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	<title>Media Shifters &#187; Social Game Development</title>
	<atom:link href="http://www.mediashifters.com/ideas/social-game-development/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.mediashifters.com</link>
	<description>Moving Social Media into a Higher Gear</description>
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		<title>The Collapse of Complexity and the rise of Social</title>
		<link>http://www.mediashifters.com/business/the-collapse-of-complexity-and-the-rise-of-social/</link>
		<comments>http://www.mediashifters.com/business/the-collapse-of-complexity-and-the-rise-of-social/#comments</comments>
		<pubDate>Fri, 02 Apr 2010 06:50:30 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[Old Media]]></category>
		<category><![CDATA[Social Game Development]]></category>
		<category><![CDATA[business]]></category>
		<category><![CDATA[core games]]></category>

		<guid isPermaLink="false">http://www.mediashifters.com/?p=152</guid>
		<description><![CDATA[Because games are built out of much of the same conceptual materials as the web itself (code and art), they&#8217;ve resisted a lot of the economic shockwaves that have created such a disturbance in traditional media. But they&#8217;re not immune to it. We&#8217;ve had ample proof over the last year that any genuine growth is [...]]]></description>
			<content:encoded><![CDATA[<p>Because games are built out of much of the same conceptual materials as the web itself (code and art), they&#8217;ve resisted a lot of the economic shockwaves that have created such a disturbance in traditional media. But they&#8217;re not immune to it. We&#8217;ve had ample proof over the last year that any genuine growth is going to come from outside of the console and &#8220;big game&#8221; model, but there are still a lot of people who think that it&#8217;s all going to &#8220;settle down&#8221;, and that what we&#8217;re seeing is an aberration.</p>
<p><a href="http://www.shirky.com/weblog/2010/04/the-collapse-of-complex-business-models/" target="_blank">Clay Shirky&#8217;s latest column proposes an interesting idea:</a> That not leaving behind the big, dumb business models could be catastrophic.</p>
<p>It comes out of a theory that discusses how civilizations collapse:</p>
<blockquote><p>Tainter’s thesis is that when society’s elite members add one layer  of bureaucracy or demand one tribute too many, they end up extracting  all the value from their environment it is possible to extract and then  some.</p>
<p>The ‘and them some’ is what causes the trouble. Complex societies  collapse because, when some stress comes, those societies have become  too inflexible to respond. In retrospect, this can seem mystifying. Why  didn’t these societies just re-tool in less complex ways? The answer  Tainter gives is the simplest one: When societies fail to respond to  reduced circumstances through orderly downsizing, it isn’t because they  don’t want to, it’s because they can’t.</p>
<p>In such systems, there is no way to make things a little bit simpler –  the whole edifice becomes a huge, interlocking system not readily  amenable to change. Tainter doesn’t regard the sudden decoherence of  these societies as either a tragedy or a mistake—”[U]nder a situation of  declining marginal returns collapse may be the most appropriate  response”, to use his pitiless phrase.  Furthermore, even when moderate  adjustments could be made, they tend to be resisted, because any  simplification discomfits elites.</p></blockquote>
<p>The system <em>needs </em>change to survive.</p>
<p>While it&#8217;s not always useful to try and fit large scale models over smaller ones, in this case I think there are some useful lessons to be drawn from the idea that our current inefficiencies and rapid shifts may actually be fundamental to the survival of media.</p>
<p>Here&#8217;s the money quote:</p>
<blockquote><p>To pick a couple of examples more or less at random, last year Barry  Diller of IAC said, of content available on the web, “It is not free,  and is not going to be,” Steve Brill of Journalism Online said that  users “just need to get back into the habit of doing so [paying for  content] online”, and Rupert Murdoch of News Corp said “Web users will  have to pay for what they watch and use.”</p>
<p>Diller, Brill, and Murdoch seem be stating a simple fact—we will have  to pay them—but this fact is not in fact a fact. Instead, it is a  choice, one its proponents often decline to spell out in full, because,  spelled out in full, it would read something like this:</p>
<p><strong>“Web users will have to pay for what they watch and use, or else we  will have to stop making content in the costly and complex way we have  grown accustomed to making it. And we don’t know how to do that.”</strong></p></blockquote>
<p>But it the more turbulent and fluid environment of games, we do know how to do it. And the ones who accept that are the ones who are going to thrive.</p>
<p><strong><br />
</strong></p>
<blockquote></blockquote>
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		<title>The Ten Most Significant Social Games of 2009</title>
		<link>http://www.mediashifters.com/online-social-games/the-ten-most-significant-social-games-of-2009/</link>
		<comments>http://www.mediashifters.com/online-social-games/the-ten-most-significant-social-games-of-2009/#comments</comments>
		<pubDate>Fri, 01 Jan 2010 20:21:42 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[Social Game Development]]></category>
		<category><![CDATA[Social Games]]></category>
		<category><![CDATA[inside social games]]></category>
		<category><![CDATA[top 10]]></category>

