Hiển thị các bài đăng có nhãn Facebook games. Hiển thị tất cả bài đăng
Hiển thị các bài đăng có nhãn Facebook games. Hiển thị tất cả bài đăng

Thứ Bảy, 4 tháng 2, 2012

Survey says, 'Two fifths of American gamers play Facebook games'

Of America's 160 million gamers, 41 percent of them are playing social games on Facebook or another social network, Newzoo's 2010 US National Gamers Survey says. As we all know, social games have just emerged in the later half of this decade compared to console games that been around--if we want to get technical here--for nearly 40 years, which maintain 56 percent of gamers' attention. This means that in just a few short years, social games like FarmVille have become more popular than MMOs, PC or Mac games and games on mobile devices, some of which have had decades to garner the same attention, Newzoo says.

But what's going on here isn't that gamers are switching platforms, rather they're taking on more platforms with the average gamer playing on three of the seven major gaming platforms simultaneously (define average), according to Newzoo.
Newzoo's US National Gamers Survey 2010
Of course, there's something to be said of social games' accessibility. In other words, they don't exactly require the amount of dedication or focus that console or traditional PC games do, which definitely contributes to the amount of social gamers. Though, if there is any metric that shows whether social games allow for true dedication, it's cold hard cash.

According to Newzoo, of the 115 million--71 percent of total--gamers who spend money on their favorite hobby, 25 percent spend their hard-earned dough on social games. With over 28.7 million players nationwide paying for in-game currency (at sometimes admittedly unreasonable rates), it's a no-brainer that social games are becoming a mutli-billion dollar industry.

These numbers beg the question: is it only a matter of time, with digital distribution becoming more robust every year (62 percent of console gamers pay for games and digital game content), before all games are free-to-play, taking the microtransaction model that social games seem to have mastered?

Thứ Năm, 12 tháng 1, 2012

Facebook games partnerships gig given to former LiveJournal CEO

Sean Ryan (pictured), who previously worked for News Corp. creating an online games division, is now director of games partnerships at Facebook, VentureBeat reports. The position had been open since August before the decision was finally made to take Ryan on, who also previously served as CEO for Meez, a virtual world for teenagers and LiveJournal, a once popular blogging service before the turn of the decade.

Now, don't get too excited--Facebook will not be making its own games anytime soon if ever. Ryan will purely foster the social network's relationships with developers like Zynga, Playdom, Playfish and more. In other words, it's this guy's job to keep dudes like Zynga CEO Mark Pincus peachy keen.

This is a smart move by Facebook, which hasn't had a stellar track record of catering both to gamers and non-gamers alike. Though, the company did recently create a new development division solely for improving the gaming experience on the site. It seems as if Facebook is finally serious about the half of its users that enjoy these games, which aren't going away anytime soon.

Starz sending Spartacus Facebook game into the arena this month

Forget Mafia Wars, real warriors fight with sword and shield in hand, nothing but a loin cloth protecting their bodies. No? Well, Starz seems to think so as the network will soon launch a Facebook game surrounding its hit series, Spartacus. Fox News reports that the game, officially titled Spartacus: Gods of the Arena and published by 6waves (the same folks working on that mysterious Kobe Bryant game), will be available come Jan. 20. Just in time for the show's six-episode mini-series coming Jan. 21, this will be one of the first TV shows to get its own social game, according to Fox News. Well, unless you count that weird soap opera game in the U.K.

"Given its powerful characters and larger-than-life story lines, few television properties have as much potential for innovative social game play as does 'Spartacus," Marc DeBevoise, SVP of digital media and business development strategy for Starz Media, told Fox News. "We are excited to make our social media gaming debut and be one of the early networks to bring a branded TV property to the social gaming universe."

Unsurprisingly, the game will be similar to Mafia Wars in that it will allow players to run their own gladiator school and partake in Roman role play, according to Fox News. We almost don't want to know what that last part means. Stay tuned for a preview when the game finally launches sometime this month, because now we just gotta' know what this "Roman role play" nonsense is all about.

Thứ Ba, 10 tháng 1, 2012

Gaia Interactive and Fever Studio partner to bring "new breed" of games to Facebook

Late last year, Gaia Interactive launched Monster Galaxy on Facebook. This monster collection game was influenced heavily by titles like Pokemon, and came with enough charming, colorful graphics and gameplay to make players want to catch them all. The game did so well that it peaked at over 19 million monthly active users, and now currently sits at a very respectable 14.9 million players.

Hoping to continue in this success with future games, Gaia Interactive has announced a new partnership with South Korean social game developer Fever Studio, that will see the companies bringing a localized version of "Everytown" to Facebook. Everytown is, as of this writing, the most successful game on the top South Korean social networks, so Gaia hopes that Facebook's extensive user base of over 750 million users will adopt it into their gameplay schedules just as regularly. In addition, Gaia and Fever Studio plan to create a "new breed of social games" for the site, using their previous experience with Gaia Online (an incredibly active social community based around dressing up an online avatar, forums, and virtual shopping) to determine what users like and how to bring those elements to Facebook.

"With Monster Galaxy as a catalyst, we aim to integrate high-quality social gaming into everyone's daily lives as Facebook has done for social networking," said Charles Park, co-founder and creative director of Gaia Interactive, via a company press release. "The partnership with Fever Studio will allow us to continue to offer a unique mix of highly-creative storylines, stunning visuals and engaging game mechanics that blur the lines between serious and casual games at an accelerated pace."

