Sunday, May 31, 2015
Sunday, May 10, 2015
Social Games and their opportunity frontier
When I first downloaded Clash of Clans, I deleted the game a
short 15 minute session later. Despite the cute graphics and sleek interface,
the city building and battle elements seemed too shallow compared to the deeper
games I grew up playing. It wasn't until a few months later that I started
playing again, with a clearer goal: I needed to unlock the clan castle so I
could join the clan my coworkers wouldn't stop talking about. I’m happy I did,
because I've being playing for two years and have discovered a fun game that
takes many months to expose a surprising amount of depth. But had it not been
for the social element, I would never have given that game a second chance.
Later, when I started working for Supercell (the developer
of the game), I was further exposed to a fascinating amount of social activity,
both inside and outside the game. What stuck the most with me was how a small
amount of dead simple game rules encouraged and shaped a wide variety of social
organization and behaviors. I spent an entire summer moving somewhat randomly
from clan to clan, in an effort to gain a deeper understanding of the social
dynamics that drive the game. What I found was a varied collection of
"societies", many of which had structured their own habits and norms
in profoundly distinct ways. I found myself in some "my word is the
law", strong leader dictatorship-style clans; in some "we're just
here to have fun, no pressure"-style democracies; and a lot of complex political
variations in between.
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