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[Veteran game designer Greg Costikyan unpacks whether social games are truly social or they are not -- and having dissected the form, then leaps in with some suggestions on how to make the games more rewarding for players and developers.]
Three years ago, my friend Eric Goldberg called me up and asked me if I would be interested in working on a "social game" for a little Web 2.0 company in California he was consulting to.
A social game. Hm. That did sound interesting. I had fantasies of limited-duration, closed room live-action role playing, or perhaps multiplayer boardgames that fostered intense player interaction, or maybe something like an urban game, suitable for the Come Out and Play Festival, with players engaging with each other for extended periods of time.
Or perhaps some merger of online forum and gameplay, some elaboration of the competitive wordgames we used to play on Genie and The Well and Echo, showing off for one's peers and preening in a social environment.
Yes, pushing the social element of gameplay could be very fruitful, an obvious and exciting extension of the capabilities of the ars ludorum. And someone might actually pay me for this?
Well, no. Suspiciously, I asked Eric what he meant by a "social" game.
After quite a bit of blather, I realized what he was talking about, and cut to the essence. "Ah," I said. "I see what you mean. A game that is played on a social network. Is there anything actually social about it?"
You could hear the shrug on the phone. Would I like the introduction?
Sure. I needed the work.

When I was 13, and an enthusiastic fan of board wargames such as those published by SPI and Avalon Hill, I spent some time looking over a list of wargames divided into different categories -- Napoleonic and World War II, and so on -- thinking to myself that I wanted to find a style of game to make my one, to study more seriously and become expert on. One category popped out at me, and was what I decided to specialize in: multiplayer games.
In digital, we think of "multiplayer" as meaning anything that isn't soloplay; in wargaming, however, multiplayer meant "a game for more than two people," since most wargames are struggles between two opposing sides. I chose the category that encompassed games like Diplomacy and Kingmaker. They struck me as far more interesting than two-player wargames, because the complexity of interplayer dynamics produces far more variability than in head-to-head games. Negotiation, alliances, trades, and simply reading other players became important; it wasn't all about system and the mastery thereof.
I spent many long hours negotiating, allying, backstabbing, and learning to deal with others.
When I was 14, Dungeons & Dragons appeared, an inherently multiplayer but cooperative game set in a fantasy world not unlike those of the novels I loved to read. Its appearance spawned many long hours learning how to coordinate, cooperate, persuade, do "improv" in an almost theatrical sense, and work to shape stories cooperatively with others.
Dungeons & Dragons, in all likelihood, saved me from being a studious, depressed loner, ultimately making a somewhat charming adult out of a shy adolescent. It taught me to be a social being -- not surely from any intent of Gygax & Arneson's, but from the nature of its gameplay.
For many years, I dismissed digital games as devoid of merit, partly because of their lack of intellectual and narrative seriousness, but more importantly because of their inherently solitary nature. It was M.U.L.E. -- Dani Bunten's landmark multiplayer game for the Atari 800 -- that showed me that digital games, too, could be highly social.
I moved early into designing and playing games online -- even before the internet was opened to non-academic users, on the commercial online services -- because online games redressed the greatest flaw of digital games: their inherently single-player nature.
And in recent years, I've become fascinated with the rise of LARPs, indie RPGs, and story games, because they place socialization among the players, improv, and the assumption of character, front and center in play.
Social games -- correctly defined -- are important; and games that have hooks for socialization are, I think, our best bet for the creation of true art in this form.
It's a pity that "social games" are so unsocial.
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That has a number of implications. For one thing, the physical architecture of most online social networks is tuned to asynchronous interaction -- they might not be able to support the near-real-time communication simultaneously among many small groups that most of the proposed social gameplay improvements require. Or maybe they can -- the point is, there's a potentially high cost here that needs to be considered.
It also matters that asynchronous play has advantages that are lost in games designed to require synchronicity. Players in an asynchronous game can play any time that's convenient for them; synchronous play requires that everybody have free time at the same time. That's obviously not impossible... but it does mean that defining social games as synchronous games excludes potential players who don't have lots of free time. Maybe that's a tradeoff worth making. Again, though, it ought to be consciously considered before concluding that highly social games are inherently more worth pursuing than the admittedly less social but more schedule-friendly games currently available.
As a final thought, I wonder what a best-of-both-worlds game design might look like. Is such a thing as a highly-social asynchronous game even possible?