Sure, this might all sound like fluff language at this point, but Gaia has been able to continually bring players into Gaia Online since its launch eight years ago, so they've already exhibited a track record in longevity. Facebook, though, is an entirely different monster. Can Gaia Interactive's new partnership with Fever Studio help it tackle the big players like Zynga? We'll keep an eye on things, and will let you know either way.

Thứ Hai, 9 tháng 1, 2012

If Pawn Stars works on Facebook, Storage Wars will feel right at home

What the hey, let's throw Parking Wars on their too while we're at it--oh, never mind. It's official, folks: Now that Storage Wars has made it to Facebook after just a single season on A&E, reality TV has staked its claim in social gaming. The game based on the popular--though, we can't understand why--TV show hits Facebook today as the second season premieres tonight on A&E. (With Pawn Stars still kicking, this is A&E's second Facebook game.)

In Storage Wars on Facebook, players join animated versions of characters from the show in high-stakes bidding wars on things in folks' storage units. Players travel around the world in-game to bid on various relics with virtual cash in order to earn more digital bucks to bid on more things. It sounds like a boring vicious cycle, but ultimately players will go all-in for Wanted Treasures that come with huge profits.

"Storage Wars fans have shown that they are eager to get in on the bidding action themselves and our new game for Facebook lets them do just that," said A+E Networks SVP of Games Kris Soumas in a release. "We've put the same emphasis on developing a fun and addictive game experience that A&E brings to its program development."
Gallery: Storage Wars on Facebook
Based on these first screen shots, the game looks to pack numerous storage units with items to bid for inside. More importantly, however, players are guided through the game with none other than quests, or folks craving for Wanted Treasures. But what about our Wanted Treasure, Mario Kart on Facebook?

Social game startup Pangalore makes HTML5 games look good

Let's just get something out of the way: HTML5 gaming on Facebook and mobile hasn't exploded because, frankly, most of the early HTML5 games look like high school programming class projects. Pangalore, a startup based in Seoul, South Korea and San Jose, Calif., looks to change that with HTML5-based social games that both work across platforms and are actually a treat to look at.

Today, the company launches its first two HTML5 games--ArtFit and Wild West Solitaire--for Facebook, iOS and Android devices simultaneously. (Players can also play these games from their smartphone's web browser.)

The former of which is a puzzler presented in colorful, semi-realistic crayon and paper mache-style artwork. Players must use predetermined colored blocks in various shapes to fit them inside of a larger shape, like, say, a giraffe. Of course, players are scored for how long it takes them to fit the pieces within the larger shape, and for how many changes made before it's complete.

Everything from the music to the textured artwork in ArtFit is top notch, which is surprising for an HTML5 game. (However, it's important to note that animation isn't a particularly impressive component to neither this game nor Wild West Solitaire.) Players can invite their friends to compare scores with and source hints for tough puzzles from, which you'll incessantly be reminded of.

Gallery: Pangalore Games on Facebook

While the latter, Wild West Solitaire, looks wonderful, its animation is rather choppy, a likely limitation of HTML5 games. (Not to mention its artwork is terribly reminiscent of Blue Fang's take on The Learning Company's The Oregon Trail.) The game is a variation on Solitaire in which players must clear numerous stages of cards by clicking them in either standard or reverse numerical order. Doing so quickly and without fail earns combo points, and each stage is a representation of the Oregon Trail.
ArtFit in action
Each stage in the game culminates with a target practice of sorts in which players click badges in succession similar to the Solitaire portion of the game. The more badges you can put a dent into before the dynamite goes off, the more badges you'll collect, which are needed to access the next stage. Players can compete Wild West Solitaire's weekly tournaments as well, which rank players based on their scores. Of course, you also need friends to provide you with more cards to play with in story mode.

Aside from the annoying, constant requests to add friends and somewhat unnatural animations, ArtFit and Wild West Solitaire are two of the most visually impressive HTML5-based Facebook games we've seen to date. More importantly in Pangalore's case, however, is that these games are linked via Facebook. This means players can pick up where they left off on in, say, ArtFit on Facebook through their iPhone, and later continue their progress made on the iPhone back on Facebook.
Wild West Solitaire
Pangalore calls this "Universal Play," and during a demo of the two games, CPO Doyon Kim tells us that it's the developer's core mission. While Kim admits that the games are asynchronous, like nearly all social games, Pangalore is more concerned with allowing its players to enjoy games like ArtFit everywhere they are. Two more HTML5-based social games, Pop Candy and Bubble Prince, are due out before the end of the year, according to Kim.

But Kim also took the time to show us another game built using the Unity Player for decidedly more hardcore or traditional audiences. The game, which has yet to even receive an official title, is essentially a more visually robust FarmVille, but set in a medieval world. Players will create their own farming village, which is to support their character's quests slaying monsters and rescuing damsels. While we were only shown a knight class, Kim tell us that more character options that fit into the high fantasy theme will be available when the game launches simultaneously on Facebook, iOS and Android in early 2012.
Wild West Solitaire in action
Pangalore's strategy is twofold: Make games for the average Facebook gamer through HTML5, and hit up the supposedly growing hardcore gaming audience on Facebook with more visually robust games through Unity. (Notice how Flash--the normal method of creating social games--is avoided altogether.) Then again, Pangalore's approach comes back to a single motivation: Make games that people can play from wherever they are.

