The Curse of Cow Clicker: How a Cheeky Satire Became a Videogame Hit

More Cow Clicker rumination. I’m really fascinated by this, it seems. This article has a lot of the same as previous ones I’ve linked, but tidbits of additional insight as well.

EDIT: this friggin’ article has a FB APP embedded into it! Every instance of the word “cow” is clickable and brings up a prompt to give permissions to an app called Wired Cow Clicker, for the sake of spreading word on the article!

Bogost watched in surprise and with a bit of alarm as the number of players grew consistently, from 5,000 soon after launch to 20,000 a few weeks later and then to 50,000 by early September. And not all of those people appeared to be in on the joke. The game received its fair share of five-star and one-star reviews from players who, respectively, appreciated the gag or simply thought the game was stupid. But what was startling was the occasional middling review from someone who treated Cow Clicker not as an acid commentary but as just another social game. “OK, not great though,” one earnest example read.

Bogost delivered his response to this line of argument in a well-read blog essay called “Shit Crayons.” In the piece, he compared Cow Clicker players to the imprisoned Nigerian poet Wole Soyinka, who composed poems from his cell using whatever writing material he could find. Bogost writes that Cow Clicker—and, by extension, games like FarmVille—are akin to the Nigerian prison, trapping players in a barren environment. The fact that people are able to exercise creativity despite the cruel limitations of the game—to craft crayons out of shit—is a sign of the indomitable human spirit but no reflection whatsoever on the merits of Cow Clicker. “Even if creativity comes from constraint, there’s constraint and there’s incarceration,” he writes. “A despot in a sorcerer’s hat does not deserve praise for inciting desperate resilience.”

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The Life-Changing $20 Rightward-Facing Cow

Great read for designers-at-heart. (the rest of you might be bored. >_> )

Ian recently sent me an IM to share some correspondence with one of his users: “Hi Ian,” writes one. “I’ve noticed that the Cowpocalypse has happened and users have to pay to see their cow. Do you have a goal or timeframe of when this will be set back to normal?”

“There’s no way to pay to see your cow,” replied the designer. “The cows got raptured.”

Like any dissatisfied customer, the user said he’ll no longer play, as Cow Clicker is “not a very fun game” any longer. Answers Bogost: “It wasn’t very fun before :)”

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It Girl

It’s almost against my will that I write a review of this game. But it has provoked a fair amount of emotion in me, good and bad, so I think it should be a fruitful exercise in the end.

Games that are so singularly female-oriented usually make me cringe away, so when I first heard of It Girl, I didn’t pay much attention. But it kept coming up and “as a designer”, it became too hard to avoid if only for the sake of understanding why it’s been getting so much press. So I started playing it and… well, I was almost immediately hooked.

Let’s step back a bit: this game is about shopping. Clothes shopping, specifically, which is an activity that I really cannot stand in real life to any degree. So I was really taken aback by how entertaining it was, even for me. How is this possible?

Because the game gives you all the perks of intense clothes shopping without any of the downsides.

I mean, really, why do people enjoy shopping in general? The acquisition of new material goods is a base instinct that humans have never been able to fully escape and women tend to be even worse if the items will help satisfy their vanity. But the act of shopping requires getting out of the house, treasure hunting through multiple stores and clothing racks, to only find a couple items that really appeal. Then you have to wait in some kind of obnoxious line to check out. Even going through the ritual of hauling pieces to the fitting rooms grows tiresome after a while.

It Girl takes out all the physical travel and time and lets people build up their clothing collections without wearing their shoe soles out. Searching, trying, and buying are all just clicks away, and somehow the satisfaction that you’re getting-cool-clothes is not diminished. There is still an energy component, but it’s obviously no comparison to really trudging out and getting things done.

I don’t tend to care about what clothes I wear, as long as they’re clean, relatively neat, and comfortable. In my opinion, looking good is usually too much labor to be worth the effort, so if my clothes end up doing that for me, it’s just a nice bonus. But It Girl lets me (well, my avatar) look cute and fashionable without any exceptional effort.

