Posts Tagged ‘social game’

Mother’s Day brings home the bacon for Social Games

Tuesday, May 11th, 2010

If the question of “Do virtual gifts hold real world value?” was still on the table, this past Sunday’s Mother’s Day landslide of virtual goods sales should effectively put this question to bed. For good.

b5180034-3f87-4b47-ba81-77f7f338ab7eTrialPay conducted a study over the past weekend to measure Mother’s Day campaigns launched by a number of social games on Facebook.

According to TrialPay’s research, the week leading up to Mother’s Day (May 2 – 9), saw about $1 million per day generated by “gifts for mom” promotions that saw offers from online flower merchants reward in-game virtual goods and/or currency. This represents a 5x increase in normal social gaming revenues, with the added bonus 40 percent of purchasers were first-time buyers. If this wasn’t enough good news for publishers, TrialPay also found that visitor conversion rates were doubled. It’s a fair statement to make that virtual goods and gifting have reached the tipping point.

Mother’s Day saw attention from more than 40 percent of the top 50 social games on Facebook, garnering in total, approximately 80 million daily users’ eyeballs in the week preceding the holiday event.

“Seasonal campaigns around holidays can present a significant source of revenue for game publishers. Mother’s Day is the 2nd-largest gifting holiday in the U.S. – our study shows that social gaming companies took advantage of this opportunity to convert more of their users to paying customers,” said Alex Rampell, CEO of TrialPay. “Social games companies have been primarily focused on engagement and viral sharing, and they’re just starting to experiment with monetization, so this is an early indicator of big things to come.”

 

SOE infiltrates Facebook with The Agency: Covert Ops

Thursday, May 6th, 2010

Marking Sony Online Entertainment’s first entry in the social action game via Facebook, The Agency: Covert Ops launched yesterday. Not just another ‘Mafia Wars’ type shoot’em up, The Agency: Covert Ops promises to bring the world of an elite agent in the world of jet-setting super spies and shady operatives to your Facebook account.

covertops_logo1If The Agency rings a bell, you’ll remember that we first covered development efforts and the free-to-play tie-in back in November of 2008. Utilizing an established, successful trend, SOE has gone the route of Facebook social game teaser for the much bigger product: The Agency for PS3 and PC platforms.

Developed by SOE’s Tucson studio, The Agency: Covert Ops pits players in pulse pounding missions, mini-games, and naturally avatar customizations, all the while unraveling the deep storyline surrounding The Agency franchise. SOE is also taking cues from current social games, offering the option to recruit friends to join you in group missions, ultimately aiding not only your progress in the game, but the spread of the title as well.

The Agency: Covert Ops highlights:

  • Pulse-Pounding Missions: Travel the globe as a jet-setting agent taking down rivals and building your network of operatives. Encounter a new breed of super villains and their murderous henchmen in various missions giving you access to new gadgets, weapons and the most desirable intel.
  • Killer Mini-games: Agents need to master safe-cracking, bomb defusing, code breaking, evidence gathering and even rooftop parkour. Covert Ops has action and puzzle mini-games that put your spy skills to the test and push you to the limits of your intellect.
  • You Are What You Wear: Will you be a sexy super spy or a rugged mercenary? The choice is yours in Covert Ops. Pick from five class-based abilities, each with its own special advantage when battling enemy forces in combat. Customize your avatar with the latest in designer fashion, or deck yourself out in cutting edge industrial battle gear. Choose from hundreds of items and collect attire and aliases to access numerous locales and gain influence over the people within them.
  • Pimp Your HQ: Build an Agency headquarters that your friends will envy! Make a statement by personalizing your HQ with a wide array of designer furniture, sleek electronics, and the latest security devices. Show off your trophies from deadly assignments in distant lands and visit your friend’s headquarters for ideas—you’ll get bonus items just for dropping in, too.
  • The Black Market: Elite agents are only as good as their gadgets and weapons. Whatever the mission, the Black Market has what you need to get the job done. Browse collections of high-tech weapons, surveillance equipment, and home decor. Whether you’re paying with wealth won from missions or purchased with cold, hard Station Cash™, we have what you need to care of business like a pro. Some of the things in here aren’t exactly legal… but when you’re above the law, it doesn’t matter!
  • Your Network of Agents: Work alone or engage in group missions with your Facebook friends. Agents can also recruit the world’s most dangerous and eccentric operatives, creating a top notch Agency of world renown. Covert Ops even makes it easy to share your feats of stealth and style by posting your accomplishments or snapshots of your avatar on your Facebook wall.