Facebook strategy games match PC quality ... from back in the day

Edgeworld
"We see the emergence now of companies on Facebook who are building what they'd call a core game," Facebook games platform head Gareth Davis said to GamesIndustry.biz in an interview. "Games targeted at people who played PC games back in the day, strategy games. They're at the quality level now of those PC games."

Considering these games are being created in 2011, we're not sure whether that's a compliment or a complaint. This isn't to say that games like Kixeye's War Commander or Edgeworld by Kabam aren't impressive in their own right. However, if Davis is referring to classic real-time strategy games for the PC like StarCraft and Command & Conquer--you know, games that allowed for real-time multiplayer matchmaking and control of individual units on the battlefield--then we'd have to disagree.

Davis's ultimate point is that new genres are blooming in the Facebook games space for growing niche audiences, like hardcore strategy gamers (from the late '90s?). Jokes aside, new niches in Facebook games are certainly cropping up, and that can only mean more diversity from the tired FarmVille formula. For instance, Entertainment Games is aiming directly at our parents with its first Facebook game, Retro World.

"So we're seeing this broadening now of the kinds of games and audiences and you can be very successful, creating different types of games and you can make a lot of money doing it," Davis told GI.biz. "We're seeing a real maturing of the eco-system as people figure out the right opportunities and go after them." If this means an end to the rampant propagation of the 'Ville species, then count us in.

Kixeye's War Commander blasts onto Facebook for all to conquer

Hardcore gamers have established a beachhead on Facebook, and now can make their next offensive in War Commander. The next social strategy game by San Francisco-based Kixeye has entered public beta is now live and available for all would-be commanders on Facebook to dominate with. The game isn't a far cry from the studio's previous efforts, except for one thing.

Players can finally control individual units on the battle field in real time as they slaughter enemy units and demolish buildings. Clearly inspired by traditional strategy staples like Command and Conquer on the PC, War Commander continues the developer's tradition of real time gameplay with asynchronous interaction between friends ... or enemies.

Based on our time trying out the game's closed beta test, our very own Brandy Shaul found attacking and defending bases to be a largely passive experience, regardless of whether you can now directly control units. Personally, I find the choice to decide which unit gets fired at first by enemy defense turrets a strategic boost, though a small one.

Regardless, this marks Kixeye's next step in its ultimate goal to bring a true RTS (real time strategy) experience to Facebook, Kixeye CEO Will Harbin told VentureBeat. "It's the most advanced strategy game ever created for Facebook," Harbin said. "We're getting closer and closer to real-time strategy titles that you've seen on the PC."

Gallery: War Commander on Facebook
Based on my brief experience with the game, War Commander suffers from brief lag issues at the moment, with intermittent pauses during gameplay. However, Kixeye appears to be hard at work on optimizing the game already. (It is in "open beta," after all.) "We're learning from the past and optimizing the code base more and more," Harbin told VentureBeat.

While Kixeye mentioned that it's "waiting for an onslaught of competition" that it has yet to see, the company does have one worthy opponent that it has already exchanged stern words with over its most recent release, Kabam and Edgeworld. We're sure this rivalry is far from over, so why not check the latest traded blow right now?

Thứ Tư, 4 tháng 1, 2012

Frogger is 30 years old, still bouncin' in Frogger Pinball on Facebook

Alright, so 30 is far from old, but that's ancient in frog years. Konami celebrates the 30th anniversary of gaming's favorite jaywalker with Frogger Pinball on Facebook. The game, created by Silverball Studios, is definitely a departure for Frogger, having the little green guy save his Lily from the clutches of the evil RoboCroc ... as a pinball. We at least hope the villain drives a red sedan.

Frogger Pinball takes cues from games like Bejeweled Blitz with its weekly leaderboards and tournaments, but attempts to add a light storyline to its naturally twitch-reflex play style. Come on, did you expect anything less from a Frogger game, and a pinball-themed one at that? The game's story mode spans three different tables: the Swamp, City and Space Station.

Players can unlock special characters from there to compete with their friends for the high score in Challenge Mode. Of course, unique power-ups and bonuses are rewarded throughout for leveling up, hitting targets and completing loops. We're sure each pinball table features unique obstacles, and you'll have to complete them with both Frogger and Lily to play Challenge Mode with all three characters.
Frogger Pinball in action
Konami has been no slouch when it comes to social gaming, either. The company has already released a few Facebook games, including an original in Viva! Mall. While that game has since shut down, the company has reported that social games helped the company double its profits year-over-year, according to Joystiq. That said, expect way--and we mean way--more where Frogger came from.

Click here to play Frogger Pinball on Facebook Now >

Are you still a Frogger fan after all of these years? Do you think Konami can bring its classic franchises back to life through Facebook?

Thứ Sáu, 30 tháng 12, 2011

iWin and Endemol to bring Deal or No Deal and 1 vs 100 to Facebook

After Microsoft removed 1 vs 100 from their Xbox Live service, I was more than a bit upset. I spent countless hours playing with friends and strangers alike from the comfort of my living room, all while trying to one-up my competitors with my pop culture know-how. That ship has sailed however, but the fun may soon be returning, as iWin and Endemol USA have announced a partnership (via company press release) that will bring not only 1 vs 100 back to life, but will bring Deal or No Deal with it, straight to Facebook.

