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Features
  The Social Network Game Boom
by Sande Chen
8 comments
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April 29, 2009 Article Start Previous Page 2 of 4 Next
 

Furthermore, unlike on MMOs or casual game portals, people don't tend make new friends on social games. They've already got an established network of friends and acquaintances. Instead, this type of socializing cements existing ones. The average Facebook user has 120 friends, but would not consider them to be all close, personal friendships. Social networking sites join "weak ties," people like high school classmates and old work buddies, and encourage what psychologists call parasocial relationships. You observe snippets of people's lives, but do you really know them? For deep relationships, it seems, you still need to put in the face time and have shared experiences.


(fluff)Friends

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Exceptions exist, mainly in virtual pet and virtual world simulations like (fluff)Friends and YoVille. (fluff)Friends has even had a (fluff)Con for Fluff Fanatics. Lately, (fluff)Friends has been holding (fluff)Art contests, which appeal to users' creativity, but even without these contests, the (fluff)Friends community would still eagerly upload fluff(Art) for peer ratings a la YouTube or Flickr. These activities fulfill a basic human desire for approval, self-expression, and recognition.

In fact, these human desires may be heightened when interacting with friends rather than strangers. Emotions such as competitiveness, affection, love, envy, and pride are what Playfish calls "social emotions."

"Social emotions form the basic building blocks in each of our games," says Kim Daniel Arthur, VP of Global Studios at Playfish. "This requires a new way of designing and thinking about games, from simple elements such as our friends score bars in Word Challenge to the more intricate social interactions in Pet Society." For Playfish, the social experience of a game is the primary focus.

Again, look to social psychology as to why social comparison and friend-trading games exist alongside RPGs, virtual worlds, strategy games, and casual games on social networking sites.

Bragging rights and the need for social status are a big part of this landscape, especially when a person's every move is recorded by Facebook's continual newsfeed of updates, links, videos, photos, activities, purchasing habits, game scores, likes/dislikes, and even recipe selections. "Social games are communication tools," says Shervin Pishevar, founder and CEO of SGN. "That's why they do well in a massive communication network like MySpace or Facebook."

Other games, such as the Facebook RPG Mob Wars, are stripped-down versions of PC or console games. Although an RPG, Mob Wars is a game without gameplay, in a way, because the gameplay is replaced by a button click of "Do Job." It's as if every player had a Glider autopilot program to go out and kill mobs. However, the strategic elements of deciding which task to do first and inventory management remain intact.

Tom Abernathy, Writer at Microsoft Game Studios, remarks, "It's a serviceable but not exceptional little bare bones RPG. But I can play it while I'm doing other things."

This type of passive play, called sporadic play, and asynchronous or turn-based play, says social game blogger Bret Terrill, now Director of Business Development at Zynga, is critical to the success of social games. While not prevalent on casual game portals, passive play is common on social networking sites.

However, Playfish's Who Has the Biggest Brain? and Word Challenge are basically short single-player games. Launched in December 2007 as Playfish's first title, Who Has the Biggest Brain? seems to have a permanent lock in the Top 10 of Facebook games.

For now, there doesn't seem to be a unifying characteristic among all of these games, other than they exist on social networking sites. However, I would posit that there are certain design characteristics that could make social games a unique category.

An Ideal for Social Games

Social networking sites have changed how we consume information and how we play games. It is only fitting that social games reflect the characteristics of the platform. When combined together, the social graph, ambient awareness, and inclusive play are the design characteristics that make social games distinctive to me.

While new initiatives like Facebook Connect and MySpace Data Availability will allow these applications to run outside of social networking sites, these defining characteristics are not affected due to data portability.

Social Graph

Looking back to the proposed definitions in the previous section, there is one that does describe games that cannot be played anywhere else without data portability. These are games that utilize the social graph.

Most games do pull data from the social graph for challenges and friends-only leaderboards, but some go further by incorporating the social graph into gameplay. In Parking Wars, I can park on each friend's street and in PackRat, I can browse through my friends' pages.

