My Social Gaming Experience
My Social Gaming Experience: Part 3
(Did you miss Part 2 or Part 1 of this series?)

Today we pick apart my experience with Zombie Farm. I played Zombie Farm regularly (2-5 times per day) for nearly two months; significantly longer than many of the other games I experimented with. As with most games, my amount of interaction for each play session was small – about 3-10 minutes per session. During this time, I completed routine tasks not unlike other farm-themed social games – planting crops, harvesting crops, buying doo-dads to spruce up the aforementioned farm, etc. Pretty banal stuff, really.
What Zombie Farm does do (again, some of which is not unheard of in other social games) though, helps to catapult the game from being just a click-fest to something a little more compelling:
Quests: At the beginning of the game, players are challenged (at their own pace) to complete quests – for example, plant and harvest 10 tomatos or harvest 2 Headless Zombies. These quests provide a welcome focus to the player – giving them something to strive for. If we are generous, we might also say that these quests present an “appropriate” challenge to the player. Note the use of the word appropriate here: good games don’t assault the player with challenges that are not accomplishable nor do they present ones which would be too easy. There is a sweet spot to hit when establishing the difficulty of the challenge to ensure that it fits squarely in the middle of this difficulty range. As I’ve discussed in previous posts, it is the challenge that creates the feeling of fun. Without challenge, we are just pressing buttons or swiping fingers.
Invasions: A differentiator for Zombie Farm from many other casual farming games is the actual inclusion of the zombies themselves… and their overall intent: invasions. Once you raise up a zombie army, you can choose to invade other locations (other farms, lawyers, pirates, robots, etc.). This aspect of the game is important because, much like the quests, it gives players an ever-present challenge to explore – the need to harvest zombies, complete the invasion, replace zombies lost in battle, rinse, and repeat. We see here the concepts of variability within gameplay (to keep things fresh) and appropriate challenge wrapped up within this single game mechanic.
Discoverability: If you would have asked me ten years ago if mainstream/casual gamers would grok the concept of an experience point (XP) system, I may have laughed in your face. Yet, here we are in 2011 and we see XP systems layered like MSG onto games that conceivably have no right to possess them – such as Zombie Farm. In Zombie Farm, the XP system works exceptionally well to drive players toward an arbitrary next level. Why would players want to get to the next level? Simply stated, there is content that is not accessible to them until they hit that level. Zombie Farm smartly dangles the carrot of this content in front of the player, showing blackened outlines of the super cool zombie they will have access to at the next level… which will require just a little more play to get to. Players like surprises – whether they are casual or hardcore – and I easily succumbed to this trap myself within this game. Another note here: notice my interest in wanting to get that next zombie. We humans have a strong interest in collection activities – whether those are titles on FourSquare, badges in Gowalla, Achievements on XBox Live, stamps for your stamp collection, or zombies for your zombie herd – our inherent interest (need?) to collect things is a powerful psychological driver.
This sounds so amazing, right? Yet, I stopped playing this game after about two months. Why?
- The game stopped presenting quests after about the first month of play, hindering the focus/drive for advancement.
- Introduction of new game mechanics or opportunities slowed. Instead of presenting something new within 3-8 play sessions, it slipped to providing something new every 12-25+ play sessions. In short, gameplay became a bit of a repetitive grind. To me, the value of my time began to outweigh the delight/surprise earned from the investment of this time.
Let’s recap our learnings from my time with Zombie Farm:
- Good games always provide appropriate challenge to the player. Challenges that are too hard or too easy do not effectively drive engagement.
- Good games provide variability in game play. If players aren’t forced to learn or experience new things, then they stop having fun once they’ve “solved” the gameplay puzzles with which they’ve been presented.
- Good games can leverage inherent human pscyhological behaviors/interests – such as our desire for surprise and our interest in collection activities. Mechanics that tap into these strong motivators are effective for driving consistent engagement provided that they are attainable and of sufficient frequency.
Join me for Part 4 next week for ongoing analysis.
My Social Gaming Experience: Part 2
(Did you already read Part 1 of this series of posts?)
When I began my foray into social games two that I immediately gravitated to were City Story and Zombie Cafe. As a big fan of the old SimCity games and a zombie lover (ewww…), these two seemed like a great choice to kick things off.
Both games featured a fun theme, pleasing aesthetic design, and an easy-to-use user interface. Thousands of other players played them, had rated them favorably in the app store, and they were hovering at the top of the popularity lists for games. How could they not be great?
I uninstalled them both after a few days of play.
Why? The devil here was in the details. The details, in this case, being the (mis)use of a mechanic I’ve seen in so many other social games: Time
In City Story, you use coins to build new buildings. Once you have some buildings (e.g. factories), you use some amount of coins to start off the production of some type of widget. After a variable amount of minutes or hours, you can then retrieve these products, usually generating more money than you had used to create products. Production Money + Time = Production Output.
In Zombie Cafe, you use some amount of money to start off cooking a recipe. After a variable amount of minutes or hours, you can then retrieve this meal and start serving the dish to customers. Again, we see a simple equation take place: Production Money + Time = Production Output. As with City Story, as a gamer, it is our hope that the the output we get is worth more than the money and the time we invested.

