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Nicktropolis Looks Like Ass

i’ve been to a few great sessions at GDC 08 so far, and i’m sure i’ll write about them at some point. Before we get to that, i want to get this ugly little rant off my chest.

Easily the weakest session so far has been “Now That We’re All Here: Next Steps in Online Play Sessions” by Christopher Romero of Worldwide Biggies. The session title is extremely misleading. For the bulk of his talk, Romero did a project showcase of Nicktropolis, a virtual world on the website supporting US kids’ teevee network Nickelodeon. This was a little eyebrow raising, because the speaker admitted off the top that he no longer works on the project and, as he revealed later in the question period, he left the project between the open public beta and the mysterious multi-month gap that ensued before its live launch.

Ass-Tastic Graphics

Sitting through Romero’s presentation was painful. Quite literally painful. Painful to the degree that i had to HIDE MY EYES from the presentation screen while he showcased grabs of the game. This was for one simple, inescapable reason: Nicktropolis looks like ass warmed over and poked with a stick.

Nicktropolis

Some dude's ass

Look closely at the pictures above. One of them is repulsive and difficult to watch for extended periods of time. The other is a picture of an ass.

i’ve worked with a kids’ teevee company for over seven years, so i know how strict brand managers can be with their precious properties. i built one simple Flash game with a certain young female explorer character that Nickelodeon owns, and there were some very strict brand rules to follow. i couldn’t deviate from the colour pallette, i had to use an approved still shot of the character, etc etc.

Contrastingly, Nicktropolis takes beloved and tightly brand-managed characters like Spongebob Squarepants and makes them look like they were designed by college interns designing drunk. Back at the kids’ station i worked for, we received fan art that looked better than most of the stuff in Nicktropolis. It’s, honestly, really hideous stuff, and i’m amazed that Viacom promotes the project without the slightest hint of shame or irony.

The Opposite of Sticky

The functionality in Nicktropolis matches its ass-thetics. The virtual world is split up into multiple mini-worlds, many of which promote the station brands. This is the one aspect of the game where brand managers did seem to have input. A Tak and the Power of Juju avatar would not mesh visually with a Dora the Explorer avatar. In an attempt to solve this problem, the Nicktropolis un-gineers force the player to tool a new avatar whenever he enters one of these sub-worlds.

Nick Self

Market research shows that the kids love creating avatars, so let’s make them do it every fifteen seconds. Exponential fun!

The result, as the speaker sheepishly pointed out, is that your very identity in Nicktropolis is stable as the shifting sands. One of the key hooks of participating in a virtual world is that you get to adopt and invest in an identity. Nicktropolis shreds this idea and throws it out the virtual window, resulting in a virtual world that is impossible to invest in personally and emotionally.

The real-life equivalent of this terrible idea might be a puppy that you’re not allowed to name, or having your own personal photo id card with someone else’s picture on it. Nicktropolis effectively answers the “Where am i” question, but flunks the “Who am i” test that’s so integral to virtual worlds.

Why return to an online community when you essentially have to wear a new body wherever you go? What emotional ties keep you tethered to that place? These are rhetorical questions. The fact remains that Nicktropolis failed at one – if not the – key hook in a virtual world.

Talk At Your Favourite Characters

The speaker spent a long time explaining the challenges he and his team faced designing Nickelodeon’s ChatBot system. This is a feature where you can converse with the station’s key characters using technology that dates back to at least the C64 where i first saw it. It’s little more than a text parser that analyzes certain key words and spits back an automated, robotic response. The C64 ChatBot i played with was a virtual shrink:

You: i like candy. Do you like candy?

Virtual Shrink: How does candy make you feel?

You: It makes me feel happy.

Virtual Shrink: How do you feel about happy?

You: Uh …

Virtual Shrink: Tell me more about your mother.

And so on. Even when i was eight years old and it was 1988 or whenever, this technology was fun for about five minutes and then we moved on to something else. You’re not going to convince anyone, kid or otherwise, that a ChatBot is bona fide Artificial Intelligence. You’re also not going to spend a whole lot of time interfacing with a ChatBot because frankly, the thrill wears off a little faster than your favourite chewing gum flavour.

And yet, Nickelodeon really pushed this feature on its release, ballyhooing the fact that you could “interact with your favourite Nickelodeon characters!” During launch week, i jumped into Nicktropolis and (after throwing up in my mouth a little), i beelined straight for Spongebob’s house.

And there he was! Spongebob! Or a reasonable facsimile. Well, more like an unreasonable facsimile, really. And he was … standing there. Staring. Staring at the wall.

i walked up to him with my horribly-animated anchovy avatar and, using the prohibitive white-label chat system, started asking him questions. i don’t think he responded. Even if he had, i’m not sure i could have been more disappointed.

Romero talked at length about how he and his team ate up a large portion of development time retooling the 3rd-party ChatBot solution to make the responses match the characters’ personalities. This, to me, is like meticulously decorating your dumpster bin. It’s not worth the effort to church up a fundamentally crummy feature.

