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  How Triple-A Games Went Social and Why They're Not Going Back
by Michael Thomsen [Business/Marketing, Social/Online]
4 comments Share on Twitter Share on Facebook RSS
 
 
March 20, 2012 Article Start Page 1 of 3 Next
 

Fifteen years ago, video games underwent a paradigm shift, migrating from 2D to 3D. In the years since, it's been unclear what the next major paradigm shift would be. Might it be motion controls? Online multiplayer? 3D displays? Could it have something to do with the simplicity of mobile games? Or the social networks that make them available to hundreds of millions of potential players? There is no clear answer to this search -- the truth may be all of these areas of transformation will cohere into something as yet undefined.

The industry's biggest publishers were slow to invest in motion controls and have been even more skeptical about 3D displays, but in the last few years investing in social network games has drawn more and more attention. This isn't just about creating mini-game crossovers that can be used to promote an upcoming blockbuster console release. Instead, it's about rethinking the overall design of a game as a kind of social network of its own, a medium through which people can play with each other, become friends, and share their creativity.



Activision has launched Elite for its Call of Duty franchise, EA has built similar services with Autolog and Battlelog for its Need for Speed and Battlefield franchises, each of which plug into the wider umbrella network that EA uses for all of its online games, regardless of platform.

Microsoft built Waypoint as a permanent home for Halo fans in the Xbox Live dashboard, and Nintendo has even experimented with custom channels for its Mario Kart and Wii Fit games.

Ubisoft has has praised the "socialization of triple-A games" and is approaching it via its Uplay service. The company's recent purchase of Trials-developer RedLynx, as well as its upcoming Tom Clancy's Ghost Recon Online could mark the beginning of the company's new social era.

What are some of the benefits of treating a game as if it were its own social network? Is this a passing phase, or an essential foundation on which the next major paradigm shift in video games will be built?

A Long Time Coming

"We have been creating Battlefield games for more than a decade now, and we felt that we owe it to both ourselves and the community to build a social network around our games that we are in control of and that we can update frequently," Fredrik Löving, Battlelog Producer at DICE, said.

The addition of a social network to long-running game franchises like Battlefield is many ways a matter of developers catching up to what players had been doing on their own. The Battleog launched alongside last year's Battlefield 3 as a browser-based social network that allows players to build profiles, connect with people they've played against, track stats, watch feeds from other people's games, and keep track of leaderboards. Rather than build the service as an app for Facebook, EA and DICE decided Battlelog would work best as a network that stood on its own.

"I believe that people don’t have the same friends on Facebook as they have on Battlelog," Löving said. "Personally, I have lots of friends on Battlelog that I play with every day, and I feel that we are truly friends in the realm of Battlefield 3. However, we are not friends on Facebook, as Facebook to me is more about people I would actually meet face-to-face and not only in the gaming realm."

The decision to make Battlelog its own separate entity -- neither tethered to Facebook, the PlayStation Network, nor Xbox Live -- sets the tone for the whole experience, something that self-contained and isn't set against a background of dinner photos, Spotify playlists, or Netflix notifications. For PC players, Battlelog works as the game's launch pad, a sort of vestibule that filters out everything unrelated to the coming session of play.

"We did a poll and found out that roughly 12 percent of Battlelog users even have Battlelog as their start page in the browser," Löving said. "That made me very happy, since it’s even stronger numbers than the equivalent for Google, Facebook, and other popular start pages."

For many players, the kinds of socializing that happens around and within a game are nothing like the sorts of socializing that happens in Facebook or Twitter. There would be something disjunctive about treating their Battlefield 3 sessions as a subset of Facebook, a separate but equivalent variation on tagging people with notes, posting photos, and making party invitations.

The socializing that happens around Battlefield 3 can be seen as a way of escaping those simpler and more traditional forms of interacting; Battlelog is a social network whose richest interactions ultimately takes place outside of its borders.


Call of Duty Elite

"I think that's where it gets pretty exciting -- where a social network becomes a network that actually lets you go out and participate in something together," Jamie Berger, Activision's vice president of digital, told Gamasutra in an interview last year. Like EA's Battlelog, Activision launched Elite as a self-contained social network in support of its Call of Duty franchise. The service, which has free and fee-based subscription options, is a stand-alone browser-based social network that directly connects to players' time spent in Call of Duty games.

"One of the most interesting things to me is how positive people are in the service," Berger said. "I'm most excited that within it, people are being supportive; they're actually talking to each other, and amongst each other."

"They're so happy to actually have a place to be part of a community, not a message board... they're actually behaving very much like people who just want to be social and have fun, not people who want to flame each other."

 
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Comments

Nathaniel Marlow
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I've just skimmed over this article and have yet to take a hard look at it but I figure I'll lay down some thoughts anyways:

I don't think battlelog is the insufferable mess that people make it out to be. It seems to do what it says in most instances without a lot of fuss.

But I also honestly think it's practically useless, regardless of how well it may or may not work. My entire feed is just notifications about people unlocking guns and scopes and things like that. I'm sure some people care about reading up on how many guns their friends have unlocked, but I simply don't and it'd be nice to have this as an opt-in service.

For what it's worth though, I think WoW's Armory website is pretty well conceived in its presentation of useful information as well as not overextending into a facebook clone (I'm assuming its functionality hasn't change significantly in the couple years since I last played WoW).

Dan Jones
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Unfortunately, I'd say Elite has done just as much to fracture the community as it has to bring it together.

I can understand the allure of offering a subscription-based service, but the execution leaves much to be desired. Setting aside the fact that information and features that were once part of the in-game interface are now stripped out and kept on this separate platform, the actual design of the site is so counter-intuitive as to be off-putting to all but those most determined to glean the benefits.

Kevin Tufano
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The reality of current trends in marketing are to create games that function more as stimulus packages than tangible experiences of art or media. Call of Duty in speciffic is not built with any sort of consideration of purpose or value beyond making money, evidenced by the amount of motivation for DLC, monthly fees, etc have on game design itself. Proportionally, the sleight of hand funding that this earns projects (not naming any names) means that the expectations for games are insubordinate to the actual product. You have a point in regards to social gaming becoming more popular, but I would criticize your examples as being somewhat weak. Social games in themselves, just like the "next gen" titles of previous years, are a new and underdeveloped medium. In coming years I am sure we will see some splintering of tenacity towards individual products and game timelines as a minimization of what constitutes a "triple-A" game itself is pretty likely. Games like Dragon Quest 10 may serve to redefine the expectations we have for a multiplayer experience, and a conjunction of virtue of narrative and sustainable multiplayer community might help to dictate what exactly video games could be.... Rather than the market share being primarily dominated by cash runs and multi-billion dollar investments. I believe the winner in the end will be ingenuity and legitimate progress, rather than stiffed dictation and sheltered developmental perspectives.

Jed Ashforth
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"... Both the Wii and 3DS versions of Mario Kart have been given discrete channels that allow players to check in on their stats, leaderboards, and upcoming tournaments from the console's boot menu without having to actually launch a game"

Are you sure about this? I think the 3DS version's channel is in-game and is driven by Streetpass and Spotpass. It's not a seperate front-end channel as per MarioKart Wii.


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