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Showing posts with label Looks. Show all posts
Showing posts with label Looks. Show all posts

Wednesday, August 21, 2013

Monster World developer Wooga looks back at three years of success on Facebook

monster-world-650-bannerImage via Wooga

Three years after the launch of Monster World on Facebook, Wooga has taken a look back at its wildly successful farming game, releasing some stats and examining how the company has been able to retain such dedicated users three years after release.

Since launching in April 2010, Monster World has been installed by over 65 million players. The game still pulls in over 4.6 million monthly active users and 1.7 million daily active users, according to our app tracking service AppData.

In Monster World, players are asked to grow a variety of plants in a garden populated by monsters. As users plant new crops and level up, they’ll unlock additional gameplay options, plants and more, continuing the cycle of progression over the long term.

Wooga has released a variety of game-changing updates over the last three years, with each helping to sustain veteran players’ interest in the experience. In fact, over 1.1 million players have tended to their own gardens for over 200 hours each. Many players are just as interested in the social features in Monster World, as 535 players have more than 4,000 friends.

In July 2010, Wooga introduced story missions to give players a constant goal to push towards, aside from just planting and unlocking new crops. Factories and WooGoo came later, bringing a whole new layer of crafting to the game, accompanied by much deeper and complex story missions.

August 2012 saw the first of many timed missions released, focusing on the seasons of nature as players were introduced to a new character named Buzzy, and could achieve great progress by crafting the right things at the right time, depending on the season.

The most recent update is just as large, as Wooga has this month unveiled a brand new underwater environment in Monster World. As player’s visit Octi’s underwater garden, they’ll receive new crop spaces, new plants to grow and a variety of themed missions that Wooga is confident will keep the game pushing forward for at least another three years.

Monster World inventor Stephanie Kaiser attributes the game’s continued success to the monsters that inhabit the world. “They are the heart of the game,” says Kaiser. “While they are not important for the core game loop, they set the theme of the monsterish world, make it lovable and let our users smile every day over and over again.”

Monster World is available to play for free on Facebook. The game is supported via microtransactions, allowing users to purchase premium items in the store and expand their gardens, as examples. You can view a complete infographic of Monster World’s life on Facebook below.

underwater-world-650-infographicImage via Wooga

Sponsored Post Google+ Hangouts and Hangouts on AirBrand new companies and start-ups face innumerable challenges, but one of the most significant ones, according to Rich Gorman, is brand-building. While companies like Apple and Amazon.com have much stored-up goodwill and prestige to use in their favor, a brand new company has no such luxury. As such, it is imperative for start-ups to think critically.
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Posted by Hao at Wednesday, August 21, 2013 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Developer, Facebook, Looks, Monster, Success, three, Wooga, World, Years

Sunday, June 9, 2013

Facebook looks to improve stockholder relations with live webcast

facebook logoFacebook has announced that it will be holding its first annual stockholder meeting on June 11th. The meeting, taking place at the Westin San Francisco Airport, will welcome shareholders that have purchased stock before April 16, on a first-come, first-served basis. The meeting will also be broadcast via webcast to anybody that might want to sit-in the meeting.

In attempts to improve communication with investors, the company has also been providing more content to its Facebook Investor Relations page, which was first created back in February 2012. The page currently has only 443 likes, but looks to see this number grow with increased awareness.

The first point to the meeting’s agenda is the election of Facebook’s board of directors. The letter to the shareholders asked for investors to reelect all existing board members with the exception of Jim Breyer who announced he would step down back in April.

The stockholder meeting will mark the end of the first year since company’s IPO. As share price continues to slide, down to $23.52 from $38 intial public offering, it has become increasingly important for Facebook to communicate their progress on improving the business and what steps it is taking to improving its stock price..

Inside Social Apps

Mediabistro Event

Get personalized advice from industry insiders at Facebook, Deloitte, Chartboost, Tango, and more at Inside Social Apps, this Thursday and Friday in San Francisco. Newly added speakers include Val Bauduin of Deloitte & Touche, LLP and Doug Purdy, Director of Developer Products at Facebook, so don’t miss the chance to add these valuable contacts to your network. Tickets are available onsite.


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Posted by Hao at Sunday, June 09, 2013 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Facebook, improve, Looks, relations, stockholder, webcast

Thursday, May 30, 2013

6 years since Facebook Platform launch, company looks to provide new app services

platformToday marks the six-year anniversary of the Facebook Platform, something that has been defining for Facebook as a company and already influenced a number of industries.

Now, Facebook is making its next big moves for the platform by introducing app services — new tools for developers that make it easier to build applications that span different devices and put users at the forefront. This is seen most clearly with the acquisition of Parse, a mobile backend as a service company, which will continue as a separate brand with a freemium services model for the time being. Facebook also recently hired the team behind Spaceport, a cross-platform development framework, and stealth software startup Osmeta, which was reportedly working on something related to enabling simpler development across devices.

