Zynga Game Network

Sharendipity is a new platform for building social games. While the company has been around for over a year, the Sharendipity platform (still in alpha) is one of the first robust tools we’ve seen that simplifies and modularizes the social game design experience. We sat down with Greg Tracy, one of the creators of Sharendipity, to learn more about it.

For those readers that don’t know about it, what is Sharendipity?
Sharendipity is a collaborative platform for constructing, distributing and discovering games and interactive media applications. Creativity is required, but programming expertise is not! Our web-based drag-and-drop environment enables rapid creation of new casual games and multimedia applications, which can be easily shared on your favorite social networks or web sites.

Sharendipity is uniquely extensible. Individuals can leverage or contribute to a growing library of modular content such as game characters, behaviors, special effects, artwork and sounds – which piece together in new and surprising ways. Anything made in Sharendipity can be shared back to the community either in whole or as smaller, reusable components. When those creations have value, Sharendipity provides a secure, integrated marketplace for buyers and sellers to transact.

Sharendipity is integrated into Facebook, but what about other social networks?
We’ve built our user architecture to support any number of distribution channels. So although we have currently only distributed via Facebook and our own web property, supporting other social networks is on our roadmap. So today users can collaborate and share content between Facebook and sharendipity.com, and in the future we’ll support users from other social networks.
By the sounds of what has been stated about Sharendipity, it is perfect for would-be game designers without any programming skills. I have seen a number of the sample applications that have been made with Sharendipity. They very well display the capabilities of the software, but are fairly simple. How much complexity is possible? For example, how much scripting do you need to know in order to design a game like Bejeweled?
We’ve had a user build a Bejeweled-like game. And while it’s true that the logic associated with a match three game is more complicated than, say a shooter game, the real power of Sharendipity is that the logic can be bottled up and re-used in any number of games that require similar logic. This provides the potential for tremendous creative scale when the “hard” parts are abstracted away.

Is it still possible to get in “under the hood” and make changes using code?

Yes, our more technical users can either use our drag-and-drop tools to piece together logic and actions or they can take advantage of a javascript interface and interact with objects by coding in the traditional definition of the term.

So it’s a lot like design programs like Dreamweaver: easy to learn, difficult to master?

That’s a good analogy. But imagine if Dreamweaver would let you take your five favorite elements from five different sites and help you plug them together on your page. Then imagine that it let you extend the functionality and share the derivative back out to the community. Sharendipity is uniquely extensible and provides a terrific opportunity to accelerate the execution of new and creative software ideas.

How forgiving is the Sharendipity design experience? Even if it is a GUI interface, how much does syntax, event ordering, and so on come in to play?

Issues involving syntax are eliminated. However, if a user is trying to create brand new logic, there will still be a need to understand some basic programming concepts. Hopefully that user will be able to find the logic in the community and re-use it just like any other action in the system.

We’re also creating tools that allow component authors to define integration points. Sort of like a user defined wizard for every modular element in the community. Rather than having to worry about the “how” (such as order) of hooking things together, you’ll simply be instructed to provide the “what”. For instance, if you were to integrate a scoreboard into your game, the scoreboard author will provide an integration point that allows you to specify where the score value is being stored or may provide the user with an action to use when they wish to update the score. The author of the component can determine these integration points themselves.

How do art integration and animations work?

While some basic animations can be created programatically or through the use of animated gifs, we don’t provide good tools for creating animations on par with something like Studio 8 (which is designed to build animations).

Every core object in the system has an image property associated with it. That means you can simply drag and drop any image onto an object. Actions can also be used to dynamically change an object’s image as well, or to step through frames in an animated GIF.

Since there are tools to help the programmatically challenged, do any exist for the artistically impaired?

Artwork can be shared just like a game character, behavior or sound. We hope to cultivate communities within Sharendipity that contribute their artistic skills just like a programmer might do for complex algorithms. We also plan to partner with third-party services to provide access to their libraries of artwork from within Sharendipity.

Another great “oh, cool!” moment occurred when we created a painting application within Sharendipity called Painterdipity. It is a very primitive paint program built entirely from the platform’s core features. An interesting concept is that in the future the community might evolve this application into a more sophisticated paint program. Perhaps with special tools for the “artistically impaired”!

A designer tool for mainstream games called “Unreal Kismet” provides a visual GUI for designers that allows them to use Unreal Script without having to write lines and lines of code for level events. Essentially, they write small events, and connect them together almost like Microsoft Visio. How does this compare to Sharendipity?

We’re different in a few ways. Most importantly, the end goal of Kismet is still to produce code. They’re just trying to make it easier to visualize the logic. We want to provide total abstraction, and completely eliminate the need for producing code. In fact, when a user is creating a behavior for their evil enemy character, we never produce any code. That’s why users can instantly see, test, and tweak their logic in a live environment. There is no compilation step using Sharendipity!

For all intensive purposes, Sharendipity is one of the first “game engines” I’ve seen for social games on Facebook. Being a first of its kind, do you see it as becoming the Unreal Engine of its genre?

We love when others see the picture too! There is a tremendous opportunity to democratize the tools of software creation. Programming is becoming the new form of literacy, and if it can be simplified, everyone can begin to interact in new ways and piece together components to meet their specific needs.

What future changes are coming?

In terms of core programmable features within the platform, we want our users to guide us. Although we’ve solved a lot of very technical problems under the hood, from a user’s perspective, all of the innovation will come from the community as they extend and build on top of the platform. We’ve already seen some really innovative things done with the core tools, and will often see something and ask ourselves, “How did they do that?” For instance, one user figured out a way to manipulate the display properties of Sharendipity to make it appear as though the entire application is shaking. Now that this has been shared, it looks and behaves just like it is a core action in the system!

