Slashdot Mirror


Why You Shouldn't Design Games Through Analytics

An anonymous reader writes "Game designer Tadhg Kelly writes at TechCrunch about a trend many gamers have noticed over the past decade: designers increasingly relying on statistics — and only statistics — to inform their design decisions. You know the type; the ones who'll change the background color if they think it'll eke out a few more players, or the ones who'll scrap interesting game mechanics in favor of making the game more easily understandable to a broader market. Naturally, this leads to homogenization and boring games. Kelly says, 'Obsessed with measuring everything and therefore defining all of their problems in numerical terms, social game makers have come to believe that those numbers are all there is, and this is why they cannot permit themselves to invent. Like TV people, they are effectively in search of that one number that will explain fun to them. There must, they reason, be some combination of LTV and ARPU and DAU and so on that captures fun, like hunting for the Higgs boson. It must be out there somewhere. ... Unlike every other major game revolution (arcade, console, PC, casual, MMO, etc.), social game developers have proved consistently unable to understand that fun is dynamic in this way. ... They are hunting for the fun boson, but it does not exist.'"

2 of 134 comments (clear)

  1. The goal often isn't fun by Anonymous Coward · · Score: 5, Insightful

    The goal is money: get more people to buy the game and get more people to buy in-game purchase items.

  2. Missing the point. by SuricouRaven · · Score: 5, Insightful

    Social games aren't supposed to be *fun*. The objective is to keep people playing. Fun is one way to do that, but there are other methods that can be just as capable or even more so. Social games depend on a few effective psychological hooks:

    - Time sinks. Once you have gotten the player to invest enough hours, they become reluctant to leave and throw away the invested time.
    - Social interdependance. Allow players to assist each other. That way if someone does want to stop playing, they'll have to abandon friends who need their help.
    - Constant progress. Players need to feel like they are constantly getting further and further, so an effective social game makes sure there is always a new milestone just ahead - and that there is a way to show off this success.
    - Ease of promition: Make sure your players can tell everyone else they play via facebook.

    Social games aren't about fun. They are about operant conditioning. Zynga has a psychologist on staff to advise their designers on how to make a game people will feel compelled to play, and the approach works.

    None of these actually require the game be fun. Or have we forgotten Cow Clicker, the parody of social gaming deliberatly designed to be as dull and un-fun as possible, yet which still achieved a moderate level of success purely by following the rules of social manipulation.