Social Gaming

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25 comments, last by Ketchaval 23 years, 6 months ago
What can make (computer) games more sociable ? What are the most sociable non-computer games that you have played ? What are the most sociable computer games that you have played ? Thoughts- Are hard-core goal player vs. player games very sociable ? Does focusing on beating the other player stop you enjoyinh their company. This is going to be a BIG AREA OF DEVELOPMENT ! Edited by - Ketchaval on 9/26/00 12:58:19 PM
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The most social non-computer games I''ve played are those that either pits the players directly against each other or forces them into group interaction because it''s necessary to complete the game. i.e. games like Risk, for the first type and pen and paper RPG''s for the second.

Then add beer and stir for 2 hours.

In terms of computer games this adds up to player vs player style beat em ups or puzzle games for unfriendly competition or MMORPG for friendly socialisation.

I think beating the crap out of someone (virtually) can be social however if you always beat them then they just get up and walk away.

Mike
- Up until computer gamess, all games were sociable: you had to had at least another person to play, and they were right there in front of you to do it.
-(Please note, a game for a single player is a *puzzle*. You can have multi-player puzzles but you cannot, by definition, have single-player games.) - Lubb
RPD=Role-Playing-Dialogue. It's not a game,it never was. Deal with it.
I think the most sociable type of game is a slow game where players compete directly against each other in a free for all. RISK is the perfect example, Our games always take 6+ hours and we rarely even finish. If the game has a medium pace (RTS perhaps) you''ll want teams probably. Very fast paced games (where there is no time to type messages, first person shooters for example) aren''t very sociable at all.

Make sure to make it easy to chat before and after the game. Myth is exceptional in this regard: you gather before the game to get it set up, then in the game you can chat a little, then after the game when you are looking at the final stats you are still in a chat with those same people, then hit another button and you are all back into the create game screen for another round.
chatting during the game, if possible.
- I don''t now that chatting over the net is exactly "being in the company" of someone. It''s being able to see what they type, or in some cases, hearing short things they say, but I haven''t see a lot of deep conversation on chatrooms anywhere. The people that converse the most with each other are usually people who know each other IRL and usually live near each other, attend the same school or have some other direct real-life connection. - Lubb
RPD=Role-Playing-Dialogue. It's not a game,it never was. Deal with it.
Lubb, In the context of Myth text message chatting that is true, what about people playing in the same room, like on N64s ?
Step One: Set the Design Forum Display to "All posts in the last 100 days".

Step Two: Read the posts from when I was asking a lot about what we could do to fix MMORPGs (not just mine, there were many better ones...)

Step Three: Educate thyself.
======"The unexamined life is not worth living."-Socrates"Question everything. Especially Landfish."-Matt
Solitaire is a game for one player. If it wasn''t a game, would casinos let you play it for money against the house?

Way to make computer games more social: Make them non-zero sum. When other players are viewed as something other than a potential threat or source of points, the games will tend to become more social.

$0.02
quote:
Way to make computer games more social: Make them non-zero sum. When other players are viewed as something other than a potential threat or source of points, the games will tend to become more social.

I''m not to sure about this. If you look at card games like uchure then it''s the complete opposite of what you''re talking about. Then at course there''s balderdash (boardgame) that is increadibly sociable and this has points too. I think that the game design has to promote the need to have sociable fun rather than it being a simple case of "this element destroys sociability". I thought that diablo online was quite sociable when i played it. I think quake online would probably be sociable if the maps where larger and strategy was made more important.

Everyone socialises under different circumstances, some people need the security of large crowds while others prefer a quite evening etc etc. The game in my eye''s simply has to promote one type of social environment to work, the more catering to peoples tastes the better.



I love Game Design and it loves me back.

Our Goal is "Fun"!

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