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> As for how easy it is to make a game, that's actually hard. I believe you should also separate "normal" games from "social" games here as both are radically d
by primatology 14y ago
> As for how easy it is to make a game, that's actually hard. I believe you should also separate "normal" games from "social" games here as both are radically different.
Valid, but I think the author's point still stands. "You merely need somebody with a computer, a good idea, and the ability to make a game." That's true. Look at Tiny Wings. Andreas Illiger happened to be incredibly good at game design, and was a capable iOS programming. Granted, it's a rare combination. And perhaps it IS rocket science to make multiple successful games. But when you've got tens of thousands of young developers who enjoy making these games, probability dictates that occasionally one of them will strike gold.
I don't think social gaming is inherently more predatory. Long-shelf-life games are every developer's dream. Why make hundreds of little games when you can make a few big sellers? So every game developer loves features that keep users coming back, whether discovered intentionally or accidentally. Adding social capabilities to a game makes it infinitely more fun. (Remember when we played board games? It's really a return to the days when games were social endeavors.) Social capabilities are just another feature that keeps users coming back. It's just such a big draw that you can get users spending thousands of dollars. I fail to see how that's much different from hardcore console gamers spending thousands on the latest Xbox + PlayStation + games.
- Drbble 14y agoYou are not distinguishing between "socializing" social like board games or TF2 and "spammy addictive manipulative" social like Zynga's wallspamming virtual onion selling . The $$$ and most of the press is about the latter.