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Not Only In eSport:
Making A Game Fun To Watch
Ohad Barzilay
• In the Game Industry since 2004.
• Deepmist, Mytopia, 888, New Legends
• Worked w/ Dreamworks, MGA, Endemol, Showtime, Lionsgate
• Academic: Beit Berl Game Studies, IDC Game Program
• Producer at Sidekick, working on an upcoming Rovio title.
Who Am I
• Mobile competitive games experience
• Geared for generating Video
• In-game Community Management Component.
New Legends
Age of Video (& Streaming)
• Service for streaming/watching live game sessions
• Acquired by Amazon for $970M in Aug 2014
• 106 minutes watched per unique viewer
• 100m unique viewers monthly
• 1.8m monthly broadcasters
• 1m concurrent viewers
Age of Video (& Streaming)
Age of Video (& Streaming)
Age of Video (& Streaming)
• Non eSports titles are extremely popular
• Mobile and PC games in top 10 popular games on
YouTube Gaming
• Lets-Play videos & streams of online stars have
massive views
Not Limited To eSports
Not Limited To eSports
Not Limited To eSports
• Massive Discovery Channel
• One big youtuber playing the game can lead to big success
So, why do we care?
• Doing Let's Play and vlogs on YouTube
• Has 40M subscribers (biggest on YouTube)
• Makes ~$7.4 Million a year
• Responsible for Flappy Bird shooting to top charts
Example: PewDiePie
• Massive Discovery Channel
• One big youtuber playing the game can lead to big success
• Maintain Long Term Interest
• Develops Brand Loyalty
• Competitive advantage over competitors & clones
So, why do we care?
• eSports tournaments
• Matches played by your fav streamers/tubers (many of same game)
• Let’s Play videos, Walkthroughs & How-To
• Creative Content done within games
Types of video content is being watched
• Narrative based games
• IF Story is good
• IF Visually pleasing
• Mechanics based games
• Competitive
• Allow Skill Curve
• Provide Drama
• A broadcaster with an interesting
personality can make any game work in
video. But it can end there.
Types of Games being watched
#1: Prime Guideline
• All Fun to watch games are a Sequence Of
Dramatic Moments Which Creates A Story.
• The Drama derives from the Player’s Actions
– from the Spectator Point of View.
• Clear Success / Failure Conditions
• Clear Participants
• Clear Game Arena
• Clear Sub Goals (awards bonus/penalty)
• Complexity: Characters with Different Abilities,
Different Game Arena, Time limit, Different Sub Goals.
• Results in
• Easy to learn, Hard to Master for players
• Easy to understand for spectators
#2: Simple and Clear Rules
Every game can be broken into these 3 dominant factors:
• Player Skill: Better control skill = Better outcome
• Unit Power: Better unit = Better outcome
• Luck: How Random is the outcome
#3: Allow Skill Curve
• Allows players to develop unique or impressive strategies
• Much more fun to watch for players at all levels
• Allows “Star Players” which become known and attract audience
• eSport titles aspire to have “endless” skill curve
#3: Allow Long Skill Curve
• Pleasing to watch graphics
• Clear, steady view
• Do not confuse spectators as to
• Who’s the Player
• Allies and Enemies
• Player’s Actions
• Location on the Arena
• Damage/Healing
• Spells/Skills
#4: Visually Clear & Pleasing
• 100% Deterministic games are less interesting to watch
• 100% Luck games are not interesting at all to watch
• But allowing – within the rules – some luck can make a good game
to a great game.
