Tag: community


The Architecture of Fun: Massively Social On-line Games

February 27th, 2009 — 12:00am

Here’s my presentation from the Italian IA Summit on Killzone.com as a leading example of the next generation of Massively Social On-line Games.
As usual, I try to share some of the best thinking on these ideas; in this case I quote liberally from Nicole Lazarro. (I hope she takes this as a compliment.) Her insights into the emotional drivers for social and game experiences and the nature of cross media are – no surprise – right on, and coming true years after first publication.
Some of the more eye-opening material I discovered while looking into the design of this game / community hybrid concerns the direct connection between game mechanics (a design question), the space of possible choices for players, the emotions these choices inspire and encourage, and the resulting experience of the game environment.
From the functional to the psychological, it seems there really is an ‘architecture of fun’ for both games and social experiences. It is just another example of how architecture of any (and all) kinds is an enormous influencing factor on peoples’ experiences.
This is the first of two parts – stay tuned for the follow-up, once we clear the disclosure question.
A slidecast will follow shortly, now that my laptop is back in working order, and I can fire up ScreenFlow.

Massively Social Games: Next Generation Experiences from Joe Lamantia

Comment » | Social Media, User Experience (UX)

Speaking About Massively Social On-line Games In Italy

February 13th, 2009 — 12:00am

I’ll be speaking at the Italian IA Summit next week on some of the exciting work MediaCatalyst has been doing in the area of massively social on-line games. We’re the digital agency behind Killzone.com, the integrated on-line community for the Killzone game series, which is just about to release it’s second installment (selling well – KillZone 2 is #10 on Amazon, in pre-orders alone).
I think hybrid experiences that combine games dynamism and sophisticated social spaces are a very important part of the future for interactive experiences, and the organizers have been kind enough to offer us the opening keynote, so if you can get a ticket to Forli, we’d love to see you in the audience.
killzone_box_cover.jpg
Here’s the full description of our talk:

Co-evolution of a Socially Rich Game Experience and Community Architecture

What form will the next generation of interactive experiences take? The exact nature of the future is always unknown. But now that everything is ‘social’, and games are a fully legitimate cultural phenomenon more profitable and more popular than Hollywood films, we can expect to see the emergence of experiences that combine aspects of games and social media in new ways.

One example of a hybrid experience that combines game elements and complex social interactions is the cross-media environment formed by the popular Killzone games and their companion site Killzone.com. By design, the Killzone games and the Killzone.com site have co-evolved over time to interconnect on many levels. In the most recent version (planned for public release in early 2009), the game console and web site experiences work in concert to enhance gameplay with sophisticated social dynamics, and provide an active community destination that is ‘synchronized’ with events in the game in real time. The hybrid Killzone environment allows active game players and community members to move back and forth between game and web experiences, with simultaneous awareness of and connection to people and events in both settings.

Leading games researcher and designer Nicole Lazzaro calls these hybrid experiences ‘Massively Social On-line Games’. In these types of interactive experiences, players build meaningful histories for individual characters and groups of all sizes through competitive and cooperative interactions that take place in the linked game and community contexts. Game mechanisms and social architecture elements are designed to encourage the accumulation of shared experiences, group identities, and collective histories. Over time, designers hope shared experiences will serve as the basis for a body of social memory.

This case study will follow the co-evolution of Killzone and Killzone.com, revisiting major business and design decisions in context, examining the changing nature of the community, and considering the lessons learned at each stage of the development of this early example of the next generation of massively social on-line game.

Comment » | User Experience (UX)

New Urbanism In Practice After Katrina

December 8th, 2005 — 12:00am

Katrina’s ill winds are bring­ing some good, in the form of increased aware­ness of and will­ing­ness to con­sider New Urban archi­tec­ture and urban plan­ning options for the rebuild­ing Gulf Coast towns.
I first encoun­tered New Urban­ism while read­ing William Kunstler’s The Geog­ra­phy of Nowhere. Kun­stler has writ­ten sev­eral addi­tional books explor­ing the cre­ation and evo­lu­tion of the mod­ern Amer­i­can sub­ur­ban­scape since The Geog­ra­phy of Nowhere, all of them mak­ing ref­er­ence to New Urban­ism. It’s recently popped up in two arti­cles the NY Times. The first, Out of the Muddy Rub­ble, a Vision for Gulf Coast Towns, by Brad­ford McKee, recounts the efforts of archi­tects and plan­ners from a vari­ety of per­spec­tives, includ­ing mem­bers of the Con­gress for the New Urban­ism, to put forth a viable plan for the healthy rede­vel­op­ment of dam­aged Gulf Coast towns.
If you’ve not heard yet, New Urban­ism advo­cates the cre­ation of walk­a­ble, human scale com­mu­ni­ties empha­siz­ing mixed use envion­ments with pat­terns and struc­ture that allow peo­ple to meet daily needs with­out reliance on auto­mo­biles. In short, New Urban­ism is an archi­tec­ture and plan­ning frame­work that actively opposes sprawl.
Sprawl ben­e­fits the short term at the expense of the long term. Crit­ics of New Urban­ism often choose to inter­peret it as a school that restricts the rights of indi­vid­ual prop­erty own­ers, rather than as a series of pos­i­tive guide­lines for how to design com­mu­ni­ties that are healthy in the long run. But of course that’s always been the short-term view of the long-term greater good…
The dra­mat­icly dif­fer­ing points of view in favor of and opposed to New Urban­ist approaches come through very clearly in this exchange:
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The Miami archi­tect Andres Duany, a prin­ci­pal fig­ure in the New Urban­ism move­ment, urged the casino own­ers to inte­grate the casi­nos more seam­lessly among new clus­ters of retail stores and restau­rants rather than as iso­lated estab­lish­ments.
Describ­ing his vision, Mr. Duany said, “You step out onto a beau­ti­ful avenue, where you can get a chance to look at the water and the mar­velous sun­sets and the shops, and walk up and down to restau­rants and eas­ily find taxis to other places.“
But Mr. Duany’s design sharply clashed with the casino own­ers’ main pri­or­ity.
“A casino owner wants peo­ple to stay on the prop­erty,” said Bernie Burk­holder, pres­i­dent and chief exec­u­tive of the Trea­sure Bay Casino, in Biloxi.
“As running-dog cap­i­tal­ist casino own­ers, we need to under­stand that the com­mu­nity fits together,” he added, “but we need an eco­nomic unit that will hold the cus­tomer.“
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The sec­ond: Gulf Plan­ning Roils Res­i­dents also by Brad­ford McKee, pub­lished a few days after the first on Decem­ber 8, 2005, cap­tures some of the reac­tions to the plans from Gulf Coast res­i­dents. Nat­u­rally, the reac­tions are mixed.
But it’s impor­tant to remem­ber that sprawl is a very tem­po­rary and sur­real sta­tus quo, one that cre­ated the utterly improb­a­bly eco­log­i­cal niche of the per­sonal rid­ing mower. If that’s not a hot-house flower, then what is?
Some links to resources about New Urban­ism:
Newurbanism.org
transitorienteddevelopment.org
Con­scious Choice
New Urban Time­lines
New Urban News
Con­gress For the New Urbanism

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