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Mashable评述:为什么社交游戏不仅仅只是一种时尚

发布时间:2010-11-20 11:56:54 Tags:,

从2009年到现在,社交游戏用户事实上流失数值在数以百万计,甚至有评论家宣称社交游戏太肤浅了,傻瓜化到不能够有效留住用户。还有评论认为社交游戏过于依赖facebook平台是它本身最大的风险,因为我们可以看到尽管facebook承诺只做一些基础性的架构来服务开发者和facebook用户,但是事实上大家都能看到facebook的许多调整对于开发者来讲都是极大的挑战。

farmvile-crystal-ball

farmvile-crystal-ball

基于种种顾虑,很多人已经开始迫不及待地预测社交游戏最终将只是昙花一现,很快将蜕化和其他的在线游戏一般无异。

但是社交游戏本身的社交性以及它所带来的互动性所受到的欢迎和关注将注定它不仅仅只是转瞬即逝的时尚,相反它是社交游戏平台共生的新游戏方式。

社交游戏有两个将继续兴盛下去的理由,其一是社交游戏的节奏和用户在社交网站的使用频度刚好能够匹配,其二是社交游戏从它创生开始就以用户互动为核心元素,将成为社交游戏最具粘性的应用程序。

在整个娱乐传媒领域,娱乐的形式或长或短,可以是长达500页面的小说,可以是30分钟的情景剧,也可以是短短两分钟的有趣视频,这些形式都能够有效共存因为他们各自挖掘了不同领域的用户需求。对于游戏工业来讲,社交游戏就相当于youtube的视频,虽然出现的时日不多也可能很简短但是其对用户的影响力丝毫不逊色于其他比如影视之类的效果。

社交游戏以游戏的形式以极快的速度契合了社交网站的用户需求,每天数分钟的闲趣游戏,以及和朋友进行游戏交互。

事实上不管何种形式的游戏,对于用户的情绪愉悦和打发休闲时间来讲,意义是一样的。花10美元在电影院看斯蒂夫-卡罗尔的最新电影和花2.99美元在办公室看30分钟的情景剧看起来前者并没有比后者更加必需。

现在facebook已经取代了google成为他们上网的访问首选,尽管关键词搜索曾经主导用户的上网行为,而现在用户更加习惯通过社交网络的方式去发现他们想要的内容。在这个趋势下,社交游戏是目前社交网站上唯一的游戏形式,对于用户来讲它就是另外一种贴近他们习惯的选择。一个很明显的佐证是社交游戏在其他人际交互并不强的网站上显得并不是那么成功,曾经zynga旗下的游戏就从MSN游戏网站撤出了,社交才是社交游戏用户的真实需求。

当然以社交为主导的游戏并非没有任何的挑战,它们对社交网站特别是facebook的过渡依赖可能是社交游戏最致命的阿喀琉斯之踵(希腊神话,由荷马史诗进行演绎,Achilles Heel,你懂的)。

按照达尔文的演化原则上讲,物种演化的一般不是最强的也不是最聪明的,而是那些适应力最强的。尽管到目前为止社交游戏更多只是停留在仿制阶段,但是改变在即,新一代的游戏风格(社交游戏的2.0)可能就要来临,比如Nightclub City结合了高质量的音乐效果,而Car Town则仅仅和各大汽车品牌无缝结合,它们都将真实带进了游戏空间。(本文由游戏邦/gamerboom.com编译,转载请注明:游戏邦)

Ravi Mehta is vice president of product for Viximo, where he drives the product strategy for Viximo’s social game distribution platform and helps social networks monetize via social games and virtual goods. For more information on virtual goods, visit his blog, Virtual Goods Insider, and follow him on Twitter.

Since taking off in 2009, the social gaming phenomenon has drawn hundreds of millions of players, but it has also found more than its fair share of critics. Many claim that social games are too shallow and simplistic to attract a sustainable audience, while others assert that a free-to-play business model leaves too much money on the table to support the development of social games that compare favorably to traditional games. Some believe that the biggest threat to social games is the force that gave life to them in the first place — the fate of the industry seems inextricably linked to the ebb and flow of the FacebookFacebookFacebook platform, and Facebook’s wavering commitment to developers does little to inspire confidence.

All this has led social gaming’s biggest critics to suggest that social games are a flash in the pan that will eventually be subsumed into the rest of the online game industry. But social games are far more than a fleeting fad or a watered down version of “real” games. Just as social distribution has led to new forms of written media (i.e. the tweet) and new forms of video media (i.e. YouTube video), it has led to a disruptive form of gaming that plays an essential role in the way that people engage with the web.

Social gaming is here to stay, and it’s here to stay for two fundamental reasons: 1.) The format of social games is a perfect match to the daily pattern and rhythm of how people use the social web, and 2.) Social games are the only form of interactive entertainment that are natively woven into and distributed via social networks — the Internet’s new gateway.

