The Ethics of Social Games
Gamespot is running a story about the ethics and morality of the social games market, which in recent years has exploded to involve hundreds of millions of players. Between micro-transactions, getting players to recruit friends, and the thin line between compelling games and addictive games, there are plenty of opportunities for developers to stray into shady practices. Quoting:
"The most successful social games to date have used very simple gameplay mechanics, encouraging neither strategy nor dexterity but regular interaction with the game ... Although undeniably successful, the existing social game framework has been the subject of much debate among game developers from every corner of the game industry, from the mainstream to the indie community. Some, like Super Meat Boy creator Edmund McMillen, are particularly strident in their assessment. 'Social games tend to have a really seedy and abusive means of manipulation that they use to rope people in and keep them in,' McMillen said. 'People are so tricked into that that they'll actually spend real money on something that does absolutely nothing, nothing at all.'
There's something to this as far as MMOs go. People like to talk about how MMOs tickle the reward centres of the brain with their level-up/upgrade cycles and so on, but I suspect that this wears thin fairly quickly. Certainly, as somebody who has been heavily "into" and then got out of two MMOs (FFXI and WoW) over the last year, the social side of the game has been the biggest deterrent to leaving.
MMOs, of course, get to sting you twice in this respect. Not only do you get a social circle within the game, but if you're not careful, they also start pulling you away from your real-life social circle.
I remember I found it a bit disconcerting when I decided to stop playing WoW. I'd stopped enjoying the game about 4 or 5 months beforehand, and while I had friends within the game, I was finding the sheer tedium of playing the game itself increasingly unbearable. When I quit, I decided to go cold turkey, which was a pronounced contrast to the gradual drift-away I'd had with FFXI. For the first two weeks or so after quitting, I found it very difficult to fill the time I suddenly had. I'd gotten out of the habit of going out and doing things on weekday evenings and it took a while to get back into it.
This isn't to say that MMOs are entirely bad. I mostly enjoyed my time with FFXI and WoW. And while only having an online circle of friends is hardly ideal, it's still a step up from having no social life at all. I don't think I'd go so far as to accuse MMO developers of being outright unethical. But I do think that the MMO market is one where the principle of "caveat emptor" is relevant in some fairly unusual ways. I didn't touch MMOs during my student days, because I knew I would find them engrossing and I didn't want to take this risk until I had steady employment. It's probably worth thinking about your ability to stop playing before you get too heavily into an MMO.
'People are so tricked into that that they'll actually spend real money on something that does absolutely nothing, nothing at all.'
The same could be said of so much of what we do, particularly entertainment-related spending. Whether or not something is "worthwhile" is a very personal decision. People spend millions on non-social gaming and what do they get from it? The entertainment experience, same as with social games, same as with gambling, same as with watching sports or movies or observing art. You don't end up with anything tangible, but the experience is worth every penny to you. Some endeavors are more accepted as worthwhile by society or have generally agreed upon benefits, but the perception of value still varies from person to person. JMO.
Time you enjoy wasting is not wasted time.
weather from personal experience or from how the media talks about the difference, there is a much bigger gap in MMOs and social games like the ones you find on the iPhone and Facebook, this hole in the story is Plot. if you sit down and play farmville or mafia wars, you are only there to press buttons and talk with friends and collect rewards from those around you at the time. In MMOs like WoW or the soon to be released Starwars The Old Republic, you get a community of people who play the game for the same reason people spend all their time playing non-MMOs on their consoles.
Its not my fault, someone put a wall in my way.
Where did I call for a ban? Or, for that matter, describe my MMO playing as an addiction? I certainly wouldn't support any kind of government intervention on MMOs (indeed, would oppose it strenuously) and I am quite clear that my playing was not an addiction (I've seen real addictions close-up and they're rather different).
All I was pointing out was that potential customers should consider the possible consequences of getting too "into" an MMO, and should ask themselves whether they have the willpower needed to get out of it again should they need to.
'People are so tricked into that that they'll actually spend real money on something that does absolutely nothing, nothing at all.' Well duh, surely buying 'normal' non-social games falls under that category too...
Not only do you get a social circle within the game, but if you're not careful, they also start pulling you away from your real-life social circle.
Sounds just like methamphetamine. Or Scientology.
Hmmm.
It's probably worth thinking about your ability to stop playing before you get too heavily into an MMO.
I agree. Luckily I have this coupon code that you can use. Just try it for a few minutes! I will take care of your laundry and garbage for the next few days while you get acclimated to the game environment.
