Lolapps

Lolapps' blog is meant to give you a glimpse of what is going on in the company. It's the place where lolappers share useful, interesting, insightful or just plain fun things. Below are some of our latest posts:

Gender and our Games

Mar 1, 2010

Here at Lolapps, we try make our games appeal to both men and women, but some themes naturally attract one gender rather than another. Since women are from Venus and men are from Mars, it's not surprising that there are measurable differences to account for when comparing how genders approach game play and monetize in games. In our games, we noticed some particularly intriguing differences.

Of our current titles, two are very gender-centered - Band of Heroes is a game where players assume the role of a soldier in World War II, while Diva Life allows the player to experience the life of a rich and multi-talented Diva.  As we expected, the former appeals mostly to men, while the latter found its audience mostly with women. However, we were somewhat surprised to find that the fraction of men playing Diva Life is much smaller than the fraction of women playing Band of Heroes (see the figure below). This is a trend we have observed in other titles as well: men object heavily towards playing a female-focused game, much more than women object to playing a game traditionally thought of as "male."


Graph 1.png
 

Figure 1: share of men and women in two of our games


Another gender-based aspect of game play we've been tracking relates to player performance within the various games; i.e., at what rate do players progress through the game content and how much content do they engage with. When considering Diva Life, about 2% of men "finish" the game - that is, unlock all realms and finish all missions. That is exactly the same percentage reflected for women who play this game. Fewer men play Diva Life, but those who do play, advance with the same rate of game completion as the women players. When considering Yakuza Lords or Band of Heroes, only half as many women finish the game as men: 3% of men finish the game, while less than 1.5% of women manage to finish it.

This asymmetry is also present when considering the number of actions taken per user in each game, as in the figures below (we only consider two of the many actions that a player can make in the game).  Actions taken are defined as: any feature or mechanic in the game that requires the player to actively engage with the content.

graph 2.png

Figure 2: average # of battle and property actions taken per user and per gender in Diva Life

Graph 3.png

Figure 3: average # of battle and property actions taken per user and per gender in Band of Heroes


In Diva Life, men take just as many actions as women on a per-player basis. In Band of Heroes, women take much less action than men - completing about half as many actions per player. Hence, even though the ratio of women /men in Band of Heroes is higher than the ratio of men/women in Diva Life, these women are less engaged.

This is an interesting asymmetry - female-oriented games attract far less men, but those attracted to them are just as engaged as the women in them.  On the other hand, male-oriented games are able to attract a fair share of women, but these women are much less engaged than male players. They will join the game and play, but are seemingly never as interested as men are.

This means that, at least for our games, men are more selective towards which games they will play, but when they choose a game, they will put in more effort to do well in it. Women, on the other hand, are less selective and may play more diverse types of games, but will only excel in those that they are really interested in. Therefore, in an environment where there is an equal number of men and women, having a male-oriented game will attract more users in total, but engagement will be lower among women.

We are still investigating how a gender-neutral game behaves. The recent Dante's Inferno is proving to be such game, with a very balanced number of men and women in it. Since it is very recent, very few users have actually finished the game and we'll leave this to another post.

The Avatar: A Powerful Feature in Social Games

Feb 25, 2010

The fact that a successful Facebook game (or any game for that matter) keeps players engaged and interested is an obvious one.  What isn't so obvious is what exactly will keep the curious breed of Facebook gamers engaged.  These players aren't your hardcore MMO-loving gamers.  On the contrary, they are short on time and patience.  Instead of playing a game continuously for many hours, an "engaged" user returns again and again, playing the game for only a short period each time.  With so little time to devote to these "casual" games, most players want instant gratification.  A successful game, therefore, is able to quickly snag a player's attention and keep them coming back for more.  But what feature could possibly be compelling enough to capture the dedicated attention of this tough-to-please crowd?  As Hui-Neng said, "Look within!  The secret is inside you."  What is more fascinating to the human being than oneself!

Thumbnail image for champions avatar.jpg

With the Avatar, players are given an extension of the self within the game - they can see, not just imagine, themselves as the story's main character.   In addition to giving players a stronger personal connection with the game, the Avatar gives players a freedom and control over identity that isn't possible in real life.  Behind the guise of an Avatar, one's appearance is no longer permanent or all-defining.  Whether the Avatar is an animal, a superhero or a more realistic representation of oneself, it is yours to change and customize at will.   Our research has revealed that customization and Avatars are the two most frequent requests among RPG players on Facebook.  The characters and stories players build around their Avatars are integral to a positive game-playing experience.   

