Mobile Social Play (kars@leapfrog.nl)
“What I mean by mobile/social/games”
The pleasure of play comes from rigid rules and structure
[eg: how gamers feel about system-oriented games: beat-em-ups, shmups]
- play is more than games (obv.)
- RTS games – the game-layer drops away and you start managing the system, the stats; the characters are a transparent layer over that (look at the WoW huds that people make.)
- Playful things
- Flavonoid (Julian Bleecker) – offline/passive gaming. cf PMOG
- “Keyhole games” – games overlaid onto world eg cameraphone type stuff, eyetoy, etc.
- Now we’re into controller-stuff – Guitar Hero/Wii/Dance Dance Revolution/etc.
- Tangible games – gesture-based interfaces are more sociable. They are “readable”.
- LARPing.
Part the second
- Theory can help design.
- Rules of Play – Game Design Fundamentals. [book sounds fab. Must buy this.]
“The magic circle”
The space and time in which a game is played. (More the space, but space/time is a nice idea)
Lusory attitude
“The willingness to play the game and subject yourself to its rules.”
Mobile games can be played
- anywhere
- anytime – mobile games are in this everywhere-space – mobile entertainment has a tough time competing with other time-killing activities
- with anyone
Where is the game?
- If it’s everywhere, can I escape it? When do I start, when do I stop? [YOU JUST LOST THE GAME]
- Who are the players? Who aren’t?
- The assassination game is a good point – very strict on its rules about non-players.
Part the third
Five guidelines for designing mobile/social/games
Design for different levels of player engagement.
- Matt Jones/Tom Hume – Twitcher, the one-button casual game that can be played hardcore (or not)
- make it easy to step into the game
- keep them there – this is about flow
Provide for player roles
- Enhances social communication
- [Eg TeamFortress, CTF, Battlefield]
Encourage meta-gaming
- stuff to do outside the game world that’s still related to it.
Support implicit rule creation
- players coming to agreement on unwritten rules, for instance.
- eg street-football – (yard cricket, yard rugby)
Play with the game’s existence
- [this is what I call metagaming]
- Is the game real? Is the rest of the world the game?
Serious applications for MSGs?
- Cultural resistance – Banksy hacking the Paris Hilton album, for instance.
- Behavioural change – incentivising actions (eg: safe driving, carbon-neutral activity)
- Insight – using playful things to offer insight into complex systems (eg: Sim City)