Whenever someone I know mentions Facebook games in front of someone else, a few lines of conversation transpire, during which they agree to agree to that Facebook games are not cool.
Maybe this means I hang out with a lot of people who love going to the theater, or else would rather play Left 4 Dead 2. In short, it might mean that Facebook games are neither high art nor high games. Re: the latter distinction, Iâm sure if you mention Facebook games in a Gamestop, the manager pulls a shotgun out from under the register and racks it. (I am too scared to test this theory (absolutely no journalistic integrity).)
Whatâs wrong with Facebook games? I Googled âI hate Facebook gamesâ, and I ended up here
âI Hate Facebook Games.â is the title of a Facebook community. A discussion thread on the wall begins with the post âThey are boring gamesâ, a sentiment which is not punctuated.
âI Hate Facebook Games Likes Thisâ, it says beneath the post. âFarmville is not a game,â says the chap who purports Facebook games âare boring gamesâ. âIt is a big series of events.â
âEven Harvest Moon on SNES was 1000x better than thisâŠâ says the next poster.
Outside of this page, I simply cannot find a more concise, potent summary of the publicâs general dislike of Facebook games.
Part of the art of criticism is trying to be positive, so I did a Google search for âTop Facebook Gamesâ, just to get a good idea of what the public likes. I stumbled onto a list. Of the games on that list I am familiar with, I can say I hate the majority of them.
For the record, none of my real-life in-person friends will admit to enjoying Facebook games. Some of my on-Facebook friends play the games. Still, it stands that I have never knowingly spoken to a person who is stone-cold financially addicted to Farmville or Cityville
Facebook games are invariably free to play. âFree to playâ is a clever little phrase which masks the idea that they are possibly not free to enjoy Facebook games are âmonetizedâ. âMonetizeâ is a word that didnât exist so prominently in business until recently, until businessmen got the idea to offer people a free experience and then connive a way to get the users to pay anyway. They do this by constructing brain-labyrinths (âengagement wheelsâ) through scary dark tricks of math and psychology. The games arenât about being funâtheyâre about keeping the player there.
When you look into the numbers, you find that somewhere around five percent of Facebook game players ever spend any money at all on the games. Some of the users spend $10,000 on a single game. The average amount of money a user spends is $1.70, though most users spend nothing. I am one of those âmost usersâ.
I have analyzed social games and concluded that the âbestâ thing about Facebook games is that they are making serious money for some people.
So, the âmonetizationâ system that has emerged is a âgoodâ one because it âworksâ, though it only works on âless than five percentâ of users. So, even the psychomathematiconomists employed in making social games could agree with me when I say it is a scientific fact that social games could be better
In the interest of my chosen scienceâ lolologyâI will henceforth tackle, in the tried format of a âtop tenâ list, the following elephant-sized question: What would make Facebook games great?
1. Drive re-engagement and improve discovery!
Iâve always thought that Facebook games would be better if they drove re-engagement and improved discovery. Duh. Thatâs what we all think, right?
âDrive re-engagementâ means that a lot of people dip their toes into the game and then stop almost immediately. To drive re-engagement, youâd have to make a game people want to play a little bit longer before giving upâand then devise viral wall-posts persuasive enough to get those players to actually play the game again.
âImprove discoveryâ means that they should devise viral wall-posts persuasive enough to get people who have never played the game to dip their toes into the game.
You know whatâwe might not even need the rest of the items on the list. If you were going to make Facebook games âbetterâ, those are really only the two things you need to do!
Wowâand look at this! I just Googled âhow to make Facebook games betterâ, and it turns up an Official Facebook Blog post in which the only two suggestions for making Facebook games âbetterâ are âdrive re-engagementâ and âimprove discoveryâ. I guess âbetterâ isnât as subjective a word as we thought.
Looks like the mathematicians win again!
2. Right mouse click
Right now, every Facebook game uses just the left mouse button. As they all use Java, or Flash, or whatever the brainiacs are calling the latest computer-thing, the right click is hard-wired to open up some kind of voodoo window to change some kind of web-browser settings.