In summary, the game naturally taps into these particular base instincts (materialism, vanity) without aggravating a person’s inertia (too lazy, don’t care). It’s kind of amazing that way. :x

The game also sports a sleek design, very modern and chic. Great art, from avatar customization to a ton of carefully crafting clothing and accessories. Everything’s just visually attractive and appealing to look at.

And I appreciate the splashes of humor that I see. There are male NPC avatars that walk around and can be picked up as boyfriends, but all of them state their employment… I saw a “Social Gaming Engineer” at one point, which made me laugh, and other amusing titles. Once I was shopping and found a green and white striped scarf that was named “Evil Wizard Scarf” … later I found a “Good Wizard Scarf”, which was red and gold. ;x

It’s not all peaches and cream, of course. The Flash generally works fine, but I think there must be some sort of memory leaking problem, since the game noticeably slows to a crawl over time… and not even a very long one.

I also think its too reliant on players recruiting their friends. This is a practice that I generally refuse to get involved in and it’s resulted in me being basically stuck since certain missions or unlock-ables require you to have larger “cliques” to participate. Boyfriends also have a happiness meter that decrements faster than you can increment for free, so you have to recruit friends or pay real money in order to keep them.

Generally I’m quite impressed by this game which feels like an evolution of the basic Mafia Wars game play. Like MW, you have separate energy and confidence meters, one for PvE and the other for PvP. But unlike Mafia Wars, the dueling/PvP aspect is much better integrated into the game, making it a necessary component rather than the ignorable extra that it is in MW. But in the end, the overarching goal is still to get to a high enough level to progress into the next “district” of hot shopping opportunities.

I should note that the exact breakdown of PvP duels doesn’t totally make sense to me… again, it seems to be overwhelmingly dependent on how many friends you have, rather than anything you do in game. But you’re allowed to “inspect” potential opponents and infer from their win/loss ratio if you might stand a chance, so that’s kind of neat.

Anyway. Very solid title overall, but I’ll probably stop playing soon, due to the over-reliance on friend recruitment.

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Spot On: Social Anxiety

This quotation by Bogost really made me double take.

“There are certain industries in which the majority of revenues come from the minority of the customers,” Bogost said. “Without citing numbers, it is generally incredibly sinful, morally questionable industries that are like this: alcohol sales, gambling, and tobacco. And we might want to ask ourselves what we think about that. When you have a game that does not have a spending cap and the vast majority of revenue is coming from a minority of players, 10 percent of players generating 90 percent of revenues, how do we feel about that?”

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My face was seriously like “O_o” the entire time. But the goal sounds kind of promising.

… a collaborative simulation where the direction the world takes emerges out of the collective action of the players, rather than the top-down whim of a single person acting as god.

It’s made by the creators of Flickr, of all things.

(Source: kotaku.com)

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Facebook games lineup

Just wanted to briefly go over some of these games that I’ve been playing and/or tried recently. I have more things to say about some of them than others, so meh. ;x

Chocobo’s Crystal Tower: a really interesting hybrid of D&D Tiny Adventures and virtual pet games. I loved this one conceptually, but Square Enix really dropped the ball on certain things. It’s incredibly buggy for one… a lot of people complain it doesn’t load at all, whereas I have just encountered a lot of slowness and everlasting loading bars. (I also bugged my brown chocobo… he can’t go to dungeons anymore. >_>; )

And besides the severe amount of technical issues, they screwed up some other more basic things… as far as I can tell, you can’t get any farther than the second dungeon without spending money, which is a huge huge HUGE HUGE mistake for microtransaction games… the rule is that you only ask people to spend money on things that will save them time or energy in the game, not totally roadblock them entirely. This decision is driving free players away and very possibly paying players too, because it happens so early.

The other big mistake is having the upgrading currency (gold/lucky feathers) also be the social currency… it results in nobody using it for the social interaction at all. Worse is that there appears to be no way to actively replenish feathers. I have noticed that my stock increases on occasion, but not by a predictable amount, nor by any discernible cause. Also bad, to have rewards without a clear trigger and no method for the player to experiment and find the trigger.

(I also found it really funny that there is chocobo breeding, but the chocobos have no genders. kek?)

