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March 23rd, 4:18am 1 comment

Sticker Albums -- the Almost Free to Play Social Game of the Playground

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Remember those sticker albums that you used to buy for about 50p, and then try to fill with stickers that you bought for 20p per pack?

I remember working out as a child that to fill the album you'd need to spend a minimum of £5 -- this assumed that you got exactly the card you needed in every single pack, or were able to swap successfully. I kind of lost interest after that -- it was out of my price range.

School friends with more free-spending parents managed to fill the albums, and this bought them significant playground cred.

You can still get them:

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These sticker albums had a lot in common with recent free to play social games:

  1. Cheap and easy to get started: the album didn't cost much. Each pack of stickers cost less than a Mars bar. It required no effort to put the stickers in the album. So it seemed like a cheap, harmless hobby.
  2. But you kept paying for "in game items". Really, it was a stupid idea. You buy stickers and then instead of sticking them up in your window or on your wall, you put them inside a book. It was at least as silly as paying for in game items in Farmville. It goes without saying that neither the stickers or the albums had any real world value.
  3. It was competitive. You were all competing to fill your album fastest.
  4. It was co-operative too. At the same time, you'd spend a lot of time trying to help friends (and get them to help you) with "swaps" -- when you had 2 of the same stickers, and wanted to trade.
  5. You could substitute effort and skill for money. If you were good at swapping and had lots of friends, you could fill the album for a relatively low price. If you weren't good at swapping or couldn't be bothered with it, you could just buy more packs -- or even send off for rare & hard to get cards, at a price.
  6. It was fan based. There were as many sticker albums as there were things that kids liked. TV shows, films, football leagues, teams, and so on. Same mechanic, different theme -- meant that Panini could repeat their success over and over again.

What other social experiences and hobbies are nothing more than non-digital social games?
Filed under fan games
Posted by David Barnes
March 17th, 10:12am 5 comments

A Wedding Planner Game Concept from @untoldent

Ryan submitted this fabulous game idea to the FBIndie fan game challenge. This is a game for fans of weddings. To me it just sounds brilliant (although I'm too manly to play it of course):

There's a lot of potential in weddings. Certain games, like Build-A-Lot, have been dervied from shows on Home & Garden or TLC. One of the hot topics on these channels is weddings and wedding planning.

i could see a game where you choose two of your Facebook friends, and decide that they're getting married. You're the wedding planner, and you have to arrange their special day down to the most minute detail. The fun comes from setting up any two random Facebook friends, juggling multiple weddings at a time, and spending the budget to get your friends the best wedding possible. The game would randomly decide how much your impromptu couple has to spend on their big day.

Along the way, you'd encounter hazards ... the DJ skips town with your deposit, the hall is flooded, a drought in the Caribbean means that the flowers won't be shipped in time, and your bride goes on an eating binge and can't fit into her dress. These are the disastrous equivalents of Godzilla stomping on your SimCity.

Wedding planners lose money if they're unable to properly manage these challenges. Top wedding planners who manage weddings successfully go on a leaderboard, based on how much $ they command per hour. Girly fun!


The only thing I'd add -- when you start, all the weddings you arrange should be low budget affairs. But as you "level up" you get access to all kinds of expensive options for beautiful locations, stunning activities, expensive entertainment, and more.

Don't you think this would be a hit? Any ideas to make it even better?

Or, enter your own game idea into the fan game challenge.

Filed under fan games
Posted by David Barnes
March 17th, 9:37am 2 comments

40 Copyright-Free Fan Niches -- And A Challenge

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Everything that people love has a fan club online. It's not just big media franchises that have fans. Just about everything has some kind of following. And when something has a following, it has potential for fan games that act as a tribute to that thing.

To show what I mean, here's a list of 40 copy-right free fan niches. Many people happily invest time, effort, and money to express and indulge their love of these things. There's no reason they won't invest some of that time, effort, and money into playing a social game that helps them express and indulge their love even more.

All you need to do is pick the right niche for you, and develop a social game concept that enables players to express and indulge their love.

