I was listening to a few of these podcasts from friends on play. The ones that seemed the most relevant to me were Episode 3: What We Mean By Gamey and Episode 6: Collaboration In Games. Some notes from the 2 episodes:
What we mean by gamey:
- Gaminess is an immersion killer.
- Things that don’t have a direct corollary in the real world kill immersion.
- Points and achievements are an abstraction of progression.
- Extrinsic motivations are artificial and gamey.
- Breaking or changing the narrative rules kills it.
- Present the rules of the world and stay true to those.
Collaboration in Games:
- Some like local collaboration in the same space combined with virtual collaboration around the world.
- Hard part is the symmetrical real time aspect.
- Rockband is a good example of roleplaying to enjoy the collaborative aspect.
- There’s a spectrum of collaboration from non-competitive to combative.
- Successful collaboration usually entails different roles but the same goals.
- Interesting systems allow for organic player collaboration & temporary alliances
- So called “social games” lack any meaningful collaboration since there’s no greater goal.
- Social games’ collaboration is usually driven by personal gain + developer values.
- But social games also have to deal with asynchronous play.
- Maybe they need some team based global struggle?
- Needs to be able to communicate & play together for a shared goal.
- Needs to enable emergent collaboration and emergent creation.
- As scale goes up the sense of collaboration often goes down.
- Are people collaborating or consuming?
- There’s more room for social collaboration.
- Before digital games almost all games were inherently multi-player.