Putting the Game in Facebook Game

After quitting FarmVille I went I on to play a number of other Facebook Games, and for the most part, they all play the same.  On one hand you have FarmVille, where you plant things and then wait for harvest.  On the other hand you have Hero World, where you have an energy stat and you can click on things until your stat runs out and then you wait for the stat to recover.  At best, the only real “game” there is in strategically deciding what to click before waiting.

Just yesterday, I decided to give SOE’s The Agency: Covert Ops game a try.  In some aspects, it is the same as a bunch of other games: you click, you wait, etc.  But in addition to that, as Darren posted about today, there are some actual games.  Just in the few minutes I played, I was given a nifty game where a computer screen is asking for an access code and I am shown which letters on the keyboard have fingerprints and I have to guess the word.  For example, the access code is a 5 letter words and the keys with prints are E, R, V and N.  I type in N-E-V-E-R, success, and move on to the next word.

So, now I’m on the hunt for Facebook Games with actual Game in them rather than just clicking, waiting and spamming.  I’m open to suggestions…

Mechwarrior 4 Free

Yes, you can get Mechwarrior 4 for Free.

Anyway… almost two years ago I wrote a post about how I would design a Mechwarrior MMO.  Part of this whole release of MW4 for free is that a company called Smith & Tinker bought the Mechwarrior rights three years ago, then last year they got $29 million in funding, which sounds to me like someone is trying to make a game, and given S&T’s other ventures into online stuff an MMO seems likely.  Or perhaps at the very least a Global Agenda style game with MMO elements.

Obviously, I’d love to see a Mechwarrior MMO.  I just hope they don’t screw it up.

Games as Art

Oh God, I think I’m going to crash the Internet with all these links.  And that’s just from searching for “Ebert” in my Google Reader.  You should probably read this one too.  All of those are worth clicking on and reading.  The comments also.  I think I even made a comment or two in there somewhere.  On the subject at hand, I’m not certain I’m decided.  Though if pressed, I might have to say that games are not art, or at the very least that the majority of games are not art.

One of the nice things about most forms of traditional art is that they don’t change.  The Mona Lisa is The Mona Lisa still.  Casablanca is Casablanca.  The text of Hamlet remains.  That last example begins to get to my line of thinking.  No one would argue that Hamlet is a work of literary art, but individual productions of Hamlet will be heavily debated.  In fact, in the artistic world, a production of Hamlet would be considered performance art, not simply art.

When you go to a museum and look at a painting on the wall, that painting will be exactly the same every time you go to see it.  What changes from viewing to viewing is YOU.  The same can be said for books and films and most of the traditional art forms.  If I were to load up World of Warcraft or Crysis or even a game like Flower (which many people consider to be art) and just watch it, it might be art but it wouldn’t be a game.  If I go to YouTube and watch videos of people playing games, it might be art, the video, and it might be a game for the person who made it, but for me it wouldn’t be a game.

A game is like Schrödinger’s cat, it is a collection of potentials that are, in actual terms, useless until we open the box and see if the cat is alive or dead.  A game isn’t a game until we play it.  To me, it seems that video games are more like sports than they are like paintings or books or movies.  A baseball player might have a beautiful swing, and there may be many artful things in a game of baseball, but I don’t believe that anyone would call a baseball game “art”.  Unlike most art, not only do you change between visits to a game, but the game changes too.  Sure, some games are so simple that they don’t change much at all, but those aren’t usually the games people claim are art.  Saying a video game is a single piece of art is like saying that all the productions of Hamlet are a single piece of art.  A game is ephemeral.  Unless someone video tapes it, you can’t return to the game exactly as it was before, and if you do it through video the subsequent times you return they are movies, which might be art but aren’t games.