What the dev team should have done was create a handful of what i like to call “puppet avatars” – characters that people on the live team can inhabit and walk around as. If virtual worlds are essentially theme parks, then these puppet avatars are the costumed characters, with the added advantage that they can actually chat with the players.

With puppet avatars, you might not see Spongebob in the game all the time, but those few times you did see him and got to ask him your burning question about the script error in episode #332, you would be RILED UP. It would be like catching Mickey and Minny smooching and hopping into a silver carriage in a scripted costumed character appearance at Disney World. i saw it happen there when i was seven, and i’ve never forgotten it.

Fifty Bazillion Kids CAN Be Wrong

To wrap up his presentation, the speaker used the same dodgy metrics that Viacom uses to paint the project in a better light. He talked about stats like the number of people who have signed up for an account or the number of rooms created in-world. In my opinion, the only stat that’s worth its salt in this case is “number of currently active players”. Active players can be people who have logged in in the past month, say. Active player stats really say something about the utility, stickiness and enduring appeal of your virtual world after the initial marketing push.

In other worlds, the total sign-ups might hold a little more water. But Viacom is pulling the digital wool over the media’s eyes because its existing membership base was rolled into the Nicktropolis membership system. That means that every kid who watched the immensely popular teevee station and signed up for member content was considered a Nicktropolis user, even if he signed up years before Nicktropolis was an ugly little gleam in a developer’s crusty left eye. That’s what i call dodgy marketing.

Nicktropolis

My sincerest apologies for ruining anyone’s lunch with these screenshots.

i also happen to know a little something something about the relationship between a teevee station and its support website. Basically, anything you launch on the site, if it’s supported on-air, will get far more plays than it might even deserve. i’ve seen numerous mediocre games launch on my former employer’s site, and the gameplay statistics come out rosy because a good portion of the on-air viewers decide to come and check it out. As game designers, we started to pay much closer attention to repeat plays when we analayzed whether a game was successful or not.

Sucktropolis

With Nicktropolis, Viacom and Nickelodeon are keeping the bar very low for online kid-targeted virtual worlds and MMOs. Kids don’t deserve the shovelware that their favourite brands feed them in the form of video games, from crummy licensed console titles to boxes of Krusty-Os with sharp metal sprockets inside them. In the face of the hype, the number-fudging and the self-congratulatory back-patting, i am declaring that this emporer has no clothes, and looks pretty rough in the nude to boot. In my opinion, Nicktropolis is a shameful, horrible waste of resources and a disservice to Nickelodeon’s once excellent online brand.

Further Reading

Over at his Clickable Culture blog, my fellow Canadian commentator Tony Walsh had the nuts to deride this steaming pile far more eloquently back when it launched:

‘Nicktropolis’ Fails on Many Levels

That Nicktropolis is a terrible product isn’t an industry secret. But why a respected conference like GDC would invite Chris Romero to showcase it is.

Untold Entertainment is, not surprisingly, in no way affiliated with Viacom or its subsidiaries. All images used under Canadian fair dealing review provisions.

Ryan Henson Creighton is a Toronto-based game developer, and founder of Untold Entertainment Inc., specializing in online games for kids, teens, tweens and preschoolers.
Ryan Henson Creighton
Ryan Henson Creighton
View all posts by Ryan Henson Creighton

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17 Responses to “Nicktropolis Looks Like Ass”

  1. chris romero says:

    hmmm, well, sorry that you were so disappointed sir. My hope with the talk was to outline the difficulties of trying to execute a project of this class in a large branded environment. Allow me to suggest that while Nictropolis does have issues, at least Nickelodeon is not at the point where it feels like it needs to spend $700 million dollars in order to compete with other large branded entertainment concerns. Our testing indicated that as I outlined chatbots work a lot better with kids than with adults, I don’t believe there was anything like true AI implied there. And geez, you didn’t even touch on the next steps, sorry to see that.
    o well, I tried.
    chris romero

  2. Hi, Chris. While i’m not aiming to become a critical web pundit attack dog, i appreciate you dropping by to defend your work.

    Saying that ChatBots test better with kids is like saying that getting kicked in the groin when you’re a kid hurts less, because your testicles haven’t descended yet. Regardless, canned chat, ChatBots and a soccer cleat to the babymaker are all incredibly unpleasant.

    The kids’ MMO project that i was on also used a white label chat system. i don’t think it’s a coincidence that Club Penguin, which offers open chat to players (who lie about their age) is so much more widely reknowned than white label worlds, including Nicktropolis. (Club Penguin, in my opinion, is also a real visual fixer-upper.)