Releasing later this Spring, the Facebook versions of both games will allow you to play with or against other Facebook members, whether they are your friends or strangers. In Deal or No Deal, you'll be playing against the Banker while opening cases and trying to keep the big numbers in play, but you'll also be able to add new "Sweeteners" to the deal, that add bigger valued cases to your particular episode, reveal low valued cases, or save the banker's offers for future use.

For 1 vs 100, you'll be able to invite your friends to join your own Mob and will compete against them in trivia questions across new gameplay modes designed specifically for Facebook. Should you make a mistake, you'll be able to invite your friends to "Right My Wrong," while you'll also be given the chance to climb to the top of the leaderboards by playing "Spin to Win."

We'll make sure to give you additional details about both of these games as we know more. Be on the lookout for both of these games on Facebook this Spring, and on PC this fall.

Will you play 1 vs 100 or Deal or No Deal on Facebook? What sorts of social features do you hope these games bring with them to the table?

Chủ Nhật, 25 tháng 12, 2011

Games.com Weekly Roundup: Spotlighting social games at E3 2011

Couldn't get your daily Games.com news fix and want to know what you've missed? Whether it's a major FarmVille guide or the launch of a new Facebook game, the Roundup will bring you up to speed on the most important or popular or just plain out amazing and weird social gaming stories of the week.

Monday:

    The Sims creator Will Wright is making a Facebook game, and it's not SimCity
    Instead, Wright is basing his new game on Bruce Sterling's short story "Maneki Neko".
    Want to work for Marriott Hotels? Play the Facebook game first
    "We had no idea there was such a demand for hotel employees, but alas, here we are, recruiting them through ... Facebook games."
    Zynga hangs on iPhone in Hanging with Friends: Fuhgettabout pen and paper
    "Developed by Texas-based Zynga subsidiary Zynga with Friends, Hanging with Friends is a mobile multiplayer take on the classic two-player puzzle game Hangman."
    Playdom's City of Wonder on iPhone: Conquer the world wherever
    "Playdom has released City of Wonder, it's Civilization-like empire-building Facebook game, to iOS devices. And better yet, it's absolutely free."
    The Sims Social: Yup, The Sims is finally coming to Facebook
    Were you as creeped out by the debut trailer as we were? Nonetheless, it's hard not to get excited.



Tuesday:

    Apple Game Center in iOS 5 mirrors Facebook gaming, coming this fall
    "Social gaming has effectively become mobile gaming in many a developer's eye, and Apple is poised to strike the competition this fall with the new Facebook games-inspired Game Center."
    'Arookoo: World Explorers' steps up social gaming, but stumbles on Facebook
    Reader's Digest Association and Vivity Labs' create a Facebook game to complement a free iPhone app that nabs you virtual perks for real world strolls.
    E3 2011: Prime World mixes free-to-play MMO with Facebook friend interaction
    "You'll be able to invite your Facebook friends to play the game with you . . . There's even a Zuma-inspired marble game for those that would prefer to match marbles than enter combat (at least temporarily)."
    E3 2011: Yoostar Playground puts you in the movies on Facebook
    "With Yoostar Playground, you're really given the opportunity for your 15 minutes of fame, as the company routinely holds contests over the best videos uploaded to the service."



Wednesday:

    Zynga celebrates FarmVille's 2nd Birthday with an explosion of items
    For the full scoop, check out our FarmVille 2nd Birthday Guide.
    E3 2011: Walking Dead game gets a Facebook tie-in
    "A few months ago, we learned that The Walking Dead, a hit TV series on AMC as well as a comic book series with a serious cult following, is getting the game treatment."
    Casino City, Bar World and Slot City get the axe
    "[A]s a result of Zynga's recent acquisition of DNA Games (its 14th purchase in just a year!), all three of the studio's games will shut down come July 8."



Thursday:


    E3 2011: Fruit Ninja Frenzy takes a slice out of Facebook this summer
    "In Fruit Ninja Frenzy, the same basic gameplay from the mobile version has been retained, but has been chopped (no pun intended) into 60-seconds of bite sized fruity goodness."
    E3 2011: Pet Society Vacation on iPhone takes your Facebook pet on a tropical trip
    Playfish fans are definitely excited, but the catch is this iOS game won't crossover with the one on Facebook except when it comes to porting over your pet.
    John Carmack: Facebook offers the 'Walmart experience of gaming' [Interview]
    "[Social games are] not a connoisseur experience, but it's important to recognize that most of what people consume in the world is not a connoisseur experience."
    E3 2011: Shooters, not social, are still king
    So how's E3 treating the social games scene? Our EIC, Libe Goad, spent the week over there and left us this thoughtful piece.
    The Amazing Spider-Man's Emma Stone was hooked on FarmVille
    "I got to level 42, and I wasn't doing anything else anymore, so I had to stop," Stone told ELLE.
    FrontierVille Oregon Trail becomes 'Pioneer Trail' after community vote
    Not that we thought anyone could confuse the official Oregon Trail with Zynga's FrontierVille expansion on Facebook, but that's lawsuits for ya.
    Scam Alert: 'Zynga Promotions' is not RewardVille, but another scam
    Dastardly!

E3 2011: Playdom offers in-game bonus for Gardens of Time in activity book

The Disney booth at this year's E3 may have been filled to the brim with the brand's major stars like Cars' Lightning McQueen and Phineas and Ferb, but tucked away in a corner sat a demo station of Gardens of Time, Playdom's hidden object Facebook game. Next to the unassuming PC sat a Gardens of Time activity book, containing some stationary hidden object scenes, allowing visitors to see what the game was about without requiring them to actually sit down, mouse in hand.