“We’ve been thinking about how we can provide tools to developers to enable a more cross-platform world,” Facebook Director of Developer Products Doug Purdy said at a media “whiteboard” session Thursday. “We’re trying to create a platform that developers can build something that spans over devices and makes people the center. Regardless of the device that you or your friends are on, everyone can have a rich experience.”

Facebook Platform began on May 24, 2007, as a way for anyone to build applications that live within Facebook and take advantage of social features like friend lists, Wall posts and News Feed. Facebook had seen incredible success with its own Photos app, which did not offer high resolution photos or advanced editing features like other popular photo sharing services. Instead, it simply allowed users to tag their friends and then see other photos by who was in them. The social network saw the potential for a social component to be added to all sorts of experiences that it could not build itself, so it opened a developer platform. Within a week, there were already hundreds of apps on Facebook, including 15 with more than 100,000 users and one with over a million.

Since then, the platform has been expanded to allow applications to live on the web or mobile devices, instead of just on Facebook canvas. The platform also provides Social Plugins, which allow developers and web publishers to add social features to their sites with just a few lines of code. These include the Like button, recommendations bar, comments, activity feed, login button and more. The Open Graph is another major component of the platform, mapping connections between people and objects through actions. Developers can now define their own objects and actions and let users share their activity back to Facebook. These features make Facebook a horizontal platform that can be integrated into any experience, whether it’s on Facebook.com, desktop web, iOS, Android, smart TVs, wearable computers or anything else.

Facebook says now more than 550 million people have personalized experiences on apps and sites each month as a result of platform features such as login and the Like button, and more than 1 billion stories from apps and sites are generated from the platform daily.

By enabling developers to create more apps that exist across devices and platforms, Facebook is looking to secure its position as the identity layer that powers these experiences and the distribution channel that helps them get discovered, organically or through paid advertisements. In the process, these apps continue to build Facebook’s graph of people and the world they live in, providing interesting content for News Feed, valuable information for Graph Search and an unmatched level of data for ad targeting.

Inside Social Apps

Mediabistro Event

Get personalized advice from industry insiders at Facebook, Deloitte, Chartboost, Tango, and more at next week’s Inside Social Apps, June 6-7 in San Francisco. Newly added speakers include Val Bauduin of Deloitte & Touche, LLP and Doug Purdy, Director of Developer Products at Facebook, so don’t miss the chance to add these valuable contacts to your network. Avoid on-site prices and register now.


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Posted by Hao at Thursday, May 30, 2013 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Company, Facebook, Launch, Looks, Platform, Provide, services, Since, Years

Monday, January 7, 2013

This handy infographic looks back at the year 2012 in casual gaming

by Joe Osborne, Posted Jan 2nd 2013 4:30PM

Conan ObrienIn the year two thousand ... and 12. (Moving right along.) You know, looking back ... 2012 was kind of a crazy year in games. That's especially so in casual games on all platforms. The folks at Dungeon Rampage creator Rebel Entertainment have gathered a handy dandy infographic that touches on all the landmarks moments of last year in the world of casual games, many of which cross path with not only the gaming world at large, but the pop culture world on the whole.

Remember when Atari started making social and mobile games? Or how about that time when Words With Friends became a board game? Other notables from the year in which the world was supposed to end include when the Angry Birds series reached 1 billion downloads, Zynga saw its first insider trading lawsuit and Amazon--of all companies--released social games. A crazy year indeed.

What was your favorite moment in casual gaming from 2012? What do you expect to see in 2013? Sound off in the comments. Add Comment.

Click the image below for full size. Casual games 2012

Tags: casual games, casual games 2012, casual gaming, casual gaming 2012, rebel entertainment, social games, social games 2012, social gaming, social gaming 2012


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Posted by Hao at Monday, January 07, 2013 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Casual, Gaming, Handy, Infographic, Looks

Saturday, December 1, 2012

Unified looks to provide transparency for social advertising with new ad monitor tool

Enterprise marketing technology company Unified today released the latest version of its Social Operating Platform, which includes a new ad monitoring application, improved insights and a self-serve version of its app suite that helps companies amplify their messages by integrating social features.

Unified says it wants to bring transparency to social advertising through its new adMonitor where users can see a record of campaigns by any Facebook Preferred Marketing Developer or Ads API provider. Agencies Horizon Media and Deutsche have been using the tool to bring together data from a number of vendors so they can monitor and compare results.

Unified Chief Product Officer and co-founder Jason Beckerman compares adMonitor to advertising software like Doubleclick, MediaMind or Atlas. He says that although some of the dynamics have changed with the rise of social advertising, the fundamental needs are similar to traditional digital advertising. Brands and agencies are looking for infrastructure to simplify the complex ecosystem of platforms and vendors that have arisen.