“The Agency: Covert Ops is unlike other Facebook games out there right now due to its stylized look and feel along with its deep story line,” said John Smedley, president of Sony Online Entertainment. “It’s a great way for Facebook users to play a casual game with exciting missions, great mini-games and even the ability to share achievements with your Facebook friends. It’s the ultimate in spy-genre Facebook gaming.”

 

InstantAction builds the bridge out of Facebook, allows social gaming embeds

Monday, May 3rd, 2010

Browser based, social gaming is all the rage as of late, and for good reason. With no special hardware, or even software for that matter, required, and generally easy-to-understand mechanics, it’s easy to see their popularity. And when one thinks of social games, the defacto platform is normally Facebook. Well, hold on to your hats, because InstantAction has successfully built the bridge out of Facebook, and will allow anyone to embed premium video games anywhere on the web.

Announced late last week, InstantAction launched its direct-to-consumer online video game distribution service that allows publishers to embed these games on any blog or social media site (naturally, they’re also available on Facebook). Kicking things off, InstantAction has made LucasArts’ The Secret of Monkey Island: Special Edition available (see below).

In terms of technicality involved, if you’ve embedded a YouTube video practically anywhere on the web, you’re already familiar with the InstantAction process. The service uses a combination of in-browser, thin-client, and progressive download technologies. The end result is a distribution method that allows publishers to dramatically expand distribution by embedding titles just about anywhere.

“It was only a matter of time before the Internet disrupted the extremely limited distribution channels available to game creators, enabling direct-to-consumer access and more control over sales performance and profits,” said Evan S. Wilson, senior research analyst of Pacific Crest Securities. “The InstantAction platform virtually obliterates the obstacles to game distribution by making it possible for anyone to embed any video game anywhere on the web, just like embedding a video. For game creators, this opens up distribution channels that haven’t previously been an option – especially for console-quality games. For consumers, it creates endless possibilities for game discovery, risk-free trial, and faster downloads.”

The Secret of Monkey Island:SE powered by InstantAction

“The InstantAction platform provides a brand new way to get games from their creators to customers, thus avoiding obstacles to publishing and discovering new games that are inherent in the traditional brick and mortar model,” said Louis Castle, CEO of InstantAction.

“We give game creators a secure way to offer free trials, item purchases and pay-as-you play options, with a broad range of monetization formats and platform compatibility,” continued Castle. “Gamers not only get the try-before-you buy and rent-to-own benefits; they can easily embed full games into their social networks, accessing their friends’ lists and adding social features to games where they may not have existed. InstantAction not only changes how games are distributed and discovered, but how they are enjoyed.”

 

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.

 

Facebook games come of age – first FPS arriving soon

Monday, February 8th, 2010

Farming and Fish Tanks have been a massive success for a number of casual games developers on social networking platforms, primarily Facebook. Mafia type games have also seen their fair share of success, and while they do contain an element of violence, they’re still grounded to a static, turn based, game style. If these games may be viewed as ‘all encompassing – all inclusive’ styles, it looks like social games on Facebook might be taking a step towards segmentation, as 3G Studios plans to bring a browser based first person shooter directly to your Facebook gaming addiction enjoyment.

Menubar_BA_MidTitled “Brave Arms”, 3G Studios says that they plan on bringing, “a real video game experience,” to Facebook. While full details are currently scarce, those available indicate that the casual game will feature solo as well as team play style, and will include a microtransactions based monetization component.

A quick visit to the Brave Arms official site reveals that the game will feature 3D characters set in a variety of environments. Neither one of these images, however are very descript, one featuring a (what looks like stock digital imagery) warehouse, while the other shows a snowboard mountain setting. Additionally, screenshots show a few different weapon options; dual wielding handguns, assault/sniper rifles with scopes, as well as a futuristic looking weapon which may shoot (frickin’) laser beams!