  1. Wine
  2. Tea
  3. Real ale
  4. Guitar
  5. Ukulele
  6. Fascism
  7. Socialism
  8. Anarchy
  9. Green energy
  10. Cooking
  11. Fine dining
  12. Tea pots
  13. Garden gnomes
  14. Cuddly toys
  15. Jam
  16. Baking
  17. Stamps
  18. Rock music
  19. Pop music
  20. Classical music
  21. Handbags
  22. Chess
  23. Soccer
  24. Cricket
  25. Piano
  26. Rugby
  27. Flowers
  28. Weddings
  29. Trains
  30. Sports cars
  31. Classic cars
  32. Photography
  33. Comic books
  34. Mystery novels
  35. World War II
  36. Ancient Rome
  37. Antiques
  38. Old buildings
  39. Painting
  40. Romance

It's not particularly hard to envisage social games that would fit any one of those fan niches, and these are only 40 off the top of my head. There are thousands of similar niches in the world out there.

You're much better targetting your social game at fans of stuff like this than tired video game themes like wizards, space ships, robots, zombies and so on. They'll been done to death already. But these other themes are often brand new virgin territory.

Mark my words, in a few years time there'll be social games based on every single one of these niches. If I'm wrong, I'll pay you 1,000,000 FBIndie dollars. And who knows what they'll be worth then?

And now, the challenge. Pick one of the fan niches above, or choose your own, and jot down a basic social game concept for that niche. You might find the 5 rules for niche fan games and 3 pillars of social game design useful as a starting point. Don't hold back! Post your fan game!
Filed under fan games
Posted by David Barnes
March 17th, 4:01am 4 comments

School of Wizardry is basically a Harry Potter fan game. Where's the Avatar fan game?

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What School of Wizardry used to look like, before muggle lawyers cast their spell.


School of Wizardry is a Facebook RPG that's managed to claw itself a respectable and steady 240,000 DAUs on Facebook.

I posted recently that the future of gaming will be fan games. School of Wizardry is the 60th most played game on Facebook, and is built around letting players be students at "Generic College of Wizarding", which I guess is an alternative name for Hogwarts.

Right now, you should be rushing to build My Blue Tribe ... Players build a tribe of primitive blue creatures who love nature and hate machines in a fantastical world with floating islands. (I've already seen IMVU adverts that already feature cute blue creatures instead of the usual chav babes.)

Bonus tip: Notice how the top Facebook games don't call themselves "an RPG". That's useful shorthand when discussing the game -- but it's not something that makes players want to click through. Avoid the "genre trap" when you market your own games.

What fan games are you expecting to see grow popular on Facebook?

Filed under fan games
Posted by David Barnes
March 14th, 1:05pm 6 comments

5 Rules for Niche Fan Games

The future of games is games for fans. Fans of anything and everything. It's not just Star Wars any more.

Here are 5 rules to keep at the front of your mind when you design your casual, social fan game:

  1. Celebrate the object of fans' adoration. The game should feel like a party in its / their honor. Real fans go to conventions. Make your game feel like a convention.
  2. Respect it. Most fan groups have some in jokes, but it's essential that you remain respectful. Rolling Stones fans might joke about Keef's drug use, but building a game that focuses on that as a key point will seem disrespectful.
  3. Express fans' love. Let fans express their love to friends and other fans through the game. Fans need to feel like playing the game is as much part of "being a fan" as reading the books, watching the movies, listening to the music. 
  4. Engage with what the fans love about the object. Somehow find its essence. Fans who love the Beatles love their music and style. The Beatles Rock Band rightly focuses on that. Fans of TV shows and movies love the characters and stories. Lego fans love that you can mix and match pieces... so Lego games let players mix heads from one character with bodies of another.
  5. Immerse fans in the world of what they love. Beatles Rock Band is packed with Beatles references that fans will spot and enjoy. One of the incentives to keep playing is to discover more and more of these references. The more touch points to fandom that you can include, the better.

Prove you're a fan of FBIndie! Tweet this, link to it, and spill your brains in the comments.
Filed under fan games
Posted by David Barnes
March 14th, 12:12pm 0 comments

The future of gaming is casual, social, and NICHE FAN GAMES

You've all heard a lot about how the future of gaming is going to be social, the future of gaming is going to be casual -- especially if you've been following GDC or were lucky enough to visit.

But you probably haven't heard much about the third key strand of the future of gaming. So, I'm here to tell you what it is. Make sure you use this special knowledge I'm about to give you before the hot darned competition find out.