Rather than being another ad provider in that mix, Unified wants to serve as a technology platform. Again, Beckerman draws the comparison with DoubleClick, which started as an ad network competing with others but then began selling software that has become the system of record for much of the industry. Unified hopes its system can do the same for social.

In addition to adMonitor, Unified today released upgraded insights and a new “Brand ROI Timeline.” Users can import any third-party data set and assign dollar values to different actions in order to understand the earned media impact of their social efforts over time.

Also released today is the “Amplet Builder,” a self-serve version of Unified’s app suite through which marketers can integrate social sharing features and proper tracking framework so that they can see how their messages are being amplified across different channels.

Unified launched in January and has been releasing updates quarterly. The company, which raised $14 million in June, now has more than 40 employees with offices in San Francisco, New York and Chicago.

Facebook Marketing Bible -<br />The Guide to Marketing your Brand, App, Website, or Content Inside Facebook

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Posted by Hao at Saturday, December 01, 2012 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Advertising, Looks, monitor, Provide, social, transparency, Unified

Tuesday, July 31, 2012

BandPage Everywhere looks to help artists make websites more social after tab apps lose traction

Music technology company BandPage, which was previously focused on Facebook tab development, today announced BandPage Everywhere to bring Facebook integration and other key features to all of an artist’s sites across the web.

BandPage Everywhere allows musicians to update their bio, music tracks, photo gallery, tour dates and videos from one central place and then have it update on a number of other sites. Additionally, the app integrates Facebook Open Graph so users can RSVP to events and favorite certain songs, and those actions will be shared back to the social network, even if they are taken on off-Facebook. This adds a social layer that many musicians would be unlikely to implement on their own.

BandPage was one of the first page app developers to integrate Open Graph and allow automatic sharing to Timeline. We thought this might help the app maintain engagement after the default landing tab option was removed from pages, but it turns out it wasn’t enough. As we wrote about earlier this week, page owners and developers who do not actively promote their page tabs have seen an extreme drop-off in monthly active users. BandPage in particular lost more than 90 percent of its traffic, according to our AppData tracking service. This left the developer in a vulnerable position following a $16 million Series B round of funding last August that had been primarily driven by the massive reach the company seemed to have.

Now BandPage hopes to recover by expanding beyond Facebook and providing musicians with an easy way to maintain their presence across different sites. We’d like to see the company introduce more custom Open Graph actions to allow users to share what songs they listen to, videos they watch and other activity back to Facebook. BandPage should also consider making more mobile-optimized experiences.

More about the new BandPage Everywhere extensions is available here.

Facebook Marketing Bible -<br />The Guide to Marketing your Brand, App, Website, or Content Inside Facebook

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Posted by Hao at Tuesday, July 31, 2012 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: After, artists, BandPage, everywhere, Looks, social, Traction, Websites

Monday, March 12, 2012

The Hunger Games on Facebook looks more adorable than you read

The Hunger Games AdventuresLife in the dystopian nation of Panem is a bleak, abysmal scar of what North America used to be in "The Hunger Games." Well, at least that's the way we imagine it comes off in famed author Suzanne Collins' trilogy of young adult novels. The Facebook game set to launch in time with the upcoming movie, however, looks way more ... cuddly than we bet most had imagined while reading.

The Huffington Post scored an exclusive preview of the upcoming branded social game The Hunger Games Adventures, courtesy of developer Funtactix, and has posted the first-ever revealed images of the tie-in. The game essentially takes the world of Panem and translates it into a format that every Facebook gamer is familiar with: the cutesy, isometric, asynchronous simulator.
The Hunger Games Adventures previewAccording to HuffPost, both Collins and the producers behind the upcoming film worked with Funtactix in making The Hunger Games Adventures. This explains why protagonists Katniss and Peeta look like caricatured versions of the actress and actor that portray both on the silver screen. But it's the platform that seems to be behind most of the creative decisions here.

For instance, purists might be bummed to find that characters cannot be killed in battle, but will merely disappear or walk away from defeat. (Though, mega fans should be psyched to know that this is where the first-ever map of Panem will be revealed.) While the game is leaps and bounds beyond it graphically speaking, HuffPost likens the game to FarmVille. Something tells us that is far from what Collins was going for in her novels.

[Image Credit: Funtactix]

Are you excited for The Hunger Games Adventures? What do you think of the game's art style compared to what you read in the novels? Sound off in the comments. Add Comment.

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Posted by Hao at Monday, March 12, 2012 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: adorable, Facebook, games, Hunger, Looks

Saturday, March 10, 2012

Big Fish Games looks to get lucky, buys Card Ace's Self Aware Games

Card Ace: CasinoCasual games publisher Big Fish Games is the next to hop on the casino games bandwagon. VentureBeat reports that the company has acquired Self Aware Games, creator of mobile casino games like Card Ace: Casino, as well as its parent company, Social Concepts. Of course, financial terms of the buyout weren't disclosed, but Self Aware's 23 employees will join Seattle-based Big Fish as the it's first satellite studio in Oakland, Calif.

