Archive for the '3. Designing social games' Category

22
Nov
09

Outside the birdcage

Thinking about social games, I don’t think about the games on Facebook or similar platforms. As Gustav described in his post, those games are not really social. Most of those games are single player games which advertise themselves in the friend lists of their players. Arcade and André has pointed out many types of social games, new ideas and what’s behind them. So what should I write about?

I’d like to look in a different direction: beside the screen. Outside the computer and video game world, there is the real world, and I think we should conquer it, so it becomes our playground as well. Like we’ve played cops and robbers as kids, we should continue playing in the real world. Not only board games and pen and paper games with our friends at home. Playing outside, with other people, and giving spectators the possibility to join, would be a great social game or experience. Continue reading ‘Outside the birdcage’

17
Nov
09

Out of the frying pan…

I don’t know what you think, but for me, a social game, as opposed to an anti-social one, is one that requires a significant portion of the skills that I am pouring into the game to be of social nature, e.g. friendship, empathy, and loyalty, to name a few. From that point of view, a purely competitive game, e.g. deathmatch, would be anti-social, so we’re not simply talking multi-player games here.

Whenever there is more than one person around (to a lesser degree, this includes NPCs), there is potential for some kind of social relationship. The problem is that the thing most dangerous for any such fledging social relationship is the game itself, or rather its rules. To be exact, it is the win/loss conditions, even if there aren’t any explicit ones: Perceived ones will do just fine.

Continue reading ‘Out of the frying pan…’

13
Nov
09

The risk of relying on a player base

There are many forms of interaction between players made possible in games; competitive, cooperative or neither one.

There are also many different levels of interaction required in games, while some require none, other encourage it and finally some demand it to a great extent to be able to play the game.

If the game requires social interaction with other players, it also needs a healthy player base. And that… Can be a bitch.

Continue reading ‘The risk of relying on a player base’

11
Nov
09

Why facebook isn’t “fun”

Please, fertilize my crops!There has been a lot of talk about games and social networks lately. The Xbox 360 recently got its own share of facebook, iPhone games have been bolstering sales with facebook and twitter integration and blockbuster titles such as Uncharted 2 – Among Thieves can twitter the players game progress - if the player wants to. But what about the games that are integrated into facebook? What are they? What could they be?

Continue reading ‘Why facebook isn’t “fun”’

09
Nov
09

Topic 3: Designing social games

During this phase, we’ll write about something very much in the hype nowadays:

Designing social games

What do you think? Do you play any games on Facebook? If so, why? Are they that good?




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