Arcade Berg aka. "Learning Game Design with Arcade Berg"

20Nov/090

The risk of relying on a player base

Posted by Arcade

Even though I have a high frost resistance, some evil wizard has succeeded in with a critical hit on me with a cold spell. So today I'll make it easy for me and I offer you a re-post of a post I wrote for AboutGameDesign.com on the topic "Designing Social Games".

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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.

I'll briefly discuss two topics today within Social Game Design. My way of thinking when designing one and the risk of not getting people to play it.

"Social Games" is a vague term and probably mean different things for different people. I don't include games like World of Warcraft because they aren't built around the social part. Without other people, they still work.

I do however include games like Farmville for Facebook, even though, technically it still works without other players. But I include it because it's built around the social parts. It's how the game is spread, by pulling other people in with the help of gameplay features like gifts and requiring help with your own farm.
http://www.farmville.com/ (13/11/09)

My Mini City is a great example of a Social Game where all you do is getting people to join your city with the help of a URL.
http://myminicity.com/ (13/11/09)

One of my many projects right now is a social game in which the players are dependent on other people. It's impossible to play by yourself and basically, the more the merrier. When designing it, I've been trying to work with the social aspects, so they feel natural and not slapped on at the last-minute and I actually think it's gonna be a fun game.

However, because of this design, I'm taking a great risk because it'll be in need of a lot of players. If it doesn't get that early on, the game will simply crawl into a dark corner and die. It's a huge risk I feel uncomfortable with, but you gotta bet some to win some, right?

This happens to a lot of games, including big MMO's. If the players aren't there, the game "doesn't work" and is shut down or just forgotten. It's a very real problem and I thinkit's one of the factors for why there aren't more Social Games out there that are actually socially dependent.

One of the key things I have in mind when designing this top secret game is that whenever a social interaction is executed, both parts should gain from it. I do this to stimulate the interactions and to encourage it to a greater extent.

If I can ask for help in a game, it's more likely that I'll get it if there's something to gain from for the helper.

I never take anything away from the one asking for help, instead I'm rewarding him. That way, people will keep on wanting other people to help them out, at the same time as the helper will ask other people to help him. Nobody is losing anything, instead everyone is receiving!

If you're setting a cost on the social interaction, it'll be used less. And if you rely on people's "good will" to help you out, you're in for a surprise about how people work.

People give gifts in FarmVille because they actually want the other person to give something back; it's that simple. I'm not sending you a Cow because I think you should drink more milk, I'm sending it because I want you to send me a Horse!

People are egoistic. Deal with it.

1Dec/082

Too many Friends lists

Posted by Arcade

I find it all rather tedious; to keep adding new contacts to so many Friends lists.

As a little disclaimer-thingy I should say that I realize that not everyone use as many as me, but at the same time I know there are people using more. So I'll just get on with it.

Let's say I get a new friend; (someday...) then I have a lot of work ahead of me. I "have to" add this person to several lists. Got a 360? Then I gotta add him as a friend on my Xbox Live-account. Got a PS3 as well? Oh my, then I gotta add you to my PSN-account to. Of course this guy is a PC-gamer to, so then I need to add him on Steam. Some people (not me, luckily) also use Xfire to keep track of their PC-gaming friends.

And what if he got a Wii? Then maybe I'll write down his friend-code on a post-it or something because Nintendo doesn't seem to like buddy-lists! I curse Swedish fish on you!

But let's not forget the out of game-lists; MSN, Skype, Talk and of course an ordinary e-mail contact book. I feel really sorry for the people using AIM, ICQ, Yahoo! Messenger and other in addition to the previously mentioned.

We can't ignore the social "only"-lists, like MSN because they are just as important even if you're all into gaming. When people are not online on their Xbox, you might want to tell them to log on.

What I want, in my ideal utopia ; is to have one single buddy list which integrates all communities. Yeah, I know it's impossible because Sony and Microsoft for example will never hug and become friends, but I won't let them shatter my dreams! ¡Viva la revolution!

Anyway, this über buddy list would show when people are online and available for chat (text and voice/video available, of course), if they're playing a game, if so which game and I would be able to access it from any platform, be it the PC or a console. Heck, even cell phones.

It bugs the bananas out of me when I have a friend on so many list and all of a sudden I realize that I don't have him as a friend on my Xbox.

AIM® 6.8
Get More From Your Buddy List®!

- http://dashboard.aim.com/aim (1/12-08)

Screw you AIM!

You got me on all your lists, right?

You got me on all your lists, right?

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