Archive for September, 2010

RockYou brings home the SAMMY

Thursday, September 16th, 2010

Social app maker RockYou has recently announced their achievement of winning this years’ coveted SAMMY award in the Best Social Media Platform for Marketing category.

rockyou-logo-e1271259278295An easier way to comprehend what this means for RockYou, is to think of the SAMMY as the World of Social Advertising, Media, and Marketing’s Oscar. Presented by Digiday, publishers of DIGIDAY:DAILY and DIGIDAY:SOCIAL, with a panel of judges culled from social media and marketing experts, journalists, industry insiders, marketers, publishers and social technology gurus.

When it came down to deciding factors, the judges’ panel awarded RockYou top honors in:

  • Branded Experiences. With their Video, Rich Media, Deal of the Day, and in-game sponsorships, RockYou proved to be the leader in it’s field. Judges thought that RockYou, above all others, delivered a safe, brand-friendly, immersive and engaging environment when presented to consumers. RockYou’s Deal of the Day was highlighted as delivering a targeted, user initiated brand interaction. RockYou delivers on this front via video, flash games, polls, and surveys. Judges also noted that over 50% of Deal of the Day users followed through and completed a targeted action. Something marketers can surely write home about.
  • Naturally, a nod to RockYou without recognizing their social games department wouldn’t be complete, and the judges panel agreed that Rockyou’s Social Games and Applications delivered best in class. Highlighted offerings from RockYou include Zoo World, Birthday Cars, and their most well known, Pieces of Flair.

“We are pleased and honored to receive the prestigious SAMMY Award for the Best Social Media Platform in Marketing,” said Lisa Marino, Chief Revenue Officer for RockYou. “An early pioneer in this exciting space, RockYou continues to innovate and revolutionize Social Media – by providing a forum which allows both Brand Advertisers and Application Developers to engage millions of consumers worldwide in deeply engaging social experiences.”

 

DeNA continues expansion: acquires Social Games maker Gameview

Wednesday, September 15th, 2010

Japanese mobile games portal and provider DeNA has successfully acquired Mountain View, CA based Gameview Studios. You’ll remember that DeNA, while by no means a new player, made waves back in August when their Q1 financials pointed to a very healthy $279M take. Apparently, they’re not wasting any time in putting these funds towards expansion efforts.

gameviewGameview Studios, previously known as Bayview Labs, LLC, was formed only this past April, and produces social gaming apps for the iOS platform, with Android games already in development. Their free offerings include Tap Fish: Exotic and Tap Birds. With the addition of Android ready games, Gameview hopes to hold “a firm position in the smartphone market.”

DeNA’s main thinking behind the acquisition is to form and alliance between Gameview, and their loyal fans, and MiniNation, DeNA’s smartphone social network, ultimately driving fans to discover (and play) more DeNA games.

DeNA makes no secret about their “aggressive” foreign investments, as the company is keen to snatch up social app developers and push their own “X-device” and “X-border” strategy. DeNA’s X plans promote game development and distribution across not one, but all smartphone platforms. I.e. diversity is the key.

And lest we forget, DeNA’s been quietly sinking roots in American gaming, backing iOS developer Aurora Feint – creators of OpenFeint, as well as natching up Bellevue, WA based social dev IceBreaker. If OpenFeint and DeNA’s X program sound fairly similar, you’re not alone. With fingers attached to purse strings, it’s clear that DeNA is having a decided influence on OpenFeint, and vice versa.

DeNA’s also been deeply involved in their home country as well, creating the Yahoo! Mob-ag, developed in conert with Yahoo! Japan. In terms of long term development, DeNA has even created a $27.5 million incubation fund to promote social gaming. Or, as I like to call it – early recruitment.

“Our acquisition of Gameview today is congruent with our goal of rapidly expanding our mobile footprint as a leading brand and platform in mobile social gaming,” says DeNA CEO Tomoko Namba. “We were impressed by the creativity and passion that the Gameview team has for creating addictive and engaging gaming experiences, and we’re excited to welcome them into the DeNA family.”

