Posts Tagged ‘social features’

USA Network dives right in with new Facebook Social Plugins integration

Friday, April 23rd, 2010

Not wasting any time jumping on new announcements and technology from Facebook, USA Network has announced that they’ve successfully integrated Facebook’s recently released set of Social Plugins, with the ultimate goal of driving increased user/player connectivity and interaction.

USA

Powered by Open Graph, Facebook’s new Social Plugins including the Like button, activity feed, and recommendations are designed to bring friends, social activity, and relevant interaction to any site outside of the Facebook platform. Naturally, this technology depends on administrator interaction, but given Facebook’s massive popularity and market penetration, administrators of small blogs to massive portals alike are most likely to jump on these tools. These Social Plugins, as the moniker suggests, are plugins that are embeddable social features that can be easily inserted to any snippet of HTML. Consumers are already familiar with the “Like”-ing process on Facebook itself, friends’ status, photos, brands, etc.., and they will now have this same ability anywhere across the web. By quickly integrating this new technology, USA Network hopes to capitalize on spreading their message.

Coinciding wit this new integration, USA Network is re-launching their gaming portal, Character Arcade. Character Arcade uses Facebook Connect technology to not only provide login credentials, but to get friends and connections gaming together. If a player challenges a friend to a USA Network game, the system will determine whether or not that user is already a member of Character Arcade and will send a personalized invitation via Facebook based on that friends’ status.

USA’s goal is to continue to push boundaries, drive innovation and provide our fans the ability to access our content anywhere at any time,” said Jesse Redniss, vice president, digital. “By integrating Facebook’s new tools that drive social, personalized experiences, we’re offering consumers the kind of interaction, power and connectivity they crave. We’re also driving the way brands interact with these fans – building a more impactful two-way channel of communication that will ultimately change the way we approach other parts of our business.”

 

Open Feint launches social features for free-to-play iPhone games

Thursday, February 18th, 2010

Announced late yesterday, Burlingame, CA based Aurora Feint officially opened their private beta of OpenFeint X, a solution for developers to have the ability to create free-to-play games, including those stocked with microtransaction based virtual goods. The company positions the product as a logical adoption, given the runaway success of free-to-play games on social networking platforms.

openFeint_logo“OpenFeint X is by far our most ambitious and transformative effort,” said Jason Citron, Founder and CEO of Aurora Feint Inc. “We know that there is tremendous interest in creating the next Zynga, CrowdStar, and PlayFish of the iPhone. We also know that developers who aspire to these ambitions want the platform on which they can build these kinds of lucrative businesses. OpenFeint X is exactly that platform.”

Launched in conjunction with strategic partner DeNa Group, OpenFeint X will be rolled out in phases over the coming months. Core services of OpenFeint X will be fee to developers. The up side to using Aurora Feint’s toolkit is the exponential exposure devs will gain from the community. Social features include a chat wall, similar to Facebook, a newsfeed showing recent in-game activity, and game nudges, again all taken from the Facebook platform page here. Most notably, OpenFeint X includes tools for developers to fully integrate a full virtual goods store, detailed analytics, a game-specific currency, and downloadable game assets.

“OpenFeint X is the culmination of bringing the best of Xbox Live and Facebook’s App Platform to the iPhone, and extending the multi-billion dollar virtual goods social gaming economy to mobile,” said Peter Relan, Executive Chairman of Aurora Feint. Relan also holds the same position at CrowdStar, the #2 Social Game developer on Facebook, which makes huge hits such as Happy Aquarium, Happy Island and Happy Pets.

Relan concludes, “OpenFeint X is the platform on which the next big social gaming companies will be created.”

The existing OpenFeint platform currently powers social gaming services for over 12 million users, and has a monthly growth rate of 25%.

 

Funcom’s Age of Conan looking better, and talk of not one but TWO upcoming free-to-plays

Tuesday, May 19th, 2009

Things are starting to look up for the Norwegian publisher and developer.  After being dragged through the mud regarding their lack of interest in Conan and server closures, the company initiated a free trial marketing program that looks to have helped stop the leaks.  In addition, the companies’ latest financial report talks about not one, but two upcoming free-to-play titles, with a nod to the fact that we should expect more where that came from.

