2010 Media Blast

Recently, I appeared on Three Moves Ahead Episode 76 podcast on modding strategy games, along with Derek “Kael” Paxton of Fall from Heaven fame. I need to do something about my terrible audio quality (and my overuse of the word “um”), but it’s always a blast to be on Troy’s show. Hopefully, I’ll be back sometime soon.

Last month, I also gave a Google Tech Talk on AI and Civilization, examining the difference between “good” and “fun” AI and how that affected the development of Civ4:

Finally, a user on YouTube named Kaszman posted a extensive and detailed documentary on the prototyping of Civ4. This piece is a much more polished version of the talk that Dorian Newcomb (Civ4‘s lead animator) and I gave at GDC 2006, which was a bit of an A/V disaster – the projector would only work at the wrong resolution, some of the demos didn’t work when off the network, and even my cell phone went off. Thus, we were happy to get another shot at it, and the video turned out quite well. During development, I saved a version of Civ4 every couple months with a eye towards using them to show how the game grew over its two-and-a-half years of development. I got a chance to show them off here; for people curious to see how the sausages get made, these videos are a great place to start:

The Paul Stephanouk Interview

The following is the full text of the interview I conducted with Zynga Senior Designer Paul Stephanouk for my column on social gaming:

Q: Before working at Zynga, you worked as a designer at Big Huge Games. Exactly what type of design work did you do?

A: I worked on several games over my nine years at Big Huge Games. The design process was very collaborative, particularly on Rise of Nations and its expansion, so I was able to touch just about every aspect of design and production at some point. I did a lot of work on core gameplay, unit design and balance. I also led the campaign team for Rise of Legends and wrote design treatments to pitch our ideas to publishers.

Q: Why did you decide to switch over to work on social games?

A: Several years ago, I got hooked on web-based games like Travian and the stuff on Kongregate. When Facebook games started to gain traction, I began to get excited about building games in that space. In early 2009, I had the opportunity to not only join Zynga but to reunite with my old boss and Jedi Master Brian Reynolds to help launch the Zynga East studio.

Q: Which titles have you worked on at Zynga? What has your role been on these teams?

A: At Zynga I wear the dual-hat of lead developer for Zynga East and senior game designer. I’ve worked on several projects since landing at Zynga.  Teams at Zynga can be fluid so it is not uncommon to end up moving across various projects from time to time as we continue to innovate in game design. I’ve done work for FarmVille and other titles on occasion as well.

Q: We often hear that FarmVille was built and launched in six weeks. If the three games you have worked on so far are still unreleased, is it fair to say that the development cycles are getting longer before launch? If so, how do you know you are going down the right path without working in front of a live audience?

A: Launch standards have risen a modest amount in the last nine months, in part because Zynga continues to develop a game after it is released. FarmVille enjoys nine months of post-launch development on top of the famous six week figure and new games have to measure up. Our ability to share best practices and game mechanics across our games is vital to launching new games that have to compete with titles with considerably more development hours. The recent success of Treasure Isle, at almost 4 million users in a week, is a great illustration of how we can launch new products that leverage both our network and our knowledge to compete in the market.

Q: What are the biggest things which have changed about your job now? What have you had to unlearn?

A: So much has changed it’s hard to list it all. We’re using a fundamentally different process, building with very different tools, reaching a very different type of player, with a very different business model. And we build games in months instead of years. And I use Mac.

I had to unlearn everything I thought I knew about what players want. All of that was information about videogame fans, not Jane and Joe Everyperson. What’s more, a lot of what I thought I knew wasn’t necessarily rooted in solid data. Learning to focus heavily on observing users and their patterns of play can be a challenge.

Q: What’s fundamentally different about the Everyperson, the mainstream audience? What can you build for them that you can’t build for the core gamer?

A: Everyperson doesn’t come equipped with a built-in library of game experiences. This limits what a game can put in front of the player without having to resort to teaching them how to play. On the other hand that lack of exposure means there are many experiences that are new to the Everyperson that may seem less exciting to the core player simply because they are familiar.

As for what you can build, I don’t recall ever thinking about it in that way. We don’t specifically try to build something that core games can’t or won’t want to play and all of our games enjoy significant numbers of core gamers.