While browsing through the book for new details or announcements, I found a bonus at the end. Disney and Playdom are offering users a free decoration for our gardens if you visit a particular link. Even if you didn't go to E3, you can still get your hands on this bonus item - just click right here. Once you visit this link, it appears that the bonus is the same regardless of visitor, and you'll receive a free Mandarin Ducks item.

We're not sure if this link will only remain active for a limited amount of time, but it does seem to be permanent. Either way, make sure you visit the link sooner, rather than later to claim your Mandarin Ducks decorative item while you know it's still available.

What do you think of your free Mandarin Ducks item? Are you happy Gardens of Time was shown off at the show?

Thứ Ba, 20 tháng 12, 2011

Kixeye's War Commander blasts onto Facebook for all to conquer

Hardcore gamers have established a beachhead on Facebook, and now can make their next offensive in War Commander. The next social strategy game by San Francisco-based Kixeye has entered public beta is now live and available for all would-be commanders on Facebook to dominate with. The game isn't a far cry from the studio's previous efforts, except for one thing.

Players can finally control individual units on the battle field in real time as they slaughter enemy units and demolish buildings. Clearly inspired by traditional strategy staples like Command and Conquer on the PC, War Commander continues the developer's tradition of real time gameplay with asynchronous interaction between friends ... or enemies.

Based on our time trying out the game's closed beta test, our very own Brandy Shaul found attacking and defending bases to be a largely passive experience, regardless of whether you can now directly control units. Personally, I find the choice to decide which unit gets fired at first by enemy defense turrets a strategic boost, though a small one.

Regardless, this marks Kixeye's next step in its ultimate goal to bring a true RTS (real time strategy) experience to Facebook, Kixeye CEO Will Harbin told VentureBeat. "It's the most advanced strategy game ever created for Facebook," Harbin said. "We're getting closer and closer to real-time strategy titles that you've seen on the PC."

Gallery: War Commander on Facebook
Based on my brief experience with the game, War Commander suffers from brief lag issues at the moment, with intermittent pauses during gameplay. However, Kixeye appears to be hard at work on optimizing the game already. (It is in "open beta," after all.) "We're learning from the past and optimizing the code base more and more," Harbin told VentureBeat.

While Kixeye mentioned that it's "waiting for an onslaught of competition" that it has yet to see, the company does have one worthy opponent that it has already exchanged stern words with over its most recent release, Kabam and Edgeworld. We're sure this rivalry is far from over, so why not check the latest traded blow right now?

Click here to play War Commander on Facebook Now >

Are you a fan of hardcore strategy games on Facebook? Regardless, what do you think of the growing hardcore scene on the platform traditionally dominated by mothers and other casual players?

Karma Kingdom looks to combine social good, social fun on Facebook

A Facebook game that can score us some good karma points--where do we sign up? We've seen games like FarmVille and CityVille run social good campaigns, but Singapore-based developer Asvathaa has a made an entire game of the idea. The developer just released Karma Kingdom on Facebook, a quest-driven game that looks to help you "Create Your Better World," according to its tag line.

Karma Kingdom integrates Indian mythology into modern lessons of doing good for others. It does this by allowing players to curate an island nation and maintain their citizens' happiness using the three tenants of happiness: health, community and knowledge. You will be guided by several Indian gods and goddesses in your efforts to keep the people happy through quests.

You do this through creating homes for your people to live in, and then surrounding those homes with decorations that promote Health, Community and Knowledge. It seems as if it's important to keep that balance in the decorations you place. Otherwise, your citizens will quickly become unhappy and provide less Goodwill, the resource you need to provide for your people.

Players can plant crops to provide more Goodwill, and the game doesn't seem to be governed by any energy system. (Now, that's something fresh.) But what's more important is the real goodwill Asvathaa aims to create with Karma Kingdom. The Singapore developer has promised to donate a 10 percent of its income through Facebook Credits to non-profit charities. (However, Asvathaa doesn't say which charities it will donate to exactly.)
Karma Kingdom in action
The more happiness-generating decorations you buy in the game using Facebook Credits, the more Asvathaa will donate ... somewhere. "We want to offer a personal CSR (Corporate Social Responsibility) platform for every individual as the desire to give back exists in each one of us," Asvathaa CEO and founder Ashok Desai said in a release. If anything, the game looks to be a fresh take on the genre given that it doesn't limit your play time through energy, and maybe it will do some good, too.

Click here to play Karma Kingdom on Facebook Now >

Have you tried this new Facebook game yet, and what do you think of the fact that it doesn't limit you via energy? Would you ever pay up in the game, not knowing exactly where your Facebook Credits are going?

Thứ Tư, 14 tháng 12, 2011

Sky Pirates of Neo Terra soars through Facebook and iOS this fall

Your straddling pod racer territory rather closely there, Day 21--we're keeping an eye on you. The Vancouver, B.C.-based social game developer announced Sky Pirates of Neo Terra, a futuristic racing game based on a graphic novel of the same name, set to hit Facebook and iOS this fall.

The game is displayed in full 3D, though players will need to download Unity in order to join the fun. Sky Pirates hands players the reins of sky-bound racing vehicles and pits them against the online competition in real time.