Brave Arms has a great linage behind it. Developed by 3G Studios which is responsible for the original Rock Band, and handful of PSP games, and most recently Jillian Michael’s Fitness Ultimatum 2009 for Wii. Given these past projects, it should be interesting to see how 3G will make the transition from console and portable titles to the social gaming world.

bfh_logoAnd now for the biggest question – why is 3G Studios the first on the scene with a FPS for Facebook? With EA’s massive investment in social gaming, did 3G simply beat them to the punch? To be honest, even the Brave Arms logo is not only similar to, but I’d venture close enough to tug at consumers’ vague recollection of another free-to-play, first person shooter title they might already be familiar with: EA’s Battlefield Arms. If Battlefield Heroes, or id Software/Bethesda’s Quake Live are or aren’t in development for a Facebook port, well then….fair enough, hats off to 3G Studios for getting to the market first. For now, neither company has indicated that they’re planning on making this move. Perhaps this new offering from 3G might light a few fires at a few corporate offices quite soon. As CEO James Kosta puts it, “Our new title, Brave Arms, will bring first-person shooter games to the masses.” My alternate suggestion might be, “You snooze, you lose big boys.”

Brave Arms is slated for a March release, but enthusiastic players can reserve their nickname in advance at Facebook.

 

Zynga continues growth – to open LA Studio

Thursday, February 4th, 2010

Rumors of Zynga’s impending expansion and opening of a new development studio have been confirmed. The social gaming firm has announced that it will soon open a Los Angeles based firm in addition to it’s two current studios in San Francisco and Baltimore.

In multiple recruitment ads for the new studio, Zynga is looking for “all-star Flash developers,” as well as product managers and IT engineers. This continued growth and expansion for FarmVille creator Zynga only serves as further proof that while the current economic situation might be forcing other studios to lay off staff members, or shut down studios altogether, social gaming has a promising future.

“The reason we chose LA is because of the talent in both interactive entertainment and Web which is essential for social games,” the company told news site Games.com.

“Zynga LA will be very much like our Zynga East office in Baltimore where it will be a studio for our new games. We are looking to expand and scale our talent as we grow.”

You’ll remember that Zynga made a number of headlines last year, but perhaps most notably for their involvement in the ‘ScamVille’ scandal. The company was targeted for hiding scams and deliberately misleading customers with regards to their in-game advertising and revenue generating models. After a temporary hiatus, Zynga seems to be returning to the same monetization model – hopefully sans hidden offers.

Zynga also recently secured $15 million in VC funding back in November of last year. Obviously, nothing can be confirmed, but it’s a pretty good bet that Zynga’s using a healthy chunk of this new investment to plant a flag in LA.

 

Another day, another boatload of $$ for Zynga

Wednesday, December 16th, 2009

Social game leader of the pack Zynga has recently landed yet another influx of cash. This time however, the majority of the investment is coming from Russian investor Digital Sky Technologies. If this name sounds vaguely familiar, you might remember them as a $200 million investor in Facebook. They’re also the same firm that we covered less than a month ago with their $5 million investment in a homegrown social strategy game and gaming platform.

logo_zyngaIf you’ve not been keeping score, and admittedly in this blister paced market, it can be quite a challenge, Zynga is currently the king of social gaming on Facebook. They’re the makers of FarmVille, arguably the one that started the farming craze, which launced in June and counts 72.9 million active monthly users. And while this number alone is enough to make any investor sit up and take notice, Zynga also stables Mafia Wars, FishVille, YoVille, Café World, and Texas HoldEm Poker. Combined, Zynga’s active monthly usage amounts to a massive 232 million. To put that in perspective, there are only three countries on the planet (China, India, and the United States) that are larger.

Looking at Zynga in the overall social gaming space, again, they’re clearling leading the pack. The second largest player on the Facebook gaming page is Playfish, which counts 59 million users. Obviously nothing to sneeze at, but when compared to Zynga – peanuts. Playfish was recently acquired by EA, as the traditional games giant is seeking to make a shift towards current market preferences.