Edmund McMillen is right on the money. This topic (along with the GameSpot article) fails for not mentioning an insightful and informative talk Braid creator Jonathan Blow gave at Rice University a couple of months ago. Unlike other diversions, these "social" games are not at all about providing fun or entertainment. They are entirely about separating you from your money using sophisticated psychological tricks. You might be right in saying there is a perception of value, but these systems create that perception in a very devious manner. If you were to take away the tricks, you would find there is no game -- or rather, the only game is the system creators gaming the players for all the money they can get. People don't play these games because they are fun or challenging. They play them as a conditioned response to a variable ratio reinforcement schedule, in the same way a caged rat hits a trigger for a pellet.
Watch or listen to Jonathan Blow's talk:
Games and the Human Condition
Social Games (aka Skinner Boxes):
Operant Conditioning Chamber
Reinforcement
+0 Meh
Sounds like just another social circle. Just like a great many non-virtual social circles, it costs money to remain a part of it. Like all social circles, time spent in it is time not spent in others. Those two qualities do not make it destructive like drugs or scientology.
"People are so tricked into that that they'll actually spend real money on something that does absolutely nothing, nothing at all"
Sounds like a general damnation on a lot of modern consumer society to me. Social media games - do nothing for you. Game console - doesn't improve your life. Clothes with logo that's considered desirable, no more efficient at keeping you warm or dry - made in the same factory in Cambodia / Vietnam as the value-label clothes probably, both made by people in terrible working conditions for a dollar a day. Special paint job on your auto - does absolutely nothing. Buying new matching table crockery or wine glasses instead of picking up second hand ones / using the ones your parents gave you from their old set - no more functionality.
Functionally, you're probably better off investing your money, buying property, buying further skills training, putting into a pension plan. But folk love spending "real money on something that does absolutely nothing".
I thought they were talking about those games called "elections" between teams called "Republicans" and "Democrats".
That last line in TFS rang true though: 'People are so tricked into that that they'll actually spend real money on something that does absolutely nothing, nothing at all.'
Set your phasers on "funky"!
Why not get some mooney and go buy a new cow? Don't you want to collect them all? That's the sort of thing people seem to do. The available cows will change over time, thus there's some chance you might miss out. How would you live with yourself?
Bogost has also posted a funny send-up of the Wikipedia donation advertisements that have been popping up as of late:
I was led to believe that social games on Facebook were also sure things, money-printing machines that make piles of riches for their asshole creators, creators who demonstrate as little or less care for craft and experience as I have tried to do. Yet, where's my fleet of holstein-spotted Teslas? Where's my new sub-basement with walk-in freezers for endless sides of Kobe? Where's my closetful of bespoke calf leather suits? Damn you all, you cheapskate bastards... Please consider foolishly spending real, hard currency on Cow Clicker.
Freedom is drinking a beer in the park when you're supposed to be at work.
Please define "real life social circle", and why it is bad to give more weight to your online social life than that? Because, to put it bluntly, I very much doubt that most casual acquaintainces care about you more than the people who chat with you on the Internet, and many even less.
Forget magic. Any technology distinguishable from divine power is insufficiently advanced.
Not only do you get a social circle within the game, but if you're not careful, they also start pulling you away from your real-life social circle.
Sounds just like methamphetamine. Or Scientology.
Hmmm.
I don't know about MMOs, but "cult" describes facebook games almost. To gain rigidly defined levels and learn new secrets, you must invite (and get) others to join. Alternating "You Fail It!" and "love bomb" messages enhance the feeling of belonging (and are addictive). The only thing lacking is the alienation of outside relationships.
So now developers are accused of making their games too fun to play?
Personally, I'd like to see developers go back to making fun games... These social games and MMOs are--in fact--boring as hell.
"He who can destroy a thing, controls a thing." --Paul Atreides, Dune
It's strange how people think that just because you communicate with someone only over the internet, it isn't somehow valid.
"real life social circle" = people regularly interacted with in a face-to-face manner. People that you would consider friends even if doesn't say so on Facebook.
It's bad to give more weight to online social life than real life social circles, because otherwise, you might find yourself grouping your acquintances into "online" and "casual", and completely miss out on the rewarding experience of doing actual stuff in the physical world with real friends.
Social or not, a game is selling entertainment. How do you put a price on fun ? Sure, you can try to compare one source of fun with another, like say a $20 game vs a $60 game, but ultimately it all boils down to what you feel like doing at that point in time.
Myself, I still play WoW, very lightly. I pretty much show up for the guild's two weekly raid nights and that's all. I'm not collecting achievements or farming trade goods, I just get in, spend a few hours with a handful of people I've gotten to know over the years, and get out. If those people were to quit, I'd quit too.
