#oneaday Day 510: Come Play with Me

Some of you may not be aware that I've been writing regular pieces on up-and-coming social games for Inside Social Games. A number of things have become apparent during my ongoing whistle-stop tour of the social gaming space. Firstly, Facebook games are getting better, and secondly, there's still a lot of work to do.

Here's a few things that, to my mind, would improve the Facebook gaming experience immensely. I'm not a professional analyst, nor have I done extensive research into online usage habits, so I imagine a man with a beard bigger than mine will probably be able to counter each and every one of these arguments, but anyway. This is my opinion — and some games do one or more of these already, so fair play to them, I say.

Stop copying each other.

Imitation may be the sincerest form of flattery, but when you're making a game that is mechanically and aesthetically identical to a competitor's product, you're not giving a potential player a reason to play your game. Differentiate yourself — and not just by making the game in a different setting. Ripping off two distinct but similar titles does not count either, so if you make a city-building game where you can farm crops, think of something better. Little Cave Hero is a good example — while the city-building mechanics are similar to a million other titles out there, there are extra bits, such as your "factory" structures producing crap that either you or a friend have to clean up, user-generated content, and then the meat of the game — puzzle-based mine exploration.

Stop insisting I "share" everything.

The number one complaint people have about Facebook games is when a player spams their wall (and, in worst cases, other people's walls) with bollocks about what they've just "achieved". The reason for this is that in the vast majority of social games, completing any mundane task pops up a huge window inviting you to share your "achievement" with friends. In some more extreme cases, the "Share" button is much more obvious than the "No thanks, kindly piss off" button.

Sure, there's a viral marketing thing at work here — but at least make it optional for people who just want to play the game. Add a Share button, sure, but don't make it quite so in-your-face. Better yet, add the option for players to switch off notifications like this altogether.

Stop insisting I "give you a five star review".

By all means solicit user feedback. But to be perfectly honest, many average Facebook users either aren't that bright, aren't very computer literate or — in some hopeless cases — are neither. As a result, many of them are apparently incapable of doing anything other than what is written in front of them. Invite them to "write an honest review" rather than "give a five star review" and you might get some honest, if badly-spelled, feedback. Invite them to "give a five star review" and you'll get lots of five-star reviews, very often with no feedback whatsoever. This not only makes Facebook's app rating system utterly worthless, it also removes a potential way for players to get their voices heard.

If you want me to Like your page, post something worth following and commenting on.

Screenshots of your game are not interesting — I've played it. I know what it looks like. Attempts to engage with the community are interesting. Take a vote on what new quest you should add next, or what character you'd like to see more of. Let the community play a part in the development of the game.

Stop claiming you're the "first/best/most [something] on Facebook".

If everyone says it — and they do — no-one believes it. If your game's good, word will spread, both via the press and word of mouth. The elusive "core gamer" market isn't going to flock to your Facebook game just because you say it's built for core gamers.

Give my friends something to do.

Yes, being able to look at a friend's town is cool. But it's ultimately pretty meaningless if I can't interact with anything there. Let us do stuff together. Provide some multiplayer content, or rebalance the single player content for people to play together — perhaps even simultaneously! Diablo did this years ago.

My friends aren't going to want to play or add me as a neighbour if there's no real reason to do so.

Don't break the game with your premium items.

By all means monetize your game — you made it, so you deserve to earn something from it. But don't make paid-for items into "win buttons". Also, don't allow people to buy their way out of quest objectives. Allow players who pay to make quicker progress — perhaps increase their experience gain — or customize their character/city/world to a greater degree, but don't undermine the game mechanics.

Offer a subscription.

Someone who plays your game regularly will be quite happy to spend a fiver a month to get access to additional features or make quicker progress. Microtransactions can mount up easily without people noticing — good for business, not great for ethics.

Let me fail.

If I fuck something up, give me a consequence. Life isn't all about happy-happy-joy-joy. Sometimes you get things wrong, in which case I should have some sort of penalty more severe than "wait five minutes and try again". In city-building games, don't let me move my buildings. If I built something in the wrong place or planned my city ineffectively, punish me by making me demolish my hard-earned building and spending the time and money to construct it again.