Self Aware's Card Ace: Casino is the top grossing casino game on Apple's App Store, and likely one of Big Fish's primary motivations for gobbling up the developer. However, the publisher faces immense competition in the likes of Zynga's growing stable of casino games including Zynga Slingo, Zynga Bingo and Zynga Poker. And that's not even the end of it: EA has entered the social casino games world with PopCap's Lucky Gem Casino, along with Caesars and International Game Technology.

Now with Big Fish in the picture, it might be safe to say that the casino game wars have officially begun. That said, VentureBeat reports that Self Aware plans to release a location-based mobile game platform. That could give Big Fish an interesting leg up on the competition, which is poised to take full advantage of what it hopes is an imminent online gambling revival.

That fact, coupled with an HTML5 version of Card Ace: Casino that's in the works for the second quarter, might leave Big Fish with something unique to bring to the increasingly-crowded table. Pun totally intended.

Are you excited for what's to come of the Big Fish-owned Self Aware Games? Is the social and mobile casino games world already over-saturated? Sound off in the comments. Add Comment.

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Posted by Hao at Saturday, March 10, 2012 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Aware, games, Looks, Lucky

Tuesday, March 6, 2012

PapayaMobile looks to bring social game developers to Android with Social Splash

PapayaMobile is looking to bolster the Android side of its social-mobile gaming network with a new development tool called Social Splash.

The free tool will allow developers with Flash or HTML5-based games to port their titles to Android using Social Splash as wrapper that renders the game into an Android friendly format, essentially converting it into a native app. It sounds similar to what streaming game service iSwifter does to Flash apps. According to the company’s press release, developers won’t need any specialized Android knowledge to use the product. PapayaMobile’s product is aimed at developers who are currently working on Facebook and Google+.

The move is an interesting one for PapayaMobile for a couple of reasons:

First, while its becoming more common for social game developers like Zynga, Wooga and Playdom to bring out iOS versions of popular Facebook games, not many social game companies have made the jump to Android yet due to the platform’s trickier monetization. Even fairly successful mobile developers working on iOS like the U.K.-based Hogrocket have been slow to bring their games to Android, telling Inside Mobile Apps that Android ports can be a risk in terms of time and effort when compared to the potential payoff.

If Social Splash allows developers to create Android experiences that rival the ones found online, it could be a good tool for companies looking to branch out from Facebook and get into mobile.

“This tool is for every developer that has felt abandoned by Flash and crowded out by Zynga,” PapayaMobile’s co-founder Si Shen said in a statement. “We believe in helping HTML5 and Flash developers make the transition to mobile a seamless experience. Not only does this new tool decrease development time, but it also allows developers to launch their entire games catalog onto mobile without having to learn a new coding language.”

Second, Social Splash could also help PapayaMobile, which no longer develops its own games, shore up relationships with third party developers as competition from better-funded competitors like GREE, DeNA and Facebook intensifies in the social-mobile gaming space.

GREE has been aggressively courting developers for its upcoming global platform and recently announced it was partnering with 11 high profile Chinese and Korean developers to bring their games to the English-speaking market. It is also working with with Ubisoft and Gameloft on platform exclusive titles. DeNA has been busy building out the Mobage network, signing deals with developers like Glu Mobile and TinyCo. The company also just announced it would be opening a subsidiary studio in Vancouver, BC headed by Gameview co-founder Irfan Virk.  Facebook is also investing heavily in its HTML5 based mobile platform, bringing its viral channels to the service and absorbing the costs of carrier-powered payments in order to entice developers.

PapayaMobile’s mobile-social gaming network  more than 50 million users on Android and iOS, up from the 38 million users it reported in December.

AppData - Facebook application stats and data from Inside Network

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Posted by Hao at Tuesday, March 06, 2012 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Android, bring, Developers, Looks, PapayaMobile, social, Splash

Sunday, March 4, 2012

SimCity 5 sure looks pretty, based on these leaked images [Rumor]

by Joe Osborne, Posted Feb 29th 2012 4:00PM

SimCity 5Between a SimCity game for Facebook that's supposedly in the works and a cross-platform sequel to the acclaimed series, all signs point to some SimCity game that's being worked on somewhere for something and that's to release some time. Fueling the fire behind the rampant rumors are seven leaked pieces of concept art and in-game images posted by users on NeoGAF, a popular discussion board for gamers.

The images first appeared in German gaming magazine Gamestar within a feature claiming that the images depict SImCity 5. The magazine reports that developer Maxis' SimCity 5 is due out in 2013, and that it's about 30 percent complete. However, platforms weren't discussed in the piece, it seems. According to the roughly translated story, staples like graphs, metrics and interactions with city councils, SimCity 5 will focus more on multiplayer than ever.
SimCity 5 screenshotPlayers' cities will create regions with intertwining economies that rely on the fluctuating costs of essential commodities. The game will also take a city's citizens into account more. For instance, if unemployment rates increase, so will the amount of homeless roaming the streets. For those who've been hankering for a new SimCity regardless of where it lands, this forum post is well worth the read, which also contains all of the leaked images. We've reached out to EA for comment.

