Shared space concepts
Shared space is an important concept to any game developer. Let me give you an example of a great shared space that has enthralled thousands for countless years:
(Photo via dlkinney on Flickr (does anyone else hate that flikr is only missing one vowel?))
Chess, checkers, foozeball, and super smash brothers melee are all games that are played within a shared space. At any given time all players can reference the space and assume it to be the same as what the other player sees. In the case of competitive games, this can even the playing field. While not always the preferred way of playing a game (how boring would RTS games be if you didn’t have to do some exploring to find the best winning paths?) it certainly is a factor that should be considered. The more data and the faster one can create a whole out of that data, the faster one can create counter-strategies.
However, I love shared spaces for another reason. They create a bond between those who shared them, whether they be enemies, friends, or something in-between. Years ago I used to play a game called Phantasy Star Online. The creators of the Gamecube version had the clarity of thought to realize that some gamers may not have access to the internet and created a split-screen multiplayer mode. My friends and I wasted hours in this mode, killing countless badniks in pursuit of rare items. Later I would see the same power while I lived in the dorms during my undergrad career. Clusters of friends gathered around screens, playing Halo and (my favorite) Smash Brothers Melee. Each of these groups created a sub community based entirely around their shared space that was strengthened by the need to gather in one place to play.
Shared spaces can create a strong sense of community and allow from great social gameplay. World of Warcraft, a game that is slowly reaching ubiquity, is a great example. Players of this game join guilds, the best of which can become like second families for them. How great the power of shared space, even when great distances separate the players they can still form strong social bonds by gathering together in a digital space they can all share.
Shared space use
I have been disappointed in the current block of ‘social’ games precisely because of their lack of shared space. Instead, they appear to have bought into the common philosophy that a ‘social’ application is anything that contacts a user’s friends in order to advertise itself. This type of thought is endemic across the web, and is rightfully becoming considered a type of “Web 2.0″ spam. As time progresses, my hope is that the big developers, or smaller, more innovative startups realize the power of using social networks to create shared games between friends.
Let me give you an example. It may not be the best game, but at least it will roughly illustrate my ideas.
Ad for FarmVille, with its iconic cartoon style.
One of the first social games to really catch my attention was a game called FarmVille (or maybe it was its brother, FarmTown?). I was excited about it at first. The name indicated that it would play something like the addicting game, Harvest Moon. I certainly wouldn’t mind sharing a farm town with my friends. However, the entire game was instead crafted to require frequent visits and annoying amounts of inviting friends to play. A great marketing move, that certainly paid off for FarmVille creator Zynga. But the end result is a number of separate farms that create little additional community between users aside from some conversations on ‘how their farm is going’.
Instead, I would create a seamless farm where cooperation is actually key to playing the game. As users added more friends to their farm world, they would be able to cooperate to buy cows, equipment, and seeds. If a user was having a rough day, a friend could log in and do the work needed on their farm in addition to their own. Users could compete by encroaching on their friend’s farm, perhaps throwing chickens over the fence to feed on their friend’s farm. Developing more land for farming would require a significant amount of work. The more players who would plow, weed, and chop, the faster a region could be prepared for farming. And, if any farm region was producing too much of one crop, the crop price would decrease due to supply & demand. In this way, players would not talk with their neighbors about ‘their’ farm. They would talk and strategize about ‘our’ region.
A shared space is a place where all players own a part of it and play within it. It is inherently social, and is in many ways the basis of our social life. In reality, those who do not want to interact with our social life will remove themselves from our space. The best social games are built upon these shared spaces. As time progresses, I hope to see more web-based games where I can share a space with friends that isn’t a fighter, FPS, or strategy game.