Q: You say that a lot of your assumptions were not rooted in solid data? What have we gotten wrong as designers from working in the dark? What mistake have you learned to avoid?

A: Well, I can’t speak for all designers everywhere. One of the things I had to come around on was the importance of zero-sum conflict. Coming from strategy games as I did I was very focused on the competitive aspect of games. I was aware of players wanting to build or explore but I always saw that as serving a conflict-driven goal. I have learned that for many people the conflict-driven nature of traditional games is a major detraction. I’m not saying that overall conflict is bad or that you can’t have conflict-driven action in social games – both of these things are very much not the case. What I am saying is that there are a lot of players out there, far more than I understood, that really want a game experience that isn’t driven by the need to compete against another person.

I’ve also come to understand that facilitating social interaction has tremendous value. It’s not just another feature – it is core. People value social connections. As humans it’s who we are and what we do. Most of us tend to like activities that facilitate social interaction. It follows that games with broader appeal facilitate more players and thus have a higher “network value”. No matter what I may think of Wii Sports as a game, the fun I’ve had playing it with my family means I value it as an experience. Clearly I wasn’t alone in that assessment given its popularity.

Q: So if social mechanics are not primarily competitive, I assume they are cooperative? If so, what works the best? What are examples of some of the best social mechanics on Facebook?

A: Two of the most popular mechanics are energy, a resource that is required for continued play, and giving gifts to your friends. Sometimes you can see both of these combined such as with the Energy Packs in Mafia Wars. Players can send a single Energy Pack to their friends once per day. The Energy Pack restores your energy bar and lets you take additional actions without having to wait.

Across social games there are a lot of different variants on gifting. A successful form that I like can be seen in FarmVille. Players can make a request for assistance to a friend. That friend can respond to the request by selecting both the form of gift to send and the reward for sending the gift. This helps the exchange better match the desires of both players.

Q: A number of games (such as Pet Society or FarmVille) encourage me to take care of my friend’s stuff, but I’m unclear if my actions actually make a difference. Is the coop mostly psychological, or are there examples of social games where closer coordination is encouraged?

A: I wouldn’t under-value the visiting experience on it’s own merit. Social contact is a vital component of the experience in its own right. That said, it does make a difference. For example, in FarmVille when I visit your farm I can spread fertilizer on some of your crops that produces a bonus. Players that coordinate this feature can get a substantial amount of benefit in the growth of their crops. There are also buildings in FarmVille that require collections of specific items to complete. These require a fair amount of interaction between players to accomplish.

Q: As a former designer of traditional games, what have you brought to Zynga that social games have lacked so far?

A: I like a wide range of game styles but tend to prefer designs that use simple rules to produce interesting results. I don’t think a game being easy to grasp for a novice precludes it from also being rewarding for more advanced players. I like to focus on the core rules, the systems, and I think I can help improve our games on both fronts. My love of card and board games is probably also an asset.

Q: Steve Meretzky, VP of Game Design at Playdom, has made the point that, with social games, business and design are unified as never before. Do you agree with this assertion? Have you needed to learn more about the business side of your games to do your job?

A: I’ve always paid attention to the “business side of the business”. I mean, how can you take yourself seriously as a commercial designer and *not* care about who is buying your product and why? In the past it was just something I paid attention to out of enlightened self-interest. In social games the connection is out in the open. If you can’t command an understanding of both the business and the game rules you are trying to row with only one oar.

Q: Still, with retail games, the designers always have a clear incentive to make the game better, without reservation. However, many successful free-to-play games, like Travian, charge players for specific features, such as a more efficient UI. Is it possible to design without putting one’s best foot forward?

A: I think you’re overlooking the fact that price IS a feature of a game as much as the UI. What customers are willing to pay and how many are willing to pay  shapes almost every commercial project. What designer hasn’t had to reduce or even cut a feature? Even on a well-funded project it’s not uncommon for a designer’s best foot forward to be constrained because there isn’t enough time or because it would require “too much art.” That’s the business model talking to the features of the game right there.

Q: How does Zynga make a decision about what to charge for and what to give users for free? Is the internal decision making top-down or bottom-up? How do you know if you are being either too restrictive or too generous?

