Stadium Design
by jachilli

All of the people in this picture are participating in the football game, not just the players on the field.
It’s no secret that I’m an NFL football fan. Every Sunday (and Monday evenings… and Thursday evenings late-season… and some Saturdays during playoffs…) I’m sprawled on the couch, watching a game I love and yelling at the television. I keep track of player stats, monitor playoff brackets, and fume at coaches for things I have no control over.
Outside the actual watching of the game, though, I remain a football fan, and it shapes some amount of the community I have with my friends. When I see a person wearing a football jersey or some other team-branded item, I know I can have a conversation with them. I married my wife at least partially because she was a football, fan, too (and because she liked the correct team).
Where is this all headed?
The metaphor CCP Game Design Director Keli Oskarsson uses is that the game experience is designed for both the sportsmen and the audience in the stadium. “Stadium design” is good design. As a football fan, I’m participating in the football hobby even when an actual football game isn’t on. I’m engaged, I have buy-in, I have relationships, and I’m doing football-related things that aren’t tied to any actual football game in progress.
That’s encouragement for retention. That’s community. That’s an incentive to play or watch more and engage that community and that common interest again — and soon!
From a design perspective, the “design” of the game of football is more than the actual football game being played on the gridiron. Everybody at a football game is “doing” football, even if they’re not a direct player.

Maybe your downtime activity between games is "Think of a way to modify the board before the next session."
That’s a pretty daunting concept from the design perspective. So now, as a designer, you have to design what people are doing when they play your game and when they’re not playing your game?
Not exactly. But what you want to do is give people something to share. In MMOs, you see this a lot in guild culture, where people often join the guild and therein form friendships, and then those friendships keep them coming back to the game. A common interest with an established group of friends is infinitely more compelling and rewarding than the dreaded pick-up group. In a tabletop game environment, let the players engage in downtime activity — a “table talk” mailing list, say, or wikifying some of the worldbuilding elements.
The participation doesn’t need to end when a game session is done. Time out of game planning for the next session is a great example, or spent in a social network tool doing some activity that relates to the game: a Facebook game, for example, that engages people’s existing social networks and then translates accomplishments therein into advancement in the core game. (And I’m not talking those clickfest Facebook games that serve only to annoy your friends.)
So what do you think? How do you keep an ambient awareness or a low-intensity participation in your game when the actual game isn’t happening?

Glad you’re back and posting again.
“So what do you think? How do you keep an ambient awareness or a low-intensity participation in your game when the actual game isn’t happening? ”
WoW provides a nice phone app so that players can check the Auction House without being logged in fully to their accounts from a computer. The browser (flash) game Skyrates is currently working on making their in game chat accessible by a phone app so people can log in and chat in the game environment from anywhere. I really like these possibilities for remote access and perhaps even sporadic play (giving simple instructions like buying/selling items or resetting a plane’s flight queue).
Nigama
EverQuest had a chat program you could use to access chat
channels within the game. One of the things I thoroughly enjoyed
was being able to communicate with my guild on nights I had to work
and couldn’t raid. In a way, I was still able to participate and be
part of it. Other times, I spent time chatting with friends who
were out farming, questing, raiding with their own guilds,
monitoring what was going on in The Bazaar(players still shouted
out what they were selling and/or trading back then). It was a way
to connect with the world without being in it and it was oh so
satisfying for those of us who were hopelessly addicted to the
game. Other methods of participation included forums, discussing
all aspects of the game with friends and co-workers, reading all I
could on areas of interest and planning my adventures for maximum
efficiency(though, very few endeavors ever were such). But that is
the nature of the genre and what used to be exciting about it.
Alas, we veterans play in dark times. Oh, and I just thought about
something in EvE I really enjoyed. Granted, I was in-game, but I
spent hours mining and listening to an online radio station hosted
by guys who were in-game while they ran the show. They monitored a
special chat channel for the program we all communicated in and
made requests. That night got me thinking about something very
subtle I enjoyed in Vampire: The Masquerade – Bloodlines. The radio
and television. While very limited, these things really gave me a
deeper connection to the worlds, adding a personal element and had
me thinking of the possibilities if this were fleshed out on a much
more grand scale, suitable for the MMORPG genre. These would be
acceptable reasons to offer advertising in-game, which I would
fully support in a real-world or alternate reality setting. A great
way to keep from having to degrade the game into some F2P, RMT,
Micro-transaction abomination.