		<guid isPermaLink="false">http://www.mediashifters.com/?p=132</guid>
		<description><![CDATA[My article on the subject has gone up on Inside Social Games.
While it’s easy enough to figure out what the most popular games are simply by going over to AppData and looking at the numbers, I thought the end of the year might be a chance to reflect on what were some of the most [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.insidesocialgames.com/2009/12/30/the-ten-most-significant-social-games-of-2009/">My article on the subject has gone up on Inside Social Games.</a></p>
<blockquote><p>While it’s easy enough to figure out what the most popular games are simply by going over to AppData and looking at the numbers, I thought the end of the year might be a chance to reflect on what were some of the most <em>significant</em> games of 2009, and discuss their impact, for better and for worse.</p>
<p>Some of these games were hits, and others were bombs, but they are all games that will have (or should have) an impact on the way we’ll make our games in 2010.</p></blockquote>
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		<title>Love and Hate Are Always Better Than Like.</title>
		<link>http://www.mediashifters.com/online-social-games/love-and-hate-are-always-better-than-like/</link>
		<comments>http://www.mediashifters.com/online-social-games/love-and-hate-are-always-better-than-like/#comments</comments>
		<pubDate>Sat, 26 Dec 2009 22:37:42 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[Social Game Development]]></category>
		<category><![CDATA[Social Games]]></category>
		<category><![CDATA[metrics]]></category>
		<category><![CDATA[passion]]></category>
		<category><![CDATA[seth godin]]></category>
		<category><![CDATA[users]]></category>

		<guid isPermaLink="false">http://www.mediashifters.com/?p=127</guid>
		<description><![CDATA[Set Godin pulls apart a New York Times article on user feedback for the Kindle, and mentions something that everyone interacting with user metrics should be keenly aware of:
Amazon reviews never reflect the product, they reflect the passion people have for the product. As Jeff Bezos has pointed out again and again, most great products [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://sethgodin.typepad.com/seths_blog/2009/12/learning-from-bad-graphs-and-weak-analysis.html?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+typepad%2Fsethsmainblog+%28Seth%27s+Blog%29&amp;utm_content=Google+Reader" target="_blank">Set Godin pulls apart a New York Times article on user feedback for the Kindle</a>, and mentions something that everyone interacting with user metrics should be keenly aware of:</p>
<blockquote><p>Amazon reviews never reflect the product, they reflect the passion people have for the product. As Jeff Bezos has pointed out again and again, most great products get 5 star and 1 star reviews. That makes sense&#8230; why would you be passionate enough about something that&#8217;s sort of &#8216;meh&#8217; to bother writing a three star review?</p></blockquote>
<p>A product that inspires intense responses will almost always have more success then those that only inspire a middling reaction.</p>
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		<title>An Eightfold Path for Social Game Development</title>
		<link>http://www.mediashifters.com/social-game-design/an-eightfold-path-for-social-game-development/</link>
		<comments>http://www.mediashifters.com/social-game-design/an-eightfold-path-for-social-game-development/#comments</comments>
		<pubDate>Mon, 23 Nov 2009 22:13:19 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[Social Game Design]]></category>
		<category><![CDATA[Social Game Development]]></category>
		<category><![CDATA[Technical Production]]></category>

		<guid isPermaLink="false">http://www.mediashifters.com/?p=109</guid>
		<description><![CDATA[Someone asked about what it takes to create a social game. This is incredibly stripped down, but here is my basic formula I use with my clients:
1) Figure out what your fundamental gameplay dynamic is going to be as early as possible. IE, what is it the fundamental unit of play that the user is [...]]]></description>
			<content:encoded><![CDATA[<p>Someone asked about what it takes to create a social game. This is incredibly stripped down, but here is my basic formula I use with my clients:</p>
<p>1) Figure out what your fundamental gameplay dynamic is going to be as early as possible. IE, what is it the fundamental unit of play that the user is actually going to be doing (including the physical button/key presses)?<br />
2) Define and integrate your social model and your monetization model.<br />
3) Express your concept in wireframes.<br />
4) Determine the minimum viable level of product you will need for launch.<br />
5) Determine the size of your post-launch including your development window, goals, and top priorities.<br />
6) Execute on development.<br />
7) Launch.<br />
8) Begin to execute on your post-launch goals. These will change based on metrics and user requests.</p>
<p>Completing some later steps will often send you back to step one. Don&#8217;t be afraid to loop.</p>
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		<title>Zynga gets shut down- Updated</title>
		<link>http://www.mediashifters.com/business/zynga-gets-shut-down/</link>
		<comments>http://www.mediashifters.com/business/zynga-gets-shut-down/#comments</comments>
		<pubDate>Sun, 08 Nov 2009 20:53:20 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[Monetization]]></category>
		<category><![CDATA[Social Game Development]]></category>
		<category><![CDATA[Social Games]]></category>
		<category><![CDATA[business]]></category>
		<category><![CDATA[arrington]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[offers]]></category>
		<category><![CDATA[scams]]></category>
		<category><![CDATA[zynga]]></category>