A: Because our games are so rooted in social mechanics the quality of a player’s experience is a function of the number of players in the game. The games are free to play and the majority of our players never purchase any virtual goods. With over 235 million monthly players that’s a lot of people playing for free. To be successful we have to provide all of our players a high quality experience, not just the ones that pay.  With virtual goods we take our best ideas, try them, and immediately measure the results. I want to stress that we don’t try every single idea nor do we build our games according to some robotic polling process. We have the ability to put ideas in front of our users quickly and measure the results. We do that when we think it makes sense and try to go about it in a way that grounds our lessons in real empirical data.

Q: Sid defines a good game as a series of interesting decisions. What are the interesting decisions in a social game? Or does the social aspect trump the need for interesting decisions?

A: I think there are gameplay decisions within our games that are meaningful. Beyond that I also feel that decisions tied to social mechanics are probably the most meaningful. That probably isn’t news to many designers. Lots of videogames have social patterns at their core. The Sims. Wii Play. Pokemon. Nintendogs. These games and others are successful on the point of social patterns or even real social interaction. That social games use social mechanics at their core isn’t a new idea. The key for Zynga is that we connect our games to your real social network–your real friends. Decisions around your real social network produce very Sid-interesting situations for most people.

Q: How so? An interesting decision is usually one based on the game’s context. For example, in an RTS, building cavalry is not always the right decision. The answer depends on the terrain, the opponent, the stage of the battle, and so on. What do players have to ponder and balance in a social game?

A: There is a lot of room for economic optimization in these games. Just like in an RTS game, a player that makes the right choices can progress faster than those that don’t. Some players like to “race” or compare their level or rate of progress. Players might also optimize because they want to fund a visual experience akin to players spending game money in the Sims to outfit their avatar and decorate their home.

Q: Let’s talk about the time-based mechanics of social games which have emerged, built around an expectation that play is done in small, five-minute bursts. Some games (such as FarmVille and Social City) use an appointment mechanic which locks players out for a certain period of time once a task is started. Other games (such as Mafia Wars or Treasure Island) use an energy mechanic, which limits player’s action but is constantly refilling, perhaps encouraging players to micromanage more. What are the pluses and minuses of these two systems?

A: Progress-oriented players tend to respond better to the energy approach – Mafia Wars is an excellent example of this. Appointment, or “return”, mechanics are perceived as a softer approach. Return works well in games like FarmVille where players are, as a whole, less competitive and more focused on the social and building components. Overall it really depends on the game. Both methods can be successful and can even be combined. FarmVille has examples of both models – tractor fuel is an example of energy.

Q: Charles Husdon, formerly of social game developer Serious Business (which was acquired by Zynga), said about the genre that “who wants to play a game that’s almost always up and to the right so long as you do what you’re supposed to do?” Social games do primarily seem to just reward time. Is there a place for skill or challenge?

A: With due respect to Mr. Husdon, it doesn’t sound like he’s tried to keep up with another competitive player in a level-up race. Which isn’t to say that level-up racing is all social games are about. Far from it. I’m just stating that competitive play can and does exist in the space. Beyond that I’d like to go back to what I mentioned earlier, which is that competitive play is NOT the universal assumption for all players of social games like it is for traditional games and any given social game may or may not cater to that sort of thing.

Q: How does the design process change when development is based so much on metrics and user feedback? Do you feel less like the “author” of the game experience?

A: Metrics are everything I thought they might be – or at least what I hoped they would be every time I found myself sitting in a room of designers fighting over if a player would rather press one button over another. Why would a designer want to remain in the dark on something that has a clear, knowable answer? Undersanding how players play doesn’t stifle creatitivity in game design any more than understanding how people live stifles creativity in architecture. I think it’s the other way around – knowledge helps us understand constraints, and constraints are usually the building blocks of good design.

Do I feel less like an “author”? That depends, fiction or non-fiction?

Q: Following that question, if games like Farmville and Mafia Wars are “non-fiction” – as they are designed by learning from data how to make games about their topics – is there room to make “fiction” social games? Games that adhere to a designer’s vision even if that vision is not appealing to the average user?

A: I’m not going to declare that something can’t be done, particularly in such a young space. In my mind it is almost certainly the case that somebody will succeed with a single-vision game. Depending on how you measure success somebody might have already done so. I also think the popular approach has growth potential. We’ve got a lot ground to cover before we’ve truly reached the average person. Facebook continues to grow as do social networks in general. I think you’ll see social games built to appeal to your average person continue to grow right along with them.

