“Don’t Make Me Think” for social games?

I’ve built and designing web pages since 1996. Having seen the art of web design evolve I can honestly say the best book I read on the subject and recommend more than any other is “Don’t Make Me Think” by Steve Krug. It brought a sense of clarity I had never felt before. In 1996 people were trying anything and everything when designing web pages. Anything was possible so it was time to experiment. Which is great but as Krug’s book pointed out, visitors didn’t care much for our experiments. They typically only spent a few seconds on any web page and were quickly looking elsewhere. “Don’t Make Me Think” made this painfully obvious and then explained the conventions that had emerged over the years. Your logo goes in the top left hand corner or across the top of the page, don’t use fancy words in your navigation menu, on and on. “Don’t Make Me Think” seemed to cut through all the endless possibilities and get down to business.

Now that I’m building social games I can’t help but wish there was an equivalent book to give some clarity. A book that could quickly outline the conventions emerging today. I know many in the field would throw up their arms and say each game is unique and hence the menu system should be designed accordingly. However I heard the same things with web design and when you get right down to it, our audience isn’t that much different than those surfing web pages. Seconds lost trying to figure out how to add neighbors or add a bookmark can cost you that customer. I know how to make a link big and bring attention to it, but everything can’t have emphasis. It’s all a balance; a balance easier made if you know the conventions. Thankfully a much smarter man than I outlined them for web development, now can someone do that for social games? Granted it might still be a bit early, but I’m sure eventually Krug or someone will write “Social Games, Please Don’t Make Me Think”. On second thought that might not be the best title, but you get the point.

Joining Playdom and the social game phenomenon

I start at Playdom on Monday. I’m incredibly excited to dive head first into the social game arena and with a company like Playdom. The market is wide open, it’s the Wild West and I feel incredibly fortunate to be getting in at this point. Being the Wild West I hope to test the medium’s potential for interactive drama. Unlike virtual worlds, social games have the audience and they’re hungry for something new, for interactive entertainment.

Hollywood meets A/B split testing

The opportunity is also exciting because it’ll allow me to use my experience as a Product Manager building online apps and apply that toward entertainment. Imagine applying the type of feedback loops we see on the Internet to movies? Split test a movie or video game in real-time? I’ll also get the opportunity to leverage my years of studying screenwriting. It’s a very different world from trying to optimize a feature in Yahoo! Messenger to trying to figure out what game feature or story twist was more entertaining. It’s a different game and one I’m desperate to get into.

Saying goodbye to Visual Purple

It’s with some trepidation that I say goodbye to Visual Purple. I learned a lot about interactive story from the seasoned team there. Their roots are in interactive movies from the 90′s, producing such hits as Silent Steel and Blue Force. Beyond that they’re experience with interactive story goes as far back as Leisure Suit Larry.

I’ll miss reminiscing about Hollywood’s multiple attempts to make the medium interactive – from games or interactive drama. I remember returning from the 2009 Screenwriting Expo where Anthony Zuiker was pitching is digi-novel Level 26.

Scene from Leisure Suit Larry

I mentioned it at the office and was met with tale after tale of similar attempts to merge Hollywood and interactive story. From Mr. Payback and the doomed CSI Second Life tie-in, to expensive startups we’ve never heard of.

It was great learning about the convoluted history of interactive story and actually build training simulations that almost crossed over to interactive drama. I’ll miss it, but I’m hopeful social games will open up a new chapter for interactive drama.

Will social games push users to open data standards?

Social gaming is getting a lot of buzz lately.  Not only is the industry profitable but it’s driving a lot of Facebook usage – the killer-app of social networks. A recent study from PopCap showed that many are using Facebook as a game platform.

Nearly half (49%) of the times when they log into social networks, social gamers do so specifically to play social games.

But no industry likes to be dependent on one company. Zynga has already begun to try and move away from Facebook by launching FarmVille.com. Social game developers love the Facebook firehose but don’t want to be dependent on it, which makes the latest version of BuddyPress interesting. With version 1.2.1 installation is as easy as adding a plugin to a standard WordPress blog.

Now you can use BuddyPress with your single site installation of WordPress, and you can keep your existing theme. Seriously, could BuddyPress have made it any easier for you to add social networking to your site? I know I can’t wait to try it out this weekend, how about you?

