[casual_games] Social is the New Casual: Eight Things Casual Game Developers Should Know about Social Games
James C. Smith
james at reflexive.net
Fri Dec 5 13:09:15 EST 2008
The Winter
<http://www.igda.org/casual/quarterly/3_2/igda_casual_game_quarterly_3_2.pdf
> 2008 issue of the Casual Games Quarterly has a fantastic article by Wade
Tinney titled Social is the New Casual: Eight Things Casual Game Developers
Should Know about Social Games.
I wanted to mention the article here to give people a place to respond to
and discuss the points Wade makes and maybe even ask him some fallow up
questions.
Here are some highlight of the article
Wade Tinney, Large Animal Games
In mid-2007, my team got excited about
social network games and decided to dive
headlong into this nascent space. We've
spent the last 12 months transforming from
a developer of casual downloadable games
into a publisher and developer of social
games. The point of this article is to share
some of the key things that we learned over
the course of that transformation. It is directed
at developers and publishers from
the casual games world who may be considering
a similar transition.
...
1) Some of your knowledge and experience will apply.
Not surprisingly, game design fundamentals
are no less critical in social games as
they are in casual games. Everything that
casual game designers know about the psychology
of goals and rewards, feedback
structures, interactive systems, and even
narrative can be brought to bear...
2) The platforms are constantly evolving.
Your games will need to tightly integrate
with each network's technology platform in
order to utilize data from the social graph...
3) Social games require a service mentality.
Despite their digital distribution, casual
downloadable games essentially follow a
packaged goods model...
4) Listen to your players
...social network gamers can be extraordinarily vocal.
You'll also want to watch your players
by tracking metrics about how the social
features of your game are being used...
5) The business models are different.
Currently, advertising and sponsorships
are the low-hanging fruit in this space...
6) Your game is not the main attraction.
Most people who use social networks do so
in order to stay connected to their friends.
They are not sitting down to spend large
blocks of time with your game...
7) Social games require focus and commitment.
... Don't expect to just drop the
flash version of your game into Facebook
and expect players to flock to it...
8) But don't focus TOO much.
Part of a full commitment to this space is
taking a broad view of social networks.
Facebook is not the only game in town. The
social networking world moves quickly...
Those are some highlight but please read the full article on page 2 of the
Winter
<http://www.igda.org/casual/quarterly/3_2/igda_casual_game_quarterly_3_2.pdf
> 2008 issue of the Casual Games Quarterly
And feel free to reply to this message to discuss it here.
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