According to Day 21, this is a first for Facebook. (At least the "racing" part is.) Designed for players aged 10 and up--we all know kids are on Facebook already--the characters and artwork in Sky Pirates is by comic and pop surrealism artist, Camilla d'Errico. In the magic-meets-machine world of Neo Terra, Glidewing racing is the most popular sport, but this year the evil Pirate King just might and get the chance to name the next leader of the tribes ... did we get that about right?
Sky Pirates in Action
Players get to choose between a number of racers and vehicles, and compete with five of their friends in races on over a dozen different tracks. Once they get the hang of piloting a Glidewing, players can customize their very own and take flight against the ruthless Pirate King. And if you happen to win one of the Great Races, you will get the chance to be immortalized in the accompanying web comic. A full 3D racing game on Facebook that's attached to an ongoing web comic? We're intrigued.

Do you think Day 21 will find success on Facebook with Sky Pirates? What do you think of 3D gaming on Facebook so far, and do you think it has a place on the platform?

Row Sham Bow CEO: 'This isn't just a profession' [Interview]

For Phil Holt (pictured), CEO of Orlando-Fla.-based social game start-up Row Sham Bow, social games have been a part of his professional life for far longer than the nearly seven months since he co-founded the studio. During his second, 5-year stint with EA at its Tiburon studio, also in Orlando, Holt has seen the company adapt to social gaming's effects on the industry at large.

Only little more than six months before Row Sham Bow released its first game, Woodland Heroes, Holt realized that social games are the future of the industry. We sat down with Holt recently to find out what specifically drove him to co-found his own studio, what he hopes Row Sham Bow will change about these games and where Woodland Heroes goes from here.

On the company website it seems that the team disappointed with the state of social games. If that's the case, what is it about the space that has drawn you in?

I think it's a fascinating space. I was trying to describe this to somebody the other day: You have zero barrier to entry on an open platform-anybody can develop for it. You don't have to become a licensed developer, nobody is reviewing your content--approving or not approving it. Literally, if you've got the wherewithal to deploy on the platform you can.

It's measured in hundreds of millions of people, and the technology everyone uses is off-the-shelf. It's widely available. That I think is unique in the history of technology: That a marketplace that is that big, is that wide open and has such a low barrier to entry has never happened before. To me it's like, "Holy crap, that's a massive audience." The innovation in the social space is more focused around how data can drive design decisions.
Woodland Heroes concept art
What is it about social games industry specifically that you hope to change with Row Sham Bow?

We hope that we're going to go into this space and learn very rapidly, and use the trail blazed as way of not repeating a lot of the mistakes. With that said, we feel like the games are more--if you talk to people that play a lot of social games, you listen to the way they describe their experience. They're like, 'Yeah, I'm still playing Game X.' They sort of sheepishly admit the fact that they're playing.

You start digging deeper and it's like, 'Well, I can't really tell you why I'm playing.' And they never use the words like, 'I'm having a blast.' It's more like, 'I just can't stand leaving whatever I'm building alone.' It's a compulsive experience. It's more akin to the people you see in a casino late at night still dropping nickels in the slot machine--it's the psychological compulsion that drives people to play these things rather than, 'I'm playing it, because I'm having a blast.' That pure entertainment and pure fun I think is really lacking in the space, and that's the kind of thing we're trying to bring. At the same, we want to learn from the people who came before us.

Do you think that the Facebook platform is capable of merging compulsion and joy of play?

Absolutely. I can't think of anything that would prevent it. I'm a child of the '70s, and I spent a lot of my youth in the arcades. Those games, from a technology standpoint, are so primitive by comparison to any of the games out there today. Yet they got a few simple things right: The games are instantly learnable--you learn how to play and arcade game with one quarter. [They're] instantly accessible and impossible to master. Brilliant game design.

That's a very rewarding experience. Now, arcade games are based on dexterity. The Facebook platform I don't think is going to reward that type of play mechanic, at least I'm not going to do it. The thing that we try to do is that you need to make decisions in the game, and things need to have consequences. At its base terms, I think is the foundation of creating strategy. And that I think creates a compelling experience.

I think that what you do, as a designer, is create an emotional attachment to the experience--you've got some level of commitment to the game. I think that one of the ultimate challenges in the free-to-play space is there is no financial commitment. So, the design has to create the commitment, and one of the ways to do that is you become emotionally invested in the characters or your progress or the purchases you've made. And if you feel like, if the stakes are high enough, that you're going to lose something like that, then you're going to care.
Gallery: Woodland Heroes on Facebook
What are Row Sham Bow's goals as a studio? Do you hope to take the fight to Zynga and EA, so to speak, or carve out a niche for yourself in the space, and what's your battle plan?

Well, you can never out-Zynga Zynga and out-EA EA. That is a losing strategy. No matter how big you are, I think you have the define your way into the world. We certainly feel like there are some under-served parts of the market. I think it has to do with blending more traditional game mechanics with the data-driven design that's prevalent on the platform. What I think the existing players have done so well is ease-of-use, a good first-time user experience and really ramping people up.

The thing I haven't talked about is that the art in our game--I would put it up against any game on the platform. I think it's stellar, and that used to be a huge motivation for people playing. The reason I loved games like Diablo 2 is because you wanted to see the next character, the next level. That sense of discovery through art is a major play motivation, and again most people have glossed over that.

Where did the team come up with the idea for Woodland Heroes?