Age of Conan

age-of-conanThe report states that the number of new customers/month has been on the steady increase, and is significantly higher in 2009 than in late 2008.  Funcom also points to the early trial marketing as a key contributor.  Maybe everyone’s reached their level 80(s) in WoW?  Funcom also reports that in-game activity levels are significantly higher than in previous periods, with a solid, stable customer base Jan-May 2009.

As with any major MMO, most customers anticipate, if not expect major updates and enhancements to their current game.  Funcom acknowledges this and has plenty of goodies in store for dedicated Conan fans with a major change and improvement to the overall RPG system, as well as expanded guild and social features.

Conan as also celebrating his official one year on the market birthday, and will be rewarding players in-game.

“We are very pleased to see that more players are experiencing ‘Age of Conan’,” says VP of Sales and Marketing at Funcom, Morten Larssen. “The team has been working diligently on improving the game since launch, with several major updates that in addition to improving technology and client stability, also have added hours of more content, new gameplay features, and more. The fact that we are now also seeing longer average subscription periods is a testament to the fact that ‘Age of Conan’ is just getting better and better, and with the launch of the recent trial campaign there has never been a better time to check out the game than now!”

Free-to-play

picture-1The Funcom report is the first mention of not one, but two free-to-play titles that Funcom has in the works (or at least that I’ve heard about).  Are the Norwegians biting off more than they can chew, or moreover, self saturating their own market?  Not really, as evidenced by the report, one of the free-to-plays will be browser based, while the other is being developed as a Java based MMO.

The Java based MMO is being aimed at a “Young demographic” (think CampFU, Club Penguin, etc.), has a 17 person team working day and night on it, and is currently conducting focus testing and game play tweaking with a vertical slice due this summer.

The browser based MMO in comparison will be targeted at the “Gamer demographic”, and the 14 person team is currently developing the MMO technology with a combat milestone due this summer.

picture-2And now, if that wasn’t enough to get the free-to-play crowd jazzed, Funcom also chucks in one extra header and four bullet points:

  • Casual MMOs in Funcom
  • Synergies on technology and competence
  • Smaller budgets and faster development
  • Business models with combination of microtransactions, subscriptions and advertising

They also go on to highlight growing market trends including utilizing Facebook as a gaming platform, the growth of free-to-play database games like Travian, Gameforge etc., and the continued growth of casual online games

Do with that what you will, but the way I’m reading that is – hang on to your hats folks, ‘cause we gotta whole lot more in the free-to-play/microtransaction stable, and we’ll be letting the horses out soon.

So while I’ll admit, perhaps my own coverage of Conan’s pending demise may (note the italics?) have been a bit harsh, it looks like Funcom has taken the punches, learned from their mistakes, and are charging ahead.

 

MapleStory celebrates 4th year

Friday, May 8th, 2009

In celebration of their upcoming 4th birthday, Nexon America is rolling out the red carpet for loyal fans of one of the very first free-to-play, microtransaction monetized games.  Launched on May 11, 2005, MapleStory quickly became an online legend with it’s groundbreaking social features, unique art style, open world opportunities, and again, unique and innovate method of play vs. monetization.  Worldwide, MapleStory counts over 92 million users, 6 million of whom reside in the US.

But to MapleStory players, it’s not just a game.  It’s gone far beyond just a 2D side scrolling virtual world/game.  One might even say there might be a cult of ‘Story going on, as fans of the game have solidified the title’s place in gaming history through countless blogs, fanboy (and girl) community sites, and videos.  A quick pass through YouTube reveals close to 200,000 video results.

“After four years of service in North America, MapleStory continues to evolve and surprise us all. We are very grateful to our loyal fans and this celebration is for them,” said Min Kim, Nexon America’s Vice President of Marketing. “MapleStory fans have helped create something special and we’re going to reward them with new, exciting content to enjoy throughout the summer and beyond.”