There are still lots of big projects on the road map, however. Most importantly is the e-commerce system we are putting in place to support a marketplace for the components that have real value. We want to provide an opportunity for our users to monetize the work they’ve done just like you see happening in Second Life and IMVU.

Sounds great! So I know the tools are still in alpha. When can I expect to be able to get my hands on them?

We are actively recruiting new creators. It is early so we ask for lots and lots of feedback while we work through the early bugs. Your readers can use the invitation code ’social games’ to join the alpha group. Grab them while they last!

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The 2008 Social Gaming Summit, co-produced by Charles Hudson and Jeremy Liew this past June, has now posted online video of the conference sessions. These are highly recommended for anyone interested in learning more about the “social gaming” space.

Check out video from the following sessions:

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This is a guest post by Malcolm Ryan, a Post-Doctoral Research Associate and Lecturer at the University of New South Wales, Australia. The original version of this post is also available on his blog.

Wordscraper is the new attempt by the Agarwalla brothers to keep the Scrabulous legacy alive. I am not going to comment on the legal issues, as others have done already. Rather, I’d like to explore what the comparison between Scrabble and Wordscraper teaches us about game design.

Last year I wrote a detailed design analysis of Scrabble as an exercise for my game design class. (I seem to have mislaid the document for the moment. I will try to exhume it if there is interest.) In it, I commented that the layout of bonus squares, particularly the double and triple word scores, is carefully strategic. A lot of the strategy of Scrabble play is about gaining access to those squares and preventing your opponent from doing the same. Often there is a trade-off when playing a word between maximising points and minimising the opportunity for your opponent to reach a bonus. These trade-offs are an embodiment of Sid Meier’s maxim: “A game is a series of interesting choices”. They are a large part of what makes the game fun.

The bonuses also determine the dramatic arc of the game. My games usually follow a pattern: an expansion from the centre following one of the diagonal lines of double word scores into one corner and then another. The triples are particularly hard to reach and their use marks a milestone in the drama of the game, with the possibility of a major turn-around in the scoring. Once a corner is “full” there is a lull as a new phase in the game begins as play expands into another corner.

Wordscraper, by eliminating predefined boards, loses this sense of drama. Randomly generated boards don’t offer the same choices or the same progression. Big bonuses arrive far too haphazardly, upsetting the scoreboard without the same build-up of careful negotiation. The work of game design is being neglected.

Boards can of course be adjusted by players, and some players may enjoy the process of inventing their own boards, but I predict the majority of casual game players will be disappointed. The default generated boards are simply not fun to play on. It is one thing to provide a level-editor as an addition to your designed content; it is another thing to provide no designed content at all.

I think Wordscraper could be rescued if:

  1. They provided a small number of pre-designed boards which matched the quality of Scrabble’s careful layout, and
  2. They provided players with the ability to share boards so that the average player can enjoy the work of the more skilled and motivated board designers.

Even so, I doubt that the design space is really rich enough to support innovative player-designed content. Is there another interesting board layout that is sufficiently different to the Scrabble standard to make it worthwhile setting up and playing? If they added more parameters than just the placement of bonuses (board size? hexagonal tiles?), maybe, but as it stands I think it unlikely.

In homage to Manveer Heir, I’d like to draw two design lessons:

Lesson one: Level design is a important part of game design. A good mechanism can be ruined by careless level layout. Use random levels with caution.

Lesson two: Level-editors should be provided in addition to well-designed content, not as a replacement for it. Level editors are pointless if the design space is not big enough to create interestingly different levels.

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One of the interesting things about social network application development is that many developers attempt to solve their retention problems by adding game-like elements (points, achievements, leader boards). It’s a great way to start thinking, but most web app developers underestimate the challenge of designing balanced game dynamics that both suck new players in and keep the top players coming back for more.

As Lightspeed’s Jeremy Liew notes,

Most MMOGs have built an end-game to keep their best players engaged after they have topped out on the standard game. This end-game often relies on different game dynamics to the original game. I have seen few social games build such an end-game yet, although this is actually much easier to do for a web based games since it doesn’t actually have to be built until you have end-stage players.

Jeremy points to an excellent post by Cameron Sorden at Massively who points out some suggestions that all game developers should consider for keeping top players engaged:

  • Player vs player combat
  • Raiding
  • Special achievements/advancements
  • Collecting special items
  • Anti-grief patrol (protecting newbies from more experienced ones)
  • Role-playing
  • Cultivating trade skills
  • Playing the market

Game designers invest months upon months doing this right in MMOs. Do you see any examples of games on Facebook doing this well?

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kaneva avatarsDespite the fact that avatar customization is a business, while hundreds of games have been developed for Facebook, almost no successful games have them. Why is this the case?

Bret Terrill, CEO of Tenuki, identified 4 reasons in a recent blog post:

  1. You’re really you on Facebook. In most situations where avatars are successful, users are masking their identities…
  2. Avatar applications don’t encourage repeat usage. I customize my avatar once and I’m done…
  3. It’s all lead-gen. The goal of most of the well-done avatar apps is to drive you from Facebook to another property. That’s not the way to grow a Facebook app.
  4. No virality. None of the existing avatar applications have any viral hooks build into them, except the common “Here’s 50 coins if you add a friend” invite page…

Blake Commagere, developer of the Monsters suite of Facebook games, touched on this subject in a recent interview. Blake said,

I’ve also added some new things recently, including the ability to put your friends in a chicken suit. This is a very polarizing feature – users either love it or hate it. It’s a big deal when you change players’ avatars – you have to make that really expensive (all other weapons don’t affect look).

While developers have not yet created games that use avatars inside the social networking context, there are bound to be people who will get it right over the coming year. Who do you think it will be?

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