Absolutely! Specifically, there are numerous examples that can be taken from the Play by (e)Mail genre.
Anything turn-based (as nearly all his physical examples are) can easily have as much (or more) asynchronicity added to it as the current unsocial "farming" games provide. You check in every week/day/hour to update messages and plot your turn.
Asynchronous play is not a new problem and substantially predates computers.
To put it another way, corresponding by mail is social, but asynchronous; conversation is social and synchronous. It's not the synchronicity or lack thereof which makes the difference.
Right now, many of these "social" games fill a role of on-demand diversion. One can always go to Farmville for a few minutes of click & reward, regardless of the game's state - even when out of energy, play is guaranteed to be just a few minutes' wait or microtransaction away.
I think there are ways to combine on-demand play with meaningful asynchronous multiplayer - avoiding deadlock - but I've yet to see a model that achieves this in a satisfying way.
Good to know there's still room for major innovations!
Also, Diplomacy is awesome. Thanks for bringing it into the conversation. Of course, now I have a serious jones for some knock down, drag out table top negotiation. On the other hand, I could definitely see the potential for a negotiation based game that used a social network platform. Hmm . . .
I am the original creator of Acrophobia. It started on IRC, and I made the commercial version you picture above Berkeley Systems in 1997. BerkSys was later purchased by Sierra and Acro was put onto won.net (not the Sierra Network).
Last year I started a new company, play140, to make "social games with words." We don't care about the platform - our games work on Twitter, Facebook, SMS and other platforms soon.
In fact, our current game is T.A.G. The Acronym Game - the spiritual successor to Acrophobia. It is in beta, at http://apps.facebook.com/theacronymgame.
Thank you for Acrophobia! I cite your game often when talking to fellow game devs, pointing out some of the unique and clever mechanisms at work in there! I loved it and lost plenty of time to it back in the day. I'll be sure to check out T.A.G.
Maybe some day we will actually figure out a way to make a social game.... social. But till then I will continue to kill nameless randoms on mafiawars! (not really)
(sorry for rambling!)
Nintendo seems to take local coop/multiplayer more seriously.
I often joke that both Nintendo and Microsoft designed their consoles from the ground up for multiplayer. The folks at MS said to themselves "yeah, multiplayer - like when we used to play on PCs with Gamespy", while the folk at Nintendo said "yeah, multiplayer - like when you used to play SNES on the couch".
http://apps.facebook.com/squareevolution
This article makes me want to write about my thoughts on this myself-- though it seems you've got it down to a science.
But these social utilities are becoming commodified and platform agnostic. In Russia, social graphs you!
Ive been in the board rooms of two ~300mm social game companies pitching or hearing pitches of secret saucy stuff, and I dont think I am breaking any contracts (thus absolving myself of any liability) when I say that distribution, retention and monetization all stem from the games' retargeting rate, the rate at which ayers generate signals and send them to each other. Real social gameplay will raise the roof.
First, I do not think you can say that Social Games in their present common form are not social. The act of gifting and talking to each other (even through game prompted postings) alone make these games social. They are just not social in the way that more ‘old school’ games are, in that they are not competitively social.
I would suggest that the act of gifting (common in all these games), and the fact those gifts then have an impact on gameplay makes them social. I would suggest that the capacity to help other people (such as visiting farms in Frontierville) at no other cost than my time makes them social.
After all, if I come to you house, bring a gift and tidy your lawn that’s a social act, yeah? We don’t have to team up to invade the neighbour’s garden to make it social. Being able to compete, or having a game structure which allows loss to the player, might make the game more appealing to me -that is more to my taste -but it does not make it any more or less social per se. Furthermore, this general weakening of the design ethics of ten years ago -when games could be lost and needed skill -permeates games in general, not just social games. Fable III, for example, relies on player input for success probably less than Farmville does.
To my mind there are two different things going on here, which usually get conflated:
1. Games on Facebook (and co ) generally do not use the platform to good effect. There is much more that could be done to use social networking to make more entertaining games.
2. In order to broaden the demographic, the pleasure derived from games is slowly being made less dependent on the actions of that player. In short, games are becoming easier. Personally, I hate that: I like difficult stuff. But the vast majority of the market seems to disagree. I hope that this will slowly change.
