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	<title>Game Geek Speak &#187; Game Design</title>
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	<link>http://geekspeak.creatrixgames.com</link>
	<description>Flash, Java, and Unity game development blog with a focus on business and marketing.</description>
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		<title>Contrast for effect: reality versus fantasy in games (specifically, MMOs).</title>
		<link>http://geekspeak.creatrixgames.com/contrast-for-effect-reality-versus-fantasy-in-games-specifically-mmos.html</link>
		<comments>http://geekspeak.creatrixgames.com/contrast-for-effect-reality-versus-fantasy-in-games-specifically-mmos.html#comments</comments>
		<pubDate>Sat, 24 Apr 2010 13:01:04 +0000</pubDate>
		<dc:creator>jason</dc:creator>
				<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://geekspeak.creatrixgames.com/?p=652</guid>
		<description><![CDATA[I&#8217;ve been playing Lord of the Rings Online for a couple weeks (ok, only a few hours a week, but still&#8230;). It&#8217;s tons of fun, and moreso because my awesome wife likes it and plays with me! I&#8217;ve only played a human so far, and at first I found the game environments a little bland. [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been playing Lord of the Rings Online for a couple weeks (ok, only a few hours a week, but still&#8230;). It&#8217;s tons of fun, and moreso because my awesome wife likes it and plays with me!</p>
<p>I&#8217;ve only played a human so far, and at first I found the game environments a little bland. I guess having just finished the World of Warcraft trial, I was used to the bright colors and dense designs. I found LotRO to be much more sparse and less colorful. By sparse, I mean the designs are not cram-packed with tons of over the top details like giant weapons, huge armor, and fantastic creatures. (That&#8217;s a key point here.)</p>
<p>So the first good bit of the game, you are among humans and fight mostly normal animals and a few slightly fantasy creatures (though still in the realm of &#8220;realistic&#8221;). Playing this, while fun, was a little like quitting the Twinkies and eating raw veggies instead. It was kind of a shock, but it was still compelling, and I wanted more. <img src='http://geekspeak.creatrixgames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><img src="http://geekspeak.creatrixgames.com/wp-content/uploads/2010/04/goblin.jpg" alt="" title="Not the goblins we saw, but close enough." width="400" height="300" class="alignright size-full wp-image-654" /> But then we progressed farther and started to see the first fantasy creatures: goblins. I found myself really excited by them because they were very different from everything I had experienced before. Not wolves or spiders or huge flying insects, but real monsters! They had some camps in a marsh with bonfires at night, and it was really exciting.</p>
<p>This made me realize that most games, like WoW, give you such a constant and intense stream of eye candy and fantasy visuals that it all becomes kind of bland after a while. You meet another boss that looks incredibly cool, but your reaction is, &#8220;Meh.&#8221;</p>
<p>LotRO has used contrast to build up the fantasy elements simply by using them sparingly. I can&#8217;t imagine my excitement when I see something like a Black Rider or a Dragon! This is a powerful technique, and it won&#8217;t cost you more money or time to implement (other than planning how to pull it off with aplomb).</p>
<p>Because my wife and I started in a &#8220;normal&#8221; area without these elements, seeing them within that &#8220;realism&#8221; made them feel that much more fantastic. I&#8217;ve seen these kinds of things in games so many times before. Yet, here I was all giddy about it this time because I hadn&#8217;t been hit over the head with it to the point of being numb. I hope the rest of the game does this and uses the fantasy elements sparingly throughout.</p>
<p>I think this is a valuable observation for game developers. <strong>We should work to heighten contrast for maximum effect whenever possible.</strong> Less is more.</p>
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		<title>Shared worlds and social games</title>
		<link>http://geekspeak.creatrixgames.com/shared-worlds-and-social-games.html</link>
		<comments>http://geekspeak.creatrixgames.com/shared-worlds-and-social-games.html#comments</comments>