Did they do ANYTHING right? Well, yeah… the dungeon aspect is pretty great and I’m definitely learning from that. And I like how they encourage people to visit other ranches… usually you will catch other ranches in a state where you can get some actual XP for helping out. And having a unique store-per-ranch is cool, so you can go around and buy discounted items from more than just your own store.

Too bad it takes so long to just LOAD the other ranch. >_> I really want to like this game, but … yeah, Square just screwed some key things up. plzfix

Knights of the Crystals: I was disappointed beyond belief that this was an xWars game. Like I basically didn’t want to play the game at all disappointed. And I really haven’t, so I’m not totally qualified to say much. It’s certainly way more functional than Square’s other game, so that’s a relief, and the art style is visually unusual and unique… so that’s a plus. And I have to admit that the chest upgrading system is a pretty intelligent way of almost guaranteeing at least one “help me” share for players to do.

And the music’s cute, very Final Fantasy. So for an xWars game, if you’re into that kind of thing (which I am abjectly not anymore), may as well give this one a try.

SimSocial: Okay, wtf. >_>

I could rant all day about the “mistakes” this game made but… as it turns out, I think a lot of them are not applicable. Because this one’s actually not a microtransactions game at all… there’s no way to spend money to get ahead. (and I’m surprised it took me this long to realize it. -_- ) Which is kind of too bad… you would think EA could figure out a way to leverage the Sims brand and actually make a good FB game out of it, especially when the Sims audience is generally considered to be more casual than your average console or PC gamer.

Still, conceptually, this game isn’t that great and while there are a number of similar elements, it doesn’t really bring over the spirit of the original Sims games very well. They also made a number of fairly lousy UI decisions. Bleh. But again, it’s not meant to make EA money… just a promotional game for Sims 3, I guess.

Warstorm: This is the best Facebook game ever. (not sarcastic; I haven’t failed to log in since I started playing it months ago) There are some really small issues, but they are very few and far between, and fairly easy to forgive considering what sort of game the studio set out to make. It’s really too bad that the game is so “niche”, as Quad puts it…

Schism: THIS GAME IS AWESOME. but there are more problems with it than Chocobo’s Crystal Tower. qq.

[edit] WHY CAN’T I SLEEP. ARGH.

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Parody RPG Fantasy University Targets Serious Facebook Gamers

Someone’s finally making a pop-culture-oriented and less crass version of Kingdom of Loathing for Facebook.

With an art style created by Tracy Butler, the artist behind the web comic Lackadaisy, and a plot brimming with pop culture references, the game feels like Mad magazine’s take on the fantasy videogame.

When you create your character you can pick between hairstyles that duplicates Gene Simmons’ heavy metal samurai coif or obscure Saturday Night Live character Ed Grimley’s pointed cowlick. The riffs come relentlessly, stuffed in the flavor text and in the many hand-drawn images that illustrate the game. References to H.P. Lovecraft mix with LOLcats, caricatures of megastars like Johnny Depp rub elbows with television microcelebs like Billy Mays.

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LF20M

So I’ve been observing the latest trends in Facebook game viral techniques, where now you have these wall posts in which players need x people to click on the link to help unlock an area or to build a structure.

I’m not really sure what to feel about all this move away from the single player experience in which you can buy virtual allies to a more multiplayer experience in which you need real friends to progress. Naturally I’m feeling somewhat vindicated because my thesis was, of course, all about more meaningful multiplayer gameplay and how current Facebook games fail at this because you don’t actually need other people to progress.

However, this isn’t exactly what I had in mind. It’s like the devs and I both looked at WoW, right? And I wanted to grab the positive experiences and figure out how to incorporate those. And they wanted to take the ANNOYING aspects and incorporate those, especially because they already fit in so nicely along with all their other quasi-evil viral marketing methods.

Sigh.

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The Facebook Game That Makes Fun of Facebook Games

Ironically I saw a mention of this game first when I saw Quad post one of its things to his wall. Then I read this article and realized it was Ian Bogost’s game, which in retrospect makes everything make a whole lot more sense.

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