Posts Tagged ‘farmville’

CityVille trumps FarmVille in only 22 days

Monday, December 27th, 2010

In an astonishing run, it looks like Zynga has been able to repeat, and trump their previous success, this time with CityVille. In doing so, Zynga is now officially the king of the hill with the world’s largest game.

As noted by VentureBeat, on December 24th, CityVille added a massive 6.9 million users to top out the day at 61.7 million MAU. A view of AppData’s figures makes it official – CityVille has surpassed FarmVille, which currently counts 56.8 million monthly active users.

When we first discussed CityVille, and it’s 22MAU in only 11 days, it was clear that CityVille was way on it’s way to surpassing the countryside farming. Given even these early numbers, it’s still an astounding feat – one not easily captured in today’s overcrowded social/casual gaming landscape. And Zynga’s now done it twice. Combined in part with the holiday season, i.e. plenty of free time to play free games, Zynga’s Facebook traffic numbers have skyrocketed from 198 million MAU in November, to 261.8 million MAU just before Christmas.

As noted in a previous CityVille post, Zynga is sitting in a unique position, in so much as they have a massive network within Facebook that they’ve clearly taken advantage of when it comes to pushing CityVille to interested Zynga gamers. You’ll remember that this past spring Zynga was pushing forward with CityVille (and other) developments, just as Facebook dramatically altered the way gamers communicate with other friends across Facebook. Clearly, Zynga has adapted, if not bent or perhaps even broken a few, of Facebook’s new game plan.

And remember, Zynga’s global domination program has surely received a shot in the arm thanks to CityVille. The company is aggressively making headway into the Japanese market via mobile gaming, just as Japan based DeNA is making moves in the U.S. market via ngmoco.

To be sure, 61.7 million monthly active users is an astounding figure. However, the question remains: Now that Zynga has these users, how successful will they be at converting MAU’s to PAU’s, or…Paying active users.

 

Zynga announces new title, CityVille – first multilingual international release

Thursday, November 18th, 2010

Social games giant Zynga has recently announced the global launch of a new title; CityVille. Trying their hand at cashing in on “city builder” type games, Zynga’s newest offering will allow players to build their dream city from the ground up. Zynga is touting the new title to be their most social game yet, and allows players not only to build their own dream city, but also interact with friends’ cities, as well as build franchises with the help of these friends.

This newest offering from the big Z will be their first international game launch in multiple languages; English, French, Italian, German, and Spanish. Clearly, that worldwide buying spree that Zynga’s been on is starting to bare it’s fruit.

The CityVille launch arrives hot on the heels of Zynga’s recent FrontierVille launch, a title which has attracted over 28 million monthly users. CityVille is reported to feature the biggest sprawling game board in Zynga’s titles, allowing players to construct massive cities; all the while balancing the needs of citizens, running businesses and, … you guessed it – harvesting crops. And while one Zynga ‘Ville’ after the other look and feel more or less like carbon copies of each other, CityVille will feature Zynga’s first 3D rendered buildings and characters.

“CityVille is where Monopoly meets Main Street,” said Sean Kelly, GM of CityVille. “We are thrilled to bring the world our most social game to date – building on the best-of-breed gameplay that Zynga fine-tuned with FarmVille and FrontierVille. Instead of harvesting crops you’re harvesting your neighborhood, instead of clearing your friend’s frontier you’re working on a friend’s franchise. We hope players from around the world have as much fun playing CityVille as we had building it.”

Selected game features as provided by Zynga:

  • City Building – Build your town from the ground up! Once the land is cleared, make way for deliveries by assembling a road. Keep your residents out and about by building restaurants, stores and city services such as post offices, schools and fire departments. Build homes for your townies, and earn more money for your city by decorating them to increase the rent.
  • Run Your City – A happy city, is a lucrative city. Plan the layout to make residents happy, and earn money as they eat and shop. Keep them well fed at restaurants, and run sales at businesses to attract a crowd.
  • The People – Your characters won’t all look the same – dozens of characters and city officials will be available on launch day, including the ones who keep the city running – business owners, doctors, firemen and police officers. More people will become available as your city expands.
  • Goods & Trading – Goods and trading are the lifeblood of your thriving city. Plant and harvest crops to keep restaurants stocked, and population stuffed. Send ships to import goods from places such as Shanghai, London and Rome to give your townies a taste of a different culture, and buy more storage, piers and farm plots to grow the city rapidly. Trading between players is encouraged – buy or sell goods to others to avoid stomach rumblings.
  • Neighbor Cities – Love thy neighbor. Visit your neighbors’ cities to help them secure more energy, decorations and collectible items. Be a good buddy by helping friends accelerate crop growth, expedite shipping times and construct buildings faster. Send them gifts to finish city service buildings and clear ground for them to build on. You can even own something in a friend’s city. As you go you earn experience and buy things for your own collections and to share with more friends.
  • Commerce & Franchises – Put that economics class to good use and grow your city. Trade with neighbors by buying or selling goods sent by rail. Offer goods to friends or buy their extra supplies when they come by to offer them. Deliver supplies via trains running at the edge of your town between all the neighbor cities. Friends can also run businesses in your city. Build an empire of business locations but don’t forget to supply them with goods. The more locations you get, the bigger you can grow your business headquarters in your own city.
  • Guided Play – As the city leader you must guide your city to become a thriving metropolis. The city advisor will always show you fun things to try next to make a great metropolis. Once tasks are complete, you can unlock rare buildings and decorations.