Well, these Facebook-game-makers are smart people. Theyâre so smart, they managed to get tens of millions of people to pay literally billions of dollars for stuff that isnât even real. If they were able to do that, they can probably figure out how to make a game where you can right-click on some stuff.
Imagine if, in addition to left click, you had a right click. That would literally be twice the options. Remember the Nintendo Entertainment System? The controller had two buttonsâA and B. The Super Nintendo added X and Y. Now try telling me that Metroid is better than Super Metroid. Super Farmville would be so much better than Farmville
3. Make a better art style than Zynga
Iâm not going to talk smack about Zynga, I swear. For today, letâs not talk about how their games are the electronic equivalent of an unraveled coat-hanger, their collective customers the consumer equivalent of an old Buick in a supermarket parking lot. Letâs not even throw around phrases like âcomputer-engineered pharmaceuticalsâ or âthe ghostification of modern societyâ. Letâs be nice. Letâs admit that maybe we only think we dislike them, because at the end of the day, theyâre just a group of people who found something that worked and then made enough money to give Uncle Scroogeâs Money Bin penis-envy.
Today, letâs stick to the facts.
The fact is the characters in Zynga games look like something youâd see in a coloring book used for the part of the therapy where the child is encouraged to show the therapist which things in this barnyard scene he wishes were purple. I feel a little bit older than I probably really am whenever I look at Zynga game characters. When I see them, I am filled with a semi-intense desire to see them suffer. I am a perfectly normal person, so I imagine this is a perfectly normal reaction (also, that no one else reading this has ever worn a pair of new socks more than twice).
The worst part about the Zynga art style is that we live in a world of copycats, copytigers, and copypanthers. Also, the predominant method of thinking among marketers is that if something is popular, every single tiny element of it is greatly responsible for its popularity. So we see similar munchkin bobbleheads popping up in every other Facebook game.
I know weâre not going to get triple-A graphics in these things anytime soon, because they need to run in a browser and they need to perform well on everyoneâs computer for maximum accessibility, et cetera, et cetera. Iâm just saying to at least try to make your darn 2D look good. They say âit takes money to make moneyâ, and you want to make money, right? I mean, thatâs why youâre making these games. Hire someone famous. Make the characters look like the Powerpuff Girls, or like the Scott Pilgrim comics. Or, make a post-apocalyptic farming simulator with characters who are a precise cross between Scott Pilgrim and Marcus Fenix. Just get those cold, weird ventriloquist-dummy grins off my e-lawn.
4. Be politer about the virality!
Every! God! Darn! Time! Someone auto-posts a social game update on my Facebook wall, itâs just full! Of! Exclamation points!
âHey! Iâm having fun in Some Facebook Game!â
âIf you joined me we could have more fun! Click here!â
âIf you click here youâll get a reward!â
For godâs sake! Video games! Stop yelling at me!
Take a lesson from The Nigerian Spanish-Prisoner Spam-Robot, people: set all your soulless ItGetsTheMoney.virus programs to âDear Friend,â.
5. Make some action games!
Of course, the idea of Facebook games is that literally 97% of the worldâs population has a Facebook account, and that if you get one dollar from each of those people you can literally buy an entire planet and a rocketship to take you there. In order to get that one dollar from every pocket in the world, your game, of course, needs to be this hyper-simplistic thing where everything is beautiful, nothing hurts, no one ever wins, and no one ever loses.
Well, you know what people like? They like Fruit Ninja. What kind of psychopath doesnât like Fruit Ninja? Iâll tell you who: I had an uncle once who probably wouldnât have liked Fruit Ninja, if heâd lived long enough to see it.
Fruit Ninja makes moneyâa modest amount of money (maybe only enough to choke a horse (as opposed to a rhino))âbecause sometimes Genuinely Cool People get Facebook Credits in their Christmas stockings, and what else are they going to use them on? You play Fruit Ninja because you love cutting fruit, and the fruit loves being cut. You want to get better at it. Numbers go upâyou love them going up, and they love going up.
