而且，Julie Shumaker也在近期的Marketing Intelligence 6 Conference上发表了关于社交游戏将更具社交性的演讲。
Gamezebo上还有篇有趣的文章，作者是Gaia Online的首席执行官Mike Sego。Mike讨论的是开发商要如何开始弥补那些“失落的题材”。文中写道：“社交游戏的价值主张是你可以通过每天都在使用的服务随时与好友玩自己喜欢的游戏，这对所有受众都充满吸引力，尤其是那些喜欢玩游戏的人。目前还有大量玩家不玩Facebook上的游戏，但随着游戏种类和题材的加深，他们也会加入这股大军中。”
CNET有篇文章讨论Deni Dyack认为社交游戏行业是个泡沫的观点。发表在Industry Gamers上的原文写道：“我们询问了Dyack关于社交游戏崛起以及传统游戏人才转向社交领域是否会对传统游戏市场造成损害的问题，他回答道：‘这当然会损害到传统游戏市场，但最终的结果还犹未可知。我认为未来可能的趋势是，这将成为游戏行业史上最大的泡沫经济，而且会在很长一段时间内一直膨胀。我觉得，一旦泡沫破裂，整个行业会迅速土崩瓦解。我不认为这个行业有经济前景。’”
Playstation University采访了新多人游戏《Brink》的负责人Paul Wedgwood，报道中写道：“据Splash Damage首席执行官和游戏负责人Paul Wedgwood所述，社交互动是游戏的未来。随着《Brink》的面世，游戏玩家又向第一人称射击更靠近一步。游戏的多人游戏和单人游戏中没有NPC，全是真实的角色，全部由其他人控制。”
iMediaConnection采访了NexoNova Studio创始人和首席执行官Jimmy Kim，他说道：“我觉得在游戏开发和运营过程中，‘随地玩游戏’这个概念变得愈发重要。如此看来，游戏设计应该考虑多种接入途径（游戏邦注：比如各种设备）以及在这些设备上不同的游戏体验，还必须确保整体用户体验与不同的平台有所关联。”（本文为游戏邦/gamerboom.com编译，如需转载请联系：游戏邦）
Social Games: The Next Generation
Several different articles have recently been posted about where social gaming is going in the future. Deeper player engagement via the blurring of reality and the virtual world seems to be a recurring theme as does the idea that social games will become even more…social. Mobile social gaming is also an unstoppable juggernaut of a trend.
Gamezebo has an interesting post from Julie Shumaker, SVP/GM of Media at RockYou: “Technology will allow the games to be integrated with real-life experiences and augmented reality will make games more social as gameplay is woven into everyday life. The real world becomes the game as much as the game influences the real world, as brands offer more valuable experience to users and become more seamlessly woven into the fabric of the games and users’ reality.”
Also, read Julie Shumaker discussion on social games becoming more social at the recent Marketing Intelligence 6 Conference here.
Gamasutra has a very good piece written by veteran game designer Greg Costikyan regarding ways to make social games a more socially rewarding experience for players. “The peculiarity of this is that social networks are actually far better suited than most online environments to fostering social gameplay. Messaging and chat are built into the system, and need not be separately implemented by developers; but more importantly, the social graph allows players to interact with people who are their actual friends.”
Gamezebo provides another interesting article by Mike Sego, CEO of Gaia Online. Mike discusses how developers are beginning to fill in the “missing genres”. “The value proposition of being able to instantly play your favorite games, with your friends, through a service you’re already using every day, all for free — that’s compelling to any audience, especially those who love playing games. This leaves us with an enormous population of gamers who currently don’t play games on Facebook but will once a wider variety of games and genres become available.”
GoMoNews discusses the growing importance of mobile social gaming within the context of the recent OpenFeint acquisition. “By centralizing the development of your game, it allows you to ensure that the game experience is completely identical across all platforms, and that every single update is rolled out to every platform at the same time. It makes all of these processes easier and faster.”
CNET has an article discussing Deni Dyack’s perspective that social games will “crash and burn”. Original article on Industry Gamers here, “We asked Dyack if the rise of social and the migration of traditional talent to the social space is a detriment to the traditional games market. He answered, ‘It is damaging traditional gaming for sure but… how it’s going to work out is anyone’s guess. The trend that I see is it’s probably going to be one of the biggest bubbles and explosions that our industry’s seen in a long time and I think when it crashes it’s going to crash very hard. I don’t think there’s an economy there.’”
Playstation University interviews Paul Wedgwood, Director of the new multi-player game Brink. “According to Splash Damage’s CEO and game director Paul Wedgwood, social interaction is the future of gaming. With the development of Brink, gamers are one step closer to a first-person shooter without bots or NPCs but actual characters within the game, multiplayer or single-player, that are all controlled by human opponents.”
iMediaConnection interviews Jimmy Kim, Founder and CEO of NexoNova Studio. “I think during the game development and operating process the concept of “playing anywhere” is becoming more prominent. As a result, game design should now take into consideration multiple access points, such as devices, and different kinds of gaming experiences (single vs. multi-play, mini game vs. scenario play) through those devices, as well as making sure the total user experience is connected throughout the different platforms.” (Source: Social Game News)