Suttree.com: Casual Games, Social Software by Duncan Gough

Previously, I’ve talked about how casual games and social software have started to merge with the key players showing encouraging signs of success. A number of browser based web-mogs have grown very popular. These web-mogs are also worth examining since their ‘page-per-action’ approach to gameplay is conducive to a high number of page views, which equates to a decent slice of ad revenue. Travian continues its astonishing growth, somthing I’d attribute to its’ built in localisation, definitely an area where European game developers can claim a head-start. According to Alexa.com (not the most reliable of sources, I know), the average number of page views per user on Travian is an impressive 37. As a business model for Casual Games (well, Passive Games, really), it’s very attractive.

Suttree: Casual Games: Travian: Page views

If web-mogs are one side of the Massively Casual Online games trend, then the Item Model is the other. MCOs are where Casual Games and Social Software collide. They bring elements of Passive Gaming and Web Mogs along too. My ideal MCO will have the offline learning of EVE Online, the RESTful APIs of a sharing website like Flickr, the persistance of any decent MMORPG and the passive immersion of web mogs.

How does this now include Real Life, though? The Item Model gives game developers a business model that offers the increasingly popular all-you-can-eat style of subscriptions. Paying for what you want and how you play a game gives consumers the choice of how to spend their money. Not being tied in to a monthly subscription fee elimintes the ‘obligation’ factor that turns many people away from traditional MMORPGs - being obliged to play a game that you’ve paid for soon feels like a chore. The Item Model negates this by giving the player the choice of how much investment (both in time and money) they make, whilst removing the ‘chore’ factor. MCOs can also claim more success with the Item Model as their audience of younger gamers are happier spending money online for virtual items. Now, though, it seems like HabboChina, part of the HabboHotel network, a Casual Virtual World leader, is making big steps in this direction.

I keep an eye on Asia as the “canary in a coal mine” gaming market, where emerging trends happen first. Recently, this item caught my eye - a new initiative in China from HabboHotel, the wildly popular visual chat environment. Apparently, you can now purchase virtual items that will also result in an identical physical item being shipped to your house.


http://socialarchitect.typepad.com/musings/2006/07/merging_the_rea.html

Suttree: Casual Games: HabboChina

And, in more detail:

Habbo Hotel in China […] is now allowing online purchases of virtual items that are paired with real-world sales. Flowers, clothes, and movie tickets can be purchased online through Habbochina and the matching real items will be delivered to the purchaser the next day.


http://playnoevil.com/serendipity/index.php?/archives/466-Habbo-China-to-Match-Real-and-Virtual-Purchases.html

This is the logical extension of the idea that Casual Games are fighting to become known as the provider for many of the core services, in this case game types.

Web 2.0 has grown out of a handful of core services, each competing to be the simplest and best. del.icio.us is the best place to store bookmarks, Flickr the best for photo’s, and so on. With regards to passive games, there seems to be a similar, if less well-defined battle being carried out at the moment. The core game types of puzzle, cards, sports, fantasty/rpg and space sims are being built and populated with players.


http://suttree.com/2006/03/23/casual-games-social-software/

Where Casual Games and Social Software have mixed, importantly, is the area of community. Web-mogs, MMORPGs and MCOs have all taken on board important lessons about how to sustain a community. Social software websites have, in comparison, added the element of fun to their offerings, using avatars and classic game mechanics of risk and reward to involve their users and build a more vibrant community. In my opinion, many Web 2.0 websites have really taken the lead on this, almost out-gaming the games websites. HabboChina, though, clearly indicates that these Massively Casual Online games still have the potential to harness a technologically-comfortable and relatively wealthy audience with ideas like this extension to the item model.

Now that there are core services available to both - what’s to stop HabboChina from letting users upload and tag photos, for example? When you’ve got an immersive game like HabboHotel with the infrastructure to support real and virtual purchases made using a micropayments system, then in-game advertising becomes something worth talking about, not just another ‘trendy vicar’.

Credit to Amy Jo Kim for discovering this. I love her description of Asia as “as the ‘canary in a coal mine’ gaming market”.

One Response to “Casual Games, Social Software and now Real Life”

  1. the little gamer » Casual community Says:

    […] It’s no surprise then that casual gamers seem to steer clear of community — all that human/online interaction can be a bit too much like hard work, a bit too much commitment. Most casual game sites have no community features whatsoever. There are notable exceptions, like Pogo’s Club Pogo and Puzzle Pirates — you could even argue that Habbo Hotel represents the merging of social software with casual gaming. But on the whole, casual game sites keep it casual. […]

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