• Must be potentially Game Changer
• Must be within basic Game Rules
• Must be fair for both sides
#5: Allows Uncertainty
• A single game session should be around 30 minutes
• Plan “stop & continue later” points (chapters,
episodes, levels etc)
• Easier to watch (smaller commitment)
• Easier for broadcasters to plan length of
video/stream
#6: Short Game Session
• Has enough depth and complexity to become a “hobby”
• Encourage multiplayer (teams, coop, PvP, guilds)
• Encourage knowledge and know-how between members
• Allow players to connect in-game or online
• “Be Ready When They Come”
#7: Community Oriented
• Basically being watched as a movie
• Must have a good plot
• Must be visually pleasing
• Video also provide solutions to advancing
(Walkthrough type)
• Non-Linear game leads to more videos
(with different plot unfolding)
• Examples: The Last of Us, Life is Strange
Narrative Based Games
Rules that apply the most:
• Sequence of dramatic moments derived
by player’s choices = Good Plot
• Visually Pleasing
• Allows Short Sessions (Save points,
Episodes etc)
• Dramatic player choices: Meaningful,
Opposite choices on a dilemma, Lose A or
Lose B, Relationship-Changing decisions.
Narrative Based Games
• Can be open ended, progression based f2p
games (CoC, HearthStone)
• Can be match/level based (StarCraft, Agar.io)
• Unlike Narrative games - EVERY game session is
different.
• Competitive (PvP / PvE) – PvP Preferred
Mechanics Based Games
Drama can also be generated by:
• Players/ Teams competing against each other
• Rare goal achieved (Raids)
• Spectators know something the players doesn’t
• Use - but to a limit - cinematic dramatic
techniques (Zoom in, Slow Motion, Drums)
Give more time between dramatic peaks (or allow
player to control advancement) to allow
broadcasters more time to speak about the game.
Mechanics Based Games
• Don’t start a game as an eSport. Make a good competitive game.
• Professional Players or Teams are extremely important to viewers.
• Have really long Skill Curve.
• Match time relay on skill difference but limited in time.
• Battle clarity – clear damage, not too many explosions, etc.
• Don’t jump a lot with the camera, and if you must – give viewer
visual queues. Do not relay on the minimap.
• Shoutcasting is a huge part of the eSports experience. Casters need
some breaks in the action in which they can offer their explanations
and analysis.
eSports Specifics
• A game is a Sequence of Dramatic moments, creating a story.
• Simple & Clear Gameplay Rules
• Allow big Skill Curve (easy to learn, hard to master)
• Visually Clear & Pleasing
• Includes uncertainty – anything can radically change until the end
• Game session is short enough
• Inclusive – social events, foster community
Basic Rules for Fun-To-Watch Games
Thanks
Questions?
Ohad Barzilay | @Civaxo
Special case - eSports
Special case - eSports

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Not only eSports - How To Design Games That Are Fun To Watch

  • 1. Not Only In eSport: Making A Game Fun To Watch Ohad Barzilay
  • 2. • In the Game Industry since 2004. • Deepmist, Mytopia, 888, New Legends • Worked w/ Dreamworks, MGA, Endemol, Showtime, Lionsgate • Academic: Beit Berl Game Studies, IDC Game Program • Producer at Sidekick, working on an upcoming Rovio title. Who Am I
  • 3. • Mobile competitive games experience • Geared for generating Video • In-game Community Management Component. New Legends
  • 4. Age of Video (& Streaming)
  • 5. • Service for streaming/watching live game sessions • Acquired by Amazon for $970M in Aug 2014 • 106 minutes watched per unique viewer • 100m unique viewers monthly • 1.8m monthly broadcasters • 1m concurrent viewers Age of Video (& Streaming)
  • 6. Age of Video (& Streaming)
  • 7. Age of Video (& Streaming)
  • 8. • Non eSports titles are extremely popular • Mobile and PC games in top 10 popular games on YouTube Gaming • Lets-Play videos & streams of online stars have massive views Not Limited To eSports
  • 9. Not Limited To eSports
  • 10. Not Limited To eSports
  • 11. • Massive Discovery Channel • One big youtuber playing the game can lead to big success So, why do we care?
  • 12. • Doing Let's Play and vlogs on YouTube • Has 40M subscribers (biggest on YouTube) • Makes ~$7.4 Million a year • Responsible for Flappy Bird shooting to top charts Example: PewDiePie
  • 13. • Massive Discovery Channel • One big youtuber playing the game can lead to big success • Maintain Long Term Interest • Develops Brand Loyalty • Competitive advantage over competitors & clones So, why do we care?
