I was reading a Gamasutra piece by a friend of mine regarding the use of frustration in the form of “fun pain.” This is the way that many F2P games have made their money and is definitely not on the good side of monetization. I want to talk about this more and how the practice goes against the point of game design.
For today’s cast, I had the absolute pleasure of talking to Seth Sivak, co-founder of Proletariat about what it takes to make a successful game in today’s market and how he’s applying that to his studio’s first game World Zombination.
Back in November of last year, Game-Wisdom had its first guest post from veteran game designer and city-builder genre expert: Chris Beatrice. Before and after that post we talked about design via email and there was one topic I found interesting: How he saw shades of the city builder genre in social games like Farmville.
At first I disagreed with him, but as I thought about it and saw the development of other social games, I could see a pattern of translating complex design into social games.
Over the last few months, part of Facebook’s plans going forward to retain and gain users to the site was revealed. This involves attempting to attract hardcore gamers with new, more involving games.
Facebook’s track record so far has been poor with titles like Insomniac’s Outernauts, the Dragon Age social game and the numerous games from Zynga. And given what we know about social game design and their competition with free to play games, I’m not exactly holding my breath to be sucked into Facebook anytime soon.