A cousin of the paywall and skill gate is the social fence. This is where a game, instead of requiring tangible goods for you to proceed, depends on existing or new social connections.
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Gaming being enhanced by adding friends isn’t a new concept- multiplayer videogames have been around since 1958. Explicitly requiring friendships to progress through a game is, however, a much newer trend.
Social Network games such as Farmville and Zynga’s entire catalogue are the most well-known users of this mechanic; spawning multitudes of fans, followers, and imitators. Not forgetting the universal heart-seeking Candy Crush notifications.

These games typically work by connecting the energy mechanic I spoke about before with a social mechanic. If a player would initially need to wait 6 hours to continue after running out of energy, a social gate could be created as an alternative. This could be by calling in a friend’s assistance; having a friend start playing the game would cancel that wait.
Instead of paying to recover a life, HP can be regenerated from having someone accompany you, while tricky levels can be solved via remote hints from another player. Now we hit a problem, because these abilities are the source of payment in freemium games. If these abilities are social instead, where is the earning potential?