Make the tutorial optional.

Some Facebook gamers need step-by-step help on how to get started. Others have played games — either Facebook or otherwise — before and already know how it works. Offer the opportunity to skip the tutorial — especially if it's a long and incredibly boring one.

Provide a reference manual.

Perhaps I've forgotten what one of your beautifully-designed but obtuse icons does. Perhaps I can't remember how to do something. Let me look it up.

Let me start again.

Maybe I called my character the wrong thing. Maybe I hate my city and want to build a new one. Let me wipe everything out and start afresh.

Try a different look.

The vector-graphics Farmville look is old hat. Try a different look. This is one of those few instances where it's actually desirable to have something that's a bit more dark and gritty than normal. If your Facebook game is based on an established franchise, do try and make it look like other entries in the same franchise. You don't have to "kiddy it up" for Facebook — grown-ups use Facebook, too.

Ditch game mechanics that don't belong in a particular genre.

A game about completing wordsearches and crosswords has no place for an experience system. Allow players to unlock new challenges via their progress, not via arbitrarily-issued experience points. Similarly, ditch the Energy system, as it often leads to players being stuck halfway through something and then forgetting what they were doing when they come back to it. If you must control how much people play (and monetize the ability to play more) then find a different way that allows players to complete something before they get locked out.

Provide a meaningful mobile experience.

Create, at the very least, an iPhone and Android-compatible web experience. Ideally, you'd create an app for both iPhone and Android that allows players to participate in your game when they're on the go. Don't make a mobile version of your game that has nothing to do with the Facebook version!

Polish your game.

Proofread your text before you release to the public. Spelling mistakes and grammatical errors look unprofessional. Make sure the game works and fix it promptly if it doesn't. Little details like this can make the difference between a popular game and a laughing-stock.

Have some character.

Games are fun! Stop being so po-faced and get a proper writer to inject a bit of wit into your dialogue. If people are made to smile or even laugh by your game — or even be scared or upset by it — then they're more likely to return for further emotional experiences. If the whole thing is very businesslike and dull, despite a cartoonish appearance, then it's not going to hold anyone's interest.

There we go. Some free advice for any of you developing or considering Facebook game development. As I say, I mention all these things with the caveat that I can't develop games as I don't have any programming experience. Many of these games are undoubtedly impressive technical, creative achievements. But for them to be taken more seriously by some parts of the community, changes need to be made — but making those changes will not only please those who feel turned off by Facebook games, it'll also present additional revenue streams for the developers and publishers in question. Everyone's a winner.

#oneaday, Day 46: 5 Facebook Games that Aren't Shit

It's fair to say that, as a general rule, Facebook games are pretty, well, shit. For the most part, they're cynical, money-grabbing exercises designed only for bored soccer moms and office drones to while away the hours performing virtual meaningless tasks instead of real-life meaningless tasks. What's worse is the fact that the real-life meaningless tasks are still there once you've clicked on every single field in FarmVille 300 times.

Fortunately, it doesn't have to be this way. There are a few developers out there who are starting to produce games which have some actual substance to them, even if almost every single one of them insists on including an utterly meaningless, pointless experience point/levelling system. Memo to Facebook game developers: you don't "need" that to be competitive. Make a game that's addictive and fun and people will come back of their own volition. You don't need some arbitrary, meaningless, substanceless "reward" to keep people dangling on your Fish-Hook of +5 Monetization. So stop it.

Anyway. Here's 5 Facebook games that aren't shit.

Bejeweled Blitz

The grand-daddy of Facebook Games that Aren't Shit is surely PopCap's minute-long masterpiece. Featuring the match-three gameplay of Bejeweled condensed into a frantic, hectic minute of scoring points that is, to be honest, more luck-based than anything else, Blitz is great fun and enormously competitive thanks to the weekly-resetting friend leaderboards. Even better, the mobile versions also work with the Facebook scoreboards, allowing you to challenge friends on the go. Go play!

