Oh yes, I was going to write something else last week, wasn’t I?

There have been a number of articles written recently on the evils and horrors of casual / social games, and how they can be improved. Mostly they seem to be written from the point of view of a more traditional gamer, who wants things like synchronous multiplayer and action. I’m not convinced writing Facebook games for a demographic who will take any and all opportunities to wax lyrical on the evils of the platform is a good idea though – I’d rather make games that have a chance of connecting with their audience.
As such, I’ve been playing a lot of these things on various platforms recently, trying to get a firm understanding of what makes them and their players tick.
One I was very excited to have a go at is Glitch, which does contain some of the “desired” traditional elements. It’s all wrapped up in a multiplayer platform game, after all.
There’s no denying the game is charming, and has a very good sense of its own personality – I don’t expect to see anyone claiming that it’s a cheap clone of some Zynga title, and attempting to clone it would be tricky beyond the basic mechanics.
To give you an idea, here’s something – it’s not often you find yourself emailing the “Mr X has invited you to be their friend in this game” emails for something. But Glitch’s style is in everything it does.
FreakyZoid? I hear you ask: Who is this FreakyZoid?!? What do they want from me? Are they real? Is this a trick? What’s going on? Is this FreakyZoid a robot? Some kind of test? WHY ME?!?
To which I say: woah there, pickle! FreakyZoid probably just added you so that they could contact you while playing the game. To send mail, or challenge you for races.
See? It’s all cool, and not weird or freaky at all! (Disclaimer: unless it is)
For example. Or how about…
Beeski has added you as a contact on Glitch. Probably so they can contact you in the game.
Why? Who knows. But it might well be the beginning of a beautiful friendship. Years from now, sitting, watching the suns setting behind Jethimadh Tower, you might look back on this moment and say “Beeski? Do you remember that time you added me as a contact? And all the crazy adventures we’ve had since then?” And Beeski will smile, and nod.
“Good times, FreakyZoid” Beeski will say. “Good times.”
The problem I have with Glitch is pretty much entirely what’s in the Rock, Paper, Shotgun writeup.
Despite its dressing, the game’s still completely mired in the “social game” thinking that you should push your players away after ten minutes of play and put timed progress bars on everything.
In Glitch’s case it does the game no favours as early on your options for playing around with the world are limited until you have developed the skills needed. Developing these doesn’t require any interaction on your part, beyond clicking a button and then logging back on some number of hours later.
Unfortunately this means I’ve made no meaningful bond with the game during early play sessions, which in turn means I feel no investment in my character and no potential loss about abandoning them.
As lovely as Glitch is, I just can’t be bothered returning to it.