These games layer some additional mechanics to drive this operation (e.g. build 3 of X type of products, keep food on the tabe for customers or your cafe rating decreases, etc.). As a player, you must rinse and repeat this interaction over-and-over to meet these (or similar) goals.
I suspect the use of a time mechanic evolved for two primary reasons:
- When gaming within social networks such as Facebook, the passage of time doesn’t feel like a major expense – you are coming back to check on your social network anyway… why not take a few minutes for a game?
- For less patient gamers, you can conduct micro transactions to circumvent this time barrier. This provides a route to income for the developer/publisher.
As I’ve explored social games, I’ve learned to live (often begrudgingly) with the time mechanic. I have no illusions as to their impact and why they exist.
But for today, I want explain how the implementation of the time mechanic in the two above examples drove me away. What is surprising is how simple my concern is, and how easy it would be to fix.
In both of these games: Failure to monitor and conform to the game’s time mechanic while not playing the game is penalized.
In City Story, if I don’t collect the products my factories built within an arbitrary (and for me, unknown) period of time, they would be “ruined” and unsalvageable. I lose the money I invested and have to start again. I have to wait because time is an insurmountable barrier – unless I want to invest real money via micro transactions to circumvent the barrier. Of course, just the subtle negative feeling you get from not retrieving your goods in time is frustrating just by itself, the “financial” impact within the game notwithstanding.
In Zombie Cafe, if I don’t get my prepared dish off of the stove and onto the serving table, it burns and is unusable. Again, my failure to conform to the game’s timetable of when I should play it penalizes me. I’m asked to play the game when it says it should be played, not when I say it should be played.
In both of these games, the time mechanic is playing with you, instead of vice versa. I’ve played many other games where your end product doesn’t spoil… it just sits there and awaits player interaction. Sure, you lose out on the opportunity to be utilizing that resource to develop the next product, but at least you are not wasting previously invested time and money. In those cases, the time mechanic is in effect, but it is in effect within your control, and not vice versa.
What are our game design take-aways?
- As is the case with all interaction design, a good experience puts players in control of their actions and provides them with a clear understanding of the outcome of their actions. When we are playing a game, we exercise influence within the game. When we are not playing the game, most reasonable people assume that their lack of inaction wouldn’t (shouldn’t) have consequences. In both of my examples, the game punishes the player for not playing by the rules of the game – even when those rules shouldn’t be in effect because the game isn’t being played! And no, push notifications are not an acceptable solution to out-of-game interaction.
- Challenge is important to games (as I’ll discuss later), but insurmountable challenge or unreasonable/unknown punishment is regarded as unfair by the player. Since the joy of a game is the subtle battle of learning the systems and mechanics in play (even if most gamers wouldn’t think of that process so literally), a system that is not discoverable by the player will be regarded as unfair, confusing, and flat-out un-fun. Challenges should be within scope and understandable.
I suspect that as the social gaming matures, designers will learn how to move past the use of time as a barrier or punishment. Time is a cheap, quick-fix mechanic to drive challenge. Game designers can do better.
My Social Gaming Experience: Part 1
In early March I began an endeavor to experience social casual games. Now, approximately four months later, I’m ready to weigh in on my experiences. Why now? Simply put, I’ve now been able to experience the lifecycle of the social game experience – from starting the game and learning the mechanics to concluding my time with each game – across multiple games. I believe this repetition has given me the opportunity to take a step back and evaluate – at least for me – what makes these games tick.
As such, over the course of the next several blog posts, I’m going to take a non-empirical approach to discussing my time with these games and sharing some thoughts around their mechanics. Hopefully this discourse will prove interesting to fellow game designers, interaction designers interested in developing and incorporating game-like mechanics into their designs, or just the voyeurs out there that might like to pick apart how people think and feel. If that doesn’t sound like you, then plan on gaming back in a few months. ;)
Before we jump in though, let me provide a snapshot of me as a gamer. This is important because I do not believe I’m the target audience for many of these social games (as you will most likely see via my analysis).
Gary the Gamer:
- I’ve been playing games consistently for 28 years – video games, card games, board games, role-playing games, athletic games, etc. (Read: I love games and have a lot of experience with them.)
- I routinely now dedicate anywhere from 8-12 hours per week to gaming. This amount of time can vary, based on professional and personal commitments, but if more time is available, I will typically dedicate it to gaming. (Read: gaming is a major hobby and I willingly dedicate hours to it.)
- I game on many different platforms: XBox 360, PS3, Wii, iPhone, PC (er… Mac, actually) and real-world games (board games, card games, etc.). As a consumer, I most likely purchase around 2-3 games every two months. (Read: I am willing to dedicate money/resources to further my hobby.)
- What I look for in a good game: a good story, good aesthetics, fun play, and a surmountable challenge. I enjoy lo-fidelity/simple efforts or big triple-A mega releases within almost all genres of games. My least favorite genre is sports simulation, although I have played (and been entertained by) a good number of them during my storied career as a gamer. (Read: I’m open to new experiences as long as they are compelling.)
- I listen to multiple game podcasts weekly and read game reviews, game commentary, and game philosophy in books, magazines, and online. (Read: I take gaming seriously, and unlike Ebert, I definitely think of gaming as a form of art, creativity, and intellectualism on par with books, movies, and plays).
Now that the stage has been set, join me for My Social Gaming Experience: Part 2, where I tackle my first two games – Zombie Cafe and City Story.
