Sara Estus – Week 1 Questions and Thoughts:

What are the issues Ian Bogost raises about social games with Cow Clicker?

The creator of “Cow Clicker,” Ian Bogost, raises multiple issues about social games. First, he states that they are “enframing,” as he states, “friends aren’t really friends; they are mere resources. And not just resources for the player, but also for the game developer, who relies on insipid, “viral” aspects of a design to make a system replicate.” Bogost also states that social games are built on compulsion, as players “obsess for more and more.”  Furthermore, he states these games are seeping with optionalism, allowing players to play a lot, or a little with little effort. Of course, the main issue Bogost ends his statement with is that players who partake in social games experience a substantial amount of destroyed time. Players will obsess over tens of hours of playtime to complete simple tasks.

How do social games like FarmVille enframe friends?

Like Ian Bogost’s statement, social games enframe friends as a means of gaining resources for games. Farmville is a perfect example of such as you can “invite” your friends to help you tend to your crops and livestock on your farm, while also helping them in exchange. I have never played Farmville, but from my understanding of the mechanics of the game, a lot of time and effort from your friends is extremely important to help you move forward into the game.

How do social games destroy time outside of the game?

               Social games destroy time outside of the game by being consistently prevalent in one’s day. If you play a game on Facebook and have notifications enabled, you will get update notifications from the game telling you that “something is ready!” and will feel enticed to come back to the game. However, there is also the factor of some games depend on time to unlock and “build” things. You may have to wait a day or two, etc. But many games also combat this by having a “pay to play” feature that now ruins the factor of spending time in the game, now your real money is being implemented too.

Game Thoughts: Painstation

I think it is interesting to see how artists and creators (manufacturers) can create such a unique game that can create such a unique experience. The game, Painstation compels its players to decide if playing a simple game of pong is worth getting whipped, burned, and electrocuted. I feel like I would be up to the challenge to play just to be able to say I tried it. (Though I feel like I wouldn’t last very long.)

Game Thoughts: Getting Over It

I have seen this game, and own this game on multiple platforms. It is such a silly but also aggravating game to play. But it is surely one you really can’t ever put down. You keep coming back telling yourself “I can do it this time!” but surely you never really do. Being able to say you have completed the game is for sure a bragging right.

Game Thoughts: Townscaper

I have played games similar to this one, such as “The Block” on Steam. I don’t personally enjoy neverending mindless games such as these. But I can appreciate the art style, sounds, visuals, and calming factor of the game.

2 Replies to “Sara Estus – Week 1 Questions and Thoughts:”

  1. I agree with you about Painstation. I feel like I would try it once and would get out so easily or chicken out as soon as the game actually begins.

    1. Don’t worry, if we ever played it together I’d probably chicken out with you after I felt the first type of pain

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