Sep 22, 2011

Social Games

Social games are big these days, with the primary platform being Facebook. Social gaming start-ups seem to be cropping up so often, and a good deal of them get a decent first round of funding from the venture capitalists.

I found it hard to accept social games in the beginning (towards the end of 2008), but then got pretty addicted to Mafia Wars. I still can't believe I played that game for over a month, when all it involved was clicking buttons. Then, there were those classic game clones of pacman, finding words on a grid, typing maniac which were fun purely because you were competing with your friends for the higher score.

That phase ended and I haven't touched a social game for a long time. I'm utterly disgusted by a lot of the *ville games, and the now cliche concept of a persistent world. The persistent world concept that originated in MMOGs (massively multiplayer online games) made perfect sense in a social setting and is part and parcel of every big social game out there. Its the same shit, you click some buttons, gain experience points, level up, unlock more stuff with bonuses for a bigger social gaming circle.

I asked myself what kind of social game would I wanna play. Definitely not the current crop of games being churned out (with a lot of them focusing on the female market). I don't want to spend more than 5-10  minute bursts on these games, and I really want to play them with my close friends/family only, not random people on my friend list or the net. I'd think there are a huge number of Facebook users who wouldn't mind trying out these kinda games.

The only games that match my interests are poker and card games. There really should be something more.
I look at these category of games as stress busters, serving to lighten up your mood.
Crazy, wacky concepts in a multiplayer setting. I don't really see how monetization via  microtransactions/virtual goods fits in for this category - so it seems like it'd mainly have to be advertising which kinda sucks. But then, the simplicity of making these games, and not having big databases holding the state of the entire world seems worth it from a developer perspective.

Also, I love games that let the player generate content. Social games till now have completely neglected fan generated content! Simple and intuitive user interfaces that let you build something and share it with your friends.. a simple example would be a racing game that lets you build the race track. And may be, instead of just chatting with your friends, you invite them to race on your track.
If they like it, they rate it, and other players can check it out.. there are so many cool "social" game mechanics that have been neglected purely because of monetization interests.

What do you think?

5 comments:

Nitish Vashishtha said...

The main reason for these games being uninteresting in the first place is because the gameplay is very much predictable and becomes repetitive after a while, there is no freshness in them, hence most of them have a small shelf life in a 'social' gamer's playtime.

That leads me to agree to the point that content should be user generated, that ensures most variety and a personal touch to each game, which makes it unique for every user, as well as reflects the users, not the game designer's perspective.

Social games have such a shallow depth of content, that I could never play one for long, I have given up trying new ones now. (mainly coz of spam threats, and fake ones).

Extrapolating this to MMO's, I believe WOW used to be the best in its class at one time, now it is rubbish, same story, utterly predictable, repetitive with patterns and worst part the devs have morphed the game to make it appealing for a more casual, novice gamer base, i.e kids, by simplifying it. A game must have a level of complexity which makes it a challenge. Which even social games utterly lack.

Raja said...

predictability and repetitiveness are linked in a soft manner, its ok if a game is repetitive, but still manages unpredictability. i can't think of single player examples, but its a lot easier to achieve in a multiplayer setting.

i don't understand why user generated content hasn't become a hit yet. its such a great way to scale your game..

Nitish Vashishtha said...

Talking about unpredictability and user generated content, It reminds me of fiction horror novels called Gossebumps if you know, It had a different twist to the story each time a choice was presented to the reader.

I think even single players can achieve that kind of approach, each user decision generates a different chain of events, although the total number of such chains would not be infinite, but it could be a large enough number to give the appearance of a user generated game world.

Unknown said...

In the process of playing social games the players and in found of same social networks having similar ideas. These games may be sports games,events games,war games, or even racing games. Chatting with partners or competitors during play adds a higher level of enjoyment to the game and creates a sense of good-fellowship. Thanks a lot.

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