When we started the company, many of us had experience in the space, and quite a few of us didn't. We wanted to create an environment that would get us up to speed quickly. So literally the first thing we did was release a game. And if you searched for it, you're not going to find it--it was a rock, paper, scissors game. We just wanted to go through the exercise of start-to-finish. And we learned a lot.

The other thing we did was play like literally everything out there in a very guided way. We sort of broke down the competitive titles. We also had a number of concepts that we had come to the company with. I didn't want us to be the kind of company that sat around and talked about ideas, but I wanted us to react to stuff that we could actually play with. So, we prototyped.

We spent about three week wherein anyone in the company could work on any idea and every few days we would get together and review what we had done. We slowly kind of whittled down to two ideas: Woodland Heroes was one of them, but it was called some different at the time. Woodland Heroes initially started as a space conquest type game. Somebody in the studio said, 'If we want this to be a little more broadly accepted, why not animals instead of space?'

The thing that we liked about it was the battle mechanic. We thought it was a great mechanic that we could build from. We started at the center of the game with what was going to be a fun, core loop that players would be involved in, and we built outward from there.

Woodland Heroes characterI haven't seen many social features in the game, so is there anything particularly compelling about them, as opposed to most social games?

Probably not yet, but today is actually our six-month anniversary. I'm just damn proud of the fact that in six months we were able to start a company, and hire a team. We opened our code editors and literally the first line of code was written six months ago. From zero to game launch in six months I think is pretty cool. So, we've got lots of ideas about what we want to do with social features, visitation and interactions with friends.

Again, we think there's more than just 'go visit your buddy's farm.' We want meaningful interactions that take place between friends, and whether that's cooperative or head-to-head, we've got plenty of ideas. We're going to try some stuff and see how the audience reacts. This is the fun part: Now really a key partner at the table is the audience, so we're going to build a game that the audience is reacting to. Ultimately, the audience is going to determine what the game becomes.

Does the game's strategy gameplay and setting set a precedent for Row Sham Bow, or will the studio pursue different genres and themes in the future?

I think one of the things that really is appealing to all of us is just how much creative freedom we have. Being a start-up, being in a space where you can build a game in six months you can just take a lot more creative risks. I don't think we're going to be bound by any set of genres, settings, character styles or art types. So, we're just going to use the same process that we used to create this game.
Woodland Heroes environment
Can you talk about any future plans for Woodland Heroes, or future Row Sham Bow games?

Right now, we're on a weekly cadence of major content updates. We're trying to push new things to the game every Tuesday. So, we're going to be on that cadence for awhile, continuing to add to the game and responding to the major issues that we see. There's some stuff we want to do around the world map where I think that usability is a little on the low side.

Ultimately, it's going to be where the audience is playing, what the data tells us about the audience and how we think we can best engage them. From the get-go, our focus has been on, 'How do we build a game that we've always wanted to play ourselves?' It's not that we've sat for years thinking, 'Man, it would be great to be a raccoon and fight some bears,' but just make a really fun experience. We're gamers ourselves--this isn't just a profession.

Thanks for taking to time to talk with us, Phil.

[Home Page Image Credit: Orlando Business Journal]

Have you tried Woodland Heroes on Facebook yet? What do you think of Row Sham Bow's strategy and goals, and can the company carve out a niche for itself amongst the mob of social game makers?

Triple Town, 'Civilization of match-3 games', goes Kindle to Facebook

Triple Town is a new puzzler on Facebook that had its start on the Amazon Kindle last October, where it flourished in popularity. It was created by Spry Fox, a game studio founded by Daniel Cook, the co-creator of Realm of the Mad God, and David J. Edery, a former Worldwide Portfolio Manager for Xbox Live Arcade. After a spiffy makeover, Triple Town made its debut on Facebook and Google+ Games earlier this month, with plans to go mobile. According to AppData, it's now attracted 190,000 monthly players on Facebook.

Hailed by one reviewer as "the Civilization of match-three games," Triple Town is a unique title with familiar aesthetics. Spry Fox originally chose the Kindle as the game's platform, which was explained as "an interesting emerging opportunity" by Edery. But as the game grew popular, Spry Fox wanted to spread the love around. Citing a lack of Bejeweled Blitz-type games on Facebook, Spry Fox decided to push for Triple Town's launch on the social network, as well as make it available in both English and Spanish.
Triple Town merge objects
A basic principle to understanding how to play Triple Town is the following idea: "Grass turns into bushes, bushes into trees, trees into huts, and so on." When you start a round, you're presented with a grid in a woodland theme. There are no time limits and no energy limit. Though you do run out of moves eventually, the creator made sure that you get so many moves that any average player would be able to earn enough virtual currency to buy more moves through play alone.
Triple Crown Double Combos
Like most match-3 games--Bejeweled Blitz and Diamond Dash, for instance--you'll receive random pieces one at a time, but you get to control where they go on your grid. But unlike those traditional games, matching stuff doesn't make it disappear. Instead, matching stuff creates other stuff that's worth a lot more, thereby, netting you more points. The goal of the game is to get as high a score as possible by continuing to merge objects and not running out of space to put things.
Triple Town bears church
The game also throws in some monkey wrenches in the form of Bears and Ninja Bears to make things more challenging. These are pieces that will move around the grid even after you've put them down. Despite having evil, beady and glowing red eyes, the bears are pretty adorable. They'll totter about, roar, and make grumbly ursine noises as you play. On the flip side, other pieces will be there to help you, like the Blue Crystal and Imperial Bot.
Triple Town gameplay
You can see how all these elements can make the game simple, yet surprisingly complex. Every time you move objects on the grid and a match occurs, you've altered the playing field. I thought I'd jump in for a few minutes for one round, but the better of a player you are, the longer you can last, and this game can easily suck up an hour.

