When marketing your app, bullet points count, especially in the App Store description and for reviewers. To that end, what you can and cannot market as valuable social features should be noted.
As you've seen, social promotion of your app is important, but throwing in Facebook Connect or (as in iOS 5) the capability to Tweet events or share achievements does not make your app a “social” app, or encourage users to download it on these merits alone. Neither does the capability to promote it via e-mail, though it is a feature most apps should have. These types of social interactivity are extra features that can both help promote and extend its value, but they hold little value as bullet points for marketing these days, because they are both simple to do, and most apps feature some sort of social connectivity (or are trending that way).
Social features, on the other hand, are meant to be marketed and called out in your App Store description, whereas social extras might be the last bullet point, but certainly not the first. A social feature would be the capability to directly go head-to-head against or play along with friends, in-game chat or message, share photos, or collaborate. As you're developing your app, see if you can implement social features that provide more marketing mileage, versus social extras, which should be included, but are generally less meaningful.
Because apps with a form of competition, cooperation, or collaboration are becoming more frequent (take a look at all the Web 2.0 apps that feature collaboration), let's take a look at some of the ways to accomplish this in your own app so that they can stand out as key marketable features.
Social gaming started with multiplayer features, which have been around from the earliest systems. Multiplayer features have, of course, evolved so that players can play remotely (the next big innovation), then chat, and now groups of friends can compete or co-op (play cooperatively) together with live chat or video, or even as artificial intelligence (AI) entities.
Multiplayer gaming has become so ubiquitous with most every game that games without it are often penalized in reviews. For example, the successful Action/RPG Indie hit “Torchlight” from Runic Games (which can be considered a more casual “Diablo”) released in late 2009 as a single-player only experience. Critical reviews were overwhelmingly positive, except for the one levied against a lack of multiplayer or even co-op. “Torchlight 2” includes multiplayer capabilities.
For iOS devices, currently the four social gaming platforms described earlier in the chapter can help you accomplish this: Game Center, OpenFeint, Plus+, and Facebook. As stated earlier, unless you have specific needs or are already enmeshed in Facebook, OpenFeint, or Plus+, it makes sense to provide at least Game Center support in most new games, but there are cases where you will want multiple options.
To provide the best experience, you have important considerations for specific types of games. Let's look at some of the key variations and conventions for implementing competition or cooperation in iOS games. Because literally dozens of combinations and hybrids of genres exist, the following list can be combined or mixed to suit the needs of your game, depending on genre and features.
Following are some important general considerations:
Following are some multiplayer and social connection possibilities:
Regardless of genre, games with co-op can feature this in a huge marketing bullet point, because it's not as common as the other methods, in large part because of design complexity.
Let's take a look at an example of how “Fruit Ninja HD” has implemented direct head-to-head multiplayer features using Game Center, and subsequently integrated results using OpenFeint in order to share via Facebook or Twitter. That's a lot of options.
First, players are given the standard option of a multiplayer game, and then are taken to a menu of options, as shown in Figure 10-13
After tapping Online, players get the Game Center pop-up with just a couple of options (and this is likely to be improved in the future) — either play now via Auto-Match, or Invite a Friend. Inviting a friend uses the same dialog, and you are able to select from online Game Center friends. In this example, Play Now is chosen, as shown in Figure 10-14.
When a match is found, players are taken to a splash loading screen with easy-to-digest rules, and then the match begins after a short countdown. As shown in Figure 10-15, in this game, players take turns swiping their own colored fruit all on the same screen, and get subtracted points if swiping the wrong color. (It looks like the author is losing this one.)
When the battle is finished, the results screen shown in Figure 10-16 appears, where an option to rematch is provided, as well as social options to share results.
Finally, the player can tap the social button with Twitter and Facebook icons, and is taken to OpenFeint's social page for sharing. Now, if “Fruit Ninja HD” didn't have OpenFeint, the developers could have opted for Facebook Connect or the Twitter API to share the news instead (though, in iOS 5, as explained in the next section, Twitter functionality has changed).
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