DESIGNER NOTES » Blog Archive » Dragon Age Legends: Guilds Explained
april 2011 by infovore
"...a genuinely meaningful social mechanic can create its own share of problems. Facebook friends are not necessarily one’s actual friends. Players often announce their names and character details in various forums, hoping to find “fake friends” to fill out their list. Doing so creates three advantages. First, the more friends the player has, the more opportunities for his character to be borrowed and thus earn friend gold for the player. Second, high-level friends make combat far easier because of their high stats and upgraded skills. Finally, a surplus of friends allows the player to bypass the rest time restriction." How do you get around all this? Johnson explains all. It's a really lovely piece of genuinely social game design.
sorenjohnson
games
design
social
meaningful
april 2011 by infovore
Gamasutra - Moving From MMO To Web: What's The Story?
september 2008 by infovore
"People think the interface is the game, and I think that is kind of backwards. I think the game is the game, and we should be thinking what are the many interfaces to it... you touch Twitter in many ways, you touch Facebook in many ways." Raph Koster. But you guessed that, right?
web
mmo
social
software
design
socialsoftware
socialnetworking
casual
play
games
september 2008 by infovore
Near Future Laboratory » Blog Archive » *-computing
september 2008 by infovore
"There's a weird conceit in here, that the activities and practices of normal human beings will involve data processing and algorithms of some sort, which is an awfully big assumption. So big, in fact, that it has distilled down to a way of seeing the world as consisting of bits of data that can be processed into information that then will naturally yield some value to people... Design for people, practices and interaction rituals before the assumptions about computation, data structures and algorithms get bolted onto normal human interaction rituals."
computing
data
ubicomp
julianbleecker
social
software
socialsoftware
design
september 2008 by infovore
Transcendent Interactions: Collaborative Contexts and Relationship-based Computing
july 2008 by infovore
Oh my. Slides from Ludicorp's presentation in which they launched Flickr at ETech 2004. So much that's still so relevant, still not always understood. Wish I could just throw this at people at Develop instead of my talk.
design
community
architecture
software
relationships
social
flickr
people
july 2008 by infovore
Fable 2 Hands On // Xbox 360 /// Eurogamer
july 2008 by infovore
"Lionhead's system acknowledges the social context of co-op that other games ignore, and the bargaining over who gets to be the hero and how much the henchman is paid is a crucial part of the fun." It's all about the context; aninteresting take on co-op.
coop
fable2
lionhead
games
play
design
cooperative
social
multiplayer
july 2008 by infovore
Robin Hunicke at LIFT 08 - Video
june 2008 by infovore
Absolutely excellent. A little depressed but also pleased at the overlap with my NLGD talk. Here's hoping I can munge together something good. And give credit where credit is due.
games
design
play
socialsoftware
social
applications
web2.0
groups
networks
friends
robinhunicke
june 2008 by infovore
Social Software Building Blocks / nForm / Customer Insight, Strategy, Design and Development
april 2007 by infovore
Not every social software system has all of these, but most of them have three or more. And the most popular social websites implement many of these building blocks, but focus on just one or two.
software
social
socialsoftware
design
architecture
model
honeycomb
april 2007 by infovore
Caterina Fake - .net magazine
december 2006 by infovore
Surprisingly good (for .net) interview with Caterina Fake. “The most difficult part is not the technology but actually getting the people to behave well.”
socialsoftware
interview
social
design
flickr
december 2006 by infovore
anti-mega: sociology as free jazz
november 2006 by infovore
"the strength of social contact between people cannot be measured by frequency or intensity; a better measure is the number of communication channels used by people" - I like Chris' ideas, but need to think a bit harder on them.
communication
social
society
design
sociology
dunbar
november 2006 by infovore
Will Wright's bibliography (kottke.org)
november 2006 by infovore
Jason Kottke brings all manner of Will-Wright-related goodness together in one post. Hence: linky linky.
willwright
games
technology
play
social
interaction
bibliography
design
november 2006 by infovore
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