Fruit Ninja and Bejeweled are games that fit on Facebook. They are The Modern Tetris, in that theyâre as theyâre simpler and faster-pacedâand Iâm not being snippy.
When we say âsocial gamesâ, we are usually talking about games that will, following an accidental click on the wrong button, impersonate you, threatening suicide if your friends donât visit your farm Right The Fuck Now.
However, Fruit Ninja is just as much of a social gameâand not because itâs on Facebook. Itâs âsocialâ because youâre compelled to share your score with your friends. Any game you play with people is âsocialâ, I sayâthough the scientists behind these things would pressure me to point out that âsocial gamesâ usually require the act of socializing to directly enhance the game experience.
How about this: in Farmville, it costs more money to plant strawberries than it does to plant peanuts (I think), though the act of planting them is committed with the same action: point, and click. In The Sims Social, thereâs a quest where you have to âSend Libelous Emailsâ, and thatâs done the exact same way as cooking nachos in a microwave or watching television or having sex in the shower: you point, and you click. Why canât it be, like, you point at something, you click, and then thereâs a tiny little skill-game?
The web is crawling with little one-click games.
Here, I just opened the first game I saw on Flixel.org, and though itâs not very good, itâs at least more fun than Farmville, and its controls donât even require a single click. Why canât we have a little something like that every time we go to pick our strawberries, where your minimum score is always guaranteed, even if you fail, and optimal performance gives you a bonus?
6. Let people actually play with their friends.
Every Facebook game developer Iâve talked to this year has promised me, in a low voice, swallowing that last bite of hors dâoeuvre and wiping his hands on his thighs, that âOur game will actually feature synchronous play.â The game never comes out. The next time I hear from the guy, itâs via a Facebook message his mom is sending through his account: they have finally found the car.
Facebook games arenât about actually hanging out with your friendsâtheyâre about your friends being your neighbors. You can go over to your friendsâ houses and . . . look at all the stuff they have. Thatâs about it. Itâs all just a kind of flimsy ghost story: in The Sims Social, you might be in your friendâs house playing guitar in his bedroom while he is taking a shower, and at the exact same time, he might be in your house making waffles in the kitchen while you sit on a Dunkinâ Donuts lawn chair outside. Games are, in general, liars. Social games are pathological liars.
How about a game where players can actually play together? Or how about this? A Facebook game where players have their own home, and they also have a town. They share this town with all of their Facebook friends who are playing the game. In that town, they form circles with their friends, and they build something togetherâa pyramid or a giant robot or something. I mean, Minecraft is something people like, right? Iâm going to stop before I basically hand someone else a billion dollars. If you donât hear from me in a month, itâs because I got a job at Zynga.
7. Add real conflict between users
For a while, I was working with a medium-sized company that had developed one of those (now-many) tools for aggregating statistical data based on your Facebook friendsâtelling you who likes more of the same things you do than your other friends do, et cetera. They wanted me to âgamifyâ that data. I devised a thing that would spit out phrases like âStephen Totilo is The Best Facebooker Among All His Friends! Challenge him!â
It was cute and weird, though it probably wouldnât have worked, firstly because it was insincere (behind its design specifications was a Cow-Clicker-ish smirk, a betting dare that âjerks will love thisâ). Secondly, it wouldnât have worked becauseâand this is the fascinating part: people in general just donât want to âwinâ when it means beating their friends. Backing up that statement would require me to blow your minds, and that wouldnât be nice (you might not all be wearing Protective Hats), so letâs move along.
One key to Facebookâs success is that it never explicitly tells its users theyâre better or worse than any other users. Rather, they leave it up to individual users to judge: âLeigh Alexander sure gets a lot more comments and likes on her posts than I do,â one might muse. This translates smoothly into Farmville or Cityville or Whathaveyouville: The Sims Social doesnât post on your wall saying, âFuck youâAmanda Glasserâs house sure is cooler than yours.â (Mostly it wouldnât do this because my house is objectively cooler than hers.)