And while massive numbers are good, many, if not all, investors in social gaming have recollections of a former internet boom that was fueled by views, and never bothered to look at the solid bottom line. Fast forward 10 (or so) years, and it looks like both investors and startups have learned a lesson. Zynga is not only covering their costs, but bringing home the bacon – in loads. While on paper, it seems like free-to-play gaming in general wouldn’t make sense. Giving games away and waiting for players to make a microtransaction purchase wouldn’t have been a solid solution pre-social gaming explosion days. However, rumors are circulating that Zynga’s 2009 revenues are pushing the $250 million mark. The company employs either full time or part time 712 employees and is constantly growing.

Again, these figures are enough to make any investor take notice, and it’s clear that Russian firm Digital Sky Technologies is clearly putting it’s vote of confidence into the social networking/gaming area.

With respect to the new investment, Zynga’s founder and CEO Mark Pincus commented to the New York Times, “The opportunity every quarter is proving to be bigger than we imagined and we always thought it was prudent to keep adding to the capital of the company as we grow.”

 

Ohai seeks to make social gaming platform not so casual

Thursday, November 12th, 2009

Game developers Ohai have been working on an unnamed project for quite a while now, and yesterday they announced the official title: City of Eternals. A vampire inspired free-to-play title that incorporates social gaming elements, Twitter and Facebook logins, for example, City of Eternals has been in a closed beta for the past two months, and has seen some pretty impressive figures. On average, beta testers, all 10,000 of them play around 65 minutes per day, and log in approximately 10 times per day.

cityofeternalsSo far, the project sounds like any number of popular Facebook games. However, where Ohai seeks to separate itself from the pack is through synchronous play (something that EA recently started exploring with Spore Islands, as well as Tencent’s ‘market research’ project via synchronous gaming). The goal of Ohai is to create a “real” MMORPG within a social gaming platform read:Facebook in a 2D virtual world where users interact via avatars. Sounds like a “real” MMORPG thus far – only the platform has changed.

Set in the Pacific Northwest, and possibly tapping into the current Vampire driven market – i.e. Twilight, Underworld, True Blood, etc., city of New Valencia, the complex storyline currently features over 20 unique missions for players to engage in. As with any MMORPG, players create their characters, customizing looks and clothing. Battles take place in combat zones, and players level up and gain virtual goods through these battles and quest completions. Check off the “real” MMORPG tenets, and enter the social side. Grabbing elements from other popular social games, City of Eternals also incorporates players’ home base, which of course can be decorated with any number of purchaseable virtual items. Players may also grow items to keep or sell, specialize in a trade, and become a member of one of four vampire houses – aka clans. Another social feature adaptation – players may also recruit their real life friends to join their fight and become a member of the main player’s vampire army.

Due to the recent shakeup of virtual goods offers being a scam, Ohai CEO Susan Wu stated in a TechCrunch interview that City of Eternals will not be incorporating ad offers, but will offer a strict ‘cash-only’ virtual currency purchase plan. Something female gamers might not take to. While Ohais, the company’s proprietary virtual currency, may be purchased while playing directly at the City of Eternals website, since the game in build in Flash, it’s possible to embed the game practically anywhere else on the web, thereby opening the door for potential virtual currency sales from just about anywhere. City of Eternals’ current virtual goods catalogue prices range anywhere from $.02 right through to $20.

While the games does not yet have an official Facebook page, Ohai states that it’s on it’s way very soon. They’ve also stated that an iPhone version of the game is currently in the works. While it won’t be “exactly the same”, Ohai states that the iPhone version will still allow users to interact with other players.

Build over the course of only 9 months with a staff of approximately 12 (including only 3 engineers), City of Eternals has the potential to be a true resounding success story, considering the title’s breakneck speed development, and limited resources. And they’ve already got a lot going for them – tapping into the once highly popular vampire genre of Facebook games, exploring the synchronous gaming method that has recently piqued the interest of two gaming giants, as well as creating a genre that seems to have found a place in recent pop culture.

 

Ngmoco acquires iPhone and Facebook game maker Miraphonic

Friday, November 6th, 2009

Late 2009 has been a banner time for games maker ngmoco. Granted, a lot of their success has been leveraged buy Apple giving the green light to microtransactions in free-to-play games on the iPhone, but obviously the ngmoco team had to have a product in the works that would fit this model perfectly – as they did with their recently released Eliminate first person shooter.

epic-pet-wars-sBuilding upon their push for social gaming, ngmoco has made it’s first acquisition, buying out Miraphonic, makers of iPhone and Facebook titles Epic Pet Wars and Epic Soldier Wars.