Which leads me to ask – will the growth of open independent social networks and protocols become a new platform for social games? And if they do, will social games in turn push users to these open data standards?

The first hurdle is registration

Having to register and setup an account had already kept me from participating in many an online forum and the same is likely with social networks. I can barely keep my Facebook account up to date much less MySpace, Friendster, and Orkut. With Ning I only have one login to access any social network they host. BuddyPress could integrate a similar type of solution using Gravitar or OpenID.

Second hurdle is content over connections

Ning has certainly made a good business out of servicing independent user-generated social networks. They aren’t exactly open but as an example they can be very telling. For one, Ning shows that it is more a content play than connecting with friends like on Facebook. Ning users setup networks around a club, organization, or a fan club. Much of its social networks can be considered niche.

Get a boost from social games

Ning has already proven that independent social networks can work, but like name brand social networks they can probably benefit from an infusion of social games. BuddyPress already supports a plugin framework which can be used to create some types of social games. Knowing that these independent social networks will be about content, imagine a social network about bread having a social recipe game? And if you don’t want to build it how about pulling from the WordPress plugin community or social game companies – who wouldn’t want more distribution.

Push for open data standards

If BuddyPress proves half as succesful as WordPress it will be a huge win for open data standards. It will also lend support for OStatus and other open standards. Combine that with Google Buzz, built on open data standards, and you can see a few cracks forming in Facebook’s walled garden.

But I think the biggest push might come from the social game developers trying to lessen their dependence on the Facebook fire hose. That might explain why Streamy CEO, Don Mosites, recently joined Zynga to work on a special project.

CEO Don Mosites, for one, is heading to Zynga to work on a “new, special project”. He won’t tell me what it is, but he promises it will be “big”. To be continued, I suppose.

If it’s true and social games are the killer-apps of social networks, it isn’t too much of a stretch to see their migration to open data standards migrating users there as well.

Interactive drama won’t be about the technology

Tim O’Rielly recently posted about a dream he had for augmented reality and fiction.

I share this dream as a reminder that the fiction and entertainments of the future may have a very different form than the fiction of today. The first metamorphosis is just to change the medium, in the way that the paper map or atlas morphed first into online mapping sites.

In a lot of ways what he’s describing in his post is interactive story, or more specifically interactive drama. The technology is usually what draws people to interactive drama, but it’s the story that makes them run for the hills.

Story is hard

As Robert McKee has a funny line comparing aspiring writers to aspiring music composers.

If your dream to compose music, would you say to yourself: “I’ve heard a lot of symphonies… I can also play the piano… I think I’ll knock one out this weekend”?

McKee’s message – story is hard and it takes study. I’ve spent the last 10 years just trying to write a good screenplay. I’ve written lots of screenplays, none of them good so who cares. If the story can’t hold an audience no amount of technology is going to change that. It might prompt some posts on TechCrunch but the buzz will fade and the artist will move on to more rewarding projects.

Adding technology only adds to the difficulty of creating story

A few people have been plugging away at the interactive drama conundrum for nearly two decades. I’ve been plugging away for 5 years and have nothing to show for it but half-finished scripts, mock-ups, and this blog. Chris Crawford is probably the most dedicated in a field where I’ve seen more than a few come and go. It’s a tough problem to solve and it gets old when no one finds mainstream success. To this day when you explain interactive drama most people reply, ”You mean like those Choose Your Own Adventure books from the 80′s?”

Choose Your Own Adventure diagram by David Sky

There’s a reason Choose Your Own Adventure books were for kids, they’re really hard to write. David Sky does a great job of mapping out the branching storylines. Seeing it laid out you can better appreciate when Chris Crawford discusses the problems of branching storylines. The author had to keep everything in their head and resolve every storyline in a satisfactory way. It’s hard enough to perfect one storyline, try multiple intermingling.

Even though branching is the most common method for creating interactive drama there are others, or at least other theories. Chris Crawford has his approach. I think there is a lot that can be done with perceived agency.

Unanswered question

In many ways those of us in the field plug away with one unanswered question hanging over our heads – do audiences actually want the interactivity in their stories? The question has probably been the impetus for more than a few to leave the field as we can’t get the answer we want until we find mainstream success.

