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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 3 of 4 Next
 

Ambient Awareness

On social networking sites, information flows at a rapid pace. The Facebook newsfeed is filled with information no one would ever write an e-mail about or call to tell a friend. Each piece of information is trivial -- e.g. "Facebook User made a ham sandwich." -- but taken in aggregate, all of it coalesces to form a daily picture of what's going on in the lives of friends.

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This clutter of unfettered information leads to what social scientists call "ambient awareness." It's similar to noticing what others are doing in a room without even paying attention to them.

Each bit of information accumulates and without even noticing, you learn that two of your friends were in train wrecks, five have the same birthday, or three are attending a conference in Japan. Unwittingly, people's personal lives are scattered across applications, walls, forums, status updates, notes, and comments. Concurrent or parallel conversations are the norm.

Similarly, if I have ambient awareness in a game, it means that just by playing, I'm aware of my friends' progress in the game. I don't need to search for this information. For example, in PackRat, since I have to cycle through my friends' pages, I see their cards and activity logs.

If I've already gone through that set, then I know exactly which cards they need to complete the set. If I want to learn more, then I can click on my friends' Feats, which are similar to Xbox Live achievements or Pogo badges. As a side benefit, by creating these achievements or checkpoints, the developer can collect and analyze valuable customer data to improve the game.

Inclusive Play

The average user belongs to more than one social networking site, but devotes the majority of time to only one. As such, users have different participatory rates, logging in to one social network every day, another every once in a while, and yet another, only if an e-mail beckons the user to come back.

These different participatory rates translate into different play patterns. Some players have limited time and need a game that can be played quickly whereas others are willing to spend hours on a game. In fact, depending on the day or the social networking site selected, the same user may exhibit different play patterns. Therefore, it's more useful to divide players by play patterns rather than by gender or age. A game with inclusive play satisfies players who want to play sporadically and/or continually.

Obviously, real-time multiplayer social games have an issue if there are not enough friends online to play the game. By continual play, I simply mean that the game provides something meaningful for the player to do to further the experience. If I have more than 1 minute to play a game, then I should be allowed to continue.

Instead, in a game like Dungeons & Dragons: Tiny Adventures, I'm forced to wait. Sporadic play is great for multitasking but if you're not multitasking, then the game gives you no other choices to occupy your time. Decisions made with a button click, such as rearranging inventory, applying abilities, or applying potions, rarely take six minutes.

MMO consultant Brian Green agrees, "The game requires almost no meaningful input on the part of the player. It's mostly about coming back on the proper schedule and clicking a button to see what happened."


Mob Wars

In Mob Wars, the waiting period is required to regain energy. It's patterned after MMORPGs when a player needs to regenerate mana and health. However, in a MMORPG, a player can do something else to get XP without expending a lot of mana and health.

Just like "dead air" is anathema to radio, so too is any time the player is sitting around with absolutely nothing to do in a game, and that is, nothing, not even a look at pretty pictures. There is also the danger that the player may leave and forget to return to the game.

Much as sporadic play appeals to one player type, it doesn't work for everyone. Asynchronous play, however, fares better with its long history in games. War games such as chess have been fought via postal mail and then on e-mail and mobile phones. Players have an understanding of how asynchronous games work. Still, I have seen Scrabulous games fall apart due to lack of response. The notion that players have to come back to a game because it's sporadic or asynchronous is a hollow one.

Games built with inclusive play in mind allow all player types to enjoy the game regardless of whether they have 10 seconds, 10 minutes, or 10 hours to play the game. Most casual games fit this model because a player can keep on playing the same short "coffee break" game continually.

The player gets better at the game and perhaps unlocks achievements, but it would be nicer if there was a deeper experience. Other genres, like virtual worlds, RPGs, and strategy games, can certainly take advantage of this design philosophy.

 
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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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