		<pubDate>Wed, 17 Mar 2010 14:06:02 +0000</pubDate>
		<dc:creator>jason</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Social Games]]></category>

		<guid isPermaLink="false">http://geekspeak.creatrixgames.com/?p=602</guid>
		<description><![CDATA[&#8220;Social games&#8221; seems to be the new black these days. And, yet, the social mechanics seem to boil down to nothing more than &#8220;collecting&#8221; as many &#8220;friends&#8221; as you can in order to unlock content. (Please imagine me using quote fingers dramatically when you see those quotes.) For instance, some games have &#8220;quests&#8221; (in most [...]]]></description>
			<content:encoded><![CDATA[<p>&#8220;Social games&#8221; seems to be the new black these days. And, yet, the social mechanics seem to boil down to nothing more than &#8220;collecting&#8221; as many &#8220;friends&#8221; as you can in order to unlock content. (Please imagine me using quote fingers dramatically when you see those quotes.) <img src='http://geekspeak.creatrixgames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><a href="http://geekspeak.creatrixgames.com/wp-content/uploads/2010/03/mafia-wars-best-of-09-1262911738.jpg"><img src="http://geekspeak.creatrixgames.com/wp-content/uploads/2010/03/mafia-wars-best-of-09-1262911738-300x223.jpg" alt="mafia-wars-social-game" width="300" height="223" class="alignright size-medium wp-image-610" /></a>For instance, some games have &#8220;quests&#8221; (in most games, that means one click).</p>
<p>These jobs sometimes require you to have a certain amount of friends in your &#8220;crew&#8221; or group or neighbors before you can access it. That really just means inviting players into the game and forgetting about them since they become a number.</p>
<p>Interestingly, this gives rise to &#8220;add me trains,&#8221; where a huge comment thread consists of players asking other players to add them as friends to increase their in-game friend count.</p>
<p>Or, you give a friend a gift to entice him or her to play the game. Gifting can be very fulfilling, but in this case it&#8217;s entirely in the service of marketing the game with sleight of hand. It&#8217;s not actually &#8220;social&#8221; in the way you expect when you say the word.</p>
<p>But&#8230;</p>
<p><strong>&#8230;is this fun?!</strong> The answer depends on who you ask, but it&#8217;s not much fun to me. These games are certainly <em>engaging</em> because of the behavioral psychology behind their design, but I&#8217;m not sure that is the same as being <i>fun.</i></p>
<p>There&#8217;s no meaningful interaction in most current &#8220;social&#8221; games. Your social graph is nothing but a marketing data mine for the developers. I don&#8217;t have a big problem with that on its own, because you do opt in. You don&#8217;t <i>have</i> to invite your friends. But the motivating factor is not the quality of the game, and I would wager that you won&#8217;t need to force your players to tell friends if the game is good enough.</p>
<p>I love the idea of shared worlds.</p>
<p>As I define it, a shared world game is where the gameplay alters the world state, and the world state alters the gameplay in a fun feedback loop. It&#8217;s really fascinating to think about the potential when players&#8217; actions can change the world in which they play, and then that, in turn, can affect what players do next. It sounds like a blast to me.</p>
<p><img src="http://geekspeak.creatrixgames.com/wp-content/uploads/2010/03/negotiation1.jpg" alt="" title="negotiation" width="150" height="180" class="alignleft size-full wp-image-613" />It also happens to dovetail nicely with social games. I mean, here&#8217;s a chance to make them <i>actually</i> social! I don&#8217;t mean like &#8220;talky ha-ha&#8221; social. I mean like &#8220;negotiating with each other&#8221; or &#8220;participating in simple forms of governance within a game world&#8221; social.  You know, the kind of social where you interact with other people and fun things happen as a result.</p>
<p>To be clear, these things don&#8217;t have to happen in synchronous, full-on MMO style. But it also doesn&#8217;t have to be a game as vacuous as most of what we see on Facebook today.</p>
<p>The time is ripe for a new kind of social game that is more than hollow mouse clicks on a plastic harvest. And I hope to make one soon.</p>
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