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Players and their Pets:
An Online Game
From Beta to Sunset
Mia Consalvo
Concordia University
Cheat Sheet
• Player-Avatar relationship is not always one of
1-1 identification; theory in this area is in need
of heavy refinement
• Game platforms exert strong influences on
gameplay, player expectations, community
• Participation (i.e. player types/styles of play)
much more fluid than most research suggests;
linked to temporal contexts
The Context:
Big Fish Games & Faunasphere
Jason Begy (on the left)
A “Casual” MMO Game
• March 2009 – April 15, 2011
• Beta largely drew from BFG customer base
• Browser based game -> Facebook
• Freemium, non-combat based, Caretakers
We did a survey shortly after the
game’s public launch,
with the sponsorship/approval of
Big Fish Games
Data
• 671 survey responses
• Usage data from BFG
• Interview with Community Manager
• Forum post collection
• Player base primarily USA & Canada, but also
UK, Australia, some Western Europe and
South America
Who Played
• Gender: 93% female
• Age: 26% 45-54
22% 55-64
21% 35-44
• Education: 31% Some college
20% Bachelor’s degree
Prior Experience
• Prior MMO experience: 61% No prior exp.
• Of those with experience:
– 39% have tried/still play World of Warcraft
– 32% have tried/still play Second Life
– Smattering of heavy players of other MMOs, other
choices such as Runescape, Travian, Free Realms
Not so casual
• Playtime:
– 41% play several times a day
– 37% play daily
– 14% play several times a week
• Playtime per session:
– 51% play for more than 2 hours at a time
– 27% play 1-2 hours per session
– 11% play 41-60 minutes per session
Against typical player types?
• Favorite activities in game:
– #1: Completing goals [quests]
– #2: Breeding Fauna
– #3: Leveling up Fauna
– #4: Decorating Faunasphere
– #5: Interacting with friends
Participation is (obviously)
highly contextual
Temporal issues
Platform shifts
Beta Period
• Loyal BFG customers
• Free labour
• New to MMOGs, positive about the
experience
– Ambassadors for those not in Beta
– Saw their role as important, helping company find
bugs, refine the game
– Worried about game launch
• Set the tone for the larger community
Beta players
• Culture of helpfulness and ‘niceness’
• Pay it forward
• Developed formal and informal structures for
how to interact ‘successfully’ in game
– Zapping etiquette
– Begging for eggs
• Small community, already familiar with culture
of BFG Pond Forums
Importance of beta period
• Beta players can set tone for later community
• Betas feel stronger ownership of the game
– Even ‘newbies’ can challenge developers’ views of
what the game should be
Importance of beta period
• Clashes can emerge
– insider/outsider with betas as cliquey
– newbies as wanting different styles of play
• Temporal context- newness- encourages
certain styles of play (experimentation); but
still in formation
Beta  Web & Facebook
Launches
Faunasphere v. Farmville
• Facebook launch
provides more fuel for
unhappy players
• Newer players classified
as ‘hordes of
malevolent children’
• Differing expectations
from SNS game players
(Farmville model v.
Faunasphere
Platform anxiety
• “Rudeness, it didn't really happen much until
Facebook entered. That in my humble opinion
was the downfall of the game.”
• “many CTs [Caretakers] were also resentful
that players with Facebook connections or
who played from Facebook got FREE items
unavailable to other players. Paying players
resented this.”
Clash of expectations
• “whenever you went out into the main
worlds...there were demands for items from
all sides. It became so bad that there were
people waiting by the gates to accost you
when you came out of your house”
• “I never saw one incident of rudeness or the
‘gimme/I want’ brigade until after the
Facebook launch.”
Facebook & Zynga’s influence
• “the FB crowd is different in general. Those games
demand begging. And so many people befriend
without even trying to get to know one another.
That's sad to me and not at all how I'm built.”
• “a whole ‘generation’ of players … [entered] the
game, who were used to the traditional Facebook
games where in effect you beg your friends for
things, and they seemed to be unwilling to achieve
any of the goals on their own.”
Kids!
• “I'm now an empty nester,
spent most of my adult life
very involved with my kids,
their school and friends. It's
now my time to be around
adults. And, I thought I was
going to find that within this
game.”
• “The younger player just
want you to give them
things and do things for
them.”
Platforms reconsidered
Beta > Web > Facebook > ?
End of the world
• Player reactions indicate changing styles of
play
– Massive increases in play time to finish goals,
spend ‘time’ with Fauna
– Immediate dropoffs in play w/some players (too
hurt to continue)
• Players prepare for the end
– How developer interacts with players makes a
difference
Sunset
• Memory Walks
• “closing up the summer house”
• Gathering in Rock Garden
• Private time in spheres with fauna
• The end…
Closure and insights gained into
player-avatar relationship(s)
Caretakers, not avatars
• “I spent the last hour with my Fauna, watching
them play and feeding and denning them and
saying “goodbye.”
