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  Brian Reynolds On His Social Transition
by Christian Nutt [Business/Marketing, Design, Interview, Social/Online]
12 comments Share on Twitter Share on Facebook RSS
 
 
May 3, 2010 Article Start Previous Page 3 of 5 Next
 

I think that where a lot of people probably get bogged down is we have a certain type of content or style that we appreciate as gamers, and I think that, typically -- you would, I think, agree with this -- the people who make games are the people who are really into games, primarily. So it's a shift in mindset.

BR: Mm-hmm; it is. I think that most of the people making these games are really into games, and I work with a whole building full of people that are really excited to be making social games. I do think that not only will there always be a place for sort of traditional, hardcore games, but I also think that social elements can make those games stronger.



It's not like you couldn't have a traditional game and strengthen it with social elements, but that doesn't put you at sort of the epicenter of this new space.

I think that's gonna happen; there's going to be more social -- even Bejeweled Blitz is a game that is right on the edge of traditional game and social game kind of linked together with some new stuff.

So you're already kind of seeing that at the casual level, and I think ultimately through things like Facebook Connect you'll see it with the bigger games too; but that's not gonna suddenly make them appeal to this huge crowd of people that like to play FarmVille. It's just a different kind of demographic.

When you talk about the social interaction that these games provide, it's actually generally in the form of like, "I gave you something; you gave me something." We're aware of each other; it's not the same social interaction that you get when you're playing a traditional game together in multiplayer.

BR: It's not, no; it's not. In some ways, it's safer because it's lighter. You have to remember that, with the social games, unlike all the old multiplayer experiences -- so, back in the '90s, you'd go onto Battle.net and you're playing against all the people, but then in the last decade we saw World of Warcraft, and that's this whole new kind of thing; you go online into a world, and you make new friends. But even then, they're completely separate from your real-world friends.

Now that you're interacting in the game with real people that you actually know, you have to remember that there's kind of more skin in the game. There's actual real-world risk and reward at stake in the social interactions, which both makes the games really compelling but also means that part of the appeal of them is to make it safe.

Some of the purposes of these interactions is also partially a tool for players to be able to affect the social relationships. It's also an excuse to have the contact in the first place.

I give the example of, I've, over the last few years, been finding people on Facebook that I went to college with. For me, that's like 20 years ago. So I have the initial set of emails -- like, "Oh, wow! You're on Facebook! What are you doing? Well, I'm doing this!" And that lasts you about two cycles of email, and then you're kind of done. I live on the East coast, and they live in Tennessee; what do you say?

But then, with the social game, it's like, "Oh! I still like you; here's a thing for your mafia." Some of the most valuable ones are not just the game transaction of give-you-the-thing, but then you make a little comment like "Ha ha ha! I bet you need a tommy gun!" and you actually end up, from the player's point-of-view, being able to start a conversation or have a little light interaction with your friend, someone that you want to keep up with or what-have-you.

I mean, there's all these different levels of social interaction that you can have, and these games provide tools for people to have those interactions.

I have to admit that I'm not a big social games player. I feel like, when you're trying to be pulled into a social game, usually the thing is, you know, particularly in FarmVille, a lost duck; then every game has a lost duck. It's just a different skin. It's a power pack, or whatever. I know that it didn't cost that person anything to do it, and it doesn't hurt them to reject it, so that doesn't suck me in.

BR: Well, one of the things that we're working on -- and you're actually seeing gradually the evolution of -- is improvement in the quality of the social interaction.

The social interactions now are a lot better than they were a year ago in terms of the quality of what's going on, and they're getting less and less unwanted and more and more kind of narrow-cast to the people that actually want to see 'em and participate. I think that part of what we're learning in the art form is how to do a better and better job of that.

 
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Comments

Matthew Mouras
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Well.... millions of players will make the Kool Aid look pretty tasty I guess. All the best to Mr. Reynolds as he drinks in gallons of it.



Really appreciated reading his perspective on social games. Thanks for this post!

Brian Colin
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"...now you have to convince people to pay you on a regular basis ... is that creatively interesting?"



Absolutely! Look at the coin-op origins of the industry...



Designing games for the Arcade forced us to “engage” players to a greater degree than retail games ... since the success of an Arcade Game was always dependent on getting the person who just “lost the game” to immediately insert another quarter. (...Whereas those who those who design games solely for retail sales don't really have to worry about anything beyond the sale of the title.)



This is exactly why I believe that coin-op Arcade Design skills might be particularly well suited for Social game design, and it's why I'll be making the transition myself, as the Director of Development at a new Social Start-Up, later this Month. (wish me Luck)



Thanks, guys, for the insightful interview...