This ‘Ville’ now makes the sixth in Zynga’s franchise: FarmVille, FrontierVille, YoVille, FishVille, and PetVille. I’m putting $20 down on the next Zynga title: SpaceVille, or FinalFrontierVille. One or the other. Yes, Zynga has made some great games, that clearly, people like to play, but isn’t it time that Zynga steps out of it’s Ville zone, and start delivering new concepts? Even Sean Kelly’s statement surrounding the project admits that they’ve taken the best parts of FarmVille and FrontierVille and simply reskinned and reinjected them into a new game. How long can Zynga really keep the gathering/harvesting and time management theme going? For a company that’s supposedly at the top of it’s game, I for one, and severely underwhelmed with this newest offering. But at the end of the day … if players keep on playing (and buying), clearly the market has spoken.

 

FarmVille: coming to an iPhone near you soon

Tuesday, June 8th, 2010

If for no other reason, you’ve certainly got to hand it to Apple CEO Steve Jobs. Introducing the new iPhone yesterday with an opening line, “You may have already seen this.” True to form, Zynga prez Mark Pincus wasted no time, and struck while the proverbial iron was hot. White hot in fact.

Announced in conjunction with the new iPhone presentation, Pincus announced that everyone’s (depending on how you look at it) favorite Facebook casual game, FarmVille is headed to an iPhone near you soon. According to Zynga, the FarmVille app will sync your iPhone farm with your Facebook farm via Facebook Connect, effectively eliminating withered crops. In Pincus’ own words, “Say goodbye to withering crops, we now have push notifications.”

The iPhone version of FarmVille comes with all the usual suspects; push notifications, and in-app transactions for virtual goods. The app is slated for an end-June release, which will coincide with FarmVille’s one year anniversary. To commemorate the iPhone app launch, Zynga will be offering exclusive iPhone items, including a Snow Leopard, a tip of the hat to Apple’s current OS.

Interestingly, this time one year prior, Pincus had described iPhone’s monetization opportunities as, “below expectations.” However, and to his credit, he was speaking to revenue opportunities prior to OS3, which brought microtransactions to applications.

I can not say that I’m surprised by the announcement. Sources close to Zynga, as well as some eagle-eyed domain registrants have been fueling the iPhone rumor since late April of this year. The only surprising thing about the Zynga/FarmVille/iPhone announcement is the timing. As in, Zynga is one of the most powerful and lucrative players in the social gaming scene – what took them so long to get the product to market? These guys are clearly not a two man show developing games in their garage; they’re a money making powerhouse based in one of the most tech friendly/huge talent pool areas in the world. A year to dev an iPhone app? Kinda fail guys.

With similar ‘Farming’ apps already out on the market (I’m looking at you Social City and We Rule), what could Zynga have to offer that’s new? On the other side of the coin, there are 70+ million people around the globe the regularly play FarmVille. The question is, how many of them are iPhone owners, and how many more players can Zynga pull in with the new app? Or…is the FarmVille app simply a ‘get it out the door’ project that could serve as the basis for future Zynga apps? FrontierVille anyone?

 

Capcom heading to Facebook, Zynga making a quiet exit?

Wednesday, May 12th, 2010

Hot on the heels of last week’s announcement of SOE’s entry to Facebook gaming, as well as EA’s growing catalogue of Facebook titles (with an obvious nod to Plyfish), Capcom is now following suit, with Bloomberg Businessweek reporting that the Osaka, Japan publisher is now setting their sites on Facebook as well.

“Gaming on social networks is poised to impact the traditional video game industry and is a presence that cannot be ignored,” Capcom President Haruhiro Tsujimoto said in an interview in Tokyo yesterday. “We have to make our move.”

