examiner.com: The new generation of social games
“…This new generation is legion, climbing out of (the) Facebook onto PCs and mobile devices independent of any one client. At its worst, this generation bears cookie cutter copies of the villes, Mafia Wars and even lightweight StarCraft. There is a glimmer of hope, however, as some developers are looking passed what social gamers are comfortable with and pushing the social platform forward…
Sure, Idle Games’ upcoming Idle Worship picks up on the already explored theme of player-as-god. The key difference, however, is that it’s not trying to be anything like the recent From Dust or the more dated Black & White. Also, they seem to be treading new ground in the social gaming space given the player-as-god concept has not been tried to any avail with social channels built in. Indeed, Idle Worship can be seen as innovative as they take a new look at what it means to be a social game…
Instead, Idle Worship takes special care to incorporate social in a way that makes sense for the gameplay, rather than conforming to what has already been done, or what is in the player’s comfort zone. Case in point is the vast amount of things you can do to affect a friend’s game. Each player gets an island where they are tasked to build and rule over a civilization of mudlings. With faith as the game’s currency, you must make sure they are properly worshiping you. This is done by benevolently showering them with gifts like fluffy, pink bunnies, or malevolently striking them down with lighting and tossing them into volcanoes. It is in this way you get more power and more opportunity rule over your realm the way you please.



“Idle Games has spent the past two years developing its first Facebook game as part of the belief that social games will require the same high production standards more commonly found on today’s consoles.
“Rick Thompson, co-founder of Disney-owned social game studio Playdom, is not happy with the lot of social games. During an interview with All Things Digital (ATD), Thompson was asked if he finds many Facebook games enjoyable. ‘I think they are fairly scarce,’ Thompson told ATD. While he did shout out to games like Kixeye’s Backyard Monsters and Gardens of Time by his own former company, Thompson said that the established powers in social games are having a hard time raising the bar.
“Gamezebo: So what is it about the Facebook and social games space that interests you guys so much?
“Since co-founding social game hit maker Playdom, Rick Thompson has grown tired of the friend bar beneath Faecbook games. No, scratch that: He’s grown tired of the way traditional Facebook games operate … period. His contempt for this arguably tired form of Facebook game has helped spawn Idle Games and its first ever Facebook game, Idle Worship.
“Idle Worship is a casual yet massively multi-player synchronous game where every player is a god, vying for the adoration and worship of both real players and the rather dim indigenous population called “Mudlings.” Players build up their dominion and reveal their powers to their faithful while competing with other gods for followers. New followers are won by performing divine acts such as conversions, miracles, blessings, and curses.
“The game is powered by the “Idle Engine,” a social recommendation engine that connects players that they otherwise might not know. The game recommends new social connections for players by analyzing a player’s Facebook profile. It creates “social context,” like flicking Mudlings from one gamer’s world to another gamer’s world, to start conversations and create social connections.
“If you were into PC gaming in the early 2000s, you know what Black & White is. Peter Molyneux’s 2001 classic published by EA gave every gamer the role they wanted: God. A new startup is aiming to bring that style of game into the social space. And more broadly, they aim to be the “Pixar of casual games”.
“IdleWorship is in a league of its own…”
“The final feature that separates IdleWorship from all other Facebook games live to date is the visual quality of the experience.”
Inside Social Games