Announced via twitter from ngmoco CEO Neil Young, “Delighted to announce that Miraphonic, creators of the awesome Epic Pet Wars have been acquired by ngmoco!” No financials of the deal have been disclosed.

Epic Pet Wars is (yet another) virtual animal training and fighting MMO that Miraphonic states has over one million users. Fitting in-line with ngmoco’s strategy, the game is free-to-play/download but monetizes via sales of in-game currency ‘Respect Points’ which are used to purchase virtual goods. Respect points cost anywhere between approx. $1 right through to approximately $40. Miraphonic’s Epic Soldier Wars operates under the same premise.

If ngmoco’s commitment to developing and publishing quality free-to-play/microtransactions monetized social games was in question, this purchase should certainly seal the deal. Clearly, the company’s acquisition of former MySpace SVP of business development, Jason Oberfest, back in September is already starting to pay off. Charged with “negotiating deals to drive revenue and support the launch of innovative new products…”, it’s fair to say that Oberfest can now call his first deal done.

Granted, ngmoco is receiving a bit of press hype as of late, but they’re still swimming in very competitive waters. Social games makers including Zynga and Playfish are still raking in the profits, but it’s good to see an up and coming player in the field, as the next 6-12 months at ngmoco will really put their new business model to the test.

 

SGN splurges on hiring binge – bags more than a few industry heavy hitters

Thursday, September 24th, 2009

If the question of the rise and dominance of social games has ever come into question, a perusal through the past years headlines, and the associated talent defecting to smaller, up-and-coming social games firms should give a pretty clear picture as to what’s going on. Chalk up another major shift in the social gaming industry, as SGN has recently announced that they’ve been on a bit of a hiring binge as of late, and have netted some serious talent.

Randy BreenFormer Electronic Arts and LucasArts executive Randy Breen will now be reporting to SGN’s CEO Shervin Pishevar, in his new role as Chief Operating Officer. Breen, a long time and founding executive at EA, was responsible for the Road Rash series of games, one that’s sold million of copies and spawned a number of sequels and off shoots. Likewise, at LucasArts Breen was the man in charge of overseeing product developments within the Star Wars and Indiana Jones license lines.

Serving as new Director of Game design at SGN is Randy Angle, another industry veteran, who’s worked on a number of projects, most notably the Lord of the Rings. Another EA vet, Margaret Foley-Mauvais has been hired to serve as Art Director, while Dan Brazelton joins the SGN team in the role of Executive Producer. Brazelton brings to the table 17 years of gaming and film industry experience. And rounding out the new netting at SGN is Adriana Gasoigne, formerly of Hi5, who will be serving as the company’s Director of Global Communications.

“We’ve experienced tremendous growth over the past year, and I’m thrilled we have attracted a leader like Randy Breen to SGN and assembled a world class team to capitalize on our position within the booming social gaming industry,” said Shervin Pishevar, CEO of SGN, in a statement.

Based in Palo Alto, California, SGN has now topped over 100 hires, and has been in operation since 2007. Owing their success to the rise of social gaming, SGN has also served as a primary influencer in and producer of such titles in the social gaming space. Their first success can be attributed to a Facebook app, Warbook, and SGN quickly followed up this success with a number of additional titles. Quickly spreading their reach to Myspace and Bebo applications, SGN started focusing on iPhone games over the past year.

While they may have had a decent following and interest in their work with social network based games, this expansion into iPhone games is what truly put the company on the map. SGN has sold over 400,000 copies of it’s F.A.S.T. jet fighter game, and approximately 24 percent of all iPhone and iPod touch users have a copy of the firms successful iBowl app on their device. And lest we forget that it was SGN that was the very first to bring the successful Mafia games genre to market.

Again, it’s quite clear to see what’s going on here. A number of execs and non-execs alike are either fed up with, or see greater opportunities in social gaming then the traditional stalwarts of the industry. Granted, a number of larger games development firms are now interested in, and/or beginning their own exploration of social gaming, but is it already too late?