Q: Will the primary future growth of Facebook games come from a few, enormous mass-market games or from a proliferation of more “niche” games aimed at specific, underserved audiences?

A: Broad appeal is clearly the order of the day and I don’t see that changing in the short term. I think niche games can be successful, particularly as the size of the niches continues to grow but it would take a lot of successful niches to make that the primary driver of growth.

The Siqi Chen Interview

The following is the full text of the interview I conducted with Zynga Director of Product Management Siqi Chen for my column on social gaming:

Q: How did you decide to begin working on social games?

Back in mid 2007, right after the Facebook platform was announced, I made the decision to get into social games. This is before we had a name for what we now call social games.

There was a visceral sense of new possibilities opening up with the availability of the social graph data for any given user. This new data combined with low friction distribution opened up brand new possibilities around social gameplay – you could for the first time create online games that involve each and every one of your real life friends. This was a big deal – it’s something that simply wasn’t possible before. I actually remember telling a few friends that I believed the largest company on the platform would be the “EA of Facebook.”

Q: Which titles have you worked on at Serious Business and at Zynga? What has your role been on these teams?

Our best known title at Serious Business was Friends for Sale, which was a social network game created by my cofounder Alex Le and myself. The idea was to take HotOrNot and add a market economy component to it. I was (in equal parts with Alex) a designer and developer of Friends for Sale, while also running the company as the CEO.

After our acquisition by Zynga, I run the product management team for Zynga’s Treasure Isle, which just launched. It’s a really exciting launch for Zynga because, by our count, this is the fastest growing social game anyone has ever launched.

Q: In your experience, what has been the biggest challenging in making successful social games. What separates the hits from the misses?

Successful social games are a magical blend of art and science. The art involves understanding what people want, being ruthlessly disciplined with simplicity and accessibility, and creating polished, fun experiences you want to enjoy with your friends. The science involves tracking, storing, and analyzing the billions of actions your players take and figuring out how to retain, grow and monetize your players in the best and most sustainable way.

Q: Steve Meretzky, VP of Game Design at Playdom, has made the point that, with social games, business and design are unified as never before. Do you agree with this assertion? What do traditional game designers need to learn to work on social games?

I cautiously agree with this. Certainly the distribution methods and the virtual goods based business models of social games encourage closer cooperation between designers and the business side. That much needed tension between the two still exists though. Underneath all the data and analysis, at the end of the day there still needs to be a delightful experience as a foundation.

Keep in mind that this advice comes from somebody who is not a traditional game designer, but I think that in order to be successful in this space, traditional game designers need to understand: 1. The context of social games – how and why do people play them? 2. A solid grasp of the economics of distribution and monetization.

The biggest distinction from traditional games is that social games have to basically distribute themselves and monetize themselves. This distinction is the root cause of a lot of design decisions made in successful social games.

Q: How do social games “distribute and monetize themselves” in ways with which traditional game developer might not be familiar? What are some of the best examples you’ve seen?

Because social games are built on top of a social graph, you have the opportunity to get your players to interact with their friends, even if their friends aren’t already playing the game.  These are social distribution opportunities that, when properly designed for, can make your game “viral” and allow you to acquire millions of users in a matter of days. No ad budget, no publishers, no retail shelf space required.

Since these games are distributed socially, all large social game experiences are free to play, monetizing through digital goods. You can play with all your friends, even though chances are only a few of them will ever buy anything.

I think the gold standard on both fronts, objectively speaking, would have to be FarmVille, at 30 million daily players.

Q: How does Zynga make a decision about what to charge for and what to give users for free? Is the internal decision making top-down or bottom-up? How do you know if you are being either too restrictive or too generous?

It’s a combination of experience, data, and intuition. We know a lot about the type of things people have purchased in the past, we have a sense of the things our users want through community feedback, and sometimes there are just awesome things that we think users would pay for.

What’s interesting to me about Zynga is that we are huge fans of our own games, so a lot of the people who work here are some of our best customers. Sometimes they would just come up to me and tell me what they would pay for. This type of feedback mostly comes from the bottom up.