[Via Kotaku]

Are you psyched for the rumored SimCity 5? Which platforms would you like most to have it appear on? Sound off in the comments. Add Comment.

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Tags: ea, Electronic-Arts, gamestar, maxis, neogaf, report, rumor, simcity, simcity 5, simcity 5 leaked, simcity 5 rumor, SimCity facebook game, SimCity social game


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Posted by Hao at Sunday, March 04, 2012 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: based, images, leaked, Looks, pretty, Rumor, SimCity, these

Monday, January 30, 2012

Sony likes what it sees in social, looks at virtual goods in PS3 games

by Joe Osborne, Posted Jan 23rd 2012 11:15AM

PlayStation NetworkRather, Sony likes what it sees in what's behind social games: cash money. Develop reports that Icelandic EVE Online creator CCP Games is in talks with the PlayStation 3 (PS3) pusher to bring virtual good purchases to the PlayStation Network (PSN) for third-party PS3 games. CCP Games CEO Hilmar Pétursson told Develop that it's "breaking new ground," outlining digital item sales on PSN for all developers.

You know, the same digital item sales that helped Zynga become a multibillion dollar company? Oh, and the same strategy that spurred a free-to-play explosion in the MMO (massively multiplayer online game) space both on PC and consoles? Yeah, those digital item sales. "We're having many meetings with Sony to ensure they have solid policies on virtual currency," Pétursson told Develop. "Given the amount of back and forth there, we can definitely see us breaking new ground."

According to the website, these talks could ultimately pave the way for in-game item purchases through virtual currency across all future games on PSN. However, a revenue split (e.g. Facebook's 30 percent of all Facebook Credit purchases in social games) is still being negotiated between CCP and Sony.

The game that both parties hope will jump start these in-game item purchases is CCP's upcoming shooter Dust 514, a futuristic combat game connected with and set in the EVE Online universe. Between this news and the virtual goods-packed PlayStation Home update, it's clear Sony looks to get with the times (and make lots more money).

Is it smart for Sony to get in on digital item purchases in its traditional games? What else will traditional game companies learn from social games and free-to-play MMOs? Sound off in the comments. Add Comment.

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Tags: ccp, CCP-Games, digital item sales, dust 514, EVE online, free-to-play, in-game purchases, Playstation 3, playstation network, ps3, psn, sony, sony digital item purchases, sony in-game purchases, sony virtual goods, virtual goods


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Posted by Hao at Monday, January 30, 2012 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: games, Goods, Likes, Looks, social, Virtual

Sunday, December 25, 2011

Yeti Town, 6waves Lolapps' first iPhone game, looks terribly familiar

Yeti TownYeti Town, we know you from somewhere. Ah-ha! You look just like a Kindle-turned-Facebook (and Google+) game we know, Triple Town. It's no wonder that Ravenskye City maker 6waves Lolapps' first-ever mobile game landed the number two spot on the Top Free charts on the App Store. Well, that and it's 100 percent free to download for both iPhone and iPad.

Yeti Town is a free iPhone and iPad game in which players combine nearby, like items to create new items. For instance, combining three nearby saplings will create one tree, leaving room where the two other saplings once stood. However, yetis will invade your small wintry village, and move around if you don't trap them with other items like huts and trees. Once you do that, the yetis will become ice cubes, three of which next to each other create an igloo.

The game only ends when you run out of room, so artful planning is crucial. Players can connect to both Facebook and Game Center from within Yeti Town to play the game with their friends, share high scores and brag about achievements. Of course, you can buy premium items in the game with real money.
Yeti Town in actionHowever, replace "saplings" with "bushes", "tents" with "houses" and "yetis" with "bears". What do you get? Something that would look a lot like independent developer Spry Fox's Triple Town, only with much improved 3D graphics. This isn't to say that Yeti Town isn't a fine mobile game, but unfortunately, it's already been done before.

Click here to download Yeti Town for Free Now (and see for yourself) >

What do you think of Yeti Town compared to Triple Town? Was this a smart move for 6waves Lolapps first foray into mobile? Sound off in the comments. Add Comment.

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Posted by Hao at Sunday, December 25, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: 6waves, familiar, first, iPhone, LOLapps, Looks, terribly

Saturday, December 24, 2011

I don’t know what’s going on with game pricing… but to me it looks like games stuff is becoming sort of free

Humble Bundle 4 averages currently about $5.32 or so. That’s like 4 euros. It includes 7 games. That means price per game about $0,76. Iphone apps cost $0.99.