 

PopCap and NCsoft to bring “PopCap World” to Korea later this year

Tuesday, September 14th, 2010

PopCap has recently announced a collaboration deal with Korea based MMO provider NCsoft. Titled “PopCap World” this will mark PopCap’s first ever online multiplayer social game service, and will be developed and released by PopCap’s Shanghai game studio.

PopCap/NCsoft’s PopCap World is slated to debut in Korea later this year, and marks a major milestone for PopCap in terms of it’s global online and social developments. PopCap World will be operated by NCsoft and will have 13 PopCap titles including Bejeweled, Plants vs. Zombies, and Zuma at launch. All games will be free to play, with premium paid elements arriving at a later date.

“When Disneyland first opened, it revolutionized the amusement park industry and ushered in the era of the modern theme park. In the same way, we believe PopCap World has the potential to redefine casual games in Korea and beyond by offering players the most immersive PopCap experience yet,” comments PopCap VP Asia/Pacific James Gwertzman.

“Our announcement today is just the beginning. We are very excited about our partnership with NCsoft – their formidable presence in the online market combined with PopCap’s leadership in the casual and social spaces makes for an interesting recipe that we look forward to serving up to players in Korea – and beyond,” he adds.

From NCsoft’s side, things look equally exciting, “We are thrilled to be collaborating with PopCap Games on this new project. PopCap is famous not only for the high quality of their games – they are a very talented developer – but also for appealing to an extremely wide audience. We look forward to a successful launch, and to opening up this new world of fun to both our existing Korean users, as well as a whole new audience for whom this may well be their first online game,” says NCsoft Vice President for Web Business Center, Mr. Whang.

It looks like this is just another plume in PopCap’s cap, and they show no signs of slowing the success. Since July 2008, PopCap’s Bejeweled has remained in the top 20 apps for iPhone, and Bejeweled Blitz on Faceook counts over 4 million active daily users. Zuma Blitz, a new multiplayer game, presumably tied to the original Zuma, is expected to launch on Facebook later this month. With a social platform of their own, AND a Facebook launch, PopCap and NCsoft may just be creating the perfect storm of buzz, marketing, and uptake.

 

ESA and EMA to US Supreme Court: Uphold the 1st Amendment

Monday, September 13th, 2010

The Entertainment Software Association (ESA) has recently submitted a brief to the U.S. Supreme Court asking that they find the 2005 California law restricting the sale of computer and video games to minors. ESA claims that the law is a direct violation of the 1st Amendment, stating that the State of California is the deciding factor in what is “offensively violent”, violating a number of precedents. The brief is part of the ongoing lawsuit Schwarzenegger v. Entertainment Merchants Association and Entertainment Software Association. Lawyers are expected to make oral arguments on November 2, 2010.

Supreme-Court“The California statute is unnecessary, unwarranted, and unconstitutional. Our industry is already partnering with parents and fulfilling its responsibility by supporting the leading work of the Entertainment Software Rating Board, the most robust entertainment rating system available,” said Michael D. Gallagher, president and CEO of the ESA. “It would threaten freedom of expression not just for video games, but for all art forms. It would also tie up our courts in endless debates about what constitutes acceptable creative expression in our media. It protects no one and assaults the constitutional rights of artists and storytellers everywhere.”

ESA’s stance is based on the fact that the State of California has no government interest in the case, and that lower courts have continually ruled that there is no credible evidence that video games cause harm to minors – the main tenet of Gov. Schwarzenegger’s argument. The United States Court of Appeals for the Ninth Circuit ruled that the State, “has not produced substantial evidence…that violent video games cause psychological or neurological harm to minors,” as well as, “glaring empirical gaps,” in the State of California’s research.

“Because the California law would impose a content-based restriction on free speech, it is subject to the exacting ‘strict scrutiny’ standard under the Constitution,” said Kenneth L. Doroshow, general counsel of the ESA. “The government must show that the law serves a compelling state interest, that the law is necessary to serve that interest, and that the law is the least restrictive means of achieving it. The California law fails every aspect of this test, as the lower courts found.”

All of this is not to say that EMA and ESA think that children should be presented with violence, but rather, that there are far less restrictive, yet effective, ways of ensuring that games are parentally approved. Both organizations point to ESA’s “gold standard” system of video game ratings, as lauded by the Federal Trade Commission.