Q: Sid Meier defines a good game as a series of interesting decisions. What are the interesting decisions in a social game? Or does the social aspect trump the need for interesting decisions?

The question I’d ask is, interesting to whom and when? When you’re on Facebook during a 5 minute break from work, the kinds of decisions that are interesting are pretty different from the ones that are interesting to you when you’re engaged in a 4 hour Civ4 marathon.

In a certain context, to certain people, deciding whether to plant the grain or the grapes, whether to buy the chicken or the fruit tree, whether to make my farm look Christmasy or French, are all interesting decisions.

The social aspect doesn’t trump the need for interesting decisions, but it does open up new avenues to create interesting decisions that involve some social tradeoff (Do I help my friend finish his Treasure collection or keep it for myself?)

Q: How do you accentuate these social tradeoffs? What are the best ways to get players to face a tough, but entertaining, choice involving their network of friends?

The mechanics that can work well are going to look pretty different from game to game.

Social interactions are either cooperative or competitive. Letting players gift things to their friends is a good way to build up social currency, but it becomes an interesting choice when the gift itself is scarce, or it costs the players something real.

PvP systems are another great way to provide that interesting choice. However, most players play social games to have fun and relax for a few minutes at a time, so we have to be careful not to design PvP systems that are too punishing.

Q: Charles Hudson, who also worked at Serious Business, said about the genre that “who wants to play a game that’s almost always up and to the right so long as you do what you’re supposed to do?” Social games do primarily seem to just reward time. Is there a place for skill or challenge?

You can make a pretty strong argument that most MMOs primarily seem to just reward time, but they’re awesome games. There’s nothing inherently negative about rewarding people for spending time playing your game. Good social games are about creating the right play experience for the right people at the right time.

There’s a place for skill and challenge, but skill and challenge in a social game might not be as obviously punishing or competitive as a traditional game. Making your farm in FarmVille look impressive is a real skill, and making it look more impressive than your neighbor can be a real challenge.

Q: Let’s talk about the time-based mechanics of social games which have emerged, built around an expectation that play is done in small, five-minute bursts. Some games (such as FarmVille and Social City) use an appointment mechanic which locks players out for a certain period of time once a task is started. Other games (such as Mafia Wars or Treasure Isle) use an energy mechanic, which limits player’s action but is constantly refilling, perhaps encouraging players to micromanage more. What are the pluses and minuses of these two systems?

Sorry, this is too specific for me to be comfortable answering.

Q: How does the design process change when development is based so much on metrics and user feedback? Do you feel less like the “author” of the game experience?

I’d argue the opposite. The biggest difference is that as the author of your game experience, you can see and react to the results of your design decisions and quickly change them.  This doesn’t reduce design to a rote process – you simply have more information available to you, and can quickly iterate and improve your designs.

Q: What specific lessons have you learned from metrics that you would have never guess intuitively? What were your biggest surprises?

Without going into anything specific, the biggest surprise to me is that often, the smallest changes can have a huge impact, and vice versa. This is hugely counter intuitive, but true.

Q: Would you be able to give a specific example? It might help deliver this point home.

This was one of the more ridiculous tests we ran, but it was interesting. Back when I was running Serious Business, Facebook allowed applications to access the notification channel, and we wanted to find out whether longer notifications performed better, or shorter ones. I guessed that it was probably a wash – the shorter ones are more concise, but the longer ones were probably more noticeable since they were physically larger.

We ran a 30-way split test where we asked our team to come up with a bunch of different copy. As it turns out, there was a roughly linear correlation between how short the notification was and how often players would click through it. The shorter it was, the better the performance. The difference in performance was up to 300%. That’s a huge impact for basically writing a few lines of copy.

GD Column 13: The Social Revolution

The following was published in the June/July 2010 issue of Game Developer magazine…

For the first time in recent memory, the dominant topic at this year’s GDC was not either the current console generation or the one coming over the horizon. Instead, the industry obsessed over the astonishing explosion of Facebook gaming over the last year. In fact, the poster child for the social network’s success – Zynga’s FarmVille, with its 82 million monthly active users – had been out for just a mere nine months.