As I said, a game isn’t a game until we play it, so the gamer is part of the game since we can’t have one without the other.  Many people bristle at the idea of video games being a sport.  Face it, many people who play video games do so to get away from sports.  (I kid, I kid!) (Not really.)  So perhaps we should stray back towards plays.  From the audience, a play is performance art, a performance of art.  But what is a play for the performers?  Is the act of acting “art” from the perspective of the actor?  Or is the performer the artist? A painting, completed, is art, but is the act of creating the painting art?  I don’t believe it is.  From that view, game developers aren’t creating art, they are creating paints and brushes and easels, production notes and outlines, tools from which art can be created by the gamer.  A game, completed, might be art, but again if you are experiencing a completed game you are probably watching a movie, not playing a game.

All of this talking around in circles leads me to believe that since I find it so hard to define a game as being art there are only two options.  Either the words and terms and methods to define a game as art don’t yet exist or at least are not known to me, or that games are not art but might just be a medium through which art can be created.  In the end, I’m liking that second option better because if games are art that make me an art consumer (or connoisseur if I’m fluffing my ego), but if games are a medium then I am an artist.

Are You Secure?

Continuing in my annoyance with and dislike of certain aspects of Facebook gaming (as previously seen in these three posts), a recent case study shows that 24% of social gamers have insecure friending habits.

As I’ve said, the design of many games is to have as many friends as possible.  Lately, I’ve been playing Zombie Wars.  Decent game, I enjoy it, but I’m stuck.  I need 20 people in my colony to move to the next area.  I have 13.  I have sent invites to most, if not all, of my 149 friends, but can’t get another 7 of them to start playing.  The game is dead to me.  I could, however, go to the Zombie Wars fan page and find people who also need more colony members and friend them in order to get moving.

This is where the insecurity comes in.  By default in Facebook, a “friend” has access to everything on your profile, unless you’ve specifically gone in and denied access to a particular piece of info.  You can restrict someone’s access by making a group, denying access to that group, and then adding that person to the group.  This is cumbersome and not obvious.  And if you engage in adding people for the sole purpose of progressing in a game, you are likely to accept a friendship of someone saying, “Hey! Add me for Zombie Wars!” even though you don’t know them.  Those people might not even be real.  They could be a phishing profile, looking to get at your personal data that is hidden behind the “friend barrier” and if you let them in without restriction they’ll get it.

I hope the way Facebook games work evolves.  In the meantime, I hope people start to pay attention to how they use Facebook, because they could be risking more than they know.

My Guild Isn’t Your Guild

Continuing on with my look into Facebook games, and in my look into why I dislike them…

When I played EverQuest, I met a person, we played together a little, and then I joined his guild.  Joining a guild attached me to a social unit and my one new friend turned into thirty new friends.  Now, I didn’t get along with all of them, but being bonded by the unit meant that we were at least civil, because he often wound up grouped together and working together toward goals.

In Facebook games, I invite a friend of mine into my super team, or as my neighbor, or whatever social unit the game has, and that’s the end of it.  I have 12 people in my zombie apocalypse survivor colony.  One of those 12 only have 3 people in his colony.  One of them has 50.  And so on.  Each of us has a unique view of the game world.  Our social unit is fictional, not real.

Facebook games are designed to make you grow your social units outside the game.  You are encouraged to post achievements on your wall, to share them with the world, and the idea is that a friend of yours will see it and decide to play the game also, hopefully joining your game social unit too, and that also a friend of your friend who saw your comment on that picture of your friend’s dog will click your name, see your wall, see your post from the game, and decide to be your friend and join you in game also.

This is completely backwards from the normal Online game socialization model.  Normally, you make friends in game and that friendship can grow outward.  On Faceback, you make friends outside of the game and hope to grow that friendship inward to the game.  That just seems wrong to me.

Quest Not For Thyself

I was about to start this by saying “Despite the fact that I hate FarmVille…” but that wouldn’t be correct.  I didn’t hate it, I just found it boring.  So, instead, let’s begin… Despite being bored by FarmVille, one thing I do think that game got right is in rewarding you not just for doing, but for helping others.  You could argue that all MMORPGs do that in their end game, because you can’t solo end game group and raid content, so you have to help other people.  But most of the game isn’t like that, especially World of Warcraft.