“The state of California implicitly concedes that its law cannot withstand strict scrutiny, which is why it focuses instead on trying to carve out an entirely new category of unprotected expression based on violent content,” said Doroshow. “But there is no historical or legal basis for such an exception, the limits of which would be impossible to define with any meaningful clarity. As a result, all expressive media – including movies, television, books, and music – would be at risk.

 

Apple backpedals, lifts Flash Ban on Apps

Friday, September 10th, 2010

In what’s sure to be one of the biggest backpedaling events of the year, Apple is quietly reversing it’s previous position on allowing Flash in the creation of iOS apps. And surely, this is great, and long awaited, news for iOS developers. Apple is lifting the ban, but not without a few stern warnings. They’ve stated that “as long as the resulting apps do not download any code,” they’re permitted to play in the same sandbox with all other apps.

ios4In the official statement from Apple, they state, “We are continually trying to make the App Store even better. We have listened to our developers and taken much of their feedback to heart. Based on their input, today we are making some important changes to our iOS Developer Program license in sections 3.3.1, 3.3.2 and 3.3.9 to relax some restrictions we put in place earlier this year.”

However…if you think you’ve just opened the magic box of all Flashiness across your iPhone/Pad/Pod, etc., not so much. The struggle with third party development tools in iOS development has been a long time running, and Mr. Jobs even made a fairly decent case of why Flash wasn’t welcome on an iDevice. But with a number of small filesized games relying on either Flash or Unity, it looks like Apple has realized the merits of allowing third party development tools into the crowd, as a number of developers have been clamoring to develop for iDevices, but were limited by Apple’s effective tying of the hands to their own development kit. Notably, developers who are using third party tools will not see these tools used in the final product. Applications developed using these tools will be converted to an iDevice friendly format once they’re done.

According to Apple, “…as long as the resulting apps do not download any code. This should give developers the flexibility they want, while preserving the security we need.”

With justifiable security concerns, Apple has chosen to go with open standards such as HTML5, Java, and CSS. Flash maker Adobe contested that Apple was effectively creating a “closed system” that was edging in on a monopoly. The Federal Trade Commission was reportedly investigating the issue as late as May of this year, and Apple declined comment on whether this “relaxing of restrictions” had anything to do with the Commissions’ findings.

Oh…and as an added bonus? Apple is, for the first time, publishing its App Store Review guidelines. Say goodbye to guess work.

“We hope it will make us more transparent and help our developers create even more successful apps for the App Store,” reads the Apple Statement.

My only question in this entire saga: Why has it taken this long? Thank you Apple! And Google for being competitive. And RIM for very much the same. Now let’s all play nice, and may the best devi

 

Zynga gets exclusive with Facebook Credits, and J-E-T-S!!!

Thursday, September 9th, 2010

Social games monster Zynga has announced that Facebook Credits are now the exclusive form of payment that will be accepted. Zynga games will retain their own in-game currency, but going forward, Zynga users will now be presented with purchasing options via: Facebook Credits, bank transfer, prepaid game cards, and/or third party offers.

While most, if not all of the major Facebook developers have previously committed to Facebook Credits exclusivity, Zynga is the last to do so. Previously this year CrowdStar, Rockyou, Playdom, LOLapps, and Wooga all signed exclusive deals with Facebook.

The lone remaining title that in Zynga’s stables that has not made the exclusive switch is Zynga Poker. An interesting little side bit. I’m wondering if Zynga might just be keeping this one title free and clear…i.e. the “just in case” parcel. And let’s be honest, both of these companies make each other a boatload of cash, so Zynga’s certainly in the position to negotiate a bit of wiggle room.

This also raises the issue of Zynga’s dependency on Facebook as a revenue-generating platform. There’s been struggle and strife between the two previously, and it looks like Zynga’s finally succumb to Facebook’s desire to have them working exclusively with Facebook Credits…at least on their platform. Zynga games outside of Facebook, i.e. on FarmVille.com and Yahoo! will not have the Facebook Credits option available. Further market fragmentation?

J-E-T-S!!!

jets_logoJets! Jets! Jets! Ok, nothing really outstanding about this one, but with the New York Jets entry into social gaming via Arkadium (who’s only now making their way into the social gaming waters) could be the foreshadowing of things to come.

