Live-action micro-transaction
Posted: May 16th, 2010 | Author: Gregory Trefry | Filed under: Hardcore | Tags: LARP Brooklyn games | No Comments »
It’s real world microtransactions: Pennies for a chance to take a swing at a LARPer.

It’s real world microtransactions: Pennies for a chance to take a swing at a LARPer.

I recently wrote a piece for the casual game website Gamezebo about MyTown and Foursquare and the state of real-world game mechanics.
Being there is playing there: Checking in on the emergence of location-based games
Right now most of these games/services revolve around check-in mechanics. And I can totally see why, check-ins are the atomic unit of location-based data–”I’m here.” With Foursquare you simply raise your hand and state your location. MyTown offers some further gameplay beyond your hand-raising with players collecting rent on properties they’ve visited. They may seem overly simple, but these casual mechanics are what’s required to get the average player used to real-world gaming, easing them into more complex and demanding games.
Read the whole article.
I recently gave an hour long webinar on casual game design for the International Game Developers Association. The talk touched on some of the ground I cover in my book Casual Game Design. I also gave a very brief analysis of some of the design decisions that informed our iPhone Gigaputt. The slides provide a visual guide to the ideas illustrated in the talk (though they make much more sense with the audio).
Here’s a link to a recording of the webinar:
http://bit.ly/cEB3aM
In the presentation I try to define casual games and define some defining characteristics of casual play. I also touch on the importance of developing a mental model to explain games before going into the process of being a game designer. After laying this initial groundwork I look at some specific games and the mechanics that comprise the gameplay.
Do you think the characteristics I’ve identified for casual games make sense? Are there others?

Gigaputt, our new golf game has been out for about a month now and has sold decently. We were featured by Apple for a week, which boosted our sales 10 times over. But as many app developers know, the iTunes Store is a giant haystack. It’s worse than finding a needle in a haystack. At least a needle is made of different material. This is like finding a strand of hay in a haystack. You can find the ones on top but finding ones in the middle, well that takes some real perseverance and digging.
Here’e the skinny on Gigaputt:
With the flick of a button Gigaputt transforms your neighborhood into an exciting 3-hole mini-golf course, complete with popping manholes, treacherous fire hydrants, and giant coins.

I plan to have a more detailed post-mortem on the design decisions behind Gigaputt available very soon. But in the meantime check out the game. The post-mortem will make a lot more sense if you’ve played!
![]()
Dean Takahashi had a good talk with a number of venture capitalists over at Venture Beat. The most interesting point I thought came from Tim Chang who had this to say:
Gaming 3.0 is about leveraging game mechanics and models to re-invigorate other markets: humans are inherently geared towards addictive behaviors and biases that can be exploited through game mechanics like points, achievements, and leveling up. Gaming + Commerce = Swoopo. Gaming + Music = Red Octane, Harmonix. Gaming + Healthcare = Lumos Labs. Gaming + Local Search/LBS = FourSquare. I often joke that “gaming will rescue us all.” I don’t mean that we all become hardcore WoW players, but that we can utilize game constructs to perhaps revive other industries which no longer monetize as effectively via macro-transaction or advertising.
It’s definitely something I kept thinking about while writing Casual Game Design. More and more I think the lessons of casual game will make a greater impact outside of the game industry than in it. Now I wish I had chapters in the book looking at the “game” mechanics of things like collecting friends on Facebook or bidding on eBay auctions.
New York University / Interactive Telecommunications Program – Spring 2010
Greg Trefry
gtrefry at iamtheeconomy dot com
646-644-1995
Office Hours: Friday after class, 6-6:30 PM or by appointment
Download Syllabus
What happens to games when they escape the boundaries of our tabletops and desktops and TV screens and living rooms? From massively multiplayer online games to networked objects that turn the city into a gigantic game grid, new forms of super-sized gaming are expanding at an alarming rate and opening up vast new spaces in which to play. Whether these games are measured in terms of number of players, geographical dimensions, or temporal scope, they represent a new trend in which the ‘little world” created by a game threatens to swallow up the “real world” in which it is situated. This class is a hands-on workshop focused on the particular design problems of large-scale games. In this class students: develop a foundation of basic game design understanding from which to approach the specific issues particular to big games; analyze existing digital and non-digital large-scale games, taking them apart to understand how they work; as interactive systems; and work on a series of design exercises that explore the social, technological, and creative possibilities of large-scale games.
The class will be broken into three sections: People, Time and Location. The first section People will focus on games that bring together large numbers of players into one game. The second section Time will focus on games that stretch over long periods of time and begin to integrate with our everyday lives. The Location section will examine ways in which games can utilize specific spaces and integrate with the world around us. For the final we will bring all of these ideas together to create games that challenge established notions of gameplay.
15% In-class discussion and weekly blog comments
10% Game Presentation
15% People Game
15% Time Game
15% Location Game
30% Final Project
In Class
What are Big Games
What do people think they are
My expectations for the class
Readings
- Marc LeBlanc, MDA: A Formal Approach to Game Design and Game Research, http://www.cs.northwestern.edu/~hunicke/pubs/MDA.pdf
- Tracy Fullerton, Game Design Workshop, Chapter 3, pages 49-81
In Class
- Play Poker
- Play Mafia
Readings
- Start playing World of Warcraft
- Waskul, Dennis; Lust, Matt (2004). “Role-Playing and Playing Roles: The Person, Player, and Persona in Fantasy Role-Playing”, http://www.colorado.edu/ibs/pb/thornberry/socy5031/pdfs/waskul_lust_role_playing.pdf
In Class
- Play The Pool
Readings
- Richard Bartle, “Hearts, Clubs, Diamonds, Spades: Players who suit MUDs,” http://www.mud.co.uk/richard/hcds.htm
In Class
- We will play each team’s People Game
Readings
- Play What to Wear, http://apps.facebook.com/what-to-wear/
- Play Parking Wars, http://www.facebook.com/apps/application.php?id=31435010008
-Byron Reeves & J. Leighton Read, Total Engagement, selection
In Class
- Hand out water guns to play Assassins over the next week
Readings
- Jane McGonigal, “This Is Not a Game: Immersive Aesthetics & Collective Play,” http://www.seanstewart.org/beast/mcgonigal/notagame/paper.pdf (if for some reason the link doesn’t work, Google the paper title. You’ll find it)
- Montola & Waern, “Ethical and Practical Look at Unaware Game Participation,” 2006
In Class
- Teams will introduce players to their game.
- Each game will be played over the following week
Readings
- Linda Hughes, “Beyond the rules of the game, Why Are Rooie Rules Nice?,” Game Design Reader, page 504-517
- Raph Koster, A Theory of Fun, Chapters 2-3, pages 12-47
- Mihaly Csikszentmihalyi’s TED talk on flow, http://www.ted.com/talks/mihaly_csikszentmihalyi_on_flow.html
In Class
- Play a Scavenger Hunt
- Play Capture the Flag
Readings
- History of Grand Central
- Henry Jenkins, “Game Design as Narrative Architecture,” http://web.mit.edu/cms/People/henry3/games&narrative.html
In Class
- We will all meet at Grand Central by the clock
In Class
- We will play each team’s Location Game
Readings
- E.H. Gombrecht, In Praise of Athletic Beauty
- Dave Hickey, Air Guitar, “The Heresy of Zone Defense,” pages 155-162
In Class
- Play Touch Football
Readings
- Ken Birdwell, “The Cabal: Valve’s Design Process for Creating Half-Life,” http://www.gamasutra.com/features/19991210/birdwell_01.htm
- Rory McGuire, “Paper Burns: Game Design with Agile Methodologies,” http://gamasutra.com/features/20060628/mcguire_01.shtml
In Class
- We will playtest each team’s game
In Class
- We will play each team’s Final Game

