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Games as APIs for Social Interaction

                                !



Catch them all playtest, 3/08




                                    Adam Simon
                                    May 9, 2008
Application Programming Interface
web site   desktop app
           facebook      IM   text message
web site   desktop app
           facebook      IM   text message




web site   desktop app   IM   text message
game state


Rumplestiltskin (an artefactual performance) prototyping, 12/07
Alliances
Players belong to different groups, and must decide
which group to support at any given time.




                                      Catch them all playtest, 3/08



Collection
Collect non-players as Friends, score extra points for
socializing them into one of the player groups.
:-(




friend collection + tagging was fun
highly visible in the environment & for non-players




                                       Catch them all playtest, 3/08
:-)




rules & scoring were too complex
synchronizing all the players doesn’t work
game state was confused with too many tagged friends




                                      Catch them all playtest, 3/08
time
sending player
sending player


                 game
sending player          receiving player


                 game
sending player          receiving player


                 game                 action
ludic language




                        description or action?
time
ludic language
time




       invocation
ludic language

                        adopted game syntax
                        for communication
time
rule modeling
identity

                  response to real
                  world actions
time
identity



                  relational identity
                  construction
time
identity
time




                  positive social hacking
identity
time




                  (failed) attempt at personal
                  identity construction
metacommunication
time
metacommunication
time
metacommunication
time
metacommunication
time
metacommunication
time
To Play:   follow quot;socialheroesquot; on twitter
Social Heroes: Games as APIs for Social Interaction

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Social Heroes: Games as APIs for Social Interaction

Editor's Notes

  1. how i’ve been thinking about games as an interface for social interaction between players
  2. Social Heroes is a game which runs on top of Twitter, online service to broadcast short pieces of text to people in lots of different ways. Players give each other points by tagging each other with key words, and eventually start earning achievement awards based on the combinations of points they’ve earned from their friends. It provides a framework for communication and identity construction in the context of a game. every game does this to some extent - people playing chess, tag, football, wii, and halo together are all engaging in a conversation with each other and with the game but what happens when games address that conversation directly, and make communication a core part of play? games are sometimes metaphorically compared to software, so i started looking there
  3. Social Heroes is a game which runs on top of Twitter, online service to broadcast short pieces of text to people in lots of different ways. Players give each other points by tagging each other with key words, and eventually start earning achievement awards based on the combinations of points they’ve earned from their friends. It provides a framework for communication and identity construction in the context of a game. every game does this to some extent - people playing chess, tag, football, wii, and halo together are all engaging in a conversation with each other and with the game but what happens when games address that conversation directly, and make communication a core part of play? games are sometimes metaphorically compared to software, so i started looking there
  4. every game does this to some extent - people playing chess, tag, football, wii, and halo together are all engaging in a conversation with each other and with the game but what happens when games address that conversation directly, and make it a core part of play?
  5. in software development, we have this concept called an API, an application programming interface, which allows data to flow in and out of a piece of software. Twitter is an API more than it is standalone software - can use without the website So, how can we apply this API concept to games?
  6. in software development, we have this concept called an API, an application programming interface, which allows data to flow in and out of a piece of software. Twitter is an API more than it is standalone software - can use without the website So, how can we apply this API concept to games?
  7. in software development, we have this concept called an API, an application programming interface, which allows data to flow in and out of a piece of software. Twitter is an API more than it is standalone software - can use without the website So, how can we apply this API concept to games?
  8. in software development, we have this concept called an API, an application programming interface, which allows data to flow in and out of a piece of software. Twitter is an API more than it is standalone software - can use without the website So, how can we apply this API concept to games?
  9. in software development, we have this concept called an API, an application programming interface, which allows data to flow in and out of a piece of software. Twitter is an API more than it is standalone software - can use without the website So, how can we apply this API concept to games?
  10. in software development, we have this concept called an API, an application programming interface, which allows data to flow in and out of a piece of software. Twitter is an API more than it is standalone software - can use without the website So, how can we apply this API concept to games?
  11. in software development, we have this concept called an API, an application programming interface, which allows data to flow in and out of a piece of software. Twitter is an API more than it is standalone software - can use without the website So, how can we apply this API concept to games?
  12. - formal systems of rules: make it possible for us to predict the outcome of our interactions (unlike in the real world, which has too many unknown rules) - this is what makes them fun! - do this by evaluating game state, a snapshot of what’s going on in the game at any given moment (examples: board, sports, videogame) - we treat everything else in the world the same way: devising theories of the way the world works, making predictions, testing them, and revising them - we mostly don’t think about those models explicitly. It’s just how we see the world. ---overlap - areas where this is more conscious, and one of these is our social interactions -good at modeling what other people are thinking - exploring games that bring mental models of social interactions to front-of-mind, and how that affects those models and those interactions - paper prototyping around alliances and friend collection
  13. - we treat everything else in the world the same way: devising theories of the way the world works, making predictions, testing them, and revising them - we mostly don’t think about those models explicitly. It’s just how we see the world. ---overlap - areas where this is more conscious, and one of these is our social interactions - exploring games that bring mental models of social interactions to front-of-mind, and how that affects those models and those interactions
  14. things like SF0, big games like Pac Manhattan, and ARGs create game interfaces for the physical world, forcing us to reframe our assumptions about our environment what sort of game would produce the same results in our social interactions?
  15. all of these problems could be solved with some amount of computing power, but i didn’t want it to get in the way of the player interactions
  16. players send short text commands to twitter thru website, desktop app, text message, etc, tagging and sending points to each other the system awards achivements based on the number of points earned Rockstar (2 punk + 2 glamor + 1 creative) everything is public - points traded between players as well as achievements are broadcast to anyone who’s watching
  17. this is the web interface for twitter older messages are at the bottom, newer on the top started with: limited number of tags (13 tags, 15 achievements) about 10 users the tags & achievements were originally intended to be descriptive, but users, of course, always find better things to do than what you intended.
  18. this is the user who is speaking/acting/etc
  19. this is the user who is speaking/acting/etc
  20. this is the user who is speaking/acting/etc
  21. this is the user who is speaking/acting/etc
  22. tags designed to be descriptive, can also be used in other was zannah uses the ambiguous “flirt” tag with john - is he flirting, or is she? use of tags for both description & action
  23. here, I’m using “glamor” points more as an invocation, to boost confidence, than a descriptor
  24. a few days after we began, people start appropriating the syntax of the game (+Tag) for meta-communications, which looks like gameplay but isn’t decided to incorporate that into the game - buying tags = explosion of gameplay that became more integrated with activities outside of the game
  25. first impulse: break the game!
  26. rockstar example: in response to a favor he did IRL, Scott tries to give Daniel a rockstar point got back a message that it’s not a tag
  27. bought the new tag and gives it to Daniel
  28. daniel protests because “rockstar” is actually an achievement, but it sticks
  29. heather tries to give herself rockstar points (fwiw, she was rebuffed) difference between relational identity & personal identity affects a lot of our social dynamics, and so wanted to provide a game space to play and explore that ->another use of the game is for metacommunication of players’ current state
  30. needs coffee example: daniel buys a tag “needs coffee”, probably wants someone to give him that point
  31. Jonathan gives 3 points in rapid succession, to Heather, Corey, & John
  32. Corey tries to take “needs coffee” points away from John. he can’t do that yet, another example of players using game syntax to communicate meta-information