And reward Nexon will.  The new birthday goodies looks like so:

  • Fourth Anniversary Maple Weapons – Monsters will be dropping special anniversary weapons. Or the players can exchange previous anniversary weapons and Maple Leaves for new Fourth Anniversary Weapons, Maple Hats, Maple Shields, Maple Earrings, or Fourth Anniversary Scrolls.
  • Item Upgrades – Maple Hat and Maple Earrings obtained through monsters are upgradable using Maple Leaves. The earrings can be upgraded by completing additional quests.
  • Leveling Up Event – Each time players levels up, they will receive Maple Leaves. The number of Maple Leaves rewarded will vary depending on the level. Higher level players will receive more Maple Leaves.
  • GM Events – The GMs will run special events and summon last year’s anniversary boss, Big Puff Daddy, at random times.
  • Monster Transformations – Any player can transform into one of MapleStory’s monsters for a given period of time.
  • 4 Candle Event – Nexon is giving away 1,200 prizes over 40 days, including in-game items, Nexon Game Cards, digital cameras, iPod Touch and a laptop computer. Players who play for 40 minutes will receive a candle. Once a player has a candle, they can receive up to four pieces of cake for each successive 40 minutes of game play. Players who get four pieces of the cake will have a chance to win.
  • Maple Quiz – Players can take the Maple Quiz. For every question a player gets right, five Maple Leaves and a special cake will be rewarded.

In addition to this content, Nexon has a whole slate of daily events planned.

So if you’ve never given MapleStory a try, or were just looking for the right moment to jump back on the train that started it all, look no further.  MapleStory – a story of how one game could change the entire way we look at the gaming industry.

 

Rocketon releases new features to alpha testers

Wednesday, September 17th, 2008

Private alpha phase virtual world Rocketon has announced a number of new features via an email dispatched to alpha testers.  The new developments can be split into two distinct areas.  First up, more activity please.  ‘Quests’ have now been introduced whereby players must stumble across quests in order to solve puzzles to receive in-game rewards.  Players can now also grow their own monster pet and fight in ‘Monster Fights’ against other players.  And now for a dash of goo – Players are now able to cover other avatars in slime, goo, and various non-niceties.

Rocketon goes social

Rocketon’s second upgrade comes via a variety of social features.  First and formost, users may now create their own personal rooms and invite other players over to take advantage of the virtual worlds main focus at the moment.  Within these rooms, players can aggregate content from all over the web including pictures and images from Flickr and videos from YouTube for example.  Rocketon has also included profile pages for it’s users, making it easier for others to find other players with similar likes and interests.
Rocketon is a virtual world that exists on top of a 2D web.  Third party websites make up the ‘landscape’.  Users can watch online videos together in a ‘screening room’ format, play Rocketon’s games, or simply visit other pages together.

The site currently features cartoonish avatars that are fully customizable via a microtransaciton mechanism.  No updates as of yet as to how and where the microtransaciton customizations will come into play, but hey…they’re still in alpha.  Let’s just keep our eye on these guys for a bit.

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Microtransactions coming to an iPhone near you

Thursday, August 21st, 2008

Exit Games’ Neutron cross platform multiplayer gaming service announced yesterday that they’ve upgraded to now include iPhone support.

Neutron will now feature game lobbies and various matchmaking capabilities, real-time, turn based tournament and multiplayer options,  buddy lists, leaderboards, profiles, in-game voice and text chat, and last but not least, our personal favorite: billing and in-game microtransactions.

“The iPhone presents a very unique opportunity for mobile online gaming as it is both specifically designed for online services and comes with the App Store, an already successful and accessible distribution channel”, said Christof Wegmann, CTO of Exit Games. “Neutron’s support of this new and innovative mobile device will ensure that iPhone game developers have a means to take advantage of its wireless connectivity and add social gaming features.” Wegmann further adds, “The iPhone will surely establish itself as a dominant mobile gaming platform and we’re pleased to support multiplayer and social features in games developed for the device.”

Neutron utilizes not one, but 5 SDK’s to provide a wide variety of connectivity and features right out of the gate.  Together with it’s hosting services, it allows developers to use even some of their most sophisticated features on a mobile platform, with a minimum time and cost investment.  Adding support for the wonder of Cupertino was a no brainer (and probably little to no sweat) for Exit Games, as the Neutron already supports J2ME, BREW, Windows Mobile, Flash Lite, and Blackberry, not to mention PC and console platforms.

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