JP Morgan Chase & Co. analyst Eiji Maeda comments, “Once seen as a realm of low-profit, cheap games, this market is maturing into an attractive proposition for major publishers.” Currently, Capcom generates more than half of its revenue from traditional ‘boxed’ titles. Maeda’s comments ring true, when looking forward. You’ll remember, earlier this week the Newzoo report indicated that the majority of revenues in both the U.S. and Europe are still derived from boxed game sales. However, as technology, especially delivery and payment methods improve, all this could change. “Companies that forgo games playable online, including on social networks, will be left behind as the market for packaged software shrinks long term,” says Maeda.

And while this seems to fall right in line with what other major players are doing/realizing, i.e. SOE, EA, etc.., it does however fly in the face of what current Facebook gaming king of the hill Zynga is doing. With the recent change in notification mechanisms at Facebook, Zynga has seen a significant loss of users over the past few weeks, and they’re taking action to combat it.

Zynga’s most popular title, FarmVille has been hit hardest, and the San Francisco based game development firm has been quietly pulling users off Facebook and directing them to play their favorite farming game on Zynga’s own platform(s). Having this independence and freedom has had some notable advantages for Zynga, most notably, their own currency form, and ability to cross promote their own titles, all the while, not being at the mercy of an outside party.

And therein lies the catch-22 for games developers. While Facebook gives them massive exposure, more or less for free, Facebook now wants a slice of the action (a 30 percent tax on sales made with Facebook’s own impending network wide virtual currency), and as owners of the platform, can make any changes they see fit. With more and more ‘traditional’ gaming companies now setting their sites on Facebook, the Palo Alto firm is now in a position to flex their muscle, reap the financial rewards of welcoming major players, with major budgets, into the fold. But at what cost? Is it enough to simply thank the Zynga’s of Facebook for making the social network also a social gaming platform, and push them aside in the name of more revenue?

 

Zynga poised to release iPhone, iPad, and Android versions of FarmVille

Monday, April 26th, 2010

Spotted by the eagle-eyed folks at Superannuation, the URL’s FarmVilleiPad.com, FarmVilleiPhone.com, and FarmVilleAndroid.com have recently been snatched up. Three guesses as to who the registrant it.

FarmVille_iPadFair enough, trick question, as Zynga was not specifically named as the registrants of these domains, Superannuation did confirm that whomever purchased the above mentioned URL’s also registered FarmVille.com. Connecting the dots between the two isn’t that far of a leap. Also of interest, FarmVilleSMS.com was also registered, further implicating Zynga, as one of their few mobile gaming apps, Mafia Wars, also functions and can be played via SMS.

There’ve been no leaks in the way of screenshots or other media (the above image is merely speculation), so at this point it’s up in the air as to what the interface and gameplay will look like. Given the wide and rising popularity of ngmoco’s ‘We Rule’, a free-to-play strategy/farming game for iPhone, again, not a giant leap to guess that Zynga would approach the gameplay in a similar manner.

This mobile version of FarmVille would be Zynga’s entry to the iPad and Android market. While the above mentioned ngmoco, by contrast, has been heavily invested and committed to the iPhone mobile gaming platform, Zynga has has their own reservations. Just shy of one year prior, Zynga head honcho Mark Pincus commented to PocketGamer.biz, “…the jury’s still out on how well the platform is going to monetize.” This was pre-OS 3.0/microtransactions, and it looks like someone is obviously changing their tune.

And although FarmVille has enjoyed massive success on Facebook, it should be interesting if they can light the same fire on mobile gaming devices. 9 month ago, I would have said, “Baby, Light my Fire.” However, given Zynga’s proverbial dragging of the feet to get into the game, they’re already a step behind what other games developers have been working on for quite some time now.

 

Zynga. Worth $5 billion?

Wednesday, April 7th, 2010

If you’re a social gamer, i.e. one who regularly plays free-to-play games in short doses, most probably on Facebook, chances are you’ve come across a Zynga game or two (or 6 out of the top 7 games). And while we know that Zynga certainly has a valuation on not only their properties, but the company itself, I’m not quite sure anyone would have guessed that this valuation would be in the $5 Billion range. This figure is according to an investment report issued by investment news blog Second Shares yesterday.

zynga_MAUWhile Zynga has no short term plans to go public (at least that we know about), industry analysts Jay Gould, Lou Kerner, and Bill Auslander estimate that if Zynga were to go public tomorrow, shares would trade around the $15.75 per share mark. This estimate is determined based on a multitude of factors, one of which being the price that current Zynga employees could fetch on the secondary market by selling their stock options.

