Katy Lindemann; "Any game you play with other people is a social game"
We might equally well apply the term "solo games" to solitaire and other non-multiplayer games.
You've also left us with no label for what we were previously calling "social games." Other than say "social-networked-enabled web-based games" which seems like a bit of a mouthful.
Accepted: your point is probably more "human needs and behaviour haven't changed just because we've got whizzy technology" and there's much that's true in that. But it also misses out on the fact that we do, in fact, have whizzy technology.
And - I'd add - a lot of the fun stuff (notably in gaming) is a direct product of that whizzy technology. If it weren't, we'd still be using knucklebones for dice.
I think that social gaming (used in this context to mean "social-networked-enabled web-based games") bears investigation. There are things to learn about - well - how to do it well, and how to do it better, for example.
While I agree we could always extrapolate from what we know about the human condition, it might be simpler to look at what companies like Zynga, Playdom, Playfosh, Crowdstar and ngmoco are doing.
Because it sure beats knucklebones.
I love whizzy technology. it rocks. but I also like lo-fi stuff as well, and there's plenty of space in the wonderful world of gaming and play for both. everyone's getting excited, and rightly so, by the latest developments from the playfishes and zyngas of this world, because there's lots of really interesting stuff coming out in this space. yay! but it's nice to remember that innovation isn't only restricted to the world of bits, and that we can still have a lot of fun coming up with new and interesting games to play in the world of atoms. yay too! and if we can learn from what kind of developments are happening in the whizzy technology space, and how new and innovative ways of playing games are being designed online, to bring some of these learnings into the physical world, then that sounds pretty bloody cool to me
and, let's not forget, this is a competition to make a real, physical, pocketgame, so it's not hugely surprising that I'd be focusing on the non technological stuff here, really? ;)
Just as a quick addition to the above, I thought I'd make two points...
Firstly, I found this quote a wee while back from a chap called Raph Koster:
"The entire video game industry’s history thus far has been an aberration. It has been a mutant monster only made possible by unconnected computers.
People always play games together. All of you learned to play games with each other. When you were kids, you played tag, tea parties, cops and robbers, what have you.
The single-player game is a strange mutant monster which has only existed for 21 years and is about to go away because it is unnatural and abnormal."
...which I agree with wholehearted; in five years time, we'll wonder why we bothered calling social games social games AT ALL, as they're all social (see also: media, television, anything else prefixed by social).
Secondly, I TOO love whizzy technology, it's ace, and we couldn't (or indeed perhaps wouldn't) have contemplated trying this wee pocketgame project without it...
...said whizzy technology has enabled us to quickly set up & run a (fairly niche interest) competition for a widely dispersed group of people in such a way that people can see what everyone else is doing, talk to each other about it, etc etc.
It just so happens that the whizzy technology in this is the means, not the ends.
What's (hopefully) going to be really interesting is what people invent and submit in terms of 'pocketgames' (pretty lo-tech) with the access they have to all the whizzy technology they do have in their lives to research, design and so on...
Just a random thought...
When you play against someone else, no mater how good they are, you know they're not going to be programmed and 'set' at a consistent level. Which makes game play more unpredictable, and perhaps more fun...