The Case for Design Restraint: Facebook Killed My Halfling Rogue
DLB presents a parable on popularity: lessons learned from the meltdown of the Dungeons and Dragons Facebook Application.
We talk a good game about restraint around here, often with regards to features or aesthetics. Restraint means to hold something back, to hold in those impulses for more, and eliminate excesses that might get in the way of user experience. But what about excessive customers?
It’s a problem we’d all like to have, right? But today, I’m going to pose a serious question: Are less customers better than more?
What started me thinking about this was my experience with the Dungeons & Dragons Facebook application. The game was minimalist, but addictive. So addictive, in fact, that the servers were slammed almost immediately.
All weekend long, my page requests kept coming back lost, but I persisted. It was annoying, but it didn’t keep me from leveling up my character. By Monday, the application had so much traffic that it was completely unresponsive and was taken offline.
When the servers recovered, the news came that the databases had crashed and everyone’s characters were lost. My halfling rogue was dead and no Resurrection spell could bring him back.
Now, I’ll put up with a lot for something that is free and fun, but after losing all my progress I decided I just didn’t want to play anymore. The spell was broken. They’d lost me for good.
| Tagged with: | Dungeons and Dragons, Facebook, Games, Restraint, Scarcity, Slashdotted, User Experience |