Arkadium and the Jets have recently launched the Ultimate Fan game on Facebook. Unlike EA’s NFL Superstars, the Ultimate Fan game doesn’t simulate actual football, but rather the fan experience. Players can purchase virtual goods to show off their ultimate fandom.

“As big brands continue to move onto Facebook, we are thrilled to be working with the New York Jets, one of the most forward-thinking professional sports teams in the world,” said Jessica Rovello, Arkadium President. “Together we have created what we believe will be the perfect social complement to this year’s football season.”

According to Arkadium, the Ultimate Fan app is the first “revenue generating” app officially backed by an NFL Team.

 

PopCap co-founder: Facebook Games are so yesterday

Wednesday, September 8th, 2010

Chief Creative Officer and Co-Founder Jason Kapalka of popular games maker PopCap sat down with Alec Meer of GamesIndustry.biz to discuss the current state of affairs. The interview is packed with industry insight, but one juicy standout is his position on the social game boom taking place at Facebook. Flat out, Kapalka says that the Facebook market is becoming over-saturated, much in the same way casual and mobile did just years prior.

“”You’re definitely in the stage right now in social games where there’s a lot of bandwagon jumping, where everyone sees moneymoneymoney and suddenly all these new companies appear…,” comments Kapalka. “It happened before in mobile, it happened before in casual – in the past it’s tended to signal the beginning of the end. Not necessarily of the genre, but of the sort of golden era, where everything was a fresh blue ocean.”

So what’s keeping the popular games maker from Seattle alive in this “post peak” market? Kapalka points to PopCap’s diversity, primarily with it’s Bejewelled and Plants vs. Zombies hits. Just as with any good investment, PopCap is busy keeping their fingers in a number of various outlets and platforms, i.e. not solely tied to Facebook, an issue that Zynga has been trying to skirt around for quite some time now.

Likewise, Kapalka says that despite the mad buying spree some of the larger, traditional gaming houses are going on: EA/Playfish for example, as well as new firms like Zynga acquiring firm after firm, he says that the viral mechanisms that propelled these companies to the top has been shut down by Facebook. He notes that games developers have been forced to revert to the more traditional, “buying ads or have something that people are actually interested in play.”

When asked specifically about PopCap’s position in this “decline of the Facebook gaming scene,” Kapalka comments, “In general, it feels like the industry is caught up in the kind of games that we’ve always been doing. It feels less like we’re in a position where we have to argue about why casual games and other games like we do are legitimate forms of entertainment.”

He continues, “Anyone can look around now, they look on their iPhone, they look on Facebook or at the Nintendo Wii. It’s pretty obvious that casual has kind of won, casual is the new mainstream.”

So what does this mean for firms who have banked solely on Facebook? Is this the inevitable writing on the wall, which was bound to happen? Perhaps not right this second, but Kapalka’s take and insight as to perhaps the possible future is definitely worth the read.

 

Red 5 standing by with F2P MMO Firefall

Tuesday, September 7th, 2010

Former World of Warcraft team lead Mark Kern’s Red 5 Studios has announced that they’re in final preparation to release their first offering. Titled “FireFall”, Lead designer, Scott Youngblood, formerly of Tribes and Tribes 2 describes the free-to-play title as “a team based action shooter that thusts hundreds of players together into a lush, dynamic open world combining intense competitive multiplayer and large-scale cooperative gameplay”.

Before even arriving on consumer’s PC’s, FireFall has seen it’s own back story drama, with Red 5 laying off 30 employees earlier this year. However, never missing a beat, Chinese MMO developer and publisher The9 stepped in and acquired Red 5 for approximately $20 million in March.

FireFall will employ a free-to-play model that “allows players to experience every detail of the vibrant world without having to pay a single penny.” Game updates, dynamic world events, and additional content will be offered sans additional expense. Red 5 plans on monetizing via an in game marketplace, presumably modeling Turbine’s success in DDO and the upcoming f2p switch of LoTRO.

“When I founded Red 5, I knew I wanted to do something different than anything I’d done before,” said Kern. “I wanted to take the best of what I learned making online games and bring that to skill-based shooters.”

FireFall is slated for a 2011 release, and interested participants can sign up for news and beta keys at firefallthegame.com.