I know personally that it was the interactivity that drew me to the Choose Your Own Adventure books as a kid, however I also remember jumping back and forth to see how each storyline played out. Was it the interactivity that I enjoyed or was it the story? It all reminds me of how for years people told ATT they wanted picture phones. Hundreds of millions of dollars and decades later they gave them the Picturephone, but all people did was dial and walk away.

What we need are more artists

Film pioneers first occupied their time filming Vaudeville acts and oncoming trains. It wasn’t until the discovery of continuity editing that artists created the modern film. And when you really look at it, modern film doesn’t make much sense. We know logically that Superman will win in the end, he always does. But we still go along and emotionally feel that he might not. The artist is able to weave his tale and play with our emotions.

I hope the same will be true for interactive drama. Right now we mostly have technologists in the field, what we need are more artists. And I think they’re coming for a few reasons:

  1. There’s a captive audience thanks to Facebook – artists can get feedback and social gaming companies are looking to feed that audience anyway possible
  2. Hollywood model is dieing – they need to find a new model
  3. Technology is cool – it draws buzz

Remember, it’s about the story

All that said, there are some examples of succesful interactive dramas – just from Japan. Look at visual novels and dating sims. To some these might only be scratching the surface of what the technology is capable of, however remember that it’s mostly about the story. I hope we see more variations, but it’s more about the story. Dan Hon said pretty much the same thing in his piece about ARGs – it’s not about the tricks and games but the story.

Will Google Buzz support social games?

I’m catching a lot of flack for being a believer in Google Buzz. Interestingly enough most of the flack is coming in through Google Buzz itself. One theme I keep hearing is “Where’s the social games?” The launch of Google Buzz brings up an interesting debate – are social games are the killer app of social networks.

With Google’s launch of its social networking feature for Gmail and mobile devices, Google Buzz, Tuesday, some are already speculating what’s next for new service. A killer app for Buzz? Social games.

If social games are the killer app, the question then becomes – is Google Buzz going to support social games? Off of the top of my head I can think of a few reason for and against it.

Reasons not to support social games

Reasons to support social games

  • Certainly promotes usage – Facebook has a good idea of how important social games and apps are to its daily usage numbers
  • It can promote mobile use of Buzz – People have to get the game fix on wherever they are
  • Promote location-based features through augmented reality games – Also lends nicely to Google’s geek cred

Reasons for supporting social games beyond Buzz

  • Can push Android and Chrome OS for netbooks – If they’re also working on a tablet version of Chrome OS, the games piece might be critical to its adoption
  • Drives transactions – Anyone remember Google Wallet, maybe they can dust it off
  • Push open data standards which will loosen the grip Facebook and Twitter have on users
  • Push Google’s campaign for HTML5 and 3D in the browser – Google Chrome OS doesn’t support Flash; they spend their own money building out O3D while at the same time supporting it’s open competitor WebGL

Google hasn’t always been consistent in their message but overall they seem to support open web standards over proprietary formats. My guess is that open standards are in their blood and they think they can out compete anyone no holds barred. If the world was using HTML5 and WebGL at the expense of other game engines and Flash they couldn’t be happier. Some have already speculated that Google could change gaming and that’s a whole new market for them to cash in on.

Problem is Gmail is a tool, not a service

Of course Gmail, the home of Buzz is a tool and not a true social network. I use Gmail for personal and business where as I use Facebook more for fun – wasting time. Google search is also a tool, and we’ve seen how much they’ve cluttered their search homepage with ads or anything else that might be of interest. Google knowingly leaves hundreds of millions of dollars on the table not putting ads on their homepage.

I’m betting that Google won’t be able to resist the chance to dive into the social game market, the question is if they do it in Gmail or outside of it? They could easily launch Buzz as a stand-alone site – get people use to it in Gmail but let it all hang out on the stand-alone site. Then again maybe they have a few tricks up their sleeve to strike a natural balance between virality and spam? It might be odd to play a game inside of Gmail, but they could also let you jump off site for the playing experience. In this scenario Buzz is just the communication piece. If that’s the route they go I would also expect them to require O3D or WebGL as they’ve already stated that they restricted Chrome OS to only web apps for security reasons.

What do you think – will Buzz support social games?