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 Post subject: Social Games are Evil
PostPosted: Wed Feb 16, 2011 4:30 pm 
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http://www.gamesindustry.biz/articles/2 ... s-are-evil

I think it requires sign-up to read.

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Outspoken indie developer Jonathan Blow, currently working on adventure title The Witness, has described social games as evil, saying that he believes them to be designed selfishly, to take as much from the player as possible whilst giving the absolute minimum back.

Speaking in an interview with PC Gamer, Blow left no doubt as to his opinions on titles like Zynga's Cityville, saying that many of them are even designed intentionally to degrade a player's quality of life.

"Yes. Absolutely," Blow replied when asked if he thought social games were evil. "There's no other word for it except evil. Of course you can debate anything, but the general definition of evil in the real world, where there isn't like the villain in the mountain fortress, is selfishness to the detriment of others or to the detriment of the world. And that's exactly what [most of these games are].

"I'm not trying to say 'I know what's best for players and they shouldn't play these games'. It's okay to play social games to an extent. Like it's probably okay to smoke cigarettes to an extent, but what these designers do - and this is why I always go to it from the design standpoint - they very deliberately design the game to not give the player everything that they want, to string the player along and to invade the player's free time away from the game.

"Designers know what they are doing. They know when they show up in the office - 'My goal is to degrade the player's quality of life'," he continued.

They probably won't think about that exact phrase. But [will think], 'My goal is to get people to think about my game and to put more money into my game and get other friends to play my game to the exclusion of all other games and all other things that they might do with their free time.'

That is the job description of those designers. And that's evil. It's not about giving people anything. It's about taking from people."


They are digital drugs and must be stopped!


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PostPosted: Wed Feb 16, 2011 4:40 pm 
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Bullshit. This guy is just pissed he isn't making any money out of it.

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PostPosted: Wed Feb 16, 2011 4:42 pm 
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Don't be silly, indie devs don't want money.


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PostPosted: Wed Feb 16, 2011 4:48 pm 
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Can't believe I just bothered reading that bullshit

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PostPosted: Wed Feb 16, 2011 4:49 pm 
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He does have a point, well kind of. I bet the designers do sit around and plan how to keep a gamer coming back every few hours which could obviously impact peoples lives. Im sure Activision does to an extent with COD but they dont require the player to return to the game multiple times a day or receive a punishment in the game.
It must be pretty depressing to make these games, coming into work everyday to design ways to string people along but i dont blame them for having a job. If people didn't play the games then they wouldn't be made.


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PostPosted: Wed Feb 16, 2011 6:24 pm 
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Video: http://wmdp.rice.edu/ComputerScience/CS ... 7Sep10.mp4

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PostPosted: Wed Feb 16, 2011 6:52 pm 
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PostPosted: Wed Feb 16, 2011 6:55 pm 
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Shadow wrote:
http://www.gamesindustry.biz/articles/2011-02-16-jonathan-blow-says-social-games-are-evil

I think it requires sign-up to read.

Quote:
Outspoken indie developer Jonathan Blow, currently working on adventure title The Witness, has described social games as evil, saying that he believes them to be designed selfishly, to take as much from the player as possible whilst giving the absolute minimum back.

Speaking in an interview with PC Gamer, Blow left no doubt as to his opinions on titles like Zynga's Cityville, saying that many of them are even designed intentionally to degrade a player's quality of life.

"Yes. Absolutely," Blow replied when asked if he thought social games were evil. "There's no other word for it except evil. Of course you can debate anything, but the general definition of evil in the real world, where there isn't like the villain in the mountain fortress, is selfishness to the detriment of others or to the detriment of the world. And that's exactly what [most of these games are].

"I'm not trying to say 'I know what's best for players and they shouldn't play these games'. It's okay to play social games to an extent. Like it's probably okay to smoke cigarettes to an extent, but what these designers do - and this is why I always go to it from the design standpoint - they very deliberately design the game to not give the player everything that they want, to string the player along and to invade the player's free time away from the game.

"Designers know what they are doing. They know when they show up in the office - 'My goal is to degrade the player's quality of life'," he continued.

They probably won't think about that exact phrase. But [will think], 'My goal is to get people to think about my game and to put more money into my game and get other friends to play my game to the exclusion of all other games and all other things that they might do with their free time.'

That is the job description of those designers. And that's evil. It's not about giving people anything. It's about taking from people."


They are digital drugs and must be stopped!

Fortunately, it's from a PC Gamer article that you DON'T have to sign up to read. You can even get the full context.

http://www.pcgamer.com/2011/02/15/jonathan-blow-interview-social-game-designers-goal-is-to-degrade-the-players-quality-of-life/


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PostPosted: Wed Feb 16, 2011 9:18 pm 
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He's overstating the case rather a lot, but he may be right. I've read a lot of stuff about how Farmville et al put more effort into getting you hooked than actually entertaining you. Like how it connects you with other players so you feel guilty if you stop playing.

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