows the top 5 games in each category. The code is already in place for that, it just needs styling.

I also need to work out whether the recently placed google ads are worthwhile or whether there’s going to be a market for setting up 125×125 graphic banner ads, possible running through an online ad brokering service such as buysellads.com or adonion.com for example.

So that pretty much wraps it up. I hope you’ve found this series interesting and if it’s prompted anyone to start their own WordPress powered arcade, please share your urls here in the comment section. I’ll end this post with a retrospective of the all entries in this series. Happy gaming folks!

Building a WordPress games arcade Part 1

Building a WordPress games arcade Part 2

Building a WordPress games arcade Part 3

Building a WordPress games arcade Part 4

Visit Craverz.com

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Webmaster Resources: Branding Part 1

Welcome to the first video in a new series called ‘Webmaster Resources‘. These videos will be addressing particular themes related to building and enhancing flash arcade sites. In this first video I embark on a series that deals with Branding. Branding is a huge subject with multiple facets so I’ll be devoting 3 or 4 videos to the topic.

This first video takes a quick look at approaching branding through images. It provides a series of links to free resources and all the links are provided below. Feel free to add further resources relevant to this video and any feedback or ideas in the comment section. Thanks for watching.

from www.vimeo.com

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References mentioned in the video

Visit FingerMonkey.net for some free flash gamer madness!

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Arcade Review: Z-fox.com

Z-Fox.com was submitted by Sunil Patel and the site was launched recently in March 2008. I take a look at this promising new site and offer some basic advice on ways of improving and refining the overall layout and design.

from www.vimeo.com

Visit FingerMonkey.net for some free flash gamer madness!

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