• “I spent a little time with each of them. I had
them all do their tricks for me and fed them
well and made them as happy as I could.”
• “During the last 5 minutes I started throwing
all my food from inventory on the ground (did
not want anyone to starve) lol and I cried.”
Player Reactions
• “Your fauna weren‟t simply a bunch of pixels,
they were your children. You gave „birth‟ to
them (hatching), you fed them, you cared for
them (dens), you taught them things, you
shared their foibles with friends as well as
their eggs.”
• “It was heartbreaking, sort of like when you
have to put a pet to sleep.”
Player Reactions
• “… look at the premise of the game, it‟s about
naming and raising pets. In the real world, a
good person would never just walk away and
abandon their pet, and that‟s what BFG made
us do. They gave us creatures to love (even if
they are only pixels) and then told us they
were taking them away from us.”
How much do we (really) identify
with our avatars?
From avatar to caretaker
• The fiction of the game pushed players to “see
themselves” or participate as the disembodied
care giver
• Avatars not positioned as source of
identification for players
• Players still highly invested in avatars/pets,
and the game
Players don’t always identify with
their avatars
Avatar as boundary object
– Self can rise up through,
may submerge down at
some times
– Avatar may enable
certain actions
– Avatar might prevent
others
– Sometimes avatars are
simply tools
– Other times avatars can
be loved „pets‟
Conclusions
• The fiction of each game will shape a player’s
relation to it, and its avatars
• Players can change their play styles and
interests over the lifespan of a game
• We need more studies of beta periods and
communities, game closures
• Game platforms have implications for how
players understand game norms
thanks!
Mia Consalvo
Concordia University
Twitter: miaC
mia.consalvo@concordia.ca

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Players and their pets: An online game from beta to sunset

  • 1. Players and their Pets: An Online Game From Beta to Sunset Mia Consalvo Concordia University
  • 2. Cheat Sheet • Player-Avatar relationship is not always one of 1-1 identification; theory in this area is in need of heavy refinement • Game platforms exert strong influences on gameplay, player expectations, community • Participation (i.e. player types/styles of play) much more fluid than most research suggests; linked to temporal contexts
  • 3. The Context: Big Fish Games & Faunasphere
  • 4. Jason Begy (on the left)
  • 5. A “Casual” MMO Game • March 2009 – April 15, 2011 • Beta largely drew from BFG customer base • Browser based game -> Facebook • Freemium, non-combat based, Caretakers
  • 6.
  • 7.
  • 8. We did a survey shortly after the game’s public launch, with the sponsorship/approval of Big Fish Games
  • 9. Data • 671 survey responses • Usage data from BFG • Interview with Community Manager • Forum post collection • Player base primarily USA & Canada, but also UK, Australia, some Western Europe and South America
  • 10. Who Played • Gender: 93% female • Age: 26% 45-54 22% 55-64 21% 35-44 • Education: 31% Some college 20% Bachelor’s degree
  • 11. Prior Experience • Prior MMO experience: 61% No prior exp. • Of those with experience: – 39% have tried/still play World of Warcraft – 32% have tried/still play Second Life – Smattering of heavy players of other MMOs, other choices such as Runescape, Travian, Free Realms
  • 12. Not so casual • Playtime: – 41% play several times a day – 37% play daily – 14% play several times a week • Playtime per session: – 51% play for more than 2 hours at a time – 27% play 1-2 hours per session – 11% play 41-60 minutes per session
  • 13. Against typical player types? • Favorite activities in game: – #1: Completing goals [quests] – #2: Breeding Fauna – #3: Leveling up Fauna – #4: Decorating Faunasphere – #5: Interacting with friends
  • 14. Participation is (obviously) highly contextual Temporal issues Platform shifts
  • 15. Beta Period • Loyal BFG customers • Free labour • New to MMOGs, positive about the experience – Ambassadors for those not in Beta – Saw their role as important, helping company find bugs, refine the game – Worried about game launch • Set the tone for the larger community
  • 16. Beta players • Culture of helpfulness and ‘niceness’ • Pay it forward • Developed formal and informal structures for how to interact ‘successfully’ in game – Zapping etiquette – Begging for eggs • Small community, already familiar with culture of BFG Pond Forums
  • 17. Importance of beta period • Beta players can set tone for later community • Betas feel stronger ownership of the game – Even ‘newbies’ can challenge developers’ views of what the game should be
  • 18. Importance of beta period • Clashes can emerge – insider/outsider with betas as cliquey – newbies as wanting different styles of play • Temporal context- newness- encourages certain styles of play (experimentation); but still in formation
  • 19. Beta  Web & Facebook Launches
  • 20. Faunasphere v. Farmville • Facebook launch provides more fuel for unhappy players • Newer players classified as ‘hordes of malevolent children’ • Differing expectations from SNS game players (Farmville model v. Faunasphere
  • 21. Platform anxiety • “Rudeness, it didn't really happen much until Facebook entered. That in my humble opinion was the downfall of the game.” • “many CTs [Caretakers] were also resentful that players with Facebook connections or who played from Facebook got FREE items unavailable to other players. Paying players resented this.”