Keep in mind – these estimates are conceived through complex financial projects and mathematical computations. I’m not going to use the word, but it should have already occurred to you where you might have heard this terminology before (can you say derivatives?).

However, financial wizardry aside, the Second Shares report highlights that Zynga is clearly leading the social gaming industry. Their MAU (Monthly Active Users) clocks in a massive 237 million, with the nearest competitor, EA via their purchase of Playfish, hits the finish line with a respectable 53 million, but still dwarfed by Zynga. The only other player mentioned that is significantly larger than Zynga is Chinese firm Tencent Holdings with an MAU of 400 million. As a reminder…Tencent is testing the Facebook waters.

Naturally, with a number this big, there’s bound to be a few folks scratching their heads, and asking…Why? How? Etc…Notably, LOLapps CEO Kavin Stewart has suggested that Zynga artificially inflates it’s MAU numbers by counting the same user over multiple applications. For instance, the Second Shares report specifically points out that Zynga receives 15 MAU from the FarmVille.com, indicating that the MAU may not be a proper valuation based on a single platform.

Building on this theme, while the report considers Zynga a strong investment opportunity, it does highlight some of the risks involved. Currently, Second Shares says that 50 percent of Zynga’s revenues are generated from one title: FarmVille. As well, 35 percent of Zynga’s MAU is generated from FarmVille alone. And adding to this house of cards, Second Shares also points out that users use FarmVille 50 percent more than any other title.

As a veteran of the first dot-com boom, I can only think of one very valuable token of advice bestowed upon us from the venerable and wise writers of Battlestar Galactica, “All of this has happened before, and all of this will happen again.”

 

Sony’s train keeps a rollin’ – 9 million Free Realms players in the bag

Monday, March 8th, 2010

Sony’s been after a smash hit MMO for quite some time now, with more than a few ‘hardcore’ MMO titles coming and going. However, when Sony took a chance on a family/kid friendly title last year, they also jumped on board with the free-to-play model. It looks like that gamble is not only starting to pay off – but paying off handsomely.

Sony Online Entertainment (SOE) recently announced that they’ve surpassed the 9 million player mark with Free Realms. “With Free Realms, we’ve been able to reflect the needs and wants of our players by keenly listening to their suggestions and feedback,” said John Smedley, president of SOE. “We believe the persistent exercise of capturing in-game research inside Free Realms has been a huge contributing factor as to why we’ve attracted over nine million players in less than a year. It truly helps us give our players a game where they can do and be whatever they want.”

SOE cites continuous development, as well as a sustained and targeted marketing approach as a strong factor in pulling in new players, as well as keeping current players satisfied and coming back for more. An example of this interaction can be found in SOE’s development of a player requested feature – Rides.

Rides allow Membership holding players to ride a T-Rex or Dragon, of their color and preference choosing of course, anywhere in the virtual world with a 150 percent speed increase. Sony says that Horse rides are in the works, as well as additional Rides (let’s just call them Mounts for common-speak sake).

And while Sony is enjoying a 9 million player success story, they are, however, a bit tight lipped about any revenue generated via Free Realms. Yes, the game is free-to-play, but obviously Sony is looking for revenue generating possibilities via microtransactions. On the other side of the coin, this is, after all, Sony that we’re talking about here, who are no strangers to sinking massive amounts of capital into developing and current (and sometimes not-so-current) projects.

To put Free Realms’ 9 million users in perspective, while not exactly in the same vain, Zynga’s Farmville counts over 80 million users, while free-to-play landscape dominator RuneScape has approximately 156 million registered accounts, with over 10 million active players per month. So while 9 million users is nothing to sneeze at, Sony’s still got a long road to travel to make Free Realms the king of the hill.

 

Females are big casual gamers, but don’t ask them to pay

Tuesday, February 16th, 2010

A new study released by Q Interactive further confirms the results from their earlier study released last November, indicating that women are big social gamers. But don’t call them gamers, nor ask them to pay to play.

770 women were surveyed in January and questioned about their knowledge of online gaming and virtual worlds. 36 percent indicated that they regularly play games on Facebook, with 54 percent admitting that they play at least on social game per day. Mafia Wars and Farmville scored top ranks on female gamers’ choices.

“This provides a terrific opportunity for brands to serve as a trusted, valued partner to them. By having a presence in the game and app space, brands get the benefit of reaching an influential consumer set,” said Ian Johnson, Director, Social Media World Forum. “With the support of brands, advance in games and apps and we’re finding also get information from brands they value.”

