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I've been thinking about this post about Chris Trottier's gameplay models as well as my own experience with casual games in general and Facebook games more specifically. It has become reasonably clear, zeitgeist-wise, that at least the perceived demographic for most Facebook games is the mom demographic.  For many casual games as well (I'm willing to bet that is a big reason for the otherwise inexplicable rise of the "hidden object game."  Highlights magazine is really sad they didn't pioneer that genre and make a mint.)

Please join the editors of Context Providers - Margot Lovejoy, Christiane Paul, Victoria Vesna – and contributors Mary Flanagan and Ellen Levy for a brief...

Tiltfactor continues to represent and engage at PAX East this weekend! First off,  a panel discussion on Friday with lab director Mary Flanagan on...

Brian Green (Psychochild) has a recent post over at his place about why he might be changing his mind about the possibilities of User-Generated Content that I think contains a very strong idea: that of [player] intent, and I think it relates strongly to something I’ve been talking about, including this post. I think here it is worth dividing up two concepts that I have been lumping together somewhat: -> dynamic or malleable content being content that is provided exclusively by the game designers and developers but which can be affected in direction or nature by the players.  An example might be the morality systems present in a few games; at its most basic level this could be represented by the kinds of choose-your-own-adventure systems we’ve seen here and there.

Naomi Clark and I had a remarkably reasonable discussion in the comments section here the other day, and I've been mulling over it...

At the 2011 Game Developer's Conference, esteemed designer Chris Trottier assembled advice from her astounding career as a game designer on famed games such as Farmville, The Sims, and others we all know and love. Trottier says there is now, through Facebook, a new portal for a whole slew of players not before accessible. Experiencing the breakthrough new market with The Sims was a precursor to the sea change we are experiencing now with social games. Designers are finding all kinds of people who didn't think of themselves as being into games. Trottier calls these "accidental gamers." Game designers are not used to this challenge-- most designers have traditionally designed for those already, at least somewhat, into games. Accidental gamers are different kinds of players and don't arrive to games "preloaded" to play games. Trottier then discussed the state of mothers and their own resource management games. As little NPCs with a range of AI states, children themselves play a significant role in the life of some players. When kids melt down, parents deplete resources. (Parental Players might be very angry at the way in which the design of the parental game was tuned!) To Trottier, Moms game during those in between times, such as naptime, often when they are tapped out of energy. Designers could think of games that might pour a proverbial glass of wine at the end of the day, or be charming, or be a friend. She articulated "The Art of Woo," that is, the way in which a game might in fact court the player with fun, charm, and value.