Tennis Mania Serves an Ace on Facebook
October 30th, 2008
| By Christopher Mack | 2 Comments » |
By their very nature, sports are meant to be social outlets for people. The spirit of competition and teamwork brings people together as one unit and through this, social bonds are established.
Such friendships have spread to the virtual world as well. There, people compete with each other in any number of game genres: Be it through cooperative, head-to-head, or tournament based play, this competition creates both rivals and friends alike.
This is the mark of a truly strong game. The social features that bring people together in competition is what makes any game, but especially a social game, worth playing. There have been many games on Facebook in which a social premise seemed lacking, but in the spirit of competition, Tennis Mania serves an ace.
At first glance, Tennis Mania looks like your standard pen and paper Facebook RPG. You start out with limited money and energy, and as you do various tasks, it drains away. You start with level one skills (backhand, forehand, footwork, and serve) and have to spend money to train them to the next level. As one might suspect, each level costs more money than the last to train in.
In order to use up energy, the player has to play tennis matches. The key word here is play. When the player chooses to start a match they can either play against their friends or choose to play against a random player (in which the computer seems to pair you up with similarly skilled people). Once you have your opponent, you have two options: Option “A” is your typical RPG option where you see both player’s stats and can “Simulate a Match.” The match is “played” and you see your result. Option “B” is where you actually play in a Flash powered game against a simulated version of your friends.
The computer plays with all the stats of your friends, and while it takes a while to get used to, quickly becomes a great deal of fun. Granted it is not quite the same as playing your friends themselves, but it is an entertaining representation of them. Of course, if you loose you may feel a bit silly, but if you win you will earn a small some of cash to spend on more training.
As would normally be expected, the game also provides other social features such as the options to issue and accept challenges from other players (you can challenge specific people or leave them open to the public). This incorporates large cash sum bets on each of the matches that can either break you or quickly make you very rich depending on your skill level, thus adding a whole new level of depth to the game that keeps players eager for new challenges.
By all means, if you haven’t given Tennis Mania a try, you certainly should. It has a number of the familiar choices that a typical Facebook RPG has, but beyond that, it offers a greater level of depth to the social and competitive nature of sports style games. The added Flash game that allows you to play virtual versions of your friends provides a tremendous amount of fun that lasts significantly longer than most Facebook RPGs and the challenge system keeps a steady stream of new goals flowing for the veteran players. This is not an app to fault on: Tennis Mania is certainly a game worth noticing.

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November 2nd, 2008 at 12:44 pm
Overall: Meh.
The problem with Flash games in general is that the control code tends to be pretty sucky, and Tennis Mania is no exception. The keys feel halting and somewhat unresponsive, and the primary effects of all the rpg-ing seem to be evident in the speed at which your player runs rather than any real reflection of skill. At the moment the speed of the beginning player feels artificially slow, such that of course a top player will beat a beginning one, but not by virtue of any real skill on either part.
Secondly, the game bounds itself with a time-waiting mechanic (Energy) which means that for much of the time you are simply told that you can’t play any more, please come back later. This is a pretty weak way of ensuring that the player won’t simply play the game one evening and then forget about it. No, they are obliged to come back just because some arbitrary internal clock says so. That is a sign of patching over an essentially poor game design.
What I would do is three things:
1. Refocus the speed of the game so that even a beginning player finds it intuitive and comfortable to use. At the moment the bar is set too low.
2. Alter the control system to only use the left and right arrows for shot making. Virtua Tennis uses a system in which the player automatically moves and tries to make the shot count, and I would look at using a system like that. I would also look to using the up and down arrow keys in addition to the left and right, to facilitate better aiming.
3. Ditch Energy and instead refocus the RPG elements such that there is a lot more to aim for (um, trophies for example, or special moves/shots). Introduce leagues. Don’t have players just playing any old random players from across the breadth, make them challenged at their own level.
Like many so-called social games so far, Tennis Mania isn’t really a social game. It’s essentially a fairly limited casual game that’s using some of the basic functions of a social network in order to pair players with each other and do some stats tracking and saving. But that’s about it. Social games really need to get serious from this point, because there are frankly better games already out there on non-social sites (like Kongregate). If developers like Playfish and SGN really want to justify the investments that they’ve had pumped into them, they really need to be doing better than these very limited efforts.
Tadhg
http://particleblog.blogspot.com
November 2nd, 2008 at 12:53 pm
Actually, hold on:
http://www.kongregate.com/games/Toshinho/tennis-game
Look familiar?