SUSPECT: RE: [casual_games] multiplayer?

Matthew Ford matthew at fordfam.com
Thu Oct 26 23:16:14 EDT 2006


I don't necessarily disagree with this last point (of any of them), but on
the PC the titles You Don't Know Jack did quite well, and they were this
kind of gather-round-the-PC play.
 
Matthew Ford
matthew at fordfam dot com
 

  _____  

From: casual_games-bounces at igda.org [mailto:casual_games-bounces at igda.org]
On Behalf Of Cameron Owen
Sent: Friday, 27 October 2006 10:48 AM
To: IGDA Casual Games SIG Mailing List
Subject: Re: SUSPECT: RE: [casual_games] multiplayer?


It's an interesting idea, but I'd be more inclined to call this social-play
than multi-play though, and some casual game developers have tried to work
multi-mouse play into their games already but the are a lot of inherit
problems. 

1) OS support for multiple pointing devices is lacking. It is possible but
the solutions aren't always perfect.
2) Very few people have a second mouse just lying around. The casual game
player is more likely to use the mouse that came with their system and only
consider getting another one when their current pointing device breaks. It
is rare that a single AAA+ PC title will inspire someone to upgrade their
hardware (it usually takes a handful of games running poorly or not at all
before most people upgrade) and I  suspect casual games would be even more
reluctant to purchase additional hardware for your game simply so they can
play it with their friend. 
3) Making a game exclusively for this kind of social play may limit it's
scope. Making a game that adds this as an optional extra will require
special attention, consideration and development time which may limit the
titles' ROI. 
4) The lounge room is generally the stage for multiplayer console gaming,
computer desks and home offices aren't the most comfy or accommodating areas
for social play.

The last issue, I think, is the biggest hurdle with this idea. Social gaming
sessions work with consoles because they're generally designed to be used in
a very social area, the living room. Computer games are most often relegated
into some dark dingy home office space or the kids bedroom corner. If you
wanted to pursue social gaming then Interactive TV, mobile phones, hell even
those Computer/LCD TV Fridges would make better platforms as they are
inherently socially orientated or situated in areas that make them much more
'socially accessible than the personal computer. Provide engaging play and
enrich the gamers' social experiences by weaving rules into the players
social networks through their everyday devices. 




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