I… honestly don’t know if this is good or bad thing. And for whom.

The good news is that the volume increases: much more people can now enjoy many different games. At least that what happens short-term, and I think it’s pretty evident. If I can buy a gaming bundle with $5, then I can get 10 times more games compared to if I buy one $50 game.

This means that instead of one developer getting my $50, several different developers now get the sum. Or, that I simply can choose to spend just $5 in games and use my $45 to buy whatever stuff I might need. Like shoes. (Since it’s damn wet here in Finland. Where’s the damn snow?)

Anyway.

Short-term, it’s quite obvious that players win in this system. They want games, and if you look at the Humble Bundle games… those are quality. They are highly polished production values. They are good games.

What are the long term effects?

That depends on volume. If volume increases so much, that the end revenues are higher than what bigger prices would generate, then this would be win-win for all. If a developer sells 1000 games, $10 each and gains $10 000 – then it would require 10 000 games sold at price of $1 to reach the same revenue (I am simplifying and not taking into account cost per transactions). If developer can generate same amount of revenue with games that cost $1 rather than $10, then more people will be able to enjoy fun games. I’m not saying that this would happen, I’m just stating that if this would happen then all would be goo.

If on the other hand the developer doesn’t reach that amount, it means he must do something else. He could not buy shoes. He might need to do other stuff that pays and so on. It might mean that he simply cannot produce enough to survive and would end up leaving the industry.

If there are other developers who can survive with smaller amount of money, and can produce enough volume to survive – meaning people are willing to pay for his products – then those chaps would join the industry.

End result is… that this is basic rules of economy. It’s the survival of the fittest. It might mean that some stuff is never made again. It might mean some gaming studios disappear, and all that is left are Click the Cow facebook game.

I think this would be okay, if that’s what players want.

This might sound capitalistic talk, but I believe in the market system. If players are not willing to pay such amounts, and if developers cannot produce quality stuff… then it’s good that the unproductive (by productive I mean “those who develop quality & fun games”) developers are lost.

Alternative would be some sort of group tax paid by all, which would then be used to support various genres in the field. We all would pay N dollars, and these dollars would be directed by the government to produce games. That would be communistic system.

Currently our capitalistic system ensures that players get most out of everything and that each player can decide what they support.

If players don’t wanna pay anything for indie games, then indie games will die. Sure, that might be sad, but it’s also okay. If players don’t wanna pay for AAA games, that industry dies. If players don’t spend money on Facebook games, then that industry dies.

Whatever happens, I like the idea that players have the ultimate decisive power in their hands.

It is up to you which industry you support. And it’s the industry’s responsibility to be flexible and introduce different systems that help generate revenue (to help produce more fun to the players, that’s what they are paying for anyway).

If you support stuff like Humble Bundles, then those bundles will appear more. If you support AAA games, then more of those will happen. If you like Facebook games and spend money on them, then more of those games will happen.

If bundles won’t get enough money long-term, then those will disappear. Humble Bundle has sold $1.5M. If devs get about 70% (the default split), and each game is equal, then 1M is shared between 7 games – that’s about $140 000 per game. If that $140k (minus taxes, transaction fees, bandwidth, salaries, pizzas, company expenses and whatnot) is enough for the devs to keep bringing more, then this humble bundle is good thing – and more will happen, bringing more quality games.

Group control (like for example: “let’s collect taxes to support adventure games”) to my opinion would not be a step in better direction. If we force money to certain group via taxes, then some group gains and some loses, and we lose our decisive vote on where our moeny goes. For example, if you would need to spend $50 yearly to support adventure games, then you would not be able to choose to spend those $50 to support indie bundles or shoe industry or whatever. Taxes mean we’d do collective decision on what to support. I believe that players must have the choice.

If players aren’t willing to pay anything, for example every player would become pirate 100%, then it is up to the industry to stop producing anything anymore – or figure out how to gain money. If players are willing to pay little amounts, then it’s up to the developers to figure out how to make it profitable, or stop producing.

Either way, the end result is that.

I think players must be in control, but also responsible. By pirating everything and giving 0 dollars to producers, the pirates are essentially stating “stop making more games” (or “stop making stupid DRM”).

And at that point the ball is in the developers’ court. It’s now up to us to:

Simply stop making games. That would stop piratism. If people don’t wanna pay, then we can simply stop making games and all go into shoe industry. Or we can try stop making games more convenient (re-think DRM for example) Or we can think alternative price models (humble bundle, f2p, and so on)

I think it’s bit pointless to try argue if the current system is “good”. We are working in a gaming industry. We devs are providing fun (and other) stuff for players. And different market forces affect this, whether we want or not.

We can bitch about the system and try not to adjust and vanish.

Or we can be flexible and perhaps survive.

This entry was posted on Sunday, December 18th, 2011 at 12:48 pm and is filed under Game Development. You can follow any responses to this entry through the RSS 2.0 feed. You can skip to the end and leave a response. Pinging is currently not allowed.


