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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 4 of 5 Next
 

What would draw me into social games is if they were more concerned with being meaningfully social. If I felt like a social game would be more interesting to me than simply having a conversation with a person, I might play.

BR: Well, I'm going to say that I don't think that there's something in a game that, as a game qua game, is going to be more socially compelling than having a conversation with a live human being, because that's kind of the ultimate goal. But what we're there to do is kind of facilitate getting those things started and carrying them on, and that's where the game comes in.



It's like an icebreaker in some ways. I'd have to think real hard of an excuse to talk to so-and-so... But if we're both playing FarmVille or we're both playing Mafia Wars, then it becomes kind of a fun thing to go back and forth and play the thing together.

It's funny: I kind of got my current job through social networking because I ran into an old friend online playing Scramble. We started playing it together, and we played it for months before we talked about work or anything; but then it turned out he was like a VC for Zynga -- "Oh, you like this game? You want to come...?"

And that's kind of a slightly meta example, but there is, I think, real interesting, useful, human value in these things, is what I'm kind of fascinated with.

Yeah. I think the stumbling block for me is I feel like people overuse the word "friend."

BR: (Laughs)

I have 600 "friends" on Facebook, and nothing against anybody, but some of these are people I don't even know; some of these are really acquaintances. I think what you're saying is that it can improve the quality of your interaction with this broad range of people. With my real friends, the people I really consider my true friends, probably FarmVille is not going to be the best way for us to interact.

BR: So, here's what my experience has been. I've got about 400 friends on Facebook, so, yeah, I have my friends from high school, my friends from college, people I've worked with at various jobs, my family, my relatives, distant relatives, people I know from around the industry... There's a big difference in level of closeness and degree between my Mom and somebody that I kind of have a conversation with once or twice a year at a show or something.

But the thing that is in common between all of those relationships even if there's a huge difference in degree is that all of my Facebook friend relationships represent a real-world relationship I do care about in some way.

I do find myself having quality social interaction in the form of the game all the way up and down the scale. My Aunt and I play Mafia Wars; I got a note from her like, "Oh, thanks for the energy packs! I love you, Aunt Judy." It's like, wow, that's kind of cool! My Aunt loves me more because I sent her energy packs!

I mean, it's light, but it's real; and conversations get started about it, and I do that straight up and down the line with the people that -- not everybody likes the games, or some like one game and some like another game. Some like the games I don't like, so I don't end up doing that. But I find it a pretty fun little tool. It's an excuse to say something to somebody and start a conversation.

What I find tough is that typical acquisition tool into a game is you got a lost duck. You say different people like different games, but, short of my deciding to spend a lot more time researching what's on Facebook the way I would what's on Xbox, how do you get people interested?

BR: It's getting better and better. Facebook's making ways that we can kind of give people a little sample of the game before they have to click the allow box and essentially install the app. Again, that's an area that has certainly been a challenge before, but I think it's getting better.

 
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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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