  • 14. • eSports tournaments • Matches played by your fav streamers/tubers (many of same game) • Let’s Play videos, Walkthroughs & How-To • Creative Content done within games Types of video content is being watched
  • 15. • Narrative based games • IF Story is good • IF Visually pleasing • Mechanics based games • Competitive • Allow Skill Curve • Provide Drama • A broadcaster with an interesting personality can make any game work in video. But it can end there. Types of Games being watched
  • 16. #1: Prime Guideline • All Fun to watch games are a Sequence Of Dramatic Moments Which Creates A Story. • The Drama derives from the Player’s Actions – from the Spectator Point of View.
  • 17. • Clear Success / Failure Conditions • Clear Participants • Clear Game Arena • Clear Sub Goals (awards bonus/penalty) • Complexity: Characters with Different Abilities, Different Game Arena, Time limit, Different Sub Goals. • Results in • Easy to learn, Hard to Master for players • Easy to understand for spectators #2: Simple and Clear Rules
  • 18. Every game can be broken into these 3 dominant factors: • Player Skill: Better control skill = Better outcome • Unit Power: Better unit = Better outcome • Luck: How Random is the outcome #3: Allow Skill Curve
  • 19. • Allows players to develop unique or impressive strategies • Much more fun to watch for players at all levels • Allows “Star Players” which become known and attract audience • eSport titles aspire to have “endless” skill curve #3: Allow Long Skill Curve
  • 20. • Pleasing to watch graphics • Clear, steady view • Do not confuse spectators as to • Who’s the Player • Allies and Enemies • Player’s Actions • Location on the Arena • Damage/Healing • Spells/Skills #4: Visually Clear & Pleasing
  • 21. • 100% Deterministic games are less interesting to watch • 100% Luck games are not interesting at all to watch • But allowing – within the rules – some luck can make a good game to a great game. • Must be potentially Game Changer • Must be within basic Game Rules • Must be fair for both sides #5: Allows Uncertainty
  • 22. • A single game session should be around 30 minutes • Plan “stop & continue later” points (chapters, episodes, levels etc) • Easier to watch (smaller commitment) • Easier for broadcasters to plan length of video/stream #6: Short Game Session
  • 23. • Has enough depth and complexity to become a “hobby” • Encourage multiplayer (teams, coop, PvP, guilds) • Encourage knowledge and know-how between members • Allow players to connect in-game or online • “Be Ready When They Come” #7: Community Oriented
  • 24. • Basically being watched as a movie • Must have a good plot • Must be visually pleasing • Video also provide solutions to advancing (Walkthrough type) • Non-Linear game leads to more videos (with different plot unfolding) • Examples: The Last of Us, Life is Strange Narrative Based Games
  • 25. Rules that apply the most: • Sequence of dramatic moments derived by player’s choices = Good Plot • Visually Pleasing • Allows Short Sessions (Save points, Episodes etc) • Dramatic player choices: Meaningful, Opposite choices on a dilemma, Lose A or Lose B, Relationship-Changing decisions. Narrative Based Games
  • 26. • Can be open ended, progression based f2p games (CoC, HearthStone) • Can be match/level based (StarCraft, Agar.io) • Unlike Narrative games - EVERY game session is different. • Competitive (PvP / PvE) – PvP Preferred Mechanics Based Games
  • 27. Drama can also be generated by: • Players/ Teams competing against each other • Rare goal achieved (Raids) • Spectators know something the players doesn’t • Use - but to a limit - cinematic dramatic techniques (Zoom in, Slow Motion, Drums) Give more time between dramatic peaks (or allow player to control advancement) to allow broadcasters more time to speak about the game. Mechanics Based Games
  • 28. • Don’t start a game as an eSport. Make a good competitive game. • Professional Players or Teams are extremely important to viewers. • Have really long Skill Curve. • Match time relay on skill difference but limited in time. • Battle clarity – clear damage, not too many explosions, etc. • Don’t jump a lot with the camera, and if you must – give viewer visual queues. Do not relay on the minimap. • Shoutcasting is a huge part of the eSports experience. Casters need some breaks in the action in which they can offer their explanations and analysis. eSports Specifics
  • 29. • A game is a Sequence of Dramatic moments, creating a story. • Simple & Clear Gameplay Rules • Allow big Skill Curve (easy to learn, hard to master) • Visually Clear & Pleasing • Includes uncertainty – anything can radically change until the end • Game session is short enough • Inclusive – social events, foster community Basic Rules for Fun-To-Watch Games
  • 31. Special case - eSports
  • 32. Special case - eSports

Notas do Editor

  1. This was talk is based on the collective knowledge I have gathered throughout my career designing, and overseeing operation of f2p games but it's mainly based on the journey a friend, Eitan Reisin, and I went through in 2014, working on a game framework based on these principles. We didn't set up to build an eSport to begin with but we tried to bring the experience into the mobile gaming world, which required us to analyse and break down the core principles of these games.
