When Ian Bogost launched Cow Clicker, he intended it to be a satire of social games like Farmville, a demonstration of what’s wrong with them in the form of a working model. Cow Clicker may be taking off, by hooking critics of social gaming into clicking their cows daily, even if (as many protest) only ironically, but I’d argue that Cow Clicker is somewhat flawed. As a critique of social games, Cow Clicker has some huge, gaping holes in its working model. Why? Because it’s not exploiting its players enough.
Now, to explain what I mean, I’m going to make an argument about social games, and the way they work. But it’s important to note that I’m talking here about one particular type of social gaming. Games that fit this mould are reasonably identifiable (free to play, minimal free content, paid content gives game advantages, etc.) and if you’re not doing social games this way, this argument probably doesn’t apply to you. It doesn’t apply to games like Neptune’s Pride, or to Words With Friends. It does apply to many of the games made by companies like Zynga, and it does apply to the prominent of these games: Farmville.
So let’s look at the way that games like Farmville are social. They broadcast your activity to your friends, letting them know what you’re up to. They allow you to collaborate with your friends in the game, and the shared activity strengthens the social bonds between you. Sounds great! Except that they also reward you for these social activities. Collaborating with your friends gives you a mechanical advantage in the game, so there’s a strong encouragement to get your friends involved, and keep them involved. The game rewards gaming your social network, and effectively makes your friends into resources. You’re encouraged to stay because your friends are involved, and you’re helping them, and they’re helping you. Your friends get the same encouragement. The social bond is further strengthened because you’re mutually dependent on each other for your performance in the tasks required for success in the game.
This in itself isn’t so terrible. Many existing social structures function along these lines. Many real-world social groups, from religions to community groups, to political parties, to trading consortiums and sporting groups, work in similar ways. Interdependence is the basis of any collective action. People group together to tackle tasks, because together they can do more than the sum of what each of them could do individually. But the situation with social games is different, and it’s different for two primary reasons.
First, social games like Farmville make huge assloads of money. All that money comes from player contributions. Whether they’re payments of real money for virtual goods, or potential attention paid to ads and whatnot, or promoting the game among their social network, it’s all stuff the players are putting in. In most social structures where participants make contributions, they’re ostensibly for the purposes of maintaining and improving the social structure that the participants are involved in. Maybe they’re paying for sports uniforms, or expanding a consortium’s operations, or funding the expenses involved with running a church or community group. The point is, participants contribute on the basis that their contribution is maintaining or improving the organisation as a whole, which benefits them just as it does everyone else involved. Zynga is estimated to be worth 4.5 billion, and Steven Carpenter at TechCrunch says they’re probably making $15m profit per month, with a 30% net profit margin. That’s a whole lot of money left over after maintaining and improving the social structure players are participating in. What this means is that players’ participation in and contributions to the social structure they’re involved with produce a huge 30% surplus after accounting for maintenance and improvements. The players are putting in so much, that after taking out costs there’s a huge surplus, which the company pockets.
But part of what they’re getting is the enjoyment of playing the game, right? This is the second issue with social games. Because the vast majority of them involve play that is simple, repetitive and minimally rewarding, if not outright trivial. This is the point that Bogost makes: that most of these social games amount to little more than ‘cow clicking’. Bogost’s Cow Clicker is an exaggeration, but it’s not a huge one. In other similar social structures, the reason for participation is the reward that participants get for achieving the goals they achieve together. In a trading consortium you get a monetary profit. In a sporting group you get to play the sport. In a political party you get to change things. The point is that there’s not a lot that players of social games are getting out of the game in terms of actual gameplay.
The result is that players of social games like these are putting in a whole lot, and not getting a whole lot back in return. Their contributions generate value, but a huge proportion of that value’s not coming back to them at all. It’s going to the companies that run the games. In the case of Zynga, that’s 30%, almost a full third, of the value generated by players. ‘But wait’, you say, ‘Zynga’s not running a charity or a social group here, they’re a business. Of course they’re trying to make money’. Well, sure, but the issue is that what they’re really doing with social games is running a social structure, and treating it like a business. They’re taking the value generated by the playerbase’s collective contributions, and pocketing a huge chunk of it. There’s a word for that, and that word is ‘exploitation’.
Well, sheesh, these players must be pretty dumb to be exploited like that. What a bunch of losers. Right? Wrong. This is blaming the victim. Social game developers complain bitterly about the negative, derisive and derogatory attitudes to social game players that gamers from the more traditional ‘hardcore’ demographic express, and rightly so. Players of social games are engaging with games, and engaging with their social networks, in ways that interest them. Many of them are people who wouldn’t normally engage with games. The issue is that social gaming companies aren’t making a fair trade. They’re buying Manhattan for beads, and doing so in the full knowledge that the trade is unfair. But there aren’t a lot of alternative ways for them to engage with games in the same ways. Like sweatshop workers, the deal may stink, but there’s nowhere else for them to go. What players of social games deserve is to be rewarded for their engagement and their contributions with meaningful gameplay experiences. And these social games aren’t giving them that.
