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Why Zynga's Success Makes Game Designers Gloomy

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Re: Why Zynga's Success Makes Game Designers Gloomy

#2
Let me fix that for them:

"We're afraid because we make big-budget games, and Zynga has made people pay for low-budget games."

I've thought for quite some time that game budgets in the millions are getting out of control. (And movies, too, for that matter.)

Good controls, decent visuals and audio, and great plot and/or mechanics. That's what makes the best games. Big-budget games ramp up the visuals and skimp on the rest. I'm sick of that.

Not that Zynga has plot (at all) or mechanics, mind. But they're cheap enough and they make you happy, so it works. I broke my Facebook games habit about 6 months ago. Prior to that, I did 'donate' way more than I should have to a couple (non-Zynga) games. Eventually, the repetitive mechanics palled and I broke free of it.

Big-budget game companies need to learn from Zynga. They need to use the same techniques that compel people to play Zenga games, but in bigger, better games that actually have more. Instead of being scared or saying Zynga is breaking their market, they should learn and improve.

And some have been doing it for years. Achievements, collectables, upgrades, bonuses... Pokemon even has it as the slogan: "Gotta catch 'em all!"

Any game designers that are 'gloomy' over Zynga's success are flat failing to learn from the situation.

Re: Why Zynga's Success Makes Game Designers Gloomy

#3

Let me fix that for them: "We're afraid because we make big-budget games, and Zynga has made people pay for low-budget games." I've thought for quite some time that game budgets in the millions are getting out of control. (And movies, too, for that matter.) Good controls, decent visuals and audio, and great plot and/or mechanics. That's what makes the best games. Big-budget games ramp up the visuals and skimp on the…

Not all of them make big-budget games - at least, "puzzle pirates" doesn't scream high-end 3D gameplay to me.

Also, there's a distinction between fun and addictive.

Finally, I'm not sure they are actually losing all that many sales - how many people playing Farmville would have paid for Neverwinter Nights?

Re: Why Zynga's Success Makes Game Designers Gloomy

#5
My favorite quote about Zynga, relevant to this discussion, is that "their motto is the exact opposite of Google's 'Do No Evil'". That's what makes me gloomy. They're like the spoiled love child of EA and Microsoft.

They have no scruples or creativity and no apologies to make for it.

Re: Why Zynga's Success Makes Game Designers Gloomy

#6
Zynga depresses them because they don't make games to be fun, amuse, educate, or tell a story. It's all about the addiction and funneling factor to get users to pay. The 'normal' rules for app developers also do not apply, the founder even admitted to abusing every FB feature possible to grow.

Re: Why Zynga's Success Makes Game Designers Gloomy

#7
Game wise, Farmville has the feel of nickel slots. You give up something of value, your spare time, for a chance at a reward. Since many view their time as low value, the reward is worth it. The interaction is based solely on luck. The buying of virtual goods helps people justify the time they waste on the game because it shows them that in game rewards have cash value.

I would really love to read a full blown social psych journal article on Farmville.

Re: Why Zynga's Success Makes Game Designers Gloomy

#9
post #6

Zynga depresses them because they don't make games to be fun, amuse, educate, or tell a story. It's all about the addiction and funneling factor to get users to pay. The 'normal' rules for app developers also do not apply, the founder even admitted to abusing every FB feature possible to grow.

I think Zynga would depress anyone in the game industry with any other motive than purely profit.

Re: Why Zynga's Success Makes Game Designers Gloomy

#10
As in many creative fields, a common goal for many game designers is to create a thought-provoking work of art that's also a runaway commercial success. Who wouldn't want to create the next SimCity, Minecraft, or Civilization?

But the harsh reality of the game industry often dictates that designers must choose between the two goals. And the harsh reality of having to eat and pay rent often dictates that one must prioritize the latter.

Zynga's success puts this tradeoff in the starkest possible relief.

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