Franklin Brown
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Flavor of the month. If you've played any of those games, you'll realize they get mighty tired and pointless after a while. Kudos to Reynolds for cashing in on a big fad, but I can't imagine these shitty Facebook games are really that personally satisfying (financially rewarding, sure... but, come on... FarmVille is absolute crap).

E Zachary Knight
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@Franklin,



There's that "fad" word again. People claimed that the Wii was just a "fad" and would eventually fade away. We are still waiting for that prophecy to be fulfilled.



Now social games are the "fad" and will eventually fade away. Is that right?



These games are no more a fad than the countless FPS games found on the PS3 and 360. They are no more a fad than the countless RPGs released over the years.



Why is it that certain people treat those who see a need an fill it as some kind of heretic? These social games are providing a gaming experience to those people who wanted a light weight gaming experience.



Why is that bad?

Kriss Daniels
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I heard Miyamoto was getting into Facebook gaming.

Dave Endresak
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"If you look at games overall, that's kind of what happened with console games and PC games, right? They used to just be PC games, and then consoles grew; then suddenly they were so much bigger than just traditional PC games that you couldn't get as much money to make a straight PC game."



This is an inaccurate view of the history of electonic gaming. Various articles on Gamasutra and elsewhere have covered the history of the Western market in some depth as well as the East Asian market. Electronic gaming began on mainframes and the home console market with Ralph Baer's patented invention of the console for "TV games " (which is what they are still called in Japan, versus "PC games"). Intel and IBM actually ignored the idea of PC gaming much like the early developers of the telephone viewed it as solely a professional, business device rather than something for personal use between friends and family. The "two tier" of gaming in the English world due to the market crash during the 80s was not something that happened in Japan. The market developed differently there, and the nature of that development was felt in the Western markets when the Japanese exported their console systems (after our market had given up on the idea of home consoles being profitable).



I would agree with Ephriam that some people tend to view products that do not fit into their interests as fads or discount them in other ways. This happened with Japanese entertainment media in the English market a couple of times, for example, and it still is not viewed with proper respect in my opinion, even in the gaming industry. Diverse tastes is something we should embrace rather than discounting or denigrating in any way.



I'd also add that Mr. Reynolds may feel that social game development is "fun" but his statement is generalized to everyone, and that is misleading, once again, because not everyone would agree that such design efforts are "fun" (or that playing such games is "fun"). I see ads claiming "everyone's on Facebook" or "everyone's on Twitter." Well, no... certain people are, particularly people who do not tend to wish to maintain privacy or who do not tend to value solitude. Some people like to socialize, but many people do not.

Kevin Reese
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I'm happy for Mr .Reynolds working in the social gaming market.



In many social games, the over reliance on graphics and same-ole gaming genres takes a back seat to fun gameplay mechanics, and innovation. Seems like a natural fit to me.

Lo Pan
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I like this move, but I caution others that once you leave the hardcore, console gaming space it is VERY hard to return. Especially if you venture into mobile/social for longer than a couple years. Stereotyping is present in this business as it is in Hollywood.

Robert Gill
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@Ephriam-- I view it as a fad because many of the games lack depth or a sense of purpose and plot (Mafia Wars, FarmVille). They cash in on the addictiveness, like a sugar high.



Eventually, you crash. I wouldn't be abbrasive to social gaming if they were to incoporate some traditional gaming.

Kevin Reese
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^^Well, just because many FB games are like you say, doesn't mean they have to be. There is plenty of space for creativity in design in social gaming... Brian Reynolds might come up with something that is the opposite of what you just described.

Samuel Green
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I'm an intern (i.e. I don't know anything) at a small development company and we're going to branch into social games very soon. As one of the traditional gamers, I completely despise Facebook games. As many have said, they're boring, shallow and just rely on a time investment.



BUT... like Reynolds I think this is a fad that isn't going away (someone mentioned the Wii as still being around... is it? Definitely didn't maintain anything near the levels it achieved when it was in full blown fad-dom). I think it would be great to bring in traditional gaming elements to these games, then eventually our mums, sisters and aunties will realize that games aren't a complete waste of time! There are already games on Facebook that aren't one-click-per-hour. Wild Ones is essentially Worms and Paradise Paintball is the first FPS on Facebook and while it's pretty crappy it's definitely got potential.



Prejudice against social games is just going to ensure they wallow in the depths of mediocrity

Brandon Van Every
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I'm late to the barbeque. Couldn't help but wonder as a long time 4X TBS player what a socialized SMAC would look like. :-) My Mom plays plenty of games, mostly through Big Fish Games. I see all kinds of hardcore mechanics creeping into what she's playing, not dumbed down so much as streamlined. She hasn't got a social bone in her body. So I figure social gaming can be totally ignored if you really don't like it. There are people out there who really just want single player games. Biz types just don't like those people because they're not offering viral opportunities to make more money.


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