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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.
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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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
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.
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.
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?