And while women may be huge consumers of casual games, please do not refer to them as ‘gamers’. Less than half of those surveyed (42 percent) would call themselves a ‘gamer’. However, these ‘non-gamers’, 67 percent of them, consider between 1 and 5 hours per week a socially acceptable amount of online play time. Likewise, when asked if they would pay (i.e. use real money transactions) to play, over three quarters of them (77 percent) indicated that they would pull the plug on their ‘non-gaming’ addiction playtime. 97 percent said that they would rather ‘earn’ virtual currency through games rather than investing actual, real-world money.

 

CES 2010: Virtual Goods go from Zero to Hero

Monday, January 11th, 2010

While it’s often a short but sweet affair, this year’s Consumer Electronics Show came to a close on Sunday, but not without a multitude of new gadgets and gizmos, the associated press that comes with them, and of course, a number of industry talks.

ces_logoOne talk in particular revealed some great numbers for the virtual goods sector. In his opening speech on Thursday, Consumer Electronics Association President and CEO Gary Shapiro acknowledged that 2009 was, “a year none of us would wish to repeat,” noting that the industry overall dropped 7 percent over the course of the year.

However, for those working in the virtual goods and online gaming sector, 2009 might have seen a number of twists and turns, but overall, it was a very good year. A random sampling of vendors at CES estimated that U.S. virtual goods revenues went from zero to hero during 2009. That is to say, the sector went from almost negligible numbers in 2008, to a $1.2 billion dollar industry in 2009, with many saying that these numbers will at least double in 2010. If this were to be the case, the U.S. virtual goods market would not still not equal even half the global industry’s take, which current estimates put around the $6 billion mark, with the Asian market leading the charge.

But what exactly is driving this massive upswing in virtual goods purchases? While initially created to thwart pirates, the microtransaction business model has it’s birth in the MMO world, but has taken on a new character of it’s own. A number of industry experts point to social networking is a major force. David Laux , IBM global executive of games and interactive entertainment clearly agrees with the Q Interactive study that was released earlier this year, stating, “Midwestern housewives are willing to spend on virtual goods,” when referring to Zynga’s FarmVille.

The days of creating that one solid ‘killer app’ may be a thing of the past, but there are a number of ‘critical apps’ that have spawned a generation of similar applications and products. If one were given the choice, it’s not far off to say that Zynga’s FarmVille may just be the one that broke the camel’s back. That is to say, it’s a wildly popular, simple game that just about anyone can play – including Midwestern housewives. Through promotional work, word of mouth, and the ever crucial monetization method that makes it fun for all, Zynga managed to tear down the walls of buyer trepidation through cute virtual cows and corn rows. And how? By designing virtual goods into the virtual world from the very beginning. “People are in these worlds to play and socialize,” says Mark Hansen, Lego director of business dev and project leader from the upcoming Lego Universe MMO. “Items that help gamers accomplish those objectives will be successful.”

 

Facebook and Zynga named in class action lawsuit

Friday, November 20th, 2009

Well here it is. The day that both Facebook and Zynga have been dreading. Yesterday the two were officially named as defendants in a federal class action lawsuit.

Filed by Kershaw, Cutter & Ratinoff, a Sacramento firm that specializes in class action lawsuits, in Northern California yesterday, the complaint is seeking damages upwards of $5 million. The issue in question? Well, if you’ve not been following TechCrunch’s ongoing series on the ScamVille affair, it’s best to just head on over and give it all a healthy read right now. Kershaw, Cutter & Ratinoff have been seeking out those that were subject to a number of unauthorized charges emanating from currency offers via social games including Mafia Wars and FarmVille.

Now here’s where things get interesting – neither Facebook nor Zynga actually produce(d) the offers themselves, but rather simply sold advertising space to external ad providers. At it’s most basic, we’re looking at a revenue sharing program here, and reportedly both firms have made heaps of cash from said offers. Apparently, Zynga garners almost a third of it’s revenues from these offers, something that Kershaw, Cutter & Ratinoff have exemplified in their filing.

complaint

And to make matters worse, Zynga CEO and founder Mark Pincus has been fimed stating, “I did every horrible thing in the book just to get revenues.” Ouch. A judge certainly isn’t going to take kindly to such statements.

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Valleywag has the entire complaint here – if you’re so inclined to read legalese.

And while a number of pundits are quick to point out that this recent filing has got to have investors quaking in their boots, it flies directly in the face of Zynga’s announcement earlier this week that it had acquired another $15 million in VC funding. Bad timing? If it is – that’s gotta be one of the worst calendar mis-schedules we’re seen in the Valley in a long time.