My Message close
GAME JOBS
Latest Blogs
spacer View All     Post     RSS spacer
 
May 23, 2013
 
Letting the Player Find the Fun
 
Using Small Studios As Stepping Stones In Your Career [3]
 
Maturity, Challenge, Art and Games
 
Combat Analysis: Guacamelee [1]
 
Kickstarter Fu
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 23, 2013
 
2K Games
Tools Programmer - 2K Games
 
2K Games
Graphics Programmer - 2K Games
 
2K Games
Engine Programmer - 2K Games
 
GREE International
Senior Product Manager, Growth and Revenue
 
GREE International
Business Intelligence Data Analyst
 
Synergy Blue
3D Artist / Animator
spacer
Latest Press Releases
spacer View All     RSS spacer
 
May 23, 2013
 
Stardock’s
Turn-based Fantasy
Strategy PC...
 
indiePub’s trifecta
of deals
 
Indie Narrative /
Strategy Game 7 Grand
Steps Will...
 
Undead Hunt available now
for Android
 
And now another message
from our good friend...
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
Sponsor

 
GDC Europe: Wooga CEO Begemann On Social Gaming's Appeal
GDC Europe: Wooga CEO Begemann On Social Gaming's Appeal
 

August 15, 2011   |   By Cassandra Khaw

Comments 2 comments

More: Console/PC, Social/Online, Design, Business/Marketing





"Social games are not here to take today's gamers and make them Farmville farmers," wooga CEO Jens Begemann reassured the public during today's Business & Marketing keynote at GDC Europe.

As the founder of one of the three top social game developers on Facebook, Begemann said "[the] game industry has specialized in creating games for gamers." While there's nothing wrong with that, he said, the demographic most often targeted by video game developers was but a small "sub-set of the overall population."

To help illustrate his point, Begemann called upon Mihaly Csikszentmihalyi's 'flow theory,' which states that people are most happy when they are in a state of concentration or complete absorption where nothing else seems to matter.

"We have fun playing games if we are challenged," he noted, "but only so long as it is not too hard or too easy." He also explained that flow in video games, while hard to achieve, can be accomplished with the introduction of four vital elements: clear tasks, immediate feedback, balanced and attainable goals as well as concentration on the game.

In his talk, Begemann observed that games like Starcraft II and World of Warcraft have successfully actualized that balance. However, he also pointed out that these games have never grown easier or become more accessible in spite of their increasing depth.

A hypothetical 'Average Jane' isn't playing those games, Begemann explained, because "she could not achieve flow" thanks to high entrance barriers like the need for a 300-euro-minimum computer and a somewhat arduous initial set up process.

In addition, many such games cannot be played everywhere, and may require players to invest a large amount of time before they can become fun. "If you play less than 10 hours a week, you will not have fun," he said of these games. "They are not designed for short bursts."

In contrast, social games appear to be the polar opposite. Social games are often free to play, possess no entry barriers, can be played in quick bursts and, most importantly, are easy to learn, he noted. "It can take 3 minutes to understand the game," he said.

While 5 million monthly active users for a social game can sound like a ridiculously high number, Begemann noted it is only a small proportion of the 750 million potential players a game is marketed to. By this metric, there are only "25 [really] successful games on Facebook," he said.

On a more optimistic note, Begemann added that social, casual and mobile games are growing. "It's roughly as big as the traditional game industry," he noted. "Together, they represent about 51 percent of the market."

Using wooga's popular Monster World as an example, Begemann stated that there were many methods of monetization: avatar customization, decorations, expansions, instant builds, materials, magic wands and fuel.

While most would assume that the largest share of the profit originates from character customization, Begemann noted players often spend money on things that bring them forward in gameplay. "Time is money even for social/casual players," he said.

Towards the end of his talk, Begemann touched briefly on the development of social interaction between gamers and its future evolution. Begemann drew comparisons between asynchronous gameplay in social games with the interaction often witnessed between toddlers. "Social games are parallel play. People want to play for themselves. Sometimes, they may walk up to the other and either help or destroy what the other has been doing."

Begemann also stated that while wooga has experimented with synchronous play, he does not believe that this will be successful for the mass market, because players are often interested in short sessions. "Asynchronous play is not going to go away," he said.

Begemann also used his keynote to showcase the launch of Magic Land, a Heroes of Might & Magic-esque title that appeared to be an intriguing mixture of social gaming elements and aspects from the dungeon-crawler genre.
 
 
Top Stories

image
Xbox One is Microsoft's biggest play for living room domination
image
Opinion: Xbox One is a desperate prayer to stop time
image
Indies on Xbone: Where's the beef?
image
'If you're backwards compatible, you're really backwards.'


   
 
Comments

Glenn Storm
profile image
Minor disagreement with this categorization:



"To help illustrate his point, Begemann called upon Mihaly Csikszentmihalyi's 'flow theory,' which states that people are most happy when they are in a state of concentration or complete absorption where nothing else seems to matter."



... which sounds like immersion, and not necessarily correlated with happiness. Flow, on the other hand revolves around the balance that Begemann goes on to reference; between present challenge and available skill, which does correlate to happiness. Csikszentmihalyi: flow is completely focused motivation. ... which often results in immersion, but they are not the same.

Phing Seo
profile image
Yes I agree..Take a snap on this also http://www.farmvillescoop.com


none
 
Comment:
 




 
UBM Tech