Sorry, /devil’s advocate off. Excellent article Greg and I am mostly disagreeing with focus and challenging some assumptions here rather than disagreeing with the meat. Plus, everyone was agreeing too much, and I am contrary:)
So while you can suggest that social network games include a lot of social interaction, it's not yet in the league we're looking for.
It will be a while before we can project ourselves into other players' living rooms, but social networks offer an outstanding opportunity to increase the depth of social interaction beyond what we now have in video games.
More and more people seem to find delight in sending simple messages to friends such as "like" and "poke". Although I am personally not interested in such (what I find superficial) interaction, I can imagine those people might be less comfortable in engaging in social interaction as you and I prefer it.
So instead of saying which one is good and which one is bad I think the more valuable lesson here is that there are several dimensions that characterize social interaction. On dimensions such as depth, freedom and relevance of social interaction in a game context, different degrees appeal to different kind of players.
http://www.gamasutra.com/view/feature/6177/the_state_of_social_in_social_games.p
hp
http://casualconnect.org/lectures/community-social/state-of-social-in-social-gam
es/
You may be right that a different aesthetic is emerging and we won't really understand social games until that aesthetic solidifies; I disagree however that there is a "traditional aesthetic." Or if there is such a thing, it's exemplified by Dave Parlett, who prizes strategic depth over all and thinks theme is an irrelevance. The aesthetic of, say, LARPers is wholly different from FPSers which is different from JRPG fans, etc.... Yet there is a commonality at the core of all games.
I feel this all stems from MMORPGs, where a lot of modern social networking game conventions were first explored (and back to MUDs and earlier if ya really want to get technical :) ).
Some of us old timers decrie the "devolution" of these massive shared spaces into what is little more than a small session based multiplayer zone linked to a shared bazaar and a monthly fee (or more recently an appropriately smaller development tied to MTX).
However, all that really happened was the business responding to the market.
As much as someone might SAY they want an shared experience where they're accountable for their actions, what they really seem to want is a set of private mini games that contribute to a larger goal and provides assets for them to compare with their friends.
Or, a casino.
Nothing wrong with that by any means. Most people don't actually have the lifestyle for the massive investments old school MMORPGs required. And "most people" is the mass market. Not the few million playing WoW (or the few hundred thousand playing any other MMOG), but the few *billion* who played Solitaire because they got that for free with Windows.
Since the business model is monetizing the small percentage of whoever shows up, the games scale to the basic minimum of what everyone wants.
The market is telling us what it wants, and what it seems to want is decidedly NOT social.
As Greg points out, the 'social' mechanics in all of these early social-network games are designed around generating revenue. Until meaningful social interactions are built into these types of games then we really don't know how the mass of players will respond, since nobody has really done it yet.
Developers have taken to them partly because of this simple puzzle format, and partly because they can be only partially developed before they're released, for a giant beta test. Furthermore, as with those early games, much of that initial development is programming, not design (or art), so all the programmers who think programming is what makes a game, and that game design is trivial, can become designers.
The great opportunity is there to make games that are truly social, but most video game developers don't even think in those terms.
Btw - it's true, if I was the last person on earth, playing games WOULD make me sad. But then, so would pretty much everything else.
Agree that many games on social networks don't have deep social features, disagree that this makes them anti-social. I feel like if anything, "social games" have paved the way to make single-player games social experiences. They've done nothing to elevate the upper-limit on socialness in games, they've just moved the average of gaming as a whole a little more towards social.
I believe that the social platform that hosts a game sets the expectation for what experience social games provide there. Breaking the "Zynga" expectation on Facebook may take more than a few marketing dollars.
With that said I am attempting to break all expectations with a text based game on Facebook that challenges players to share ideas. In January 2011 Global Mind Games launched the prototype for a social game that triggers social action in the real-world called GiG. Maybe you are already yawning?!
The in-game opportunity to benefit your favorite charities and team play is coming soon. I heard you snicker!
We're just getting started and hope you can support this noble effort by sharing some ideas and feedback... http://apps.facebook.com/globalinnovationgame
Sincere thanks! -Fred
We can't judge the game design decisions who build this games from the ground only because his gender name doesn't define them precisely. What we call Social Games are very good well made social games... they are not social, who cares? at least millions of non gamer audience are playing a game now, been engaged by the experience.We also can't judge them because they want to make more money, AAA games with their endless sequels are even more tricky.
So, again simple way to fix this debate: change their label. They make more good than bad to the game business.