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Posted by xeophin

[The following text is part of my upcoming master's thesis on the use of game mechanics in therapy games for children. This is just a rough first draft, and I gladly welcome all critique and suggestions – be it on a content level or regarding my use of language.

After having analysed some of the most-played Facebook games in previous instalments of this series (Candy Crush Saga, FarmVille 2, Puzzle Bobble Clones, Diamond Dash and Pet Rescue Saga), this final chapter looks at what is so "social" about these "social games" – if at all.]

It is a common assumption that games that are part of the Facebook platform are inherently more "social" than other games, since that platform offers the possibility to developers to tap into the social graph.

Posted by xeophin

[The following text is part of my upcoming master's thesis on the use of game mechanics in therapy games for children. As part of my master's thesis I am analysing already existing games that are commonly known to be addictive. A lot of those games are Facebook games.]

Pet Rescue Saga by King is probably one of the best examples of how certain game mechanics are not unique to a game, but can be adapted to other games. Pet Rescue Saga is basically a mixture between Diamond Dash and Candy Crush Saga, yet works surprisingly well.

Posted by xeophin

[The following text is part of my upcoming master's thesis on the use of game mechanics in therapy games for children. This is just a rough first draft, and I gladly welcome all critique and suggestions – be it on a content level or regarding my use of language. As part of my master's thesis I am analysing already existing games that are commonly known to be addictive. A lot of those games are Facebook games.]

Most Puzzle Bobble clones play quite similarly, with their graphics being their most distinguishing feature. The outliers are Bubble Island, which adds the element of time pressure into the mix, and Woobies, which comes from another era of online games, and lacks most of the additional game mechanics the Facebook games use. This core mechanic can be expanded upon, allowing the Facebook game studios to find ways to monetize the game. The game is easy to pick up and is equally well playable with any input device, be it a mouse or a track pad, making it an obvious candidate for a casual game. It is deceptively simple to play: aim, shoot, aim, shoot, with hardly anything that takes the player out of the flow.

Posted by xeophin

[The following text is part of my upcoming master's thesis on the use of game mechanics in therapy games for children. This is just a rough first draft, and I gladly welcome all critique and suggestions – be it on a content level or regarding my use of language. As part of my master's thesis I am analysing already existing games that are commonly known to be addictive. A lot of those games are Facebook games.]

Diamond Dash by Wooga superficially looks like a matching tile game similar to Candy Crush Saga or Bejeweled, but works slightly different. Diamond Dash lacks some of the refined features of its competitors. When compared to Candy Crush Saga, Diamond Dash seems a bit rough around the edges, both art-wise as well as in the use of game mechanics. While Candy Crush Saga tries to cater to as many player types as possible, Diamond Dash mostly attracts agile, quickly reacting players that like to compete with their friends. Still, the classic Facebook game mechanics are implemented, mainly that one one hand, Facebook games usually provide strong motivations to do certain things but on the other hand directly prevent players to actually do those things – unless, of course, the players pay or bug their friends about it.

Posted by xeophin

[The following text is part of my upcoming master's thesis on the use of game mechanics in therapy games for children.]

FarmVille by Zynga is probably one of the best known Facebook games to date, both because of players that cannot seem to quit the game and their Facebook friends that are annoyed by the game's ceaseless stream of pleas for help, designed to suck in even more players. FarmVille 2 has several tightly interwoven game mechanics that manage to keep the player glued to the game. The most important among them are the tight feedback loops, where finishing one task has an immediate effect on the next task at hand; a constant stream of quests that provide temporary "winning" conditions in an otherwise endless game; the possibility of self-expression through decoration, even if severely limited and finally the integration of Facebook friends that "ask for help", cleverly exploiting social norms that result in players returning to the game again and again.

Posted by xeophin

[The following text is part of my upcoming master's thesis on the use of game mechanics in therapy games for children. This is just a rough first draft, and I gladly welcome all critique and suggestions – be it on a content level or regarding my use of language.]

Candy Crush Saga by King.com is a classic casual game (as most Facebook games are), that caters to different player types at once: the puzzler, the explorer as well as the competitive player. Candy Crush Saga is a Bejeweled clone, a simple matching tile game. Candy Crush Saga combines various basic game mechanics and feedback methods in order to attract a diverse set of player types. The basic game allows players to recognise patterns and create order (a common theme with many casual games, which is quite rewarding in itself), the level map caters to the explorer type, while the constant feedback of how well the player's peers did eggs on competitive players. By catering to all those different player types alike, the producers of the game manage to capture an audience as large as possible, something a therapy game would likely have to achieve as well.

The Aurors

01 Apr 2011
Posted by xeophin

Okay … normally, April Fool's jokes are somewhat lame, and I have a tendency not to repost them. But this one … this one is pretty cool.

Actually, it's a pity that it's just an April Fool's joke. With good writing and engaging characters, this show would have potential. Hat tip to Chris (or, actually, one of his friends – anyway, without being Facebook friends with Chris, I would not have found this).

Posted by xeophin

This needs your immediate attention, so it will be a huge success.

Ian Bogost, videogame scholar, made the ultimate Facebook game, the very essence of all those games.

It is deceptively simple: you have a cow. You can click the cow, every six hours.

... and yes, that's it.

It is called, not surprisingly, Cow Clicker, and it can be played on Facebook. Of course, there is a bit more behind than just a funny name. It is both a parody as well as an exercise, an answer to the claims that the so-called social games on Facebook by Playfish and Zynga are not real games at all.

Most will consider Cow Clicker to be satire, and that's true in part at least. But satire these days risks becoming mere conceptual art. The idea of the "cow clicker" popped into my head almost involuntarily, as a playfully deprecatory name that seemed plausible enough that it might be real. The name was almost enough; surely it didn't need to be made. Here's what led me to do it anyway. [...]

As I prepared for the NYU seminar, I realized that theory alone might not help clarify social games—for me or for anyone in attendance. It's nice to think that "theorist/practitioners" like myself and Aki can translate lessons from research to design and back like adept jugglers, but things are far messier, as usual. The dialectic between theory and practice often collapses into a call and response panegyric.



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