  2. We’re at the age of Video in gaming Poster boy of the trend is eSport Game Videos does *NOT* mean videos you produce and upload. No official material. Not irrelevant and Trailers of big games are important, but we’re talking UGC videos.
  3. Twitch is MASSIVE Website (now also app) that allow you to play video games and stream it live, or watch other people’s streams
  4. The international 5 had a $18.4 M prize pool with 91% of it generated by players
  5. NewZoo estimates $278M in 2015, $765M by 2018 Viewers at around 226 M this year, reaching 323 M in 2018
  6. eSports is a holy grail and if you mange to get your game there you’re on a different level Videos of games as a phenomena is not limited to eSports. YouTube Gaming most popular games include Agar.io, Minecraft, GTA, The Sims, The Witcher, Clash of Clans and others.
  7. Talking about CoC, Supercell is now leveraging the massive popularity of the game to start it’s own Conference Using YouTube and Steam as the main platforms to capture audience. ClashCon is going to take place the coming weekend in Helsinki.
  8. So it’s not surprising the featured guests are YouTubers known in the CoC community. Ok, so far I briefly introduced you to the trend, Reminded you how massive esports is and that this “Watching Games” trend cover many more non-eSports games. All this seems to be happening outside of your dev process, and the question you may ask is..
  9. Or – What can I get from this trend and why should I make the effort? If your game is fun to watch it also Maintain… Keeps game relevant
  10. This is one of, if not the biggest YouTubers – real name Felix Kjellberg, Swedish. Joined YT in 2010 Doing Let's Play commentaries and vlogs on YouTube Has over 9 Billion total views on his videos More accurate figure is ~$12M a year, $7.3 is only from YT, without other deals.
  11. If your game is fun to watch it also keeps game relevant
  12. So Hopefully I convinced you – or you came convinced - you want your game to get lots of video views. These are the general types of content being watched
  13. Not every game is spectator material
  14. If you take anything from this talk is this – Games are fun to watch when a game session basically creates a story, that has dramatic moments in it, and those dramatic moments are the result of actions and choices made by the player. A good broadcaster could add those dramatic moments himself in his video, but other people will not be able to do this as well, limiting the amount of videos generated from your game. We will talk on the type of choices that creates drama when we’ll touch on the different game types (for example, lifting fog of war for spectators - in Starcraft drama can be generate by spectators actually knowing what both sides are doing while each side only have limited knowledge about the other side)
  15. Who suffered the damage? Who casted a spell / used a skill? What was it – Defensive or Offensive?
  16. In Progression based games player earn benefits from progressing (usually more unit types/ more cards etc) In Match/Level based games every game session begins exactly the same every time
  17. Don’t make an eSport title – make a good competitive game. eSport is a community game – you can’t force a community. But be ready when it comes. If one player obviously better than the other one, allow fast game end.
  18. Some stats if it comes up in Q&A
  19. Some stats if it comes up in Q&A