Let’s take, for example, the ubiquitous “kill ten rats” quest.  You find an NPC and he says, “I hate rats. Kill ten of them and I will reward you.”  But what if the NPC said, “I hate rats. Help someone else kill ten of them and I will reward you.”  It’s a subtle difference, but it means you can’t run off a kill ten rats by yourself and finish, you have to find someone else, group with them, and kill rats together.  Obviously this quest works best if you find someone who has the same quest (or you share it with them) so that you both are helping someone else kill ten rats.  Or better yet, you get five people together and you go whack ten rats as a large group and everyone finishes the quest.

What if the game was filled with a majority of quests requiring the presence of at least one other player (so, you could still two-box or play as a duo with your significant other) in order to do them?

Take it a step further, and while most current games are filled with solo content and the occasional group required one, what if the game was mostly grouped quests with the occasional “do this one alone” quest that popped you off into an instance by yourself?

Would such a game interest you?  I know it would interest me…

Yeah, yeah, I know “forced grouping sucks!”  But so does solo kill stealing antisocialness.

Guilds, Servers and Venn Diagrams

One thing I’ve mentioned a time or two on this blog is how I miss the old days when there was more, what I call, casual socialization.  The ironic part is that while it felt casual, it wasn’t.  EverQuest was hard and slow to play solo (not impossible), and so grouping with other people was very desirable.  While lots of people hated this “forced” grouping, the fact is that it lead to people having to talk to each other.  World of Warcraft, on the other hand, is so easy to play solo that barely anyone ever grouped, so much so that they had to invent an instant group making tool AND make it work across servers to get people to go do group instances.  That’s not entirely true, people were doing group instances to a degree, but how it was being done is the point of this post.

Playing EverQuest felt like this:

EQ Venn

While playing World of Warcraft felt like this:

WoW Venn

In EQ, my guild always felt like a subset of the server.  I raided with my guild (and their alliance) and I grouped with my guild, but I also grouped fairly often with other random people from other guilds and even raided with public raids (not to be confused with pickup raids where someone stands around shouting that they are forming a raid, but planned ahead of time, posted on the server message boards and open to signups by anyone).  In WoW, my guild felt like it was my entire world.  I raided with my guild and I grouped with my guild, and that’s it.  Occasionally out in the world working on a quest I’d casually group with someone working the same quest (kill ten raptors goes faster for everyone around if you group up… collect ten raptor hides, however, is a cutthroat business), and at the lowest levels you might find a random group doing an instance, but only back before about 2006 or so because nowadays most people just race solo through the low level content to get to “the real game”.

I want to love my server again, my whole community, not just my tiny corner of it.  But how do we do that?  Unfortunately, the answer is less instancing and less easy solo content.  In general, people will, even when it is detrimental, choose the path of least resistance.  Soloing is easier than grouping in that you don’t have to contend with the personalities of others and you don’t have to share rewards, when you make soloing also better experience and progression, people stop choosing to group except when in their own niche of the community, their guild.  When guilds don’t have to contend, compete and share content, they don’t have a reason to talk to each other.  Instead they’ll just go off into their own instance and get their own loot.

Of course, this all depends on what you want out of an MMO.  If you want a game, if you want pushing buttons to defeat monsters, if you want loot and to “grow” your character, above all else, then you want easy solo and instancing.  But if you are like me and the game, the fighting, the loot and advancement, are all secondary to playing in the world with other people, then you want harder solo and shared content.  Currently, WoW rules the roost.  It makes the most money, and money controls the flow of design, so every game since WoW took over the market has tried to be like WoW, more game, less world.  This is a great thing if you love WoW, except if you love WoW why would you want to leave a game you have investment in for a game that is exactly like WoW only you are level 1 instead of level 80?  Couldn’t you get the same experience on an alternate character in WoW?

