Ah yes, the timed honored tradition of training rats to press a button a get some cheese. Er… wrong metaphor. Ah… the time honored tradition of tying a carrot to a stick and making that dead horse walk an extra click to get some meaningless play gold that has no utility in real life other than to provide bored office workers with something to do other than actual work…
I might have messed up that analogy too. Whatevs.
Social game applications - Facebook gaming apps and mobile gaming apps in particular - use this tactic to such an extreme degree I'm not sure the game concepts come first or the actual clicky button-y thingies.
We want them to click a button that gives them shiny coins!
Yes, but what kind of button?
A red button.
Awesome. But… why are they clicking the button?
Oh. Well, shit. Um, because they're at an airport. And, and… they run the airport! They decide what airlines are coming and what chains to have in the food court and how to run security.
OMFG! That's genius! We'll make them click a red button so they can get coins and upgrade their airport. But not enough coins to get the really good stuff. They need to buy special Frequent Flyer Coins to get the good stuff.
Yeah. It'll be sweet.
So, sarcasm aside, it obviously works. Farmville has 89 million users on Facebook and Foursquare is rounding the corner on a million smart phone users. What would be interesting is to see the real drop off points. How many of those users installed the apps and never came back but never uninstalled? How many played obsessively for a week or two or even a month and suddenly dropped it altogether? There's something missing in the formula. How do you engage a user - obsessively - for extended periods of time past even one or two months?
Games like World of Warcraft or Call of Duty have a bigger platform to play with. Desktop applications and gaming platforms like Xbox 360 and the Wii create more immersive experiences that suck in users. But social network and mobile applications have limited screenspace, restrictive technology and sometimes crippling terms of use.
Because these apps are “free” and easy to obtain the user investment in the beginning is low. You need to hook them fast and the most readily available form or digital crack is fast levelling, easy badges and lots and lots of coins. You'll eventually loose your users but maybe you've made enough to build the next game. And the next and the next. It's a slash and burn strategy that is quite frankly as boring as it is addictive. Which is kind of like watching paint dry - eventually you get so bored you hit this zen like place in your head you don't even know where you are anymore. Experience The Nothingness of Click.
Funny enough, the ads for most of these games say things like 'Hey our game is different. We've got a real story. It's not just click farming!' They lie. Straight up. There's just not enough content in these games to keep your interested. There's just not enough variety in the button clicks to keep you going forever.
What's the solution? Well, I don't really know. Sorry for the anti-climax. But I think it's in the social part of the equation. Monopoly had an awesome Google Maps integrated game last year that was very popular. If they had better anticipated that popularity we might still be playing it right now. The idea of augmented reality and geo-location apps is still pretty exciting. Social play that ties in real life experience with game-like elements isn't a new concept but it's one still begging to be perfected.
Written by Ryan Nash