How to Build a Successful Social Game: Design for Play With Strangers

One of the fallacies associated with social games is that they need to be designed for play among friends.
If you look at the games that have succeeded on Facebook, most are single-player games. If they do have interaction with friends, it's indirectly through leaderboards.
For game that have more direct interaction, such as Texas Holdem Poker (full real-time interaction) and Mob Wars (direct turn-based interaction- by attacking other players), gameplay revolves around interaction with strangers.
And yet, in order to be viral, games need players to invite their friends to play. Mob Wars is the prime example of this, a game where you complete jobs to earn points so you can battle others, but need to invite friends into your mob to advance through the game. It's a very good model: competition is focused on strangers, and cooperation is focused on friends. Find ways to emulate it.
But I Thought Facebook Was All About Interacting With Friends?
It used to be. Not any more. A long while ago, I designed a game around the assumption that people on Facebook only befriend people they know. In the game, players were challenged to find a picture of their friend in a grid of photos. With each level, the amount of stranger's photos in the grid increased so finding a friend's photo would get more difficult. Basically, Where's Waldo with your friends as Waldo.
We started playtesting the game and quickly realized it was never going to work. People couldn't recognize their friends' photos. In fact, some people didn't even recognize their friend's names!
When you have hundreds of friends, it turns out that you don't even know who many of them are.
The point I'm failing to make here is this: Facebook is a platform for interaction with friends AND STRANGERS.
If you're only building for interactions between friends, then you're not leveraging a significant chunk of the interactions on Facebook.
Finally, if you're foolishly planning to build a real-time game, than keep this in mind:
Real-time games designed to be played with friends will not have critical mass due to lack of density. -- Wade Tinney, Large Animal Games.I nominate that for the 3rd law of social game design (if only because it sounds like something out of my college physics class.)

6 comments:
I totally agree! We designed a game called Name that Friend (look it up on FB) that was similar to your Waldo idea. But it turns out is pretty hard to answer detailed questions about your friends and half the time your friends' photos are not even of them.
I think there are levels of friends though - and I do think that, for the most part on facebook you are playing games with at least casual friends.
The other problem I see is that, with games like mob wars, when you play against strangers you still don't really have a way to 'befriend' or communicate with them...
I think the ultimate goal should be to to design games you play against strangers...but that help you convert those strangers into friends...or at least friendly rivalries ;-D
Re: Kevin. What happens with games like Mob Wars where you need to build up a friend mob is that people use the discussion forum on the about page to recruit "friends" to increase their mob. I've seen this happen in many other games as well. In fact, play requiring friends causes a pain point for players. They have to turn to the inefficient method of the about page forum to be able to successfully play the game. That's bad.
So in fact, the people you play with are often complete strangers not even casual friends.
wow you missed the point of mob wars entirely. You cant send invites to people who arent your friends.
RE: Anonymous. Yes, you can't invite people who aren't your friends. So people go to the mob wars forums on the about page to find people to "befriend" just to build their mob. Those aren't real friends. Does that make sense?
Another good post, Bret. Over here at Large Animal, we decided to ignore our own advice and build a real-time multiplayer game that you play with friends. :) It's called Bananagrams and it just went live in Beta (link below).
Actually, soon you'll also be able to play it with strangers, but for now it's just friends. It also has solitaire and asynchronous modes, so there are options if you don't have friends online.
Frankly, I hope that my comment about real-time multiplayer with friends becomes less true over time. I think Facebook chat has the potential to make it easier to hook up with friends in real-time. Facebook could help by giving developers direct access to the online status info that they display in their chat window, and by allowing developers to interface directly with the chat window (i.e. "Click here to send this friend a game request via Facebook chat").
Check out Bananagrams here
Post a Comment