Form Follows Function

Throughout the history of entertainment media, content has been developed in short and long formats. Five hundred page novels, full-length feature films and television mini-series coexist harmoniously with blogs, 30-minute sitcoms and two-minute YouTube videos. Why? Because each format serves a different purpose and, without subsuming the other formats, manages to engage users in unique ways and for different reasons.

Short-format show Seinfeld ran for nine seasons and generated hundreds more viewing hours than the typical 90-minute comedy movie, while the 56-second “Charlie Bit My Finger” video on YouTube has been viewed for the equivalent of nearly 4 million hours since it went viral in 2007. In many ways, the social game is to gaming what YouTube is to video: A shorter format that has been enabled by new, social forms of distribution and is no less compelling or permanent than longer-form content. This type of gaming simply enables different behaviors and attracts different users than subscription MMOs, free-to-play MMOs and casual games; but this deviation from the traditional model does not guarantee its demise. Instead, social gaming represents an adaptation to new social norms; a typical social networker’s day is punctuated by periodic visits, and social games are designed to fit perfectly into these short bursts of activity where a user may spend just a few minutes catching up on the latest wall posts, browsing tweets, and tending to his or her digital farm.

In addition, it’s worth noting that long-format content and short-format content have very different price sensitivities. People who are willing to pay $10 to watch a two-hour Steve Carell movie in the theater aren’t necessarily willing to spend $2.99 to buy a 30-minute episode of The Office. Social games leverage the perfect combination of cheap, viral distribution with a free-to-play model that allows 1 to 3% of the most active users to subsidize the game experience for the other users.

This is a great mass-market model that requires fundamentally different content than traditional games.
Social Games are Woven Into the New WebEvery month, 75% of worldwide Internet users log into social networks or visit blogs. For many users, Facebook has replaced Google as their point of entry to the web.

Although keyword search was once the dominant way that users discovered news, information, products and entertainment, users are increasingly turning to social media channels to find the content that has the most personal relevance. Social games are the only form of gaming that are natively tied into and distributed via social media, and social games have been brilliantly adapted to leverage the viral distribution opportunities afforded by social networks.

This disruption in distribution is evident both in the massive uptake of social games on sites such as Facebook, as well as the decline of casual content portals, such as MSN Games, which don’t have the benefit of social distribution. Users are increasingly gravitating away from content portals to social networks. Entertainment activities are always more enjoyable in groups (that’s why we like to watch movies with friends), so when players have the option to go to one site, get a game recommendation from and play with a friend on that site –- while also exchanging status updates and photos — the single player format on content portals begins to rapidly lose its appeal. Content sites lack the social context and tools necessary to drive revenue and usage from virtual goods and social games. The numbers support this; earlier in the year, Yahoo Games, MSN Games and AOL Games saw a combined 14% drop in monthly traffic worldwide, and an 11% drop in U.S. visitors during that same period (Source: Comscore, January vs. May 2010). This might explain Zynga’s decision to pull FarmVille from MSN.

However, social distribution is not without its challenges. Facebook walks a fine line between its desires to preserve the core social networking experience while addressing the viral distribution needs of game developers. Although this dependence on the whim of Facebook may seem like the Achilles Heel of the social gaming industry, significant opportunity exists beyond Facebook’s blue and white walls.

Today, Facebook generates a majority of social gaming revenue and gets much of the press, but the site only represents 30% of the global social networking audience.

The social networks that comprise the other 70% of users have found that social gaming is an intrinsically valuable part of the social networking experience, not a feature particular to Facebook. Networks such as hi5, OrkutOrkutOrkut, TuentiTuentiTuenti, and StudiVZ are fostering the virality, discoverability, adoption, and monetization necessary for social games. If game developers tap into this audience and broaden their distribution beyond Facebook, they have the opportunity to go where no casual game has gone before –- plugging into sites with a native social graph where gaming is a more meaningful activity, but without fierce Facebook-level

competition, high user acquisition costs and limitations on viral growth. If Facebook continues to take steps to curb the proliferation of social games, those games and their players will sprout up on more fertile ground.

The Takeaway

Darwinian evolution suggests that the species that survives isn’t the strongest or most intelligent — it’s that which is most adaptable to change. Although social gaming has thus far taken the form of basic simulation games, changes are coming and a new generation of games is already beginning to take shape. Social gaming 2.0 will move beyond the same formula perpetuated over a variety of themes from farm, pet and fish, to café, bakery and bar.

Newer titles are drawing more from the history of gaming and showcasing more creative gameplay, stronger social features and potential for higher monetization. For example, Nightclub City has incorporated high quality music into the game, which engages a crowd in a different way, while Car Town is incorporating licensed brands that connect gameplay to real-world touchstones. These new games, combined with new modes of social distribution, are clear indicators that social gaming has the strength to innovate, adapt to change, and become a permanent fixture in the diverse cosmos of the game industry.(source:mashable)


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