The fact that a dinky little Flash game can rake in cash, well that's just common sense, in the sense that a great majority of people are suckers. The recent flood of "pay 2 win" style games is proof that there are still plenty of suckers in this market. Sure, it's unethical, but you'll find the same greedy antics in the real world, where all but the most righteous businessfolk seek to prey on people's selfish urges.
-Billco, Fnarg.com
Social relations over the internet is valid for what they are. The danger about developing social relations inside a video game with a monthly payment plan is that the social circle might become the reason you keep on paying a gaming company. There's nothing wrong with online friends - however, it could be argued that there's something wrong with paying a 3rd party for creating the artificial boundaries for you to interact with your friends, rather than paying to play a game that you find amusing. And it could be argued that the social relation is not particularly significant if you would not care enough about each other to stay in touch outside of these artificial boundaries.
Also, "real friends" are a lot more handy when you need to move heavy objects.
It's not strange. Making internet relations less valid or invalid makes their bar relations more valid.
You should have a look at the new content with the Cataclysm patch. That will suck you back in for sure. Once a WOWcrack user always a WOWcrack user.
This predates MMO games. Pokemon ("Gotta Catch 'Em All") produced the same mindset. There were predecessors to Pokemon, but it was the first one to get huge. Arguably, Wizards of the Coast introduced this genre with "Magic, the Gathering" in 1990. Collectable cards have been around for about a century, but they were usually tied to real-world sports. Wizards of the Coast detached them from that world and made then stand alone.
Wizards of the Coast, however, managed not to be slimeballs. Zynga (Farmville, Mafia Wars, etc.) has a slimy history.
"A fool and his money are soon parted" -- PT Barnum
Yeah, so we set out to do something about it. We spent 20 months building Fantasy University on Facebook (now in open beta).
One of the things we did was decide we'd make a game first, and layer on only the minimal trappings of social game mechanics. There was a gnawing feeling all along, coupled with data from those who knew better, that this would be a tough road.
The good news is we did create a game that's got tons of depth, serious game play mechanics and great content that can be entertaining all by itself. But our microtrans and social elements remain rather unsophisticated. At least if you measure them by the so-called psychological tricks that are used. Sure we give some benefits for having your friends play and such, but its not about that.
So is that a good idea? We have a promising start, but it's too early to tell much. But I can see that massive volume is all about playing the meta game with those who come to your app. And I'm not certain that's the sort of business we want to be in....
So we are in a bit of quandary on which way to take it.
David Whatley
The danger about developing social relations inside a video game with a monthly payment plan is that the social circle might become the reason you keep on paying a gaming company.
Re-write this...
The danger about developing social relations at a coffee house with a per cup payment plan is that the social circle might become the reason you keep on paying a coffee house.
Feel free to replace coffee house with any "acceptable" (non-Internet) based "social circle" and see if it really matters anymore.
I decided to go cold turkey
Right there is where you referred to it as an addiction. If you have to "Cold Turkey" something, you were addicted to it in the first place. Look it up if you don't believe me.
"Two Frags in two seconds -- Excellent"
-- Via Quake Live
This method would cut costs significantly
Yea, but at least you're getting coffee :)
[John]
Shit better not happen!
There's something to this as far as MMOs go. People like to talk about how MMOs tickle the reward centres of the brain with their level-up/upgrade cycles and so on, but I suspect that this wears thin fairly quickly. Certainly, as somebody who has been heavily "into" and then got out of two MMOs (FFXI and WoW) over the last year, the social side of the game has been the biggest deterrent to leaving.
MMOs, of course, get to sting you twice in this respect. Not only do you get a social circle within the game, but if you're not careful, they also start pulling you away from your real-life social circle.
....
Any social thing will do that.
Work, sports, etc.
The truth is, you need to decided how you spend your time, and who with.
I never got into going out with people i worked with for beers, or whatever. While I liked most the people good enough, they were work mates, not friends.
I play everquest 2 alot. I like the people in my guild, but in the game. I don't send them emails, text messages or anything else out of game.
Here's another shocker for you.
People that get married and have kids, start hanging out at home, with the sig other & the kids. OMG! Maybe we should do something about that!!!
but seriously, what we are talking about is peoples lack of control, not about anything bad happening.
Be seeing you...
Somehow, Farmville and the likes, managed to be more addictive than gambling, with less excitement and absolutely no chance of getting your money back by exploiting every cognitive error or bias they can.
For example: Same thing the Lost series did with many. You watch 3 seasons and the quality of the episodes start to decay really fast. Yet, you keep watching it until it ends, cause you don't want to "lose" the "invested time".
