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Social in games: from where we came

Thinking about social in games seems to be like trying to cover an entire planet with one’s own hands. From what we know, games are a growing environment where social is spread in a form of a lot of different channels, techniques, frameworks and scenarios, and bringing into action a brand new set of powerful features to foster the interaction of players between themselves and the network they build as a community.

By the time virtual games have been existing, different forms of social play (embedded in the game) and sociability in games (outsourced but fostered by the games) have appeared and co-existed, diminished or promoted, exploited or forgotten; but shaped the entire community of players into what they are now. In this article of the Social in Games series, I’ll try to approach to the evolution of social into the most remarkable scenarios which have made a turning point in the videogames world.

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Rethinking social games part 2

This is the second part of the Rethinking social games’ series, in this article we’ll focus on the two left intrinsic motivations of the player (Autonomy and Relatedness, both based on the PENS framework from Scott Rigby and Richard Ryan) and the way they can be boosted in social games for betterment, in order to create a richer experience and to extend the features that they actually hold. Can social games be re-thought and re-invented from their actual formulas to be both profitable for enterprises and users? Check it by yourself down below!

And if you’re actually feeling lost, take a look at the first entry here. 

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Rethinking Social Games part 1

Social games are usually working on standardized formulas which longevity right now seems way more questionable than what it were years before, when loads of reiterative patterns and blueprints were copied (successfully or not) using every single feature that was making competence’s stats grow in charts significantly higher.

New times may usually demand changes, and thus may be inspired by applying available techniques to create more richer, powerful, energizing, meaningful and substantially more emotionally connected than the feeling of void that some crucial social game amalgams actually have.

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glossary-words

Launching: Ingredients

Ingredients is the new glossary of terms inside Games For Breakfast: a compendium of the most renowned terms of current games, which aim is to gather every knowledge about the games world and hold a brief description about it. As any dish, games are made out of ingredientes which combination will lead to a better (or terrible) recipe: some people will be able to work with less, others will prefer better results gathering as much as they can, others will focus in just a portion and others… will not definetely think about looking at one at all (and we’ve seen the results).

Anyway, if you wish to spend some time looking at them, here is the link! And it will be on the menu for accessing it anytime you want.

Have a healthy diet in games, and make sure Breakfast goes first.

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The recipe: Dragon City

Today starts a new section in Games 4 Breakfast where games (social & mobile) will be dissassembled into features, mechanics, dynamics, retention techniques, monetization tricks and much more. Its purpose is to analyze why makes each game succesful and which different things shall be taken from them. As any dish, every recipe determines the initial factors which will make way tastier; games aren’t strangers to such thing: the greater the formula, the better its results. Click on the link below to get to the recipe and enjoy your journey!

Go to the recipe!

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social-sharing

Is sharing an option?

Sharing is caring. The famous phrase that is fueled through the website lands in the Social Games World. Are Social Games really realizing why players need to share and how they feel when they do? Shall there be a change of their agendas to restablish their core social part? Are users equally vulnerable to aged formulas?

Social games are powerful tools with a new set of mechanics that makes players engaged, in this article we’ll try to focus in the fact of social sharing relationships between players and the game, and why some positive and beneficial changes shall be  taken in order to benefit both enterprises and users.

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marco para fotos

The power of “One-Finger Games”

Player controllers usually follow the line of getting more intricate and diversified, trying to adapt themselves to some preset conventions that players, as a community, have developed through the time: dozens of buttons, joysticks, peripherals and combinations that can make any newcomer to feel less than dizzy. But when the new era of social gaming, and with a huge emphasize on handheld titles, the use of controls have been simplified to the use of a simple finger.

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Huge Rosters = Infinite Play?

Variety is the spice of life, and so is, partially, of game characters. When it comes to games with a diverse and astonishing amount of characters to choose thousands of feelings comes, with the same diversity, to player’s minds: whether it should be amazing for its unique offer or overwhelming,  so many things to do or just the same mechanic with a different skin. Let’s check it out!

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Game Career Guide: Game Design Challenge, Map Making Games

Game ideas came to our minds more easily than we can expect, but rather than leaving them unnatended, there’s an option to exploit this skills on time attack challenges. That’s what happened today: after some research and work, my entry was  chosen on Game Career Guide Game design Challenge.

The challenge: make a game dependent on the player’s ability to build the map in which he stays. The synopsis suggested the feature that dungeon crawlers made famous to be applied, but getting further in context and adding a bit (if not a bunch) of innovation. I’m glad i saw pretty god designs among others, seems there’s a growing community that gets richer in knowledge about terminology which seemed to be only manageable to a few erudites. Schools and self-taught ones are doing it well.

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I always attempt to conceptualize (if thats a clever word) the main player’s screen, in this case something borrowed from here and there (I used to be an artist, until I took and arrow in the knee…)

Anyway, my entry called I Remember was based on the main schematic of an adventure game. The player managed the memory of the main character, who was telling somebody the facts that happened some time ago. The main goal was to bring coherency to the whole story by reading the character’s dialogue, which was able of being doubted by other non player characters capable of asking hazardous questions. Something with a variety of outcomes and based on the reward of reaching every end and creating different layouts. It’s worth reading, so check the the link below to see the project and all the entries as well.

For further information, don’t hesitate on reading the whole feature, alongside the other entries here.