Thoughts on Cow Clicker

 Posted by (Visited 8710 times)  Game talk  Tagged with: , , , , ,
Oct 062010
 

Earlier today, after watching Ian Bogost’s GDCO talk about Cow Clicker, I tweeted “I don’t think Ian learned the right things from Cow Clicker.” I got a lot of questions about that, so here goes:

Let me start with the fact that Ian is a friend, and we have had plenty of volatile and engaging debates on any number of game-related subjects. Let that fact color everything I proceed to say.

So  I mentioned to him after his talk that he made an artifact that was a subtle and complex critique of a genre, using the genre itself, and got it to 50,000 people plus a bunch of press, who engaged with it on its own terms, and built upon it in creative directions as well as using it as a springboard for their own debate and commentary, even if only via ironic play of the same.

Ian reads this as a failure to some large degree, whereas to me, failure would have been if no one cared.

I read it as tremendous success, and also as validation of the notion that the limitations we see in the games today are not inherent to the social game paradigm (since his game managed to subvert and extend those paradigms through sheer intent). His game is proof positive, to my mind, that the games are not only cow clicking!

I say this even as I agree with elements of his critique. But I think he doesn’t give himself enough credit here. But Ian is a “glass half empty” kind of guy by his own admission, and the project did start out as satire…

I also think that there is a danger in saying, as he did, that he is concerned that people actually play Cow Clicker for entertainment. It is a mistake for a creator, IMHO, to believe that they “own” the “proper” uses/interpretations of their creation once it leaves their hands, and it has a whiff of worrisome elitism. This may perhaps be implicit in its origins as a satire. When I mentioned this point to him, he agreed, but said “But I don’t need to like it.” And that is also equally true.

The talk also had a bunch of stuff in it about audience, and I think that one of the elements there that set me off on that front was the notion that say, the creators of The Suite Life on Disney Channel don’t feel proud of what they do, and I think that is also a pretty dangerous avenue to go down.

That said — All props to Ian for seriously engaging with the topic enough to go as far as he did — it shows a level of intellectual honesty and rigor that few would venture to. I was one of those who said to him “you really should make one of these or seriously engage with them before you level this magnitude of accusation against them” and he took me up on it in spades. So my comment is in no way an attack on him, but rather a continuation of the debate. 🙂 In many ways, what he did was a brave act of game design. Most are content to carp from the sidelines. I just wish he gave his resulting work, and his audience, a bit more credit. 🙂

Aug 172010
 

“Cloud gaming could completely change how the video games industry works,” [EEDAR CEO Greg Short] said. “Why would you play FarmVille when you can play World of Warcraft on the same machine?”

via EEDAR: Cloud gaming could kill Farmville | Games Industry | MCV.

No, Greg. Let’s not confuse a delivery mechanism for an audience. A huge part of the audience that likes social games doesn’t like World of Warcraft. I know this is shocking and bizarre to hear, so let me reiterate it. They don’t like the games you do.

It is true that cloud gaming offers higher levels of presentation right now. What it doesn’t offer is the right sort of content for the mass market audience.

Could you deliver a social game that has broad appeal via cloud gaming service? Sure. You could have done it via a Playstation 3 too. But nobody did it because of the audience mismatch. And the cloud gaming services’ prime selling point is that they deliver high-end graphics.

We are already seeing social gaming move onto mobile devices that have plenty of power to deliver fancier graphics. And when we do, we see that it isn’t the graphics that make the difference. It’s the gameplay. And the fact is that overall, and granting that there is plenty of evolution to come, social games have the right gameplay for the mass market.

Zuckerberg talks games

 Posted by (Visited 65918 times)  Game talk  Tagged with: , ,
Jun 232010
 

Inside Social Games has an interview with Facebook CEO Mark Zuckerberg. There are a couple of things there that discuss their games strategy. A few sample quotes specific to games are below, but the whole thing is worth reading.

On viral versus retention (“viral strength… optimizes for apps that are very viral instead of apps that are high quality and that people want to reengage”):

…we intentionally weakened the viral channels recently, and intentionally strengthened reengagement with emails, so that there will be better apps.

On small companies succeeding:

Continue reading »

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May 172010
 

Long ago I asked (somewhat tongue-in-cheek) whether American Idol was an MMO.

Today, I see that NBC is working on turning their entire TV schedule into a massively multiplayer social game.

Q: What is Fan It?
A: Fan It is NBC.com’s affinity program where members are awarded points for participation and interaction. Members can choose to redeem these points for a variety of rewards and/or experiences.

Q: How do I earn points?
A: There are two different ways to earn points: events and challenges. Events are the activities you do on the site and on the social networks you’ve linked to every day, such as leaving comments, watching videos, playing games, posting links or updating your status. Challenges require you to perform specific events within a specific amount of time and are typically worth more points. Click here for more information on how to earn points.

— Fan It | Social Networking: Photos, Videos, Blogs | myNBC.

Of course, this has as much to do with traditional community management and traditional rewards points programs as with games. But note the prominent leaderboards, the featured members area on the home page, the badge system…

As with most social games, there’s an underlying viral agenda here, of course. But also as with social games, the marriage of fictional worlds that users care about with game mechanics and transparent sharing could be very powerful.

Now excuse me, I need to figure out what I need to do to get a Chuck badge…

Mar 182010
 

The culture clash between social games and core gamers was on full display at GDC. I have been called a traitor to the cause of core gamers, even. 🙂 At the awards show, when a Zynga rep claimed the social games award for Farmville and did a little bit of recruiting from the stage, he was not only booed, but someone shouted out, “But you don’t make games!” This is a common sentiment out there in the usual gamer haunts.

I have many many thoughts on all this — and I have been posting some of them in various places when discussions arise.

Yes, Farmville is a game. It just requires fairly little skill compared to games for “advanced” gamers. But by any reasonable definition of game, it fits perfectly. Continue reading »