Triple Town is truly unlike any game I've ever seen before, for Facebook or otherwise. The closest comparison I can think of is Scott Brodie's Hero Generations, which also involves manipulating an evolving grid-based landscape with a fantasy setting. But Brodie's game is more like an old-fashioned, 8-bit role-playing adventure game. Triple Town also isn't a social game at all, since the only element is a weekly leaderboard, though Spry Fox has plans to expand the game in the future, hinting that it's only a small aspect of a larger Triple Town universe.

'Zynga is making games for accidental gamers,' studio VP says

Look, nobody gets hooked on FarmVille by accident--there's always that friend. Zynga studio VP Bill Mooney (pictured) recently spoke to students at The University of California at Santa Cruz during its Research Review Day about the company's design philosophy. During his talk, titled "Social Games: An Overview and Exploration," Mooney said, "Zynga is making games for accidental gamers," according to IndustryGamers.

The studio head was implying that Zynga doesn't create video games for hardcore or traditional gamers. Sure, that's stating the obvious, but it's vitally important to remember when looking at Zynga's games. They're not exactly technological marvels, accessible to those who just don't get the complexity of controllers and traversing 3D space. But as players progress, they become well-versed in increasingly complex interfaces, thus becoming, well, gamers.

Regardless, social gamers still aren't the same as traditional game fans, and probably never will be. (At least until another friend introduces them to something new.) And because of these "accidental gamers" have a different understanding of what a game should be, Zynga says it caters to that understanding. "You're not shipping a product, you're running an amusement park," Mooney told the students.

And traditional game companies are trying to keep up with that philosophy, wary that even hardcore gamers might yearn for that experience. (Just look at Activision Blizzard's Call of Duty Elite.) "Don't be like work, don't ask too much, be social, help me connect," Mooney said. That, ironically enough, might be the burgeoning industry's greatest challenge, if you ask the right folks.

[Image Credit: Josh Lowensohn (CNET)]

What do you expect from your social games these days? Have you come to expect this level of "connectedness" from other games or services, too?

Zynga studio VP Lou Castle leaves for Las Vegas casino games maker

Hey, look on the bright side, Zynga: At least the guy didn't leave for a competitor. IndustryGamers reports that former Zynga studio VP Lou Castle (pictured) left for Shuffle Master, a Las Vegas-based creator of various casino game products like shufflers. According to IndustryGamers, Castle's move was purely for personal reasons, just months after joining the social game giant.

"The Zynga gig was clearly a 5 day a week, 24/7 requirement," Castle told IndustryGamers. "[I have] twins in senior year of high school and [Shuffle Master's] a local job. Life's too short, so I couldn't resist." Quite the noble move, eh? Well, Castle had already served on Shuffle Master's board of directors for six years before becoming the company's CSO, or chief strategy officer. Castle opted to resign from his position on the board as Chairman of the Audit Committee before taking on the job.

Castle is best known for his contributions in creating the famed strategy game series, Command & Conquer, as co-founder of Westwood Studios. The former Zynga executive most recently joins Treasure Isle GM Jeremy Verba in leaving the company. Verba also entered a completely different industry, becoming the CEO of famous (or infamous?) online dating website eHarmony.

These recent departures from Zynga aren't to other game companies, but away from the games industry entirely. Whether Zynga proves to be the video game swan song for industry veterans has yet to be seen. But the San Francisco-based social games maker presses on, with almost too many games announced recently.

Why do you think folks are leaving Zynga, but for companies in completely different industries? Is this the start of a trend of the social game maker?

Facebook has more gamers than Microsoft, Sony, Nintendo combined?

Facebook games are big, but they might not be that huge just yet. At the company's London edition of the F8 conference, Facebook director of partnerships Ethan Beard said that it has more gamers than Nintendo, Sony and Microsoft combined, TechRadar reports. We're not exactly certain what measure Beard was referring to, because our math adds up a bit differently.

"Social design inside social gaming has driven fantastic growth," Beard told F8 conference-goers. "It's revolutionising gaming. We have over 200 million social gamers on Facebook every month; that's more Facebook gamers than the Xbox, PlayStation and Nintendo combined."

But after looking at the number of units sold by each company, compared to Facebook's reported 200 million monthly players, we're not 100 percent on board with that call. Nintendo has shipped over 87 million Wii units and over 147 million Nintendo DS systems to date, as of June 30. And Microsoft has sold over 57 million Xbox 360 consoles as of Sept. 30, while Sony sold nearly 52 million PlayStation 3 rigs as of July 31.

Social games have no doubt garnered more players in such a short amount of time than any gaming platform to date. But, if you look at the amount of consoles shipped and sold by all three major manufacturers, Beard's claim appears to fall a bit short. That is, unless Beard is talking online gamers. Then Facebook just might have the big three beat, to which Beard said, "These aren't games with friends sprinkled on top; it's more about social interactions with gaming on top."

Do you think there are more Facebook gamers than there are of all three major game consoles combined? Will there be a time when social gaming is bigger than traditional gaming across the board?