So, back to Cow Clicker. Bogost argues in ‘Persuasive Games’ that games form what he calls ‘procedural rhetoric’. The idea, as I understand it, is essentially that gameplay systems form an argument that things – generally systems in the real world – work in an analogous way. Now, Cow Clicker is a great argument that the gameplay of social games work the way Cow Clicker works. The problem is that Cow Clicker is only about the gameplay. It’s only a simulation of the experience of playing a social game. But it doesn’t really speak to the way social games function as systems. A game that might follow the logic of Bogost’s procedural rhetoric in a way more relevant to the social gaming system might be something along the lines of a management sim about running a social gaming development company. Trying to gain and retain users who contribute value to your game, using metrics-based design to extract the maximum income from your users with the minimum expenditure on gameplay, and doing all this to maximise profits. That sort of thing. You know, on reflection, maybe Cow Clicker already is that game. But only for the person playing on the developer’s side. But is the game fun? Ian?
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Tags: debates, economics, Farmville, social gaming, Zynga





[...] Why Cow Clicker Isn’t Exploiting You Enough It’s not related to game spaces (though hopefully I’ll have a new entry up here soon) but I just published a piece on social gaming over on the RedKingsDream blog. Go read it here. [...]
“Like sweatshop workers, the deal may stink, but there’s nowhere else for them to go. What players of social games deserve is to be rewarded for their engagement and their contributions with meaningful gameplay experiences. And these social games aren’t giving them that.” If there’s nowhere else for social game players to go (and still get an experience that helps satisfy their own particular desires), then why are you focusing on the games and game companies that are trying to provide those experiences? Why not instead complain about games companies that aren’t making an effort at all?
Also, avoiding blaming the victim is a good thing, but in this case I think labeling social game players as victims at all is problematic. Do social game players see themselves as victims? Do you find it helpful when people who don’t play video games talk about the games you like as trash, but then explain that they don’t think that you’re a bad person or a loser, you’re just being victimized by games makers who are giving you experiences that (in their view) aren’t meaningful?
Hi David, thanks for your comments. To address your first point, I think that the response to the situation has to come from other game developers, if only because the companies currently exploiting social game players aren’t going to change the way they do things. I mean, they’re making too much money. Developers of other social games need to work harder to offer alternatives that engage these players in similar ways, but with more meaningful gameplay.
As to your second point, I do think it’s problematic to cast social game players as victims, but I think it’s even more problematic to write them off as fools and suckers. I believe I’ve made the case that these players are being exploited, but I don’t think that’s their fault. I believe they are people who’ve demonstrated an interest in engaging with games, but who don’t have a lot of alternative opportunities to engage with games in the same ways.
There are other social games around that present gameplay that is much more meaningful than that of Farmville, but which fail to engage with players in the same ways. Neptune’s Pride is an excellent example of a social game with meaningful gameplay, but one which is not engaging the Farmville in the same ways, on account of characteristics such as more complex mechanics, competitive rather than collaborative social play, and a galactic conquest motif that is not as accessible to the demographic as a farming motif.
If you think it’s problematic to cast social game players as victims, fools, or suckers, then don’t! Look for some other way to think at them. For example, Danc recently suggested thinking of them as “intelligent adult[s] capable of making rational decisions”; sounds to me like a reasonable baseline to begin from.
I didn’t talk about your claim of exploitation directly because I don’t get that at all. How can I tell when I’m getting exploited? Am I getting exploited whenever I buy something that I like that somebody else is making a profit on, only if the profit is above some percentage, or something else? Was I getting exploited when I bought Super Mario Galaxy 2, when I bought Hydro Thunder: Hurricane, when I bought Left 4 Dead, when I bought an iPad, when I bought dinner last night? This is a serious question, not (just) rhetorical posturing: I really don’t understand your claim that social game players are getting exploited, and I am hoping that, if you were to talk about these examples, that I’d understand your position better.
I’m also not sure to make of your Neptune’s Pride example – I understand that it’s a game that you like more than FarmVille, and that you (probably correctly) suspect that FarmVille players would like it less than FarmVille. And I understand that there are sources of meaning that you see in Neptune’s Pride that you don’t see in FarmVille; are there sources of meaning that you see in FarmVille that you don’t see in Neptune’s Pride? (There are certainly sources of meaning that I see, e.g. the FarmVille picture you included in the post is a good deal more interesting than any picture of a Neptune’s Pride game that I’ve ever seen.) Are you being exploited by Neptune’s Pride? Why or why not?
I’d just offer the observation that many people who play Farmville don’t actually seem to like it. I’ve heard it described several times as an inexplicable, joyless compulsion.
I don’t think I’ve heard someone admit to liking it unreservedly, although presumably plenty do. If people can enjoy Cow Clicker…
Hey guys, I am like 1 year late but just found this post and felt compelled to reply. Leaving all academic pedantry aside, I guess it boils down to Farmville being a shitty product. Good. People like shitty products, otherwise bigmac© would not exist. Why do academics feel entitled to tell people what to like or not? Of course Zynga is capitalising on a bunch of losers who have nothing better to do with their lives, but so many other corps worldwide and perhaps, just perhaps, they also capitalise on pedantic academics like, well, you get the idea…