In the meantime, I keep trying new games and hoping to find one with less easy solo and less instancing and more community inside the game world.  If you know of any, where you play with people not in your guild frequently because it has a vibrant community in the game, I’m all ears…

Concise Gaming

Spawned from this article from Kotaku and Gamespy, this post by David Jaffe got me thinking… I’ve played through a few single player games that end up taking twenty or more hours to play, some longer.  Which since I tend to only play for an hour or two maybe once or twice a week means that these games take ten to fifteen weeks to finish, some longer.  Now, while I’m willing to accept that part of that is my fault, another part of it is that one of the reasons I only play for an hour or two once or twice a week is because there are parts of many games that feel like repetition or filler.  Many twenty hour games could easily be pared down to ten hours, if not five or less, by streamlining.

If you make a game that consists of three or four hours of genuine “fresh” game play and then seventeen or more hours of “repeating” game play, I think you might be doing it wrong.  Multi-player games can more easily get away with repeating content because it is the other players than change.  A good example of this is Left 4 Dead.  I can play the same campaign with the same three other people and still have a different experience because the weapons are in different locations, the hordes happen at different time, and the other players don’t play the same every single time.  But in many single player games, once you learn how to fight monster X with weapon A, repeating that a thousand times gets boring, and this is usually the point I save the game, turn it off and go do something else.  I’ll come back later and play some more.

Like David, I think I’d rather see game companies trim down their product, give me a concise, powerful, exciting four or five hour story for about $10.  Then sell me downloadable story additions, four to five hours in length for $10 each.  If your game works as multi-player, give me a multi-player mode and then sell me new map packs or game modes for $5 or something.  But as it is, despite their being a good number of awesome looking games on the shelves, looking is all I’m doing because $60 and all that time is just too much.

Facebook Games and Friends

Lately, I’ve been diving into Facebook games so that I can see what they are all about.  Overall, I’m fairly disappointed in a good number of them.  Not in the game themselves, but in how they are implemented on Facebook.

I’m not new to online gaming.  I’ve got an Xbox 360 and there are people on my friend list there that I met playing Left 4 Dead or Burnout Paradise or some other game.  I’ve played MMOs and I know people from EverQuest and World of Warcraft and other games I’ve dabbled in.  I understand, and actually desire, the need for other people.  However, the way games integrate into Facebook, it requires me to be extra vigilant in how I handle my gaming friends.

In order to progress in most of these games, you need friends.  I suppose you could spam messages out to all the people who are your real friends and beg them to play, but not everyone wants to play Facebook games, so it is not uncommon to need more game friends than your real friend list gets you.  Most games, on their pages, have discussion boards where people can ask to be added as friends.  Now, I can’t just add you as a FarmVille friend, I have to add you as a Facebook friend.  Facebook does allow me to add people to lists, of which I have one called “Not” for people who are not my friends, and manage what they have access to and then I can hide them from my news feed so that I never see their stuff, but it just seems like hoops I am jumping through.

A perfect example of this is a game called Hero World.  It is fun, if tedious at time, but the main element is that the number of people in your super team directly influences how powerful you are.  So, people with more friends are more powerful.  Scouring my list of real friends, I came up with 9 who wanted to play Hero World.  With the max team size somewhere around 250, clearly my team was weak, and therefore I was weak.  Moreover, I found that in order to buy bases and continue growing my own character I needed more friends.  I utilized my “Not” group and made some new “friends”.  Yay!  I’m more powerful!  And now I’m getting spam from people I don’t know!

Perhaps I’m just missing the point, perhaps I just don’t get it, perhaps I am becoming the old man screaming at the kids to get off his lawn, but to me a “friend” is someone I know.  What passes for “friends” on Facebook just don’t seem to fit the definition.  Facebook already makes a distinction between a friend and a fan, so why not allow someone to be application level friends where we can play a game together without the instant intimacy of being a “friend”?

Anyway… having been banging at some Facebook games for a while now, I’m going to start putting up reviews of them in the near future…