How can we make social games more social?

It’s an odd question to ask since what we are essentially calling for is more of what already exists. According to Wikipedia, the word social refers to:

…the interaction of organisms with other organisms and to their collective co-existence, irrespective of whether they are aware of it or not, and irrespective of whether the interaction is voluntary or involuntary.

Seems kind of dry, utilitarian, and emotionless. Maybe we should ask a different question:


How do we create more meaningful interactions in social games?

Creating an environment where a community can develop and thrive might be the way to go.

In a seminal 1986 study, McMillan and Chavis identify four elements of “sense of community”: 1) membership, 2) influence, 3) integration and fulfillment of needs, and 4) shared emotional connection.


I’d like to be a part of that! So, how would one go about designing a community game? In this post I’ll pitch a wacky (or borderline crazy) concept that will attempt to satisfy the requirements of a community game experience.




Stranger Than Fiction Opening Sequence