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Throughout life, we rely on small groups of people for love, admiration, respect, moral support and help. Less than a year ago, veteran strategy game designer (Civilization II, Rise Of Nations) Brian Reynolds left Big Huge Games for Zynga, developer and publisher of the most popular games on Facebook,
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like FarmVille and Mafia Wars. It was a surprising move, since these games were largely perceived as being less-than-compelling from a design perspective -- and it seemed like a guy with a background in complicated strategy titles cvbjmnjml;io-[98067tyhfb might not fit in with the casual, social bent of the company. Since that time, it's become more and more apparent that social games are on the rise;
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major developers of console and PC games, on the other hand, have shut down and had layoffs. Many people will be making the transition to the cvnhjm;p90-7763e4rfdcvbnn, new market whether they want to or not. The good news is that Reynolds, however, has a genuine enthusiasm and interest for the space. Here, he details what he finds most fascinating, challenging,
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and cvjhniytywsedfvcx exciting about his work at Zynga. When you made the leap, were you anticipating the market transition, or did you just see an opportunity that you liked? BR: Well, the interesting thing for me and my sort of life story in general -- I mean, I've been making games 19 and a half years, something like that -- is that usually, the kind of game I'm making, I'm making it because, partially, it's the thing that I'm addicted to right now. (Laughs) Like, I see new kinds of games,
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and I want to make 'em, and then I kind of learn about them and do them for awhile... and whatever's the next thing and so on. There was also the sort of serendipitous ngueirtkfjdxq timing of my company, after we had sold it... to THQ and THQ resold it; well, that let me off all my covenants and stuff. It was like, "Hey! I'm a free man! I can do what I want!" Facebook games were what I was playing.
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I had gotten back in touch with an old friend from EA who was now a VC for Zynga, and I was playing Scramble and Mafia Wars and that kind of stuff. So I wanted to make cvnjmuyio078664wesfdvcb one, and at the same time, it was clear that Facebook was taking off. I knew that Zynga was kind of right then starting to pull away as the biggest player in the space, so it seemed like this was a good chance to get onto something -- I didn't predict that FarmVille was going to go boom and all that stuff. It wasn't like I'm some kind of financial investment genius; no, I just kind of vote with my feet,
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of what I want to make and what's cool and what's exciting. "...now you have to convince people to pay you on a regular basis ... is that creatively interesting?" Absolutely! Look at the coin-op origins of the industry... Designing games for the Arcade forced us to “engage” players to a greater degree than retail games ... since the success of an Arcade Game was always dependent on getting the person who just “lost the game” to immediately insert another quarter. (...Whereas those who those who design games solely for retail sales don't really have to worry about anything beyond the sale of the title.) This is exactly why I believe that coin-op Arcade Design skills might be particularly well suited for Social game design,
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and it's why I'll be making the transition myself, as the Director of Development at a new Social Start-Up, later this Month. (wish me Luck)xll
Happy Everyday!
Editor: Lawrence
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