This is a rough transcript of my lecture at GDC Mobile 2008. In short: I first briefly introduce the concept of experience design and systems and then show how this influences my views of mobile casual games. From there I discuss the relation of casual games with the trend Generation C. Wrapping up, I give an overview of some social design frameworks for the web that are equally applicable to mobile social gaming. As a bonus I give some thoughts on mobile game systems mobile metagames. The talk is illustrated throughout with a case study of Playyoo—a mobile games community I helped design.
- I’ve included a slightly adjusted version of the original slides—several screenshot sequences of Playyoo have been taken out for file size reasons.
- If you absolutely must have audio, I’m told you will be able to purchase (!) a recording from GDC Radio sometime soon.
- I’d like to thank everyone who came up to me afterwards for conversation. I appreciate the feedback I got from you.
- Several aspects of Playyoo that I use as examples (such as the game stream) were already in place before I was contracted. Credits for many design aspects of Playyoo go to David Mantripp, Playyoo’s chief architect.
- And finally, the views expressed here are in many ways an amalgamation of work by others. Where possible I’ve given credit in the talk and otherwise linked to related resources.
That’s all the notes and disclaimers out of the way, read on for the juice (but be warned, this is pretty long).
Continue reading Designing a mobile social gaming experience for Gen-C
Allowing people to change parts of your product is playful. It has also always ‘just’ seemed like a good thing to do to me. You see this with with people who become passionate about a thing they use often: They want to take it apart, see how it works, put it back together again, maybe add some stuff, replace something else… I’ve always liked the idea of passionate people wanting to change something about a thing I designed. And it’s always been a disappointment when I’d find out that they did not, or worse—wanted to but weren’t able to.
Apparently this is what people call adaptive design. But if you Google that, you won’t find much. In fact, there’s remarkably little written about it. I was put on the term’s trail by Matt Webb and from there found my way to Dan Hill’s site. There’s a lot on the topic there, but if I can recommend one piece it’s the interview he did for Dan Saffer’s book on interaction design. Read it. It’s full of wonderful ideas articulated 100 times better than I’ll ever be able to.
So why is adaptive design conducive to the playfulness of a user experience? I’m not sure. One aspect of it might be the fact that as a designer you explicitly relinquish some control over the final experience people have with your…stuff. As Webb noted in an end-of-the-year post, in stead of saying to people: “Here’s something I made. Go on—play with it.” You say: “Here’s something I made—let’s play with it together.”
This makes a lot of sense if you don’t think of the thing under design as something that’ll be consumed but something that will be used to create. It sounds easy but again is surprisingly hard. It’s like we have been infected with this hard-to-kill idea that makes us think we can only consume whereas we are actually all very much creative beings. I think that’s what Generation C is really about.
A sidetrack: In digital games, for a long time developments have been towards games as media that can be consumed. The real changes in digital games are: One—there’s a renewed interest in games as activities (particularly in the form of casual games). And two—there’s an increase in games that allow themselves to be changed in meaningful ways. These developments make the term “replay value” seem ready for extinction. How can you even call something that isn’t interesting to replay a game?
In Rules of Play, Salen and Zimmerman describe the phenomenon of transformative play—where the “free movement within a more rigid structure” changes the mentioned structure itself (be it intended or not). They hold it as
one of the most powerful form s of play. Think of a simple house rule you made up the last time you played a game with some friends. The fact that on the web the rules that make up the structures we designed are codified in software should not be an excuse to disallow people to change them.
That’s true literacy: When you can both read and write in a medium (as Alan Kay would have it). I’d like to enable people to do that. It might be hopelessly naive, but I don’t care—it’s a very interesting challenge.
It doesn’t say so on the site yet, but I am on the program for next year’s GDC Mobile. Yesterday I got the email that my talk — titled Designing a Casual Social Gaming Experience for Generation C — has been accepted. To be honest I was quite surprised. I work in the blurry overlap of the interaction design and game design fields, have no actual game titles under my belt and proposed a weird subject to boot. Who in their right mind would invite me to speak? Of course I am also really excited about this. GDC is the professional event for the games industry so I’m honored to be part of it.
My talk will be closely related to the things I’ve been working on for Playyoo. I’ll discuss how short-session mobile games and a web based meta-game can interconnect to create a social game experience that allows different levels of player engagement. I’ll look at the ways you can align your game design with the expectations of Generation C: customization & personalization, recombination and connectedness. I might post the extended abstract sometime in the future, for now I’m just wondering: Who else is going to GDC? What would you like to see me discuss?
A while back I was happy to hear that my submission for Interaction 08 is accepted. This will be the first conference organised by the IxDA. Obviously I’m proud to be part of that. I’ll probably be building my talk a post at a time on this blog, more or less like I did with the one for the Euro IA Summit of this year. If you’re wondering wether it’ll be worth following along, let me outline the argument I made in my submission:
There’s a generation of ‘users’ expecting their digital and physical products to be customizable, personalize-able and re-combinable. These users explore the potential of these 3C products through play. This is why I think it’s worthwhile for interaction designer to get a better understanding of how to design for open-ended play. Obviously, it makes sense to do some shopping around in the theories of our colleagues in game design. Why should designers bother? Playful products have deeply engaged users that can’t stop telling stories about their experiences with them.
The focus of this talk is firmly on designing stories that emerge through play and enabling the retelling of those play experiences.
Like I said, I’ll dive deeper into these topics in the coming period. If you have any views of your own on this — or useful resources that you think I should check out — do let me know.