Press from Social Mechanics talk

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Feb 282011

Funny how all the commentary has moved to Twitter and is no longer found on blogs these days! 🙂  But here’s a few anyway [Edit: I keep adding them as I find them..]:




Feb 252011

I am doing a revised, streamlined version of my Austin GDC talk on Social Mechanics, this time sprinkled through with more references specifically to social games. It’ll be at the Social and Online Gaming Summit, Monday at 3pm.  Here is the event listing:

Social Mechanics for Social Games [SOGS Design]Speaker/s: Raph Koster (Playdom)
Day / Time / Location: Monday 3:00- 4:00 Room 134, North Hall
Track / Format: Social & Online Games Summit / Lecture
Description: Many have accused social games of not really being social. But they are underpinned by many classic social mechanics that drive interaction and community-building. Some of these have been proven to work in other genres such as MMOs and are beginning to filter into the social games market; others are easily visible and quite familiar in real life, but have yet to be seen in the design of social games. In this talk we will draw from both proven game design and from anthropology and sociology and explore the social potential of social games.
Takeaway: Learn about core human psychology driving social games, and walk away with a clear list of game mechanics that encourage social structures and human relationships, thereby driving retention.
Eligible Passes:Summits and Tutorials PassAll Access Pass

I will endeavor not to take an hour and 15 minutes this time. 🙂

Designing for community

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Feb 012011

Yeah, yeah, I’m writing about this again. 🙂

Tobold’s got a post on community in MMORPGs.

We can’t get to a really better community, where all the goodwill is felt from the bottom of the heart, without the players themselves contributing to that. I still remember my first day in Everquest, where a complete stranger helped me and even gave me a magic necklace, for no gain to himself. It is hard to blame developers for the fact that such behavior has become so rare.

Designers design the social environment by commission or omission. If they ignore it altogether, then there will be an accidental mishmash of features and the result is fairly unpredictable.  Mind you, this doesn’t mean that paying close attention to it is going to work well either. Players respond to the environment they are given.

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