In order to do well in Parking Wars, I need to know the usage patterns of my friends. I find that these games have the camaraderie of a board game, in that there are conversations about the game among friends, and yet, it's not necessary for all my friends to be online at the same time to play the game.

In theory, any sort of information, like fave bands or travel photos, can be pulled from people's profiles, much like Facebook ads do on the side. Ideally, these games would require people to know something about their friends to do well. Or at least, by playing the game, people would end up knowing more about their friends.

 
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Comments

Aki Jarvinen
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Interesting article!

I've written about similar issues regarding motivations and design, with slightly different terms, in a couple of posts. Check out 'Game Design for Social Networks', parts 1 & 2:

http://www.mygamestudies.com/content/game-design-social-networks-part-1

@aquito

Nick Hoffman
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I really enjoyed this article. As we see the future of communication and gaming infiltrating the social networking atmosphere it seems the possibilities are endless. I work in a private school for students on the Autistic Spectrum, mood and anxiety disorders and they love their video games, almost as much as I do. The social aspect of their lives is the major hurdle for them to overcome and incorporating video games and social networking seems to be the way to go. Being a gamer myself I have been trying to think of appropriate games to use in teaching our student the nuances of essential social skills (perspective taking, teamwork, time management, self-control etc.)
After reading this article it made me think about where communication and gaming is going now, more online and not so much face-to-face, which seems to favor our students. Do you think that the more kids use the social networking, MMOG's, and electronic communication in general is degrading those essential face-to-face social skills? When thinking of trying to develop lesson plans and curriculum for these video game groups that is a question taht keeps popping up.

Jhypsy Shah
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I thought about building a MUD for a flash terminal to make an app..thought it would be neat.

Janne Paavilainen
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Good read. "Social games" as a narrowing genre term is indeed a bit poor as almost all video games are so very often social in different levels. There are no true single player games in an arcade for example, not to mention Wii party games, multiplayer strategy games or even PONG. Then again, the more accurate "social media games" is probably considered too long and awkward to use.

Loretta Micheals
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Excellent article! The recent phenomenon of Farm Town on Facebook shows an amazing desire for more of these games. They supposedly have hit the 4,000,000 user mark in less than three months. The game is a fascinating combination of SimCity (only call it SimFarm) with a great social interaction. They still have a lot of bugs to iron out, but this doesn't stop some very obsessive playing.

Daniel Carvalho
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My main issue with the social networking, Web 2.0 boom is the influence it's having on serious games. Sure the social era has created profitable opportunities for new would-be developers with low barriers of entry, but so much emphasis is placed on mass market appeal and revenue. Developers are now focused on satisfying the basic needs and desires of the masses with very little concern of the craft of making games. Most of these "gamers" deplorable compulsions, don't go past clicking random objects on the screen and watching them explode. Lets not forget the wicked score, incrementing every time you're successful in doing so. It's these gamers that aren't going to care about your artful touches, your attention to detail, or your story.

Lets face it, we know the masses aren't often right. Lets not let the uneducated make what should be our educated decisions. Companies are spending so much time trying to get an extra buck and broadening their audience, that they are forgetting the gamers that spent their cash getting the game industry where it is today.

I realize different games have different goals, such as passing time, and sure, take the good and better your titles. I'm just against it effecting the mainstream hardcore AAA industry negatively, which it is.

I really don't like where the gaming industry is going.

Caleb Garner
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@Daniel... dude you have no idea how elitist and out of touch you sound... lighten up... there is plenty to go around. I don't like most social game out there either, but surely you can see the potential? This whole thing is not even two years old!

Making a social network game still requires a hard work, a clever idea that engages people and ultimately makes the lives of those who interact with it happy. they are games. Games are about having fun... and most people don't find serious all that fun... Isn't fun the business we're in?

Bill Murtog
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Great read. There seems to be so many of these networks popping up but many lack substance or vision. I remember early on the innovators were CharacterPlanet which is now http://gamefriends.com and guildcafe which is gamerdna. Some really awesome ones coming out though. Should be interesting to see who "wins".


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