FarmVille‘s scale is difficult to compare with that of other games. Before plateauing in March, the online game had grown by the size of the entire WoW user-base, every single month. Certainly, FarmVille must also be the first online game that can claim to be actively played by over 1% of the world’s population.

Many traditional game developers have mixed feeling about the rapid growth of these social games. While the huge audience signifies a massive broadening of the worldwide gaming demographic, the games themselves are often simplistic affairs, emphasizing time investment over interesting decisions. Further, certain practices have given the format a bad name, such as monetization through dubious lead generation offers and viral growth from wall post spam or in-game pyramid schemes.

Nonetheless, Facebook gaming does represent a real breakthrough for the industry because the social network combines an enormous audience with four advantages that promise great things for gamers and designers alike:

  • True Social Play: Gaming can now happen exclusively within the context of one’s actual friends. Multiplayer games no longer suffer from the Catch-22 of requiring friends to be fun while new players always start the game without friends.
  • Persistent, Asynchronous Play: Finding time to play with one’s real friends is difficult, especially for working, adult gamers. Asynchronous mechanics, however, let gamers play at their own pace and with their own friends, not strangers who happen to be online at the same time.
  • Free-to-Play Business Model: New players need not shell out $60 to join the crowd. Consumers don’t like buying multiplayer games unless they know that their friends are all going to buy the game as well. The free-to-play model removes that friction.
  • Metrics-Based Iteration: Retail games are developed in a vacuum, with designers working by gut instinct. Furthermore, games get only one launch, a single chance to succeed. Many developers would love, instead, to iterate quickly on genuine, live feedback.

Developers who master these four characteristics of Facebook gaming stand the best chance to break away from the pack in an increasingly crowded field. To help me understand these dynamics, I interviewed two Zynga developers, Senior Designer Paul Stephanouk and Director of Product Management Siqi Chen, asking them to describe their experiences in this new field.

Social First, Gameplay Second

Brian Reynolds, Zynga’s Chief Designer, often points out that successful social games need to be social first and games second. However, just because a feature is social first doesn’t mean that   it won’t be interesting, as Chen explains:

In a certain context, to certain people, deciding whether to plant the grain or the grapes, whether to buy the chicken or the fruit tree, are all interesting decisions. Letting players gift things to their friends is a good way to build up social currency, but it becomes an interesting choice when the gift itself is scarce, or it costs the players something real. There’s a place for skill and challenge, but skill and challenge in a social game might not be as obviously punishing or competitive as a traditional game. Making your farm in FarmVille look impressive is a real skill, and making it look more impressive than your neighbor can be a real challenge.

Playing within the context of one’s actual friends brings new emotions to the table: pride, obligation, gratitude, desire, even shame. FarmVille‘s wither mechanic – in which crops die out and shrivel if not harvested in time – is an example of a social mechanic designed to shame players into caring for their virtual farm. What will my friends think of me if my poor farm is full of dried-up strawberries?

In fact, some social games have incorrectly copied this dynamic by taking the gameplay of the whithering mechanic while ignoring the social factor. In Ponzi, a social game set in the corporate world, the reward for finishing jobs drops to zero if the player does not return in time to pick up the check. Although this mechanic does encourage players to return regularly, it lacks the social pressure found in FarmVille because the decaying jobs are invisible to one’s friends.

Asynchronous Innovations

Although the social factors are paramount, Facebook titles do pose new, interesting design challenges. More specifically, asynchronous play is still a largely unexplored territory for designers. For example, two distinct mechanics are currently evolving on Facebook to handle offline progress – the energy system and the appointment mechanic. Under the energy system, each action costs a certain amount of energy, which regenerates in real-time; eventually, the player must wait for her energy bar to refill some before continuing play. In contrast, appointment mechanics are free to start, but they lock the player out for a specific period of time; for example, after planting strawberries in FarmVille, the player must return in four hours to harvest them and collect the sale. Stephanouk explains the pros and cons:

Progress-oriented players tend to respond better to the energy approach – Mafia Wars is an excellent example of this. Appointment, or “return”, mechanics are perceived as a softer approach. Return works well in games like FarmVille where players are, as a whole, less competitive and more focused on the social and building components. Overall, it really depends on the game. Both methods can be successful and can even be combined. FarmVille has examples of both models; tractor fuel is an example of energy.