  • 22.
  • 23. Clash of expectations • “whenever you went out into the main worlds...there were demands for items from all sides. It became so bad that there were people waiting by the gates to accost you when you came out of your house” • “I never saw one incident of rudeness or the ‘gimme/I want’ brigade until after the Facebook launch.”
  • 24. Facebook & Zynga’s influence • “the FB crowd is different in general. Those games demand begging. And so many people befriend without even trying to get to know one another. That's sad to me and not at all how I'm built.” • “a whole ‘generation’ of players … [entered] the game, who were used to the traditional Facebook games where in effect you beg your friends for things, and they seemed to be unwilling to achieve any of the goals on their own.”
  • 25. Kids! • “I'm now an empty nester, spent most of my adult life very involved with my kids, their school and friends. It's now my time to be around adults. And, I thought I was going to find that within this game.” • “The younger player just want you to give them things and do things for them.”
  • 27. Beta > Web > Facebook > ?
  • 28.
  • 29.
  • 30.
  • 31. End of the world • Player reactions indicate changing styles of play – Massive increases in play time to finish goals, spend ‘time’ with Fauna – Immediate dropoffs in play w/some players (too hurt to continue) • Players prepare for the end – How developer interacts with players makes a difference
  • 32. Sunset • Memory Walks • “closing up the summer house” • Gathering in Rock Garden • Private time in spheres with fauna • The end…
  • 33.
  • 34.
  • 35. Closure and insights gained into player-avatar relationship(s)
  • 36. Caretakers, not avatars • “I spent the last hour with my Fauna, watching them play and feeding and denning them and saying “goodbye.” • “I spent a little time with each of them. I had them all do their tricks for me and fed them well and made them as happy as I could.” • “During the last 5 minutes I started throwing all my food from inventory on the ground (did not want anyone to starve) lol and I cried.”
  • 37. Player Reactions • “Your fauna weren‟t simply a bunch of pixels, they were your children. You gave „birth‟ to them (hatching), you fed them, you cared for them (dens), you taught them things, you shared their foibles with friends as well as their eggs.” • “It was heartbreaking, sort of like when you have to put a pet to sleep.”
  • 38. Player Reactions • “… look at the premise of the game, it‟s about naming and raising pets. In the real world, a good person would never just walk away and abandon their pet, and that‟s what BFG made us do. They gave us creatures to love (even if they are only pixels) and then told us they were taking them away from us.”
  • 39.
  • 40.
  • 41. How much do we (really) identify with our avatars?
  • 42. From avatar to caretaker • The fiction of the game pushed players to “see themselves” or participate as the disembodied care giver • Avatars not positioned as source of identification for players • Players still highly invested in avatars/pets, and the game
  • 43.
  • 44. Players don’t always identify with their avatars
  • 45. Avatar as boundary object – Self can rise up through, may submerge down at some times – Avatar may enable certain actions – Avatar might prevent others – Sometimes avatars are simply tools – Other times avatars can be loved „pets‟
  • 46. Conclusions • The fiction of each game will shape a player’s relation to it, and its avatars • Players can change their play styles and interests over the lifespan of a game • We need more studies of beta periods and communities, game closures • Game platforms have implications for how players understand game norms
  • 47. thanks! Mia Consalvo Concordia University Twitter: miaC mia.consalvo@concordia.ca

Hinweis der Redaktion

  1. My earliest work focused on women gamers- 10 years ago a somewhat rare species. Talk today looks at two different sets of female players, separated by only several years, but seemingly light years apart in terms of how the market perceives them. Some commonalities between them as well as some differences.
  2. BFG folks saw my paper, contacted me; we talked about me doing some research for them; this study was borne; work on with Jason Begy- another caveat– another perspective can help you see things you’d overlook.
  3. My past work on players- some has dealt with avatars and identification specifically, other work has not. I’m re-examining it here for this talk, to see what can be learned from a meta-analysis of sorts.My ideas about identification- Althusser and interpellation- hailed as a subject, always/already; as well as Butler’s notion of performativity and the subject- bodies that come to matter over time- we call ourselves into being through our actions.
  4. How are we seeing what we want to see/