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Posted by Hao at Saturday, December 24, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Becoming, games, going, Looks, pricing, stuff, Whats

Thursday, December 1, 2011

Webcams + Facebook games = what looks like fun, thanks to Rounds

by Joe Osborne, Posted Nov 30th 2011 12:15PM

Rounds BubblinsSome social gamers have long awaited real-time gaming on Facebook. And while some game makers have met that challenge well, perhaps you had something different in mind. Rounds, the self-proclaimed first "communitainment platform" on Facebook, is banking on that with a brand new selection of nine real-time social games for friends to play with as they chat over webcam.

The Israeli company, founded in 2008, made the new games for its nearly 1 million monthly users thanks to $3 million in funding. "Rounds users can expect to get hooked to these new activities like they have with our activities and games already on the site--and probably more so," Rounds CEO and co-founder Dany Fishel said in a release. "As Rounds continues to grow, the offerings are only going to get better and more addicting than they already are."

The new games are designed to simulate a real-world game room, but we wouldn't go that far. However, based on these first screens, they sure do look to make webcam chat a helluva lot more fun. Here's Round's take on all nine games: Bubblins: A solo or multi-player game in which you match Bubblins to decrease your opponent's life while increasing your own.Charades: The online version of the classic game lets you act out a word or phrase as your opponent tries to guess who or what you are depicting.Faces iMake: Create your own crazy face using everyday objects in new and innovative ways.Gluey: Combine blobs of the same color and use special items to rack up points and best your opponent's score.Mad Pet: Race your skateboarding dog, do tricks and avoid holes along the way to accumulate more points than your friend's skateboarding canine.Space Purge: Save Planet Earth by destroying incoming asteroids and rogue satellites, and gain special power ups to score the most points before your three lives are up.Super Drift 3D: Pick your favorite car and favorite course and race against friends in a one of a kind 3D speed-racing game.Whack-a-Friend: Whack your friend while you Video Chat Rounds before they whack you.Wonder Putt: Mini-golf on steroids adventure throws cows, torpedoes, ski slopes and alien abductions your way as you try to shoot par.
Many of the games in this suite are available to play now through Rounds, including Space Purge, Bubblins, Super Drift 3D and MadPet. The rest of the games are said to hit Rounds by early 2012. Now, good luck with coordinating some play time with your friends, because who wants to show their ugly mug to a bunch a strangers?

Click here to try out Rounds on Facebook Now >

Are you a fan of using webcams to chat? Do you think webcams could add anything special to the social game experience? Sound off in the comments. Add Comment.

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Tags: Facebook games, real-time, real-time social games, rounds, rounds facebook games, rounds games, social games, video chat, webcam, webcam games


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Posted by Hao at Thursday, December 01, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Facebook, games, Looks, rounds, Thanks, Webcams

Monday, May 2, 2011

MetroGames’ Auto Hustle Builds on Facebook Mafia Theme, Looks for Hardcore Gamers

MetroGames’ Grand Theft Auto homage, Auto Hustle, debuted last October and only just now seems to be hitting its stride on Facebook as the developer announces the game’s official “launch” today. According to our social game traffic tracking service, AppData, Auto Hustle already enjoys 93,000 monthly active users and 13,000 daily active users.

The game puts players in the role of a gangster in a grimy city setting. Gameplay is structured around missions played in a top-down third person view where players control their characters with keyboard inputs similar to traditional PC games and with mouse clicks to fire weapons or use melee attacks. In our early look at the title last year, the story element of the game wasn’t readily apparent, but one of the many updates to the game appears to be story cut scenes that player unlock both by accepting and completing missions. Artwork in menus also looks like it got a makeover with some extremely visceral weapon effect animations (see below).

We spoke with MetroGames Lead Designer Joe Gatling about Auto Hustle’s prospects on Facebook given its hardcore game angle and evolutions within the Facebook games platform. In particular, we asked Gatling to explain how Auto Hustle would find its hardcore gamer audience when, traditionally, the Facebook audience doesn’t appear to host them.

“We are going to have to build a player base from scratch,” Gatling told us. “The concept of crime games on Facebook is pretty big, so we already know there is a market for the theme. The question is whether or not there is a market for both the theme and the gameplay. So attracting those players is going to be an interesting challenge.”

As it stands, MetroGames is hoping to leverage what few viral growth options Facebook has left developers with after clamping down on wall posts and friend invites. Cross-promotion wouldn’t work well for Auto Hustle given that it’s completely unlike other games in MetroGames’ portfolio. So, Gatling says, the developer is thinking of going off Facebook to search for viral growth among the audience it hopes to attract. “We’re still trying to work out how we can do that in an effective way,” he said.

