GAME JOBS
Contents
Forty-Five Minutes With Five Minutes
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Social Point
Senior Game Developer
 
Treyarch / Activision
Senior Environment Artist
 
Sony Computer Entertainment America - Santa Monica
Senior Staff Programmer
 
Sony Computer Entertainment America - Santa Monica
Sr Game Designer
 
Trendy Entertainment
Gameplay Producer
 
Trendy Entertainment
Technical Producer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [2]
 
Cracking the Touchscreen Code [4]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  Forty-Five Minutes With Five Minutes
by Christian Nutt [Business/Marketing, Design, Interview, Social/Online]
7 comments Share on Twitter Share on Facebook RSS
 
 
March 18, 2011 Article Start Previous Page 3 of 4 Next
 

How often do you update new content in your games?

SX: Once a week.



It's interesting to see how long people can keep that going. That's a very open question, I think, in social games right now. How long can one game last, even if it's continuously updated? How long will the users stay? How long till ideas start to get stale? Those kinds of questions.

SX: That's how I see this problem, right? It is very difficult to maintain a habit like running an hour every night. But it's very easy to maintain a habit like brush your teeth every morning for five minutes. So if the game just consumes a very limited amount of your resources, it's pretty easy for you to develop and maintain that habit.

Right now because we are not inserting a lot of learning points into the game itself, so I think the main force asking all those audience keep playing the game is the habit itself; it's the momentum.

I do see Zynga has been doing a lot of stuff, like adding more features, those features require you to learn new game mechanics. So I think we are learning from the traditional world or whatever, trying to make the game itself have more learning points and learning lifespan. So in the future, because we have the advantage of putting the game on the internet and we can update it whenever we want, I think the lifespan wouldn't be a big problem.

I've been kind of looking at it like television. In television -- I don't know exactly how it works in China -- but in America, a television show will get popular and will last for a number of years until slowly, inevitably it sort of goes downhill. There's a lot of differences obviously, it's not a perfect comparison…

SX: That's a perfect analogy. It's a perfect comparison, from my standpoint. It's very similar to Japanese comic books, too -- they update the content once a week. I'm just taking Japanese comic books as an example because I'm more familiar with them.

So basically for them, like years after, they kind of developed a mythology, right? So in every week's content update, at the end of it they always put like a point that's being very attractive, making you so want to read next week's stuff.

Just like 24, right? Just like Big Bang Theory, or whatever; it's very, very similar to that. So there was a mythology you can develop and learn on the way. And after the mythology's developed it's like Hollywood, they can produce tons of sequels.


Little War

We're talking about it in terms of narrative media, like films, or comics, or TV, but ultimately, these games are very different; they don't have a lot of story. So where does the comparison break down? What in your games takes the place of storytelling, the cliffhanger?

SX: This is a very interesting point. Honestly, for our future games, so we do want to take a lot of experiments on this. Because when you see FrontierVille, for example, they already kind of encompassed the marriage concept into it, so you are playing the game with a very definite goal.

Not like before like FarmVille, it doesn't have a goal, right? Because nobody tells you "Hey!" like what kind of stuff will happen in the future, and that's the stuff you need to do in order to achieve that. But in FrontierVille, it tells you, "Hey, if you want to get married, here's the stuff you need to do."

It's sort of like it already has a storyline underneath it, but it's just not that strong. But I don't know whether Zynga's going to make it stronger or not, but for us, we're willing to take a try as well for our future games -- to plant a storyline underneath it, to see how the user can get attracted to it.

What about user creativity? A lot of these social games have been very passive and simple, right?

SX: Right.

Is the audience able to give more? In terms of their creativity, do you see that that audience is interested in that kind of opportunity, to have that kind of conversation?

SX: You mean like users are very interested in giving their creativity to community, right?

For example, like a decoration part. I think the main difference between Happy Farm to FarmVille is that FarmVille has a decoration opportunity for the users. The users can create like Barack Obama on their farm, right? I was seeing that during the presidential election. That was really creative; that's how the users were trying to express their ideas.

But for a Chinese audience, I don't know, it's needed but it's not like that much needed, I would say, at this point. So the leveling up system -- like the achievement system -- still more important for the Chinese audience. Just like Maslow's pyramid -- you know the self-achievement part? Like what kind of role self-achievement is playing in that tiny community, right?

So for China, I think we still have to kind of create a very simple way so you can know how you level up and become higher up in the hierarchy; you have to be very, very clear. But in the U.S. I think everybody wants to be very different from each other, rather than higher level than each other.

 
Article Start Previous Page 3 of 4 Next
 
Top Stories

image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Keeping the simulation dream alive
image
Gearbox's Randy Pitchford on games and gun violence
Comments

Tim Carter
profile image
Making people happy can be a form of manipulation.

George Blott
profile image
Great feature, I really enjoyed this interview.

Florian Dhesse
profile image
I believe that showing off is even more important in China than in US

David Baron
profile image
"Manipulative" game designs, social networks and woman as the main target audience.

I have to admit it's a strange and funny formula that seems to work or at least for a while, or until the Facebook fad fades away.

And yes, it will!



But I have to say, "manipulative" game design practices I've been around for a long time, just look inside a Casino.

It's just another type of gaming with a different type of audience, I don't know why people are bitching about it except for pretentious reasons.

Jeremy Reaban
profile image
Well, as much as I loathe to say it, gambling is regulated by the government. And for pretty good reason. I've seen people literally spend thousands on "Free to Play" games. It gets to be an addiction.



And that's exactly what they are designed to do - exploit an addiction. And what's lower, some of these games are aimed at children (Smurf Village).

David Baron
profile image
Is the regulations more to prevent unfair outcomes and organize crime than to control the way and how much people play?



I've never seen a Casino stopping someone from spending they life savings during a game.

Tomiko Gun
profile image
@Jeremy



You're funny Jeremy, and also wrong. You haven't seen one, you just read unsubstantiated reports of it.



I, on the other hand, spent thousands of quarters in the arcades back in the day. I guess those freakin' arcades should have also been regulated, because they exploited my addiction.


none
 
Comment:
 




UBM Tech