Showing posts with label social games. Show all posts
Showing posts with label social games. Show all posts
Friday, March 7, 2014
Blips: Try Your Luck
Source: Rage Against the Machines
Author: Ian Bogost
Site: The Baffler
Listen, if you're up on your Ian Bogost, the professor's new essay in The Baffler covers relatively familiar territory. He asserts that free-to-play games follow in the tradition of coin-op arcade games, built with the specific intent of continuously extracting money from players' wallets. Not only that, many F2P games include social hooks that encourage you to spread the games' cultural capital in exchange for virtual goods. It's still a very interesting essay, even if you're already sold on the idea that many game executives in the F2P sector are basically swindlers. Bogost calls out Zynga and King specifically; both claims that are difficult to contest. If you're looking for a quick abstract of what the piece is all about, I'd suggest the second-to-last paragraph, which comes after a declaration that Silicon Valley operates as a kind of mafia.
"And in this sense, free-to-play games are a kind of classic racket. They create a surge of interest by virtue of their easy access, followed by a tidal wave of improbable revenue that the games coerce out of players on terms that weren’t disclosed at the outset. The game knows more than you could ever hope to about the stakes it presents, and it uses the logic of its own immersive environment to continue generating reasons for you to pursue its skewed stakes. The creators use your attention to build collective value that they cash in before anyone can see inside the machine that produced it. Like free digital services more broadly, the real purpose of the videogame business—and, indeed, of American business writ large—is not to provide search or social or entertainment features, but to create rapidly accelerating value as quickly as possible so as to convert that aggregated value into wealth. Bingo!"
Yep.
Wednesday, November 6, 2013
Blips: Share this article with your friends?
Source: With the luster of social games gone, what now?
Author: Leigh Alexander
Site: Gamasutra
I've never played a Facebook game, and I'm kind of proud of that considering the general reputation of the platform. Granted, I stopped using Facebook before there were even games to play, some 6-7 years ago, so it was as much an aversion to Facebook in general as it was the trashy games being developed for it. Leigh Alexander has written up a great recap of the social games industries rise and, well, not necessarily a fall, but a sort of leveling. The perspective on the Facebook games platform and the games made for it is pretty damning, all told. A gold rush mentality set in place standards for doing business that then hamstrung progressive design ideas in favor of innovative revenue streams. A stereotyped stay-at-home mom target demographic that pushed developers to make games that they didn't enjoy making. A constantly shifting development platform that is near impossible for a small studio to keep up with resulting in unoptimized or broken games. The result of all this is a horribly tarnished reputation for "social games," a term that, taken literally, has a whole lot of appeal.
Alexander's article is titled with a question, "what now?" which isn't so much answered as it is exemplified in the text that follows. The designers that were interviewed range from apathetic, to disappointed, to downright hateful toward the Facebook platform and flailing social games giant Zynga. It's not that people don't seem to have interesting ideas for using a social network like Facebook as the grounds for game systems, but the waters also seem so toxic these days, that it's difficult to convince small upstarts to do so. I can't even tell Facebook games apart from one another, which seems to be equal parts copycat design and purposeful market confusion (one of the worst traits to be passed on to the mobile sector). So, we return to the question, "what now?" Well, the resounding answer from developers in the article seems to be "just leave it to rot."
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