Growing up I had a reputation for being the class clown, knowledge that can be used to divine my present leaning towards goofiness. I profess, this has happened not without great assistance. I have just started reading comics as something akin to an adult, but as a kid I read a good deal of comics. No Batman or Spiderman, but collections of Calvin and Hobbes, Garfield, The Far Side, and Dilbert.
When I came of age to properly scour and explore the far reaches of the internet and establish favourite sites, I latched onto Penny Arcade. But in the age of webcomics I was for a time restricted in my tastes to videogame related webcomics. I had, through a friend, read The Perry Bible Fellowship, but no new comics are being produced on that front. So one day on Twitter I asked someone if there were any webcomics out there I had missed, not really expecting anything. Immediately I was directed to http://wondermark.com/ and http://www.abominable.cc/. The latter is a wonderfully drawn, sincerely written comic that attends to my adult comic needs. The former is something that, like The Far Side, makes me grin if not laugh at every panel.
Wondermark, clearly, is what this post is about. At some point I had foolishly established a separate blog here for my rantings that weren’t videogame related, but now my time is precious — so I’ll post whatever the hell I feel like here. Just try and stop me! The truth is that David Malki! (he insists on the exclamation), the creator and curator of Wondermark, has issued a challenge to bloggers — anyone who blogs about Wondermark before the end of November may get a free copy of one of his collections; Clever Tricks To Stave Off Death. This sort of internet challenge requires one to perform, as a whore, and so I have openly complied to write about Wondermark.
It’s honestly not a challenge though. I have a soft spot for comics like this; a good portion of my childhood was spent reading them — even reading them with friends and sharing the good jokes. It makes me really happy to see that this new generation of human comic generators have found a place on the internet, to be supported openly by fans rather than through newspaper publishing deals and collection books alone.
So, what makes this Wondermark so special, anyhow. Intriguingly it’s produced with a combination of editing old 19th century etchings and wood engravings and applying David Malki!’s sardonic, conversational wit.
An example can be found here: http://wondermark.com/557/
Additionally he uses alt tags (mouse over the comic) to add an afterthought. In the case of the Lipton comic, he adds “We amass information mainly to keep it from our competitors.”
It’s the sort of sometimes dry, sometimes-too-silly ironic wisecracking that some people might get, but might still not like nonetheless. But for some other people, every piece of it is eaten up like…like something delicious, to be eaten immediately with no questions asked.
Go eat enjoy some Wondermark. And hopefully I will weasel a free book for myself.


The Conundrum of the Multiplayer Mindshare
Posted in Game Theory, Industry Comment with tags game communities, mindshare, multiplayer on November 4, 2009 by nickhalme[Cross-posted on my Gamasutra blog]
Recently I was attempting to write a review for CellFactor: Psychokinetic Wars — it’s a quality arena shooter with some new ideas that work well, and was released for XBLA on June 1st. When I got to the point where I felt I had to stop and wrap things up with the conclusion, I froze. Why should anyone buy it? It’s a fun game, but nobody plays it online. Of course they don’t — what sort of caveman would be so bereft of online shooters to invest time in a downloadable console arena shooter?
So why was it made? I have no idea. Surely it could have been foreseen that the players would not be there waiting for it. Right?
It’s long been touted as a fact that demographics exist; these fuzzy statistical groups who help determine who a game is marketed to, and to some extent made for. I don’t know much about that, and my stance is skeptical, but common sense alone at least dictates that fans of something will respond to fan service. The Dawn of War franchise serves several different groups of fans that coagulate — Warhammer 40k fans, Real-Time Strategy fans, and Relic fans. I like to think that, mixed in there somewhere, are “fans of awesome shit and big guns”, people who aren’t 40k fans but have been attracted to the IP through Dawn of War’s presentation.
To conceptualize that, I’d like to use the idea of a large single-celled organism — multiplayer gamers. The organism is made up of many different elements; different sorts of fan groups with their own tastes. Every so often when a new game is released some piece of the organism breaks off and becomes its own thing — its own community. It will probably bring lots of different types of fans with it, but they’re all multiplayer gamers.
Thing is, this organism doesn’t just split down the middle for anyone. If a game has enough gravitas it will cause a split — Dawn of War has grabbed a small chunk of the organism, while Call of Duty 4 has requisitioned for itself a very large part of it, which still cowers before the super-organism that WoW has since developed.
Yet games are made that have little influence over this organism of multiplayer gamers. Section 8 sought to steal Tribes fans, but the servers are dead. CellFactor was released into a void rather than into the writhing hands of fans.
You don’t have to be an established franchise to serve fans, by the way — fans existed before games did. I’m not sure anyone is a fan of generic, middling science fiction and nameless gunmetal machineguns, but make a game about zombies and you’ve got a starting point.
What I’m trying to say is, it’s a shame that some creators seem to be unaware of this multiplayer organism, because most of these games are good if not great. I believe even a small community can foster a game and its developer.
As a kid I spent hours playing Raven’s Soldier of Fortune II, playing in clan ladder matches and playing as a regular on several clan servers. It was at a time when, to my peer group, the choice was simply Counter-Strike. I chose to devote more time to SoF II, along with thousands of others to Counter-Strike’s hundreds of thousands. The community persisted for some time and I believe that sort of following helped solidify Raven as a quality developer in the eyes of fans and other developers. Even if it turns out they didn’t make a fortune, they survived and with good marks.
Soldier of Fortune II served a niche, that’s for sure. That niche was probably filled with different fans; maybe it was as generic as “online shooter fans”, but these certain people were attracted. Me and my clanmates shared a definite love of the game’s level of violence, dismemberment, randomly generated maps, weapons with kick, and cutthroat arena-shooter speed. We all gushed over it — it was made just for us.
Now, Section 8 was made for Tribes fans — maybe Battlefield fans in actuality. But it failed to be a better version of those games; the quality here still matters, and so does market saturation. Battlefield fans have a Battlefield game to play right now — your game will not get those players. As for Tribes fans, you will not get those players if you don’t live up to their high expectations, if you don’t really aim to be a Tribes-like game. Section 8 served fans a lukewarm meal while someone else had already prepared a hot meal for them.
Fans are out there, and I want to believe they’re eager to split off and find new games, to join new communities and learn new rules; get better at new games. I believe all gamers want this. Don’t give them something fake, find a real niche/demographic/group of fans and attack it — more importantly the developers should be part of that niche, working to fill it. That’s when the best games are made, you can tell. Multiplayer games require more time and investment than a single player experience, so it has to be something especially special and it has to last.
Developers should not be wasting themselves on games that people, honestly, are never going to play in the current or predicted multiplayer environment. Woe is the multiplayer arena shooter who competes with Call of Duty for multiplayer mindshare. But Left 4 Dead will survive, and so will Red Orchestra, Counter-Strike and I’d like to think Dawn of War. Because those are fans that wanted something and got it, and they don’t feel like leaving yet.
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