The future of gaming is niche fan games

Yes, I have seen the future... and the future is a world where a game becomes a fan object just like books, plastic models, DVDs, or CDs were in the recent past. For everything that you can be a fan of, there will be a game. And they'll be casual, so that anybody can play them on cheap hardware. And they'll be social, because fans love nothing more than (1) getting to know other fans and (2) declaring their fandom to anybody who'll pay attention.

Already we're seeing this with Lego games. Lego games enable people to express their love of Lego, and their love of Star Wars, Batman, or Indiana Jones. People are excited about the idea of these games. It doesn't really matter if the gameplay isn't there.

The top Facebook games are about food, animals, and farming. Not because these are the best games, but because most people like these things and are happy to express their love of them. They're games for "animal fans".

There were always game movie and book tie ins, of course. But they were limited to big properties and big blockbusters. The long tail will mean that fans of anything will become a legitimate market for smaller game studios.

The Beatles Rock Band didn't quite work because it wasn't casual enough

Every Beatles fan was excited about the Beatles Rock Band. I was. I saw the trailers and thought "this is going to be the coolest thing ever". I wanted to reach out and join in.

But they made a big mistake. Before you could reach out and join in, you had to buy some serious hardware. You couldn't say to yourself, "I'm a Beatles fan -- I'll by that". You had to either be enough of a fan to buy the console and the instruments all together. Or you had to already be a pretty hardcore gamer. Beatles Rock Band sales were underwhelming. It didn't come close to reaching all the Beatles fans out there.

Imagine if you could have played the Beatles Rock Band on Facebook for free with your mouse or keyboard. You could share your "performances" on your Facebook profile. Then imagine if you could get USB Beatles instruments for $10, $20, $50 and plug them straight into the casual game to make it even more fun. Do you think Farmville would still be top of the charts?

Fans send things viral

You want the best shot at sending a blog post viral on Twitter? OK, here's the formula:

  1. Pick something that has quite a lot of fans. But not so many that your post will get drowned out in noise.
  2. Write a blog post praising that thing. Include as many images, videos, links, and other media as you can find. Try to include some insightful commentary if you can. But mainly ... be enthusiastic.
  3. Give it a compelling headline. The most important thing is that it names the thing you're a fan of clearly, and makes it clear that the post is enthusiastic. People will retweet that before even following the link.
  4. Tweet a link, and @ it to some of the most followed fans you can find. Many of them will be happy to retweet it, because their followers want lots of fan-related stuff from them.
  5. Watch as it gets retweeted. Stoke the flames as best you can.

You can apply that logic to a game. Find something that has a lot of fans, and create a game that fans of that thing will love to interact with. Then unleash it.

Fans sneezed Beatles Rock Band, but couldn't catch the virus themselves

That's one of the tragedies of Beatles Rock Band. People became carriers of the virus, but didn't have the necessary equiopment to become infected. Hopefully there will be a Beatles Rock Band casual game appearing soon (maybe with Lego characters -- even better). But for now, what can an Indie developer do?

Look for fan groups that don't require a big license deal

If you're an Indie developer, you might struggle to get rights to some big band like the Beatles. But you can get around it.

For a start, lots of people are fans of generics like children's books, hamburgers, clockwork, mystery novels -- things that have no brand, trademark or copyright "name" associated with them. Build games for them! And nobody can stop you saying "If you like the novels of Agatha Christie, Arthur Conan Doyle, and Ngaio Marsh then you'll love this Facebook Mystery Challenge", or whatever.

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James Patterson's Women's Murder Club -- games for fans of trashy mystery novels

People are also fans of musical instruments, musical genres, particular types of animal (even down to specific breeds of dog), sports, artistic styles, and so on. Everything that people are fans of can be expressed through a game. And in the future, they will be.

Next steps

What to do next?

  1. Look for fanclubs and communities that might enjoy expressing their fanaticism through a game
  2. Sketch out game mechanics and ideas for the sorts of games they might play -- nothing to innovative here. People won't be playing these games for a challenge or unique game play -- at least at first.
  3. Build and release those games!

But first, if you found this article thought provoking or useful please RT, link to, and comment on this post.
Filed under fan games
Posted by David Barnes