Thumbnail image for modelinia avatar.jpg

Virtual goods, such as hair, skin color, clothes and gear, can all be used to customize one's Avatar.  The more effort users spend in creating and customizing their Avatars, the more engaged they are in the game.  Players gain access to cooler items as they progress in the game, which motivates them to keep playing.  In addition, players seek out unique items that will differentiate their Avatars from other players'.  This need for special rare items provides a huge opportunity for monetization.  62% of the users we surveyed said they would pay to customize their Avatar in an RPG game.  Based on this knowledge, we've implemented Exclusive Items, or highly valuable limited-edition goods, that players can only obtain by paying real money.  Just as a cool car or pair of sneakers can make a person feel special in real life, Exclusive Items give players' Avatars (and thus the players themselves) that same kind of elevated status within a game.  Exclusive Items rotate in and out of the game, and a specific item may not be available for purchase more than once.  This gives players the opportunity to acquire items that very few other players will own in the game.

The need for customization and self representation within a game is widespread among Facebook game players.  They are willing to invest time, energy and even money into making their Avatars the best they can possibly be.  Thus, it is clear that Avatars are an extremely powerful feature in the world of Facebook games!  

- Brodie Jenkins
- Raquel Recuero

Q+A with Lauren Freeman, writer of the Dante's Inferno Facebook game

Feb 22, 2010

DI_mission_010.jpg
What was your initial reaction when you found out that you were assigned to write Dante's Inferno for Facebook?  
Excitement, a sense of humility and fear in the face of such an incredible task!  Seriously though, I think anyone with a literary education thinks of Dante Alighieri's The Divine Comedy as possibly one of the greatest literary achievements of all time.  To be assigned the task to adapt it was hugely humbling.  Not to mention, it was a double honor because we were partnered with Electronic Arts, an indisputable leader of entertainment software.  Fortunately, I worked with a co-writer, Brodie Jenkins, who alleviated some of the fear in knowing I could always blame her... just kidding!  We worked really well together and played off each other's excitement for the piece.  So, all in all, it was smooth sailing.

Talk a little bit about your creative process? How did you tackle this adaptation?
Well, first and foremost we reread Inferno in several different iterations.  We had a rather colorful debate here at the office over which adaptation was the most valuable.  I think John Ciardi and Robert and Jean Hollander's versions were the most dog-eared on my end.  After I re-familiarized myself with Dante's version, we read EA's game scripts.  From there, we discussed with EA which elements of the game we could use and which we should refrain from using.  

It was an interesting situation because EA had adapted some of the major bosses that Dante encounters such as Cerberus and Geryon, in very creative ways.  However, given the fact that EA's game wasn't going to launch until after the Facebook game, we had to really make a judgement call as to what aspects of the adapted gameplay could be unveiled.  For those elements that EA didn't want to become public knowledge yet, we returned to the original source material (Dante's poem) and used the original imagery.  So there was quite a bit of back and forth between the various versions.

All things considered, we had a good deal of creative freedom which as a writer is always appreciated. From the very beginning I decided that I wanted our missions to rhyme.  It just seemed to be the most organic approach to the material.  We generally only write 3-4 four succinct lines of text for our missions anyway, so why not have them mimic Dante's rhyming stanzas?  Of course this made the writing process that much more challenging, but I'm really proud of the resulting mission text.

What is your favorite mission in the game?
I love the depiction of Cleopatra because she is really just a BAD, bad, apple in this game.  I don't want to ruin it for people who haven't played yet, but let's just say she's in the realm Lust and she gives Tiger Woods a run for his money in that department. 

You were the lead writer on Diva Life and Band of Heroes, two very different themes.  Did you find it comparatively easier to descend to Hell with Dante or was this a difficult genre for you?
Well, my nickname as a kid was Lucifer, so... I'll just let that fact speak for itself.  

