Games that originally emerged in the hobby gaming market (such as Magic: the Gathering) laid the groundwork for virtual economies by showing that elements of games could be collected, traded and derive value from the intersection of their scarcity and utility. Most early MMORPGs built business models around subscription rather than virtual goods–which caused secondary markets to emerge for trading in items. Today, many games in the Free-to-Play (F2P) market have turned this on its head, by making virtual goods the way the game publisher monetizes; because this has become such a good way to attract players and monetize attention, this has become “the” business model of current social network games. Likewise, virtual reward systems and metagames such as the Xbox Live Achievement system prefigured the underlying mechanic of Foursquare and Music Pets. The current social network game market is the confluence of several big trends: social gameplay, along with asynchronous play patterns and a virtual-goods business model that has been shaped by market forces. We’re only at the beginning of seeing how far we can take the genre. It’s my belief that the next wave of games will draw upon many of the elements we’ve seen work in the past: great storytelling, challenging decision-making and a sense of tribal belongingness that surrounds popular games.
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