Seeing that I already had a worn and trustworthy hotmail account, I figured I'd first go to MSN games, since I would have the luxury of skipping the whole registration part. Nonetheless, MSN Games manage to toss a few administrative obstacles my way, shuttling me from Firefox to IE, and then after that, requiring me to install some ActiveX goodies to get to the gaming. After getting my browser corrected and updated, I then had to figure out where on the page to direct my attention, seeing that "MSN" and "Games" are both impressively broad categories, resulting in a ton of links to choose from. For the sake of convenience, I avoided "PC Downlaod" and for the sake of my wallet I avoided "Play for Cash." Among the remaining options, most of which didn't trigger any significance for me, I went with free games. With the attention span of a typical Counterstrike player, I clicked straight to the first game on the list and overlooked the instructions. I ended on some sort of playing field where I was to put down chips with random Greek characters to do... something, I guess. It was all Greek to me, though. There didn't seem to be any other players involved.
Yahoo Games was a little friendlier to my computer, and thankfully receptive to Firefox. I settled much more quickly into a game, called "Yahoo Graffiti," which in stark contrast to the archaic game on MSN had an intuitive setup (it was pictionary, plain and simple), and, most importantly, other people. I had a good set of chuckles; I was assigned the word "Internet," which was much easier to draw than to sculpt out of clay (kudos to the Cranium team that pulled THAT off), and also Ninja, which I also drew in a recognizable manner but only managed to elicit "ninga (sic)" from the other player. I cheated to win that round by erasing my ninja and writing in big letters "SPELLING!"
Of course, the overall experience with MSN and Yahoo Games was different from the time I spent with Sissy Fight and Puzzle Pirates. With the Games systems, one is operating on a much more abstract level than with the MMOs of last week. I imagine that the players approach the systems with a very targeted goal; to play a game that is more in the category of crossword puzzles, sudoku, or Set for that matter. They're the kind of games that tickle a very specific part of the brain, games that require the entire focus of the player so that the social element is sharpied out - should we view the human mind as pragmatic, a immersive, interactive social element really isn't necessary. Beyond teaching and learning the basics of the game, it wasn't necessary for Set, and MSN and Yahoo Games take the Set/Boggle gaming principle and webify it. I had fun drawing ninjas and the Internet, but the most social investment demanded by the game was the ability to guess the drawing.
The key difference between these gaming forums and the MMOs like Sissy Fight and Puzzle Pirates is the role-playing or representative element. The full gaming experience for the MMOs is contingent on an identity that is tailored and created by the user. Sissy Fight, stripped to the core, is essentially an uber-version of Paper Rock Scissors, and indeed, I'm sure if I looked I could find some sort of Paper Rock Scissors game on MSN or Yahoo. However, on top of this gaming prototype, Sissy Fight has built a cultural and social context that makes it more than just a rehashing of an ancient game; by participating in it a person, together with the people he's playing with partakes in a sophisticated and totally fun satire of the Mean Girls stereotype we all know and love. Similarly, I participated in a Sword Fight on Puzzle Pirates, and that was a familiar variant of Tertris, which, recalling my lamentable middle school days, is a game that can be very isolating and solitary. However, from the delightfully innovative Sword Fight theme built on the Tetris style game to the larger Pirates context users partake in, Puzzle Pirates builds incentives for social interactions and projecting a unique game-based representation, or avatar. In a nutshell, the social element is necessary. And if you want to play the games with the social element, that's what Yahoo and MSN games are for.
I don't want to put the gaming portals and the MMOs in any sort of value hierarchy. It definitely felt to me a to-each-his-own sort of setup. If one wants to play a game of chess, he or she can hop onto the gaming portals, have the internet find a partner for just one game, play it, and move on. If Patricia's sitting next to someone on an airplane and both have a need to be entertained, out comes Set. If you're in the mood for something a little more participatory, something that requires a bit of personal projection to win, the MMOs are there. Similarly, if you're sitting around at a party and there's a warm, let's-get-to-know-ya feeling hanging in the air, Patricia whips out Cranium.
The communities in the two categories are dealt with in the ways one would expect, given their purpose. Yahoo and MSN are about fulfilling that on-the-spot gaming craving, so there's no need for avatars, for elaborate names or profiles, for persistence-over-time (except for a rudimentary badge system in MSN) or for "experience points." MMOs address a different need, a human desire to perform, to interact. In those contexts, then, we have avatar customizations, storyline contexts, and elaborate communication systems. For the former group, social interaction isn't discouraged per se, it's just that social interaction beyond a "quick match" simply isn't what people are looking for there.