Lolapps Launches Champions Online for Facebook

Nov 23, 2009

If you're a fan of Inside Social Games, odds are you've heard about our Facebook version of the game, Champions Online, launching Wednesday, the 18th. We're very excited about the launch and the great feedback we've received so far! According to AppData, the game already has over 700,000 users and is ranked ninth on the top rising Facebook app list for today (as high as fifth). We're hoping these numbers are just a prelude of what's to come.

champions.png

To give you some background, this game is a result of a recent partnership between Lolapps and Atari's Cryptic Studios that was fostered to extend the Champions Online brand to the Facebook platform. We believe this partnership creates a win-win situation for users, Cryptic and Lolapps as it blends our expertise as one of the marquee social gaming companies along with Cryptic Studios and Atari, who have a long history of creating extremely successful gaming titles. Cryptic Studios is behind such acclaimed games as Star Trek Online, City of Heroes and City of Villains, while Lolapps is amongst the top five application companies on Facebook in terms of user reach. Between such excellent intellectual properties and prodigious distribution, Facebook users can look forward a new calibre of social gaming.

If you are curious about what the game is like (and are unfamiliar with the original version of Champions Online) here is a quick look at the game's story line: 

You are a brave superhero, aka a Champion, who helps protect the world from evil wrongdoers.  The Sinister Syndicate, a gang of some of the world's most dastardly villains have come together to destroy the world!  With the guidance of Socrates, the all-knowing supercomputer, you travel the Champions universe; from futuristic Millenium City, to frigid Canada, to Monster Island, Atlantis, and to many more fantastic locations, in an effort to put an end to the Sinister Syndicate's diabolical plan.  Complete heroic tasks, acquire superpowers, and save the world one villain at a time... it's just a day in the life of a Champion!

Through this game, you can see that we've built an extremely robust platform that allows us to work collaboratively with our partners and introduce both existing and new brands to our users.  We are bridging the gap between social networks and traditional game developers to open up the Facebook doors for players like Cryptic.

Looking to expand your current audience and expose your game to millions of new users? Drop us a line at bizdev@lolapps.com!

Check out more about the game on Inside Social Games or become a Champion yourself and start playing!

- Arjun Sethi
Head of Business Development, Lolapps

Load Balancing on the Cheap

Nov 14, 2009

A few months ago, we started to look at alternate load balancing methods for our site. At the time, we had a pretty basic setup using Nginx. While this worked for the most part, our setup lacked some of the nicer features of a traditional load balancer such as health checks and automated removal of poorly responding backend servers. This meant that every time a backend server went down, there would be some, however minor, user visible impact until we it could be removed from rotation.

Thus, began the search for a new solution. Our requirements were fairly simple:
- easy to setup and understand
- ability to health check and automatically remove failing servers
- low cost

From here, additional features would be a bonus, but not required for our immediate goals. After looking at several solutions, we settled on using HAProxy, an opensource and free solution.

The benefits were noticeable almost instantaneously. One of the first observations was that hosts behind HAProxy were able to serve the same amount of traffic, but with a lower load average. What we surmised is that there was less setup/teardown of tcp connections which freed up system resources to actually serve user requests. Once we finished our full migration, we actually saw the loads on our webservers drop nearly in half, which allowed for more growth on our existing infrastructure.

In the weeks that followed, we started to take advantage of additional features provided by HAproxy. For example, the status page also has a csv output option. By parsing this and doing some small calculations, we are able to see the various states of our servers and get an overall percentage of our serving capacity. It's well known that computers go down, it's just the nature of things. By utilizing cluster wide checks, we don't have to get alerted for a single host down, but rather if a large amount of capacity is down.

Enough of talking about some of the features, let's take a look at a configuration example.

Let's say you have 5 web servers: web1, web2, web3, web4, web5. A basic HAproxy configuration would look like this:

global
    log 127.0.0.1    local0
    log 127.0.0.1    local1 notice
    maxconn 1024
    chroot /var/lib/haproxy
    user haproxy
    group haproxy
    daemon
    #debug
    #quiet

defaults
    log    global
    mode    http
    option   httplog

listen webservers :80
  mode http
  server web1 web1:80 weight 1 check inter 15s
  server web2 web2:80 weight 1 check inter 15s
  server web3 web3:80 weight 1 check inter 15s
  server web4 web4:80 weight 1 check inter 15s
  server web5 web5:80 weight 1 check inter 15s

All done! You now have a load balancer that distributes requests among 5 servers and checks every 15 seconds to see if their ports are responsive. 

For more information on HAProxy and configuration options, check out their website.

- Vikram Adukia
Systems Administrator, LOLapps
Reblog this post [with Zemanta]