It may be that Facebook Credits restores some virality to Auto Hustle in the form of features like Buy With Friends. Because Auto Hustle uses Credits as its premium currency, MetroGames has the option of using the discount system for some of its in-game items. Additionally, some of the game’s existing monetization methods would work well with Frictionless Credits, which would allow players to make purchases under $3 without having to leave the game. For example, the game allows you to bribe a police officer with two Credits when being arrested mid-mission to avoid jail, which would result in a failed mission.

“Anything that we can do to make the transactions more simple is definitely [our goal],” Gatling said. “Right now, the Facebook Credit process is a little bit jarring since it involves using Facebook’s own windows, which don’t fit with the visual style of the game. So anything we can do to simplify the process is going to help monetization. We’re definitely looking into Frictionless Credits and Buy With Friends.”

For now, it looks as though Auto Hustle hopes to cash in on its uniqueness as a means to get attention. Gatling says he was actually expecting some backlash on the level of violence in the game, but so far hasn’t heard anything that would generate the kind of controversy that could ultimately drive users toward the game. His only real concern, he said, is that people who compare Auto Hustle only to Grand Theft Auto and not to other Facebook games might come away disappointed because of the disparity between console games and Facebook games.

“We definitely think that the audience that we’re targeting may not have played that many Facebook games before since there aren’t that many Facebook games that offer the level of interaction that Auto Hustle does,” Gatling said.

MetroGames currently has 4.3 million monthly active users and 636,000 daily active users across all 16 of its Facebook games according to AppData. Fashion World is easily its largest title to date at 1.9 MAU and 311,000 DAU.

AppData - Facebook application stats and data from Inside Network

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Posted by Hao at Monday, May 02, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Builds, Facebook, gamers, Hardcore, Hustle, Looks, Mafia, MetroGames, Theme

Friday, April 1, 2011

Zynga Looks to Keep FarmVille Flying High With English Countryside Expansion

While much of Zynga has been occupied launching and growing CityVille over the last few months, the FarmVille team has been working on its biggest game expansion yet. Rolling out to users in the next few weeks, FarmVille English Countryside will allow all players level 20 or above — basically those who have played steadily for a couple weeks, or about 75% of the user base — to start a second farm, a long-standing player demand.

The theme, which Zynga says users overwhelmingly favored when polled, introduces some new elements to the game that are intended to make it more interesting for more experienced players without overwhelming the broad audience with complexity.

The storyline has a fictional character, the “Duke,” crash-land his airship into each player’s farm, then taking the player with him to England to repair his family farm. FarmVille general manager Todd Arnold told us in an interview yesterday that the aim is to layer a shared new experience into the game: it will start all players off exploring the new territory at the same time, and it will include a guide map showing friends’ progress to each player. There will be ways to go back and help friends going slower or get help from those going faster. Every player can keep everything they’ve created and earned in their first farm.

In this sense, the company is building a slightly different type of play into the simulation game, somewhat similar to the quests that it has characters doing in FrontierVille.

English Countryside doesn’t just feature a different visual theme. It cuts down on the amount of clicking players need to do to farm, offering a combine at the start that both tills and plants the soil. Instead, the expansion directs users to do things like buy a sheep pen and start breeding wildly colorful lambs. Players pair any two sheep, send them off into a humorously curtained part of the pen, and then spend “love potion” to speed up breeding and pregnancy from hours to instant birth.

To keep users coming back, the FarmVille team has created algorithmically selected colors and designs for each new lamb — there are thousands and thousands of different variations that users can generate, based on the appearances of each parent sheep that they breed. Ranching isn’t the only new thing to do in the game, as the expansion also allows you to build a pub and sell dishes, although it’s far more simplified than what you’d see in Restaurant City or Café World.

The expansion is built into the existing FarmVille Facebook app. Switch locations through the toggle button on the main screen and you and the Duke will go sailing in his airship to the other farm.

We’ve only seen the game during a press briefing, however, and more questions remain, like how it will implement Facebook Credits.

All in all, English Countryside shows Zynga’s commitment to the title, even as it nears its second birthday and continues to dip from all-time highs of 83.8 million monthly active users and 32.5 million daily active users. As of today, it has nearly 50 million MAU and 13.9 million DAU — still easily the second-largest game on Facebook behind CityVille, according to AppData, our data tracking service for applications. The fact that the game has stayed this big this long is impressive in and of itself.

But the company has generally excelled at keeping older titles going, with Mafia Wars (the first Zynga game to push expansions, and quite successfully at that) and Texas Hold’em Poker having been hits since the early days of the platform. FarmVille, until recently its biggest hit ever, clearly also has a lot of life in it. If this expansion goes well — which we expect it will, given Zynga’s marketing know-how, the overall quality of the game, and the 1.5 million Likes its Page has already gotten — look for Zynga to introduce more.

AppData - Facebook application stats and data from Inside Network

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Posted by Hao at Friday, April 01, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Countryside, English, Expansion, FarmVille, Flying, Looks, Zynga
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