p.s. Fun should be fun
Saturday, December 11, 2010 at 1:15AM
Mike Karlesky in Game Systems, User Experience

FarmVille’s secret: making you anxious:

It’s only about exploiting the players and yes, people report having fun with that kind of game. You know, certain kinds of hardcore game players don’t find much interest in FarmVille, but a certain large segment of the population does. But then when you look at the design process in that game, it’s not about designing a fun game. It’s not about designing something that’s going to be interesting or a positive experience in any way — it’s actually about designing something that’s a negative experience.

It’s about “How do we make something that looks cute and that projects positivity” — but it actually makes people worry about it when they’re away from the computer and drains attention from their everyday life and brings them back into the game. Which previous genres of game never did. And it’s about, “How do we get players to exploit their friends in a mechanical way in order to progress?” And in that or exploiting their friends, they kind of turn them in to us and then we can monetize their relationships. And that’s all those games are, basically.

(Excerpted quote originally from the interview Catching Up With Jonathan Blow)

Article originally appeared on Note the Smile (http://notethesmile.org/).
See website for complete article licensing information.