    Apologies if i missed the concluding points in your presentation – feel free to reiterate them here. And kudos for your guts, both here and at GDC. ;)

    - Ryan

  3. chris romero says:

    Well thanks Ryan, I appreciate the openness. I do agree that chatbots are super-limited, and in my opinion the implementations we’ve seen so far aren’t so great, but I think there is more to do here, and when you look at high profile titles like Mass Effect or WoW that use multiple choice (!) for NPC interaction, I guess a more open chat is always better. I did note in my talk that the game Façade as well as some of Rob Zubek’s work points the way towards more, and that parser-based games were an open topic of discussion at Project Horseshoe: http://www.projecthorseshoe.com/ph07/ph07r6.htm. One of the things you could do with chatbots is to have them basically host a parser-based game in their chat bubbles, no cleats required. Again, for kids 7-10 who are just learning how to type, there may be entertainment there that most adults would dismiss.
    Hmmm, might have to guess you had something to do with VMK (which does look better than most), but not for me to say I guess.
    As for concluding points, it seems to me that there is a big rush of people trying to put these platforms together, particularly in the kids space. As kids are going to be limited in what they say, and you’re not going to be able to support highly performance gaming, what are you going to put in there?
    I think that Six Player Online Games (SPOGs) meaning games that offer play to 2-10 players more or less simultaneous is what we’ll start to see more of, and I think there is a bit of a paucity of games/activities in this area, my current company is interested in developing same.
    I also illustrated an Abstract Design Tool, basically a game design graph that had a Y axis of symmetry to asymmetry, and an X axis of synchronous to asynchronous gaming. It’s just a thought tool, but leads to some interesting game design ideas.

    cheers to you,
    Christopher

  4. i actually did wake up when you started talking SPOGs … i designed one before i heard you use that term. The game is called Islands Untold … it’s actually where i derived the name of my studio:

    http://untoldentertainment.com/blog/2007/11/20/islands-untold-a-minimally-multiplayer-online-game/

    The kids’ MMO i worked on was GalaXseeds, for Corus Entertainment (they own YTV, Canada’s Nickelodeon):

    http://www.galaxseeds.com

    i was also lead game designer on Skittlization, a kids’ world entirely sponsored by Mars/Effem Foods. The Skittlization campaign came to a close last December.

    i do agree whole-heartedly with one thing you said in your lecture: namely, that text and graphic adventures, which older players are tired of, are ripe for a renaissance in the kids’ gaming world. Text/GAs were tops when i was younger, and in my early experiments making games for Corus Entertainment in Canada, the graphic adventure-like games enjoyed the most longevity and the keenest fanship.

    i spoke to someone at GDC07 about VMK. Here’s what i remember him saying:

    1. The audience is hard to expand beyond English-speaking kids who live close to the theme parks in Anaheim and Orlando.

    2. Disney will probably wind the project down or spin it off into other properties in the near future.

    3. Please oh God please get me out of Finland.

  5. [...] The Worlds in Motion’s chair, Leigh Alexander, was a self-aggrandazing egomaniac (it takes one to know one) who had to introduce herself before every session, although the room’s turnover rate was low. Despite this, if Leigh was the one responsible for booking the summit’s speakers, she did a great job (with some exceptions). [...]

  6. chris romero says:

    yah – Islands Untold is definitely the kind of game I’m talking about – you should get that out there if you can.
    And yah galaxseeds is a nice look for sure, ever see the movie Fantastic Planet?
    Helsinki is a good drinking town, but I wouldn’t want to get stuck there for a long dark winter, that’s for sure.
    Let me know which conference you get to next and we can chat.
    cheers!
    Christopher

  7. [...] MMOs, according to Joystiq. Pursuant to my admittedly unprofessional rant a few weeks ago, Nicktropolis Looks Like Ass, i have to wonder whether the newest projects in development over there will follow sui, or if [...]

  8. your right it looks like ass

  9. The people have spoken!

  10. nick is like ass tropolis!!!!!hahahaha

  11. I disagree. The art looks really good. Nicktropolis game play is lacking but the art is solid. The rooms you are talking about are all from the beta launch. The more recent rooms are detailed and robust.

  12. Being a fair-minded individual, i loaded up Nicktropolis in my Internatz browser to investigate your wild claims.

    i chose a character, which looked like ass, and started in a room with an indoor tree, which also looked like ass. i walked inside the tree. (walking, naturally looked like ass). An assy-looking Loading screen greeted me.

    It stayed on the loading screen. The whole day.

    So you were right and i was wrong, in that i did not call Nicktropolis out for the true breadth and scope of its assiness. The whole thing is ass, from top to bottom. It’s like an ass totem pole. i stand corrected.

  13. Ryan's Mom says:

    Look at the pot calling the kettle black. There should be a warning on the amount of ass allowed on screen. What with assy Nick screens being portrayed on such an asstacular website (love the shit brown colour BTW, really ties the post together) and playing such an ass-inine featured game on your homepage (dragon boretacular!) I can only conclude that you spend too much time with your opinion instead of say, working on being somewhat talented.

    Love your mother.

    (ps we’re having meatloaf tonight. Please come over, we didn’t mean it when we said you were a disappointment to us)

  14. Dammit, Mom – THIS is why i stare at the wall and cry all day.

  15. ROT IN A SACK ROMERO!!!!

  16. wow nicktropolis is umm

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