Instead, games let the player decide for him or herself when theyâre not doing as well as their friends: the player visits his friendâs constructed environment and thinks, âWowâheâs put a lot of work into this.â This leads to a Manufactured Inferiority Complex. Thatâs been the driving force of marketing (âYou need this stupid thing now!â) since the day the first caveman invented the wheel, the club, the hammer, and marketing (it was a productive day).
The psychologists and mathematicians and police have all sat down in a brain-tank and had a deep think about it, and the conclusion is that itâs A Huge Financial Gamble to make a Facebook game that players can win (because: then theyâll stop playing), and an Astronomical Financial Gamble to make a Facebook game that a player can beat his friends at.
Still: we need more competitive multiplayer Facebook games. How about you make it possible to lose marginal amounts of in-game assets to other players as a result of consensual multiplayer duels?
Letâs make a Facebook game as tightly designed as Magic: The Gathering.
Seriously: Magic: The Gathering is a brilliant thing, and itâs basically already a Facebook game. Itâs a card game that encourages collection via small payments (booster packs). Itâs designed from the ground up so that its math and rules are infinitely expandable.
Letâs make it so that players can lose âcardsâ or âunitsâ to friends who beat them in duels. Make it so that you get a free âcardâ (or two, or three) every day, and that you can pay a tiny fee- $0.10?âfor an additional card. Maybe each âcardâ would only be usable a certain number of times: the âmonsterâ the card spawns can be spawned and killed a set number of times before the card is destroyed.
There you go. Letâs see something like that. (Not that I would want to play something that resembled Magic: The Gathering, because Iâm so cool. (Ladies, call me; I swear my only obsessive hobbies involve writing 16,000-word reviews of video games in the first person.))
https://gizmodo.com/my-brief-okcupid-affair-with-a-world-champion-magic-th-5833787
8. Just put Diablo on there already.
Somebody could just rip off Diabloâvery tenaciously, with fair mathâand there you have it. Players are allowed five lives a day. They can pay $0.25 for each additional life. Corpses stay where they fell for six hours. There you go: Zynga: The Arcade Game. Item drops include seeds or whateverâyou can plant a little farm in your hub town.
$0.25 a life wouldnât be as lucrative as Zyngaâs ingenious âenergyâ mechanic, though heyâit would probably allow for a better game.
9. Letâs think about board games!
Zyngaâs Words With Friends does drag in a heck-ton of money. Itâs a âScrabbleâ clone. You may know this game as âthe only game your hip big sister has on her iPhoneâ. Itâs incredibly addictive and fascinating thanks to its chess-in-a-bottle-style asynchronous play. Hey, guys, letâs think of more board-game-y games. Letâs get Rampart on Facebook, at least. Or Risk! Scrabble is cool. Now rip off some more cool stuff and Facebook it.
10. At least make The Sims Social as fun as Animal Crossing
The Sims Social is creepy. Itâs a love letter from a computer virus. I donât want to play a game about sitting around at home and buying IKEA furniture. Thatâs fucked up. You might as well make a game about washing dishes or brushing your teeth. If youâre going to make a game about the yayness of having your own place, give it some personality. Animal Crossing did that. Someone should try that on Facebook. Itâs not rocket science (just computer programming).
11. Age of Empires Online
Oh, hey, Age of Empires Online exists. I keep forgetting. Itâs not a Facebook game, though it might be relevant to this discussion. Let me finally get around to taking a look at it.
FIVE MINUTES LATER
Oh. Hey. Iâll talk to you guys later!
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For more Iâve written (very recently!) on social gaming, see this review of The Sims Social on my personal site Action Button Dot Net, and this feature about my experience as a social game designer on Insert Credit Dot Com.
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tim rogers tweets here, sometimes reviews games here, has a band here, and works on many videogames as a consulting game designer and level designer (recently: here)