Zuma Blitz

See above, only you're playing Zuma instead. You're still matching groups of three or more colours together, only this time you're trying not to let them drop down a big hole. Frantic and arguably more skill-based than Bejeweled, this is another good choice for daytime timewasting. Go play!

Asteroids Online

This game combines the structure of obnoxious gameplay-free experiences like Mafia Wars and actually adds some gameplay to it. Offering a wide variety of missions and some surprisingly impressive (for a web game, anyway) polygonal graphics, this is a good, challenging choice for anyone who grew up with the old Atari classics. Go play!

Where in the World is Carmen Sandiego?

A fun, educational detective game particularly suitable for younger players. You can use it as a means of testing your geographical knowledge and deductive reasoning, or you can cheat (a bit) and using Google/Wikipedia to help you work things out. Either way, it's a lot of fun, even if it does have a completely pointless levelling system that I really, genuinely can't see any reason for whatsoever. Go play!

Robot Unicorn Attack

One of the quintessential two-button platformers out there, Robot Unicorn Attack is always a pleasure to play, largely because of its soundtrack. Now it's approximately seven thousand times as competitive thanks to Bejeweled-style friend leaderboards. Pity the iPhone version doesn't sync with these, however. Go play!

Dishonorable Mention: Scrabble

Fuck Facebook Scrabble. Why? Facebook should be the perfect platform for asynchronous wordplay. Well, two reasons: firstly, dumb copyright issues meaning that there are separate Facebook apps for the US/Canada and the rest of the world, meaning that if you have any friends in North America and you yourself are not in North America, you can't play them. And secondly, the non-American version features some of the most obnoxious, annoying, obtrusive pre-game advertising I've ever had the misfortune to see. Stick to Words with Friends on your smartphone. It's now available for Android, you know.

Honorable Mention: Word Scramble

Basically Boggle, this is a genuinely fun and competitive word game that would be much better if it actually told you when it was your turn. There's also a decent iPhone version of the game which sadly doesn't appear to sync with the Facebook version. Go play!

#oneaday, Day 84: Eternally Questing

Giant Bomb recently launched a quest system on their site. It rewards participants with experience points, badges and a sense of "yay" for exploring the site, looking at different pages and taking part in various activities. Some of the quests are as simple as setting up your profile. Others are more complex "puzzly" ones that require one to solve some cryptic clues about games and game culture. It's a lot of fun, and it actually convinced me to sign up to the site and make greater use of it.

This echoes the thoughts of social game designers at GDC a while back, including Brian Reynolds from Zynga. The idea of getting Achievements for things you do in "reality". It sounded stupid, but given the amount of fun I, and numerous others, have had with Giant Bomb's metagame, it may not be so dumb after all.

It's not the first time it's been tried, either. A very long time ago I posted about a site called PMOG, or the Passively Multiplayer Online Game. This game, actually a Firefox addon that sits atop your normal browser interface and re-christened The Nethernet a while back, allows players to earn experience points, achievements and items for exploring the web. More than that, though, other players can leave stuff on web pages for others to discover. These could be malicious (bombs, which make your browser shake about a bit and cause you to lose some points) or helpful (crates with money in them). They could also be mysterious portals, which lead to random places on the web, the destinations of which are only known to the portal's creator. It was an interesting concept let down only by the fact that it only worked in Firefox. Since Chrome came to Mac, I haven't touched Firefox since, the Mac version not being the greatest piece of coding there ever was.

Then there's Shuffletime, now sadly defunct – although the developers claim to be working on the "Next Big Thing". Shuffletime was a great idea – it was a collectible card game where the cards were websites. And you only got to collect the card if you correctly answered a question about the site it was showing you against a strict time limit. It was a fantastically addictive game, and a fine way to get people looking around the web at things they wouldn't normally. I'm sorry to see it go, but I'm sure something interesting will come out of it.

Like them or loathe them, Achievements and Trophies are here to say. And it's entirely possible that their influence will spread out of the world of core gaming and into the collective awareness of the web at large. Let's face it, it's always nice to get some encouragement isn't it?

Now, how many Gamerscore is hitting 100 One A Day posts worth?