Matthew Kaplan provides a great wrap up of reactions around the game criticism blogosphere to the airport/terrorist level in Modern Warfare 2. I’m a little surprised at the number or writers voicing rather strong opinions on the level without yet playing it. Of course there’s been so much talk about this level and the position it puts players in, that it’s very easy to have an opinion. However, I do think this level bears playing to get the full measure of its impact.
When described the level before playing, I thought it seemed like a rather obvious attempt to court controversy. And after playing it I hold to that opinion, but I don’t really fault the game designers at Infinity Ward. Sometimes obvious is the right approach and with a game as unsubtle as Modern Warfare 2, obvious fits right in. As I played the level I felt genuinely disturbed. I felt helpless. I felt a little dirty. And I think that’s exactly what the game designers wanted. So they did their job.
I think much of the discussion of the scene has ignored the fact that this scene is not a significant departure from the mechanics of MW2. You have no real agency in this level. You are along for the ride. If you try and shoot the terrorist you are quickly gunned down. Essentially you are forced to simply follow along, navigating the space. However this is not unusual within the mechanics of the game. The game repeatedly puts you in short sequences where you must press a specific button. Walk up to the railing and press X to clip on. Ferociously tap X to throw a knife. In all of these situations the game reduces the player down to one button press. The game asks you to press now and then plays out the action for you.
This level is not really any different. I suppose it allows the player to shoot civilians if they want. But other scenes allow me to press X more than I need too as well. This sort of narrow interaction channel drastically limits player choice in an attempt to deliver a moment of narrative clarity. Sometimes this is the thrill of rappelling down a cliff wall, sometimes it’s the emotional wallop of witnessing terrorism. It’s not a deep and subtle interaction, but then one button press interactions don’t tend to be subtle. They tend to be obvious and to the point.

Another Castle (art by Rachel Morris)
I highly recommend checking them out. They’re great listens for anyone thinking about games. Here’s the list of all of the shows.
My book, Casual Game Design: Designing Play for the Gamer in All of Us is due out in February. Quite a mouthful, I know. The book lays out some basic frameworks for thinking about game design, then delves into the specific mechanics of a number of different casual games. While I was writing it, I had E.M. Forster’s Aspects of the Novel in mind. I’ve always admired the way he offered tools for thinking about the writing fiction by looking at specific choices and elements from novels good and bad. It’s all about reading and appreciating.
When I sat down to write this book, I wanted to do something similar with games. I won’t claim to match Forster’s wit or insight, but hopefully the book provides thought provoking analysis of game mechanics. It’s all about playing games and then thinking about them–why they work, why they don’t. Hopefully people will find it useful. I know I found writing it enlightening–I got to spend months playing games and thinking about them, talking with other designers about games. And really, there’s no better practice for a game designer than playing games and thinking about them.
Game design 101, originally uploaded by Greg Trefry.
Guessing by that little parenthetical under “2 for 1 cocktails” the owners of Cabana Bar had to a little iterative design work to close an exploit in their system. If it’s not against the rules people will find a way to get the biggest bang for smallest buck.