Levels of Friendship
One of my biggest gripes about most online social networks that I participate in (Facebook, LIVE, etc) is the absence of functionality that takes into account how “strong” or “open” my friendship is with any given person. Fixing this is a major opportunity — if not a long-term, competitive imperative — for social networks in general, and the video game ecosystems that aspire to be legitimate social networks in specific. We do not treat all our friends and acquaintances equally in real life, so why should social networks force us to treat our online connections in equal fashion? People need tools that enable them to selectively modify how any given user in their network can view their profile, interact with them, etc. This process of selective modification can be sped up with user-defined “friend types” that can be applied, in a stroke, to many users in a network. For example, were such a system to be implemented for LIVE or Facebook, I would personally choose to break all my connections into three categories: |

I’m not as passionate as some people are about video game reviews (and how flawed they may or may not be.) I think there’s clearly room for improvement in the way the average review is conducted, but I also think that the answer to the problem will come in the form of review sites that cater to specific audiences; i.e. the 30+ crowd, or the socially-conservative crowd, etc. That said, I would like to express the opinion that all review sites, in general, should be careful how they incorporate “lasting appeal” into their scoring system.
The inspiration for this post comes from the IGN review of Braid. I’m absolutely not complaining about it — the review was positive and enthusiastic, and the reviewer did exactly what they were supposed to do within the particular constraints of the IGN review system. But IGN’s final score is one of the lowest given to Braid, apparently because Braid lacks “lasting appeal” — one of IGN’s five primary review criteria. IGN appears to define “lasting appeal” as a combination of sufficient game length and replayability. So how about it… does Braid really lack “lasting appeal?”












