Archive for July, 2010

How to fix Cow Clicker

Ian Bogost created Cow Clicker, according to this tweet, as “a Facebook game about Facebook games.” And I do get it. It’s funny. Ha ha. Okay now but seriously, it could be better.

Ian, if you’re paying attention, here’s how to improve your Facebook game about Facebook games.

1) Reduce the Click Window: Currently I can only click my cow once every six hours. MouseHunt lets me sound the hunter’s horn every 15 MINUTES. And I can cook cheeseburgers in Café World in only five. Procrastination and distraction operate on fairly tight cycles. How often do we refresh our RSS Readers? Our Twitter pages? Facebook? Try a 15 minute window. Let me click my cow every 15 minutes.

2) Make the Stream Stories Actually DO Something: You’re spoofing the infamous “Lost Cow” viral, but you’ve missed why it started a trend. People aren’t clicking cows for their health. They’re clicking them because they get something for it (namely, a cow). If a newsfeed is not incentivized, it’s only valuable as advertising to new players, and a reminder to those who haven’t played recently. When incentivized, every player has a reason to click it. Click click click.

Try awarding one Click to each player who clicks a Cow Clicker Stream Story. And while you’re at it, award one Click back to the poster for each player who clicked. All your newsfeeds do right now is breach the platform policy (VI.A.1, if you’re curious).

3) Prime the Mooney Pump: Paying players are a little like vampires. Once they’ve tasted blood, it’s hard to stop. Wet their fangs with 15 Mooney — enough for one low-level cow, and enough left over to make them want to reach for cooler cows.

You can then keep priming the pump with small amounts of Mooney awarded to players. Create a low instance in which upon clicking, a cow in your pasture will, ahem, “drop” some Mooney. More cows in your pasture means higher chance of Mooney droppings, means more of a reason to invite friends.

4) Send me a Highland Coo: I guess this won’t actually help you in any way, but they just look so fuzzy.

Sight Unseen

In a recent video, Zero Punctuation’s Yahtzee Croshaw described Nintendo’s 3DS — first introduced at E3 — as “a concept that is literally impossible to demonstrate in picture or in video, which rather shoots the advertising potential in the foot.”

A snicker-worthy comment, but one that touches upon an interesting problem that’s been increasing in relevancy over the last decade.

The earliest I remember it was on some of my favorite VHS tapes: ads “showing” the impressive sights and sounds available on those fancy new DVD things.

More recently it’s television commercials “showing” us the superior color and clarity of High Definition Television — as viewed on our inferior standard definition TV’s.

And now, it’s Nintendo trying to “show” us their new 3D technology, and Apple trying to “show” us their impressive new Retina Display. But how do you advertise a feature that’s beyond the spectrum of what your advertising medium can do?

The Nintendo 3DS is reportedly quite a thing to behold, but unless you’re actually beholding it in person, you have no way of witnessing the portable’s magical no-glasses 3D effect. Nintendo’s solution? Hundreds of women with 3DS’s tethered to their persons, to give the audience at their E3 keynote an opportunity to see the devices up close.

Likewise, Steve Jobs remarked during Apple’s unveiling of the iPhone 4 that they had to install a special digital projector just to give the WWDC keynote audience a better idea of the clarity and depth of the phone’s “Retina Display” resolution.

It’ll be interesting to see how Nintendo chooses to approach marketing the 3DS when it’s closer to launch, and I’m very curious to see if Apple ever plans on making a bigger deal of the Retina Display in their ads (thus far, only one iPhone 4 ad has aired, focused entirely on their FaceTime video calling feature).

In the meantime, enjoy the short spec ad I threw together for the iPhone, in a posthumous collaboration with John Hughes.

Foursquare: games, services, and game-like services

Or: How I learned to stop worrying and love the link-bait.

I worked alongside Dennis Crowley at area/code over the summer of 2007, so it’s been fun for me to watch the meteoric rise of Foursquare. From its debut at SXSW in early 2009, to its $20 million Series B round announced just last week, I’m incredibly happy for Dens and his growing Foursquare family.

(I also feel slightly vindicated for all those times my friends poked fun at me for “checking in” wherever we went last year. So there’s that.)

Foursquare is an incredibly fun service, improving dramatically over the experience offered by Dodgeball — Dennis’s former startup. But it’s also a service somewhat at odds with itself.

At its core, Foursquare is both a competitive location-based game, and a collaborative location-based communication service. That’s a little wordy, but here’s how it plays out in user stories:

Foursquare the Game:
As a player, I want to check in, and become the Mayor of, as many places as possible.

Foursquare the Service:
As a user, I want to let my friends know where I am, and find out where my friends are.

There’s obviously a great deal more to the service (the incredibly helpful Tips and To-Do’s, and the increasingly promising promotional deals and venue specials), but in both instances Foursquare is fundamentally about the relationship between the user, her social network, and the venues.

So here’s the rub: As a game, Foursquare is easily exploitable. Users can create venues (like their own apartments), check in to locations without even walking in the door, and capitalize on Mayorships in places in which they might have an unfair advantage (like a place of employment).

Foursquare could crack down more heavily on these “game exploits”, but those restrictions would work against the service.

At the end of the day, this makes Foursquare less a game, and more a game-like service. It’s an interesting and quickly-growing category, and Foursquare’s proudly paving the way for a more playful and game-like approach to social media. I just can’t wait to see what’s next.