		<guid isPermaLink="false">http://www.mediashifters.com/?p=105</guid>
		<description><![CDATA[After writing a few days ago that I felt that Michael Arrington had unfairly targeted developers as being culpable for scam advertising offers, Zynga goes ahead and proves me wrong by allegedly blocking the IP addresses of Facebook employees from seeing certain ads, and getting Fishville banned in the process.
That&#8217;s led to Facebook taking action&#8211; [...]]]></description>
			<content:encoded><![CDATA[<p>After writing a few days ago that I felt that Michael Arrington had unfairly targeted developers as being culpable for scam advertising offers, Zynga goes ahead and proves me wrong by <a href="http://andrewchenblog.com/2009/11/02/are-social-gaming-offers-scamming-users-a-detailed-analysis-of-techcrunchs-scamville-article/">allegedly blocking the IP addresses of Facebook employees from seeing certain ads, </a>and getting Fishville banned in the process.</p>
<p>That&#8217;s led to Facebook taking action&#8211; in this case, temporarily shutting down the Fishville application, which would seem to be a just punishment if the allegations turn out to be true.</p>
<p>Obviously, this isn&#8217;t over yet.</p>
<p>UPDATE:<a href="http://www.businessinsider.com/zynga-were-banning-all-offers-from-games-2009-11"> Zynga now says they&#8217;re pulling all offers from their games.</a></p>
<div id="_mcePaste" style="overflow: hidden; position: absolute; left: -10000px; top: 22px; width: 1px; height: 1px;">http://www.businessinsider.com/zynga-were-banning-all-offers-from-games-2009-11</div>
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		<title>&#8220;The Future of Games&#8221; is featured on SlideShare</title>
		<link>http://www.mediashifters.com/social-game-design/the-future-of-games-is-featured-on-slideshare/</link>
		<comments>http://www.mediashifters.com/social-game-design/the-future-of-games-is-featured-on-slideshare/#comments</comments>
		<pubDate>Thu, 08 Oct 2009 16:53:43 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[Social Game Design]]></category>
		<category><![CDATA[Social Game Development]]></category>
		<category><![CDATA[casual games]]></category>
		<category><![CDATA[pax]]></category>
		<category><![CDATA[penny arcade expo]]></category>
		<category><![CDATA[slides]]></category>
		<category><![CDATA[slideshare]]></category>
		<category><![CDATA[Social Games]]></category>

		<guid isPermaLink="false">http://www.mediashifters.com/?p=83</guid>
		<description><![CDATA[The slides from my presentation at PAX are being featured on the front page of Slideshare today.
If you haven&#8217;t checked them out, go take a look.
]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.slideshare.net/MediaShifters/pax-2009the-future-of-games">The slides from my presentation at PAX</a> are being <a href="http://www.slideshare.net/">featured on the front page of Slideshare </a>today.</p>
<p>If you haven&#8217;t checked them out, go take a look.</p>
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		<title>Are Social Games like newspapers?</title>
		<link>http://www.mediashifters.com/community/are-social-games-like-newspapers/</link>
		<comments>http://www.mediashifters.com/community/are-social-games-like-newspapers/#comments</comments>
		<pubDate>Mon, 17 Aug 2009 16:37:20 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Monetization]]></category>
		<category><![CDATA[Old Media]]></category>
		<category><![CDATA[Social Game Development]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[media]]></category>

