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Koster: It's All Games Now

Fri 14 Oct 2011 3:32pm GMT / 11:32am EDT / 8:32am PDT
People

At GDC Online yesterday Playdom VP of creative design Raph Koster gave a presentation entitled It's All Games Now: The Convergence Of Games And Social Media.

In it Koster used fairytales and sci fi to explain that social media was having a massive impact on games, and that designers should take back control.

"Games are social media," he argued.

"From their inceptions, they have been tools for the transmission of wisdom. They're how we talk to each other, in forms of play. We shouldn't forget that regardless of how much all of this changes, we still have the power to shape this. We are the ones who set the rules that the world is copying."

Summarising his talk on his blog, Koster explained that while we're understanding games more thanks to game theory and science, we're also letting the outside world affect them.

"We let the real world invade more - such as microtransactions and RMT - and we also let the real world shape design decisions - for example, giving up on the notion of not having global chat in you virtual world."

He also said our new understanding means we're also applying game riles to the real world, and not just via gamification.

Let's watch out not to let the pointsification and rulesification, quantification, and reductionism change who we are."

"Common features of social media that clearly draw heavily from game inspirations, such as quantified reputation systems, achievement systems, and even how our profiles look on social networking sites."

This leads to a change in our perception of reality, actually making us less objective and inclusive. But Koster also argues that developers can change that with the way they make and play games.

"It's more than just points. We did it because it was fun. We did it because we hung out with other people, and got to know them; they challenged us, and we challenged them," he told his audience.

"That's why we did the games. Let's watch out not to let the pointsification and rulesification, quantification, and reductionism that we have always loved about what we do -- let's not let that change who we are."

The blog, and PowerPoint slides from the presentation, are available here.here.

Playdom is a subsidiary of The Walt Disney Company, and develops social games for both MySpace and Facebook, including City Of Wonder, Sorority Life and Wild Ones.

4 Comments

The problem is, for the casual & social sector the one are that needs MASSIVE improvement are FB games.

personally, I dont think FB games are not social in any way or form. As such, the gameplay related to FB games are overall quite shallow and require some good old gameplay that is not humped to death via monetization, and be socially entertaining for once (regardless of the MAUs - which are just statistic and have no real indication of fun or game fun)

Posted:2 years ago

#1

Brian Hannah
Studying Bsc Hons Computer Games Software Development

12 0 0.0
The few FB games I have played I have got bored with very quickly because of the limits on gameplay, i.e. the majority of them place a timer on the actions you are able to do per day unless you pay some money to either extend or lift the timer. I understand its a big bussiness plan and the bigger picture is to generate revenue, but I for one wont play these kind of games I just don't find them fun.

Posted:2 years ago

#2

Jeffrey Kesselman
CTO

112 0 0.0
Thank you Raph.

In the end, game players want to play games, not just be RMT customers.

I think thats already starting to rear its head in the casual world.

Posted:2 years ago

#3

Tim Carter
Designer - Writer - Producer

556 293 0.5
Who is this "we" this guy is talking about?

Thinking about a "we" is one of the most destructive things about the game industry. Its collectivist devouring of the individual.

Posted:2 years ago

#4

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