Well said. I thoroughly agree with you. Philosophical musing on the meaning of life is a valuable thing to do. Many people have come up with some great ideas as a result. My philosophy is to try to lead my life to the full and help others as well. But I also spend time slacking reading and posting on slashdot as well as other things ;-)
The danger about developing social relations inside a video game with a monthly payment plan is that the social circle might become the reason you keep on paying a gaming company.
Re-write this...
The danger about developing social relations at a coffee house with a per cup payment plan is that the social circle might become the reason you keep on paying a coffee house.
Feel free to replace coffee house with any "acceptable" (non-Internet) based "social circle" and see if it really matters anymore.
Well, if I tell my RL friends that I am tired of our normal coffee house, they will usually be willing to try another with me. Or maybe just hang out somewhere else entirely. Because we share more than our enjoyment of coffee in common (usually) and are not roped into that particular coffee house with the 50hours we spent leveling up and making our powers symbiotic.
Coffee houses, bars, whatnot are places you go to meet friends, but usually not the reason you have and keep friends, unlike a game, where your symbiotic powers with so and so are about all you have in common. You don't even know he just shaved his head and tattooed a swastika on it, because really you couldn't care less as long as his aura keeps you pumped.
John Bender: So it's sorta social, demented and sad, but social. Right?
Did you play Ico, the Katamari games, Okami, Psychonauts? Yeah, they're old games, but I don't yet own anything newer than a PS2, and those are slightly less well known games that a lot of people think are fun. (BTW, I also like the God of War games, so I don't like them _because_ they're not #1 bestsellers.)
I thought I had it all figured out. But now I have some questions...which as I re-read...have turned into a rant...
Where the heck does it say that money should be held in a higher regard than keeping me busy or entertained in the evening? If that is the case, why am I paying my cable bill and my phone bill?
Since when is making people want to return to something bad? What about t.v. "cliffhangers" during which they sell products with commercials? Should the moral developers produce games that people aren't interested in playing?
With regard to on-line friends and real-life friends, it seems to me I have to tell my mom I can't talk to her over the phone anymore, because she is "on-line" and my relationship with her is not as important as the casual acquaintances I see locally every day.
Is it far better for me to talk to someone face to face about sports or something I have a mild interest in, or to talk to someone online about the game we are playing, that we are both more interested in? Why don't I feel that way? Am I normal?
I find it funny that people who watch entertainment (t.v., sports and movies) and socialize (facebook, talking at the bar while you watch) can be critical of MMO's. When you MMO you are socializing and being entertained at the same time. Not only that, you are making a story, not just watching one being spoon-fed to you. Don't hate us because we evolved a little farther than you have. Maybe you'll catch up next generation.
Isn't the real point of playing a game like Farmville, not the playing of Farmville, but rather being able to tell your friends who play Farmville, that you play it too? Just like, the "entertainment" in watching some sports games or tv shows is not in the game or show itself, but in the discussing it later with people you know.
"On-line" is not a place outside of the real world. The computer is a box made up of plastic and wire (not to trivialize the amazing people who have created it and continue to develop it), just like your television and telephone. It physically sits on your desk and connects with other plastic and metal boxes that sit on other desks and in other rooms.
We need to stop thinking of the computer and "on-line" as a place. We don't "go to online" and the people we talk to aren't "in online" they are at home or at the office or at Starbucks. They are real people and the relationships you have with them are real. When you are a jerk or when you are thoughtful it affects emotions in a real person sitting in front of the plastic and metal box, not a computer program triggering electrical events inside the box.
Online games are not driving an addiction and enslaving people. Our "everyone is a victim" social mentality is flat wrong. The games fill needs.
The people who play facebook games are the same people who post messages on facebook. These are the same people that derive some value from telling everyone that they are feeling "sneeky" that day or the roast beef sandwich they made was "tasty." People have networks of friends to satisfy an inner need to feel we belong to a group. People play these games because they are popular....just like they decide to buy whatever is "in style" intentionally.
Some people like strategy or talent based games. Some people want the challenge of clicking the right buttons in the right sequence or approaching a tricky situation and figuring out how to best survive it. Some people would rather not put that sort of effort into a game. That is effort for them and not entertainment. These games that get YOU nothing, get others something.
I'm posting anonymously, because if I go through the trouble of setting up an account, I'll post here all the time and that will cut into my MMO time. You have to have priorities.
I've never owned a PS2, though I have played one of the Katamari games. It was fun, though I seem to recall being frustrated by the time limits.
"He who can destroy a thing, controls a thing." --Paul Atreides, Dune