Toward the end of my high school career I loved the idea of asynchronous multiplayer games, especially ones that were easily accessed on mobile devices.
This became relevant to me as my school gave every student an iPad (how good of an idea that was is still up for debate — we had to give them back at the end of the semester). Naturally, the students learned how to play games on them, but various sites and such got blocked as administration learned about them. I just so happened to be in a Web Development class offered by the high school, where anything we posted was on the school’s local server, which was logistically impossible to block.
When we were asked what we wanted to do with our final projects, I realized I wanted to make a game with asynchronous multiplayer, that people could tab over to, take a turn, then resume with class. I, for some reason, decided a version of Monopoly was the best idea for this. Over the next several months I wrote an entire monopoly game in HTML, CSS, Javascript, and SQL. By the last two months of school, people could create accounts, start games with up to 4 players, and play asynchronous games of Monopoly.
At its peak I had 50 active players. As the admin I could peek in and see how every game was going. The biggest request I was given was a chat system, so I added a global and a game-specific chat system. Due to game balance, the games would effectively never finish. While unfortunate, people still enjoyed playing the game, and I would get reports of people angrily quitting a game after landing on Boardwalk with a hotel on it.
This experience taught me the value in these asynchronous experiences; they could add an overarching common context to a mundane school day, and players could see each other in the halls and make references to these games. The games helped connect people who may not have otherwise connected, and they really showed me the power games have as a social tool.