2001
Living Room / The Life-Changing $20 Rightward-Facing Cow
« Last post by app103 on October 05, 2011, 12:05 PM »The past year has been one of the strangest ever in the life of game designer, lecturer and author Ian Bogost. It started with the launch of the most successful game he's ever developed, and ended with him bringing it to a strange, cathartic end.
That game was Facebook title Cow Clicker, a now-infamous satire against social games. For its creator, though, it's been more complicated than that. As his friend, I confess to being a little relieved it's over with.
This is the story of a person whose joke project became more successful than the one on which he lavished love and intellect, the climate that caused that to happen and how ultimately he decided to learn from it instead of becoming upset.
Ian recently sent me an IM to share some correspondence with one of his users: "Hi Ian," writes one. "I've noticed that the Cowpocalypse has happened and users have to pay to see their cow. Do you have a goal or timeframe of when this will be set back to normal?"
"There's no way to pay to see your cow," replied the designer. "The cows got raptured."
Like any dissatisfied customer, the user said he'll no longer play, as Cow Clicker is "not a very fun game" any longer. Answers Bogost: "It wasn't very fun before"
Cow Clicker was never supposed to be fun. It was supposed to be silly, insultingly simple, a vacuous waste of time, and a manipulative joke at the expense of its players-–in other words, everything Bogost thought that Facebook games like the Zynga-made hit FarmVille are. In Cow Clicker, players get a cow, they click it, and then they must either pay to click it again or wait six hours; an embarrassing, joyless labor that to him represented the quintessential aspects of the games that were flourishing all over the social network.

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