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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.'

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  1. I agree w/McMillen a bit by Purity+Of+Essence · · Score: 5, Insightful

    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

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    +0 Meh