		<guid isPermaLink="false">http://www.mediashifters.com/community/are-social-games-like-newspapers/</guid>
		<description><![CDATA[As I&#8217;ve been reading more and more about the collapse of print newspapers, and what the real business of print news was behind the articles, the parallels to Social Gaming are becoming more and more obvious.
One thing that&#8217;s important to remember as the industry pushes forward is that while the actual game is the most [...]]]></description>
			<content:encoded><![CDATA[<p>As I&#8217;ve been reading more and more about the collapse of print newspapers, and what the real business of print news was behind the articles, the parallels to Social Gaming are becoming more and more obvious.</p>
<p>One thing that&#8217;s important to remember as the industry pushes forward is that while the actual game is the most obvious content, it&#8217;s not necessarily your actual business. In the end what makes your money is the real business that you&#8217;re in, and we&#8217;re giving the content away.</p>
<p>Newspapers have, for the better part of the last century at least, been using news as an effective way to deliver ads into their reader&#8217;s homes.&nbsp;&nbsp; That&#8217;s not to say that the reporting isn&#8217;t a key feature of the user experience, but <a target="_blank" href="http://www.splicetoday.com/politics-and-media/five-key-reasons-why-newspapers-are-failing">in this article on why newspapers are failing</a>, there&#8217;s a very interesting point:<br />
<blockquote>Remember “shoppers,” the poorly designed throwaway publications filled with tacky little ads? Daily newspapers are high-end shoppers. They spent a lot of money on original content to class up the operation and give people a reason to ask for the ads to be delivered. Long before the web displayed the power and leverage of critical mass, newspapers benefited from it; once you got the franchise in your particular locale, you tried not to stir up trouble, because it just distracted you from time better spent cashing checks. </p></blockquote>
<p>The newspapers had found that the could afford to lose money on distribution by making it up in ad-revenue, along with user subscriptions. Sound familiar?</p>
<p>Luckily for Social Games the user revenue portion of the model looks to be rapidly outpacing advertising as a key factor in monetization. That&#8217;s important because, like many things on the internet, the cost of generating a new, and more effectively targeted platform for advertising is so cheap that unless you can deliver a focused demographic in large numbers, ad revenue is always going to be minimal.</p>
<p>Games also have another advantage, which is that our relationship to our community is more explicit. News&nbsp; media is often disdainful of the fact that they were ever a &#8220;social media&#8221;. They think that they own their audience, and are pushing hard to get government to enforce what is, at it&#8217;s heart, a social relationship between the people who make media and the people who consume it.&nbsp; And once you think you&#8217;re speaking <i>for</i> your audience instead of <i>to </i>them, you&#8217;ve already begun to unravel the bond with your customer.</p>
<p>So why is gameplay imoportant? Because while gameplay may not be the core of your business, it is the heart of the relationship with your audience.&nbsp; The experience you are giving them is the reason that they engage with you each day, and are willing to give you their money.</p>
<p>And because we have such strong methods of tracking our users, we can more effectively streamline that relationship.</p>
<div class="zemanta-pixie"><img class="zemanta-pixie-img" alt="" src="http://img.zemanta.com/pixy.gif?x-id=89514f53-3420-855c-b2c7-ed99e1cf9b51" /></div>
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		<title>Latest Post on ISG: Social Games are a Constant Deployment Environment</title>
		<link>http://www.mediashifters.com/inside-social-games/latest-post-on-isg-social-games-are-a-constant-deployment-environment/</link>
		<comments>http://www.mediashifters.com/inside-social-games/latest-post-on-isg-social-games-are-a-constant-deployment-environment/#comments</comments>
		<pubDate>Mon, 08 Jun 2009 18:12:35 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[Social Game Development]]></category>
		<category><![CDATA[inside social games]]></category>

		<guid isPermaLink="false">http://www.mediashifters.com/?p=61</guid>
		<description><![CDATA[My latest and greatest column is up over on ISG.
I&#8217;m concentrating on articles about social game development, including the opportunities and challenges of making games for social platforms. If that interests you definitely take a look.
Meanwhile, I&#8217;m still thinking about new entries for Mediashifters. I may talk about more general gaming trends, since no one [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.insidesocialgames.com/2009/06/08/social-games-are-a-constant-deployment-environment/">My latest and greatest column </a>is up over on ISG.</p>
<p>I&#8217;m concentrating on articles about social game <em>development</em>, including the opportunities and challenges of making games for social platforms. If that interests you definitely take a look.</p>
<p>Meanwhile, I&#8217;m still thinking about new entries for Mediashifters. I may talk about more general gaming trends, since no one seems to be following mainstream gaming in general, and I&#8217;m hearing too many people saying Sony &#8220;won&#8221; E3. Hint:They did not.</p>
<p>If you have any ideas about what you&#8217;d like me to be writing about here that I&#8217;m not covering over on ISG, please let me know.</p>
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