Week 1 Response | Dill DeSantis

Game Thoughts:

  • Painstation: The concept is absolutely hilarious, but it’s honestly hard to say if I’d actually go through with playing it; On one hand, I don’t like being hurt – but on the other hand, it would be an extremely unique gaming experience.
  • Getting Over It: I’ve had several opportunities to play this game, but i have deliberately chosen not to because I already know I wouldn’t have the patience for it. I don’t dislike it, I think it’s a good looking and well-designed game, but it’s simply not a game I want to play; it seems like you can either love or hate it, there’s no middle ground.
  • Townscaper: I was pleasantly surprised by this game; the quality, sound design, and visuals were above what I expected from the pictures. I can certainly see the appeal, but I cannot imagine that I would stick with for long, as the options seem quite limited.

Questions:

  • Ian Bogost critiques social games for their manipulative design. He argues that they reduce friendships to mere in-game assets, not genuine connections. Developers exploit this by integrating viral mechanics that encourage players to recruit others, not for fun but for engagement metrics. He also highlights how these games rely on compulsive loops, keeping players hooked with minimal effort yet endless repetition. The most concerning issue, however, is the sheer amount of wasted time—players may spend hours completing trivial tasks, reinforcing an artificial sense of progress.
  • Social games like FarmVille turn friendships into transactional relationships. Instead of fostering genuine social interaction, these games treat friends as resources to be used for in-game progression. Players are encouraged to “invite” others to perform tasks like watering crops or feeding animals, making progress feel dependent on social obligation rather than personal strategy. While this mechanic can create a sense of community, it ultimately prioritizes engagement over meaningful social connections.
  • These games seep into daily life, constantly demanding attention even when not actively playing. Push notifications remind players to check in, fostering a sense of urgency to return. Additionally, time-based mechanics—such as waiting for crops to grow or buildings to finish—keep players tethered, stretching gameplay across hours or even days. Many games capitalize on this by offering microtransactions to speed up progress, effectively monetizing patience and further reinforcing time-wasting mechanics.

Other thoughts on games played in class

Painstation 

Painstation reminds me of a more intense version of those games where you would need to hold a metal stick thingy and it would randomly shock a player until everyone was eliminated. I like to think that I would play Painstation if I had an opportunity to, but I’m such a wimp about everything I probably wouldn’t if I saw someone else get hurt playing it. I never even played that shocking game because I was scared. I definitely know some people who would play this game now and it would be super entertaining, but I think some people could take it too far. 

Getting Over it

I had never seen or played Getting Over It until now. I think I would enjoy watching other people play it, but I don’t even know if I would want to attempt to play it myself. I think that I would be really bad at it and I don’t want to experience the frustration.

Week 1

Ian Bogost points out that social games, like Cow Clicker, are often boring and repetitive. In Cow Clicker, all you do is click a cow every few hours, which highlights how these games rely on simple, addictive mechanics instead of meaningful gameplay.

Games like FarmVille treat friends as resources. , which can turn friendships into something more like a transaction than a real connection.

Social games often force players to check in frequently or wait for timers to run out. This can make people feel tied to the game.

Game Design 2 – questions w.1

  • What are the issues Ian Bogost raises about social games with Cow Clicker? Ian Bogost doesn’t like social games for the following reasons: (1) Enframing contacts from social media is brought into gaming. Friends become resources; (2) The encouragement of compulsivity; (3) Optionalism – the fact players don’t have to play (4) they destroy the time we spend away from them.
  • How do social games like FarmVille enframe friends? Connections and friends become resources to collect and harvest.
  • How do social games destroy time outside of the game? They may punish players for not playing as much or for time away from the game.

Thoughts on games showed in class

Painstation: If I am being honest, I am not totally sure what my actual thoughts are on this game. In one sense I feel like my dare devil side would totally play this game. However, I feel at the same time that I would be hesitant to.

Getting Over It: I wasn’t even playing the game personally, I was justa watching other’s play and it was driving me crazy. I would not be able to play this game myself because it would drive me insane and make me want to throw my device across the room.

Townscraper: This was my favorite game out of all of them that was showed because it was just so oddly facinating. I would have played this game for hours when I was younger. My only complaint is when I went to go download the game I was upset because it’s not a free game.

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.

Game Design 2 – Week 1 Questions

  1. What are the issues Ian Bogost raises about social games with Cow Clicker?
    • He riases the idea about how social games can be rather addictive. Basically the game gives you a cow, that you can click on it and when you click it provides you with more clicks so that you can upgrade your cow. Many find it as a challenge to beat the time delay thus making it highly addictive.
  2. How do social games like FarmVille enframe friends?
    • FarmVille enframes friends because you may be pressured by a friend or family tobplay the game so they can recieve an extra bonus. Farmville skillfully manages Social Pressure by giving players bonuses whenever they invite friends to the game.
  3. How do social games destroy time outside of the game?
    • Many social games can destory time outside of the game bu consuming a lot of a person’s time. This can often lead to neglect in my other responsibilties and priorities.

Q n A

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

At first, what was originally supposed to be a commentary on how mind numbingly stupid and easy a game can be, after users began gaining a cult following to Cow clicker, its creator also raised awareness on the addictiveness of these types of games which led to copious amounts of stress on the creator to supply such cow clicking fiends with more cows.

  • How do social games like FarmVille enframe friends?

I feel like there are both positives and negatives when it comes to playing with friends, whether that be together, or from far away on modes like co-op mode, theres always a way to engage with one another through the game. Though, in co-op mode, I hear things can get pretty nasty. Typically friends don’t screw one another over but greed and not playing by the house rules can sometimes cause friendships or bonds to break due to certain greedy players finding loop holes in the system.

  • How do social games destroy time outside of the game?

We can get so wrapped up and engulfed in a “social world” that prevents us from being socially aware of our true surroundings. Though people can still have a social life on these virtual platforms, sometimes in extreme cases, we forget about the bonds we’re meant to grow naturally, as well as family relations and real world problem solving skills. Not to mention, nature is beautiful too and sometimes we’re not out there enough.