My Mum has started playing Castleville. “It’s alright,” she says, “but it’s no Ravenwood.” I should probably mention that my Mum is one of the most well-engaged social gamers I know, playing for 3-4 hours a night and up to 8 hours on weekends, although she’s not the type of user most developers care very much about since she’s never spent a cent on premium currency.
That said, as a 59-year old female she fits so ideally smack-dab into the target demographics and her Facebook game addiction is so established that whenever she has something to say about social game design I listen. Also, she’s my Mum. It helps that she’s got pretty good taste and she knows what she likes.
“The best part about Ravenskye and Ravenwood is the story stuff” according to Mum. “You mean the wedding missions, that sort of thing?” “I guess so, but more like the funny things the characters say and the whole bigger mystery you have to figure out.”
I’ve been thinking a lot about the role of story in games lately, and I’m not the only one. Last week I attended an interesting discussion in the UX/UE and web design community on the art of storytelling – interesting as much because it was a tech group having the discussion as for the insights on how the storytelling functions as an innately human impulse for organizing and transmitting information. Designers and marketers of all stripes are rediscovering story as a tool to communicate their message effectively, memorably and meaningfully.
Narrative is hot right now. Telling stories to convey information is powerful, and what’s more, it’s something we’ve been doing to engage one another since humans lived in caves. So hearing it directly from a hardcore social gamer like my Mum hit the point home: narrative is a fundamental, crucially under-utilized resource in social game design.
Zynga has stolen (I’m not even going to bother with softer words like “borrowed” or “mimicked”, y’all know how Zynga rolls) a great deal from Ravenwood and repackaged it in Castleville as “Gloom” – an undeniably brilliant gameplay concept that introduces an element of exploration and discovery, danger and the need for protection (exploited well by lolapps and not so well by Zynga), all while providing a neat and intellectually congruent conceit for staged quest progression.
But Zynga’s Gloom lacks a critical element of Ravenwood’s creepy forest and Ravenstone’s mysterious mine – a mythology. Sure there are layers of missions and a vague sense of forboding as the player explores a darkened map section by section. But the writing just isn’t as well-developed so neither is the back-story of Castleville’s world.
In a freemium market where designers are trying hard not to be exploitative or predatory in the mechanics we use to keep players coming back, this should be a bolt of lightning. Story engages at an organic level, unlike compulsive behaviours forged in response to Skinner-boxes and random loot drops. A good narrative keeps players engaged (and even encourages them to skip forward) to find out what comes next.
If this seems like too much of a linear model for interactive media, you can view it in terms of mythology over narrative. Build a compelling back-story for your world and let players explore it in a non-linear fashion – the effects are the same. Users enjoy playing, but they will pay to progress faster because they crave more information. Nobody waits a week for their next TV episode in the era of torrents/Netflix. Now we are monetizing the desire for more content and more value sooner rather than a desire to skip laborious gameplay tasks – the classic criticism levelled at poorly designed Cow Clickers.
Maybe this approach only works for a certain type of gamer – I never used to understand why anyone would skip a cutscene in an epic RPG like a Final Fantasy or even a Metal Gear, for example. To me, those nuggets of story exposition were a better reward for my grinding than any stats or level boost. But I’m inclined to think that story has a bigger potential draw, rooted in human nature and the heart of what makes us “social” beings.
And even if I’m wrong, at least it works for players like me and my Mum.