 

Offerpal names new CEO Mihir Shah, George Garrick to Executive Chairman

Monday, September 6th, 2010

Despite losing the lucrative Facebook deal and laying off a number of employees, virtual currency monetization provider Offerpal has a new gameplan, as their current chairman and CEO George Garrick has been named Executive Chairman, making way for an incoming Mihir Shah to take over the top position.

Hired by Garrick in 2009, Shah has served as Offerpal’s chief revenue officer, building on his 17 years of experience in online startups to the table. Shah was in charge of all commercial activities, including revenue growth and user acquisition. Offerpal points to Shah’s activities as key drivers in breaking into new verticals as well as forming strategic partnerships with top publishers.

“I am honored to lead Offerpal during this exciting time,” said Shah. “The social and mobile gaming spaces are in a transitional and converging period right now, and we have some exciting ideas for using our extensive footprint and expertise to help game developers, social platforms and online advertisers navigate the changing environment. I look forward to working with the entire Offerpal and Tapjoy teams as we continue to find innovative ways to meet our customers’ evolving needs.”

Prior to arriving at Offerpal in 2009, Shah served as vice president of ad networks for RockYou, the providers of hit social media apps and widgets. Shah successfully grew RockYou’s revenues over 500 percent and quadrupled the gross margin. Adding to his business acumen, Shah served as vice president and worldwide general manager of lead generation firm QuinStreet.

“Our industry and company are going through some exciting transitions, and the evolving industry has created new opportunities for developers and new emerging gaming environments that we believe the firm is well-positioned to address, especially with our unique web/mobile capabilities,” said Garrick. “As we modify our product strategy and direction accordingly, I can think of nobody better to lead this effort, and it’s important that Mihir have complete operating control over all of the company’s resources. I look forward to continuing to serve the company and working closely with Mihir in the role of executive chairman.”

Keep in mind, this is now Offerpal’s third CEO in less than 1 year, as Anu Shukla, an Offerpal cofounder left the position shortly after the scamville story broke, only to be replaced by George Garrick. The waters of scamville have to have smoothed over, but with so many changes in leadership, it’s hard not to wonder – just what direction IS this ship pointed in? Let’s see what Shah does at the helm.

 

KingsIsle’s freemium Wizard101 turns two

Friday, September 3rd, 2010

Launched in September of 2008, Plano, Texas based KingsIsle’s Wizard101 has accomplished some lofty goals. In this time, KingsIsle’s unique approach to family MMO gaming has struck a chord, making Wizard101 one of the most popular online destinations, not just in it’s particular category, but across the online MMO board.

“When we launched Wizard101 two years ago, the team knew we had something very special on our hands,” said Elie Akilian, chairman and CEO of KingsIsle Entertainment. “However, we believe that the success we’ve seen, while extraordinary, is just the beginning. The number of talented professionals working to bring great new content and capabilities to Wizard101 continues to grow. For everyone who loves and plays this game, it will just keep getting better.”

To both celebrate the title’s success, and thank the millions of dedicated players, KingsIsle is preparing their largest expansion of the title yet. Due out this coming autumn, the next chapter in the Wizard101 saga will introduce players to the world of Celestia. The new expansion will allow for players to reach level 60, learn host of new spells, and adventure under the ocean surface.

“Wizard101 raced past the 10-million player mark in June and continues to grow every day,” said J. Todd Coleman, vice president and creative director of Wizard101. “This is an amazing time for KingsIsle, as Wizard101 seems to have hit a tipping point. With the upcoming launch of Celestia, the future looks incredibly exciting.”

To add to the celebrations, KingsIsle will launch a quest later this month featuring a yet unnamed teen icon. The quest will introduce players to the newest game features, primarily the underwater environments, as well as tease new features from the Celestia expansion.

In a market targeted at a very niche crowd, KingsIsle seems to have struck a chord and can clearly stand shoulder to shoulder with the deeper pockets in the pack – namely SOE’s Free Realms, and Disney’s Club Penguin. The bigger question to be asked here is – how long will it be until KingsIsle is acquired? When looking at it’s two biggest rivals, there’s one voice in the pack that’s mysteriously missing – EA.