The energy system has the advantage of being a more natural match for profitable virtual items – a booster pack, for example, can allow players to refill their energy and continue playing the game. Appointment mechanics, on the other hand, allow players to strategize around their real-life schedule. Fifteen-minute tasks are useful for players staying online, who know they can tab over to the game at any time. Two-hour or eight-hour tasks, on the other hand, are great for players going to dinner or heading off to bed.

Meet the Mainstream

One big difference between social and core games is the subject matter. Instead of the niche themes usually found in retail games – fantasy, sci-fi, racing, WWII, zombies, etc. – successful social developers choose very mainstream topics. Facebook’s top ten games include titles on farms, restaurants, pets, and aquariums. The format developed so differently because, unlike with consoles, handhelds, or high-end PC’s, the audience started out mainstream, without having to grow from early adopters with more niche tastes.

In many ways, Facebook is the industry’s first “TV of gaming” – the site allows users to flip from game to game in a safe, standardized environment, with the expectations of no barriers-to-entry and that their friends will be playing the same games. By allowing players to advertise their accomplishments and invite their own personal network to play, the site goes beyond TV by letting players exert direct social influence on each other.

However, the mainstream audience affects not just the distribution or the themes of social games but their underlying mechanics as well. Stephanouk describes what he had to unlearn when transitioning from real-time games like Rise of Nations to social gaming:

One of the things I had to come around on was the importance of zero-sum conflict. Coming from strategy games as I did, I was very focused on the competitive aspect of games. I was aware of players wanting to build or explore, but I always saw that as serving a conflict-driven goal. I have learned that, for many people, the conflict-driven nature of traditional games is a major detraction. I’m not saying that overall conflict is bad or that you can’t have conflict-driven action in social games – both of these things are very much not the case. What I am saying is that there are a lot of players out there, far more than I understood, that really want a game experience that isn’t driven by the need to compete against another person.

Zero-sum conflict is indeed one mechanic core game developers usually do take for granted. Although cooperative gaming has grown in popularity in recent years, judging by the popularity of Left4Dead or the auto-grouping feature in WoW, competitive play usually means that one side triumphs and another is destroyed. Social games, however, can still be competitive without being destructive; the answer is parallel competition, the race to grow and improve one’s restaurant, for instance, faster than one’s friends.

Who is the Designer?

One final area social games differ from traditional game is the pervasive use of metrics to inform rapid iteration, often on a weekly or even daily schedule. The ability to test design hypotheses by split-testing can revolutionize development. Chen provides one simple example:

Back when I was running Serious Business [a social game company Chen founded which was later bought by Zynga], Facebook allowed applications to access the notification channel, and we wanted to find out whether longer notifications performed better, or shorter ones. I guessed that it was probably a wash – the shorter ones are more concise, but the longer ones were probably more noticeable since they were physically larger.

We ran a 30-way split test where we asked our team to come up with a bunch of different copy. As it turns out, there was a roughly linear correlation between how short the notification was and how often players would click through it. The shorter it was, the better the performance. The difference in performance was up to 300%. That’s a huge impact for basically writing a few lines of copy.

The question on many minds is what is the role of the designer in this new environment, with virtually real-time feedback for development decisions. Is the designer still the primary “author” of the game experience, or do designers now fill a new role, surfing the incoming data while sitting in the murky middle ground between the community and the company. Indeed, Reynolds admits that his role as Zynga’s “Chief Designer” is not nearly as important as one might imagine. Stephanouk says the following about the role of metrics in his current job:

Metrics are everything I thought they might be – or at least what I hoped they would be every time I found myself sitting in a room of designers fighting over if a player would rather press one button over another. Why would a designer want to remain in the dark on something that has a clear, knowable answer? Undersanding how players play doesn’t stifle creatitivity in game design any more than understanding how people live stifles creativity in architecture. I think it’s the other way around – knowledge helps us understand constraints, and constraints are usually the building blocks of good design. Do I feel less like an “author”? That depends, fiction or non-fiction?

The designer-as-auteur ideal is perhaps incompatible with this model, but the best game makers are usually the ones willing to “get dirty” – to engage fully with the audience to discover which ideas actually work and which ones were simply wishful thinking. Social game development simply accelerates this process to new extremes.