Posts Tagged ‘social games’

Breakthrough challenges Facebook players to solve real-world issues

Wednesday, April 27th, 2011

Building upon a growing movement in the gaming industry, whereby players are tasked with solving real-world issues in a virtual world environment, global human rights organization Breakthrough is enjoying success with their unique groundbreaking Facebook gaming event, America 2049. The title is now entering it’s 4th week of a 12 week cycle, and counts a healthy 11,000+ players.

“‘America 2049’ resonated with me because I love the idea of people fighting at all costs for their right to pursue the life they choose, without fear of persecution,” said Harold Perrineau in a statment. “I hope the game will inspire young people, especially, to help stop institutionalized hatred and intolerance — today.”

The game/problem solving event revolves around assignments tasked by Jefferson Williams II, as they seek to capture fugitive Ken Asaba. However, this is no regular cloak-and-dagger event, as American 2049 has a vastly different landscape as we know it today . Or is it? Players encounter an America that is fiercely divided by race and ethnicity, not-so-female friendly, and at a loss for self-expression.

“‘America 2049’ is literally a game-changer,” said Breakthrough President & CEO Mallika Dutt in a statement. “It parachutes us into an alternate reality not far from our own, where we must make critical decisions about how we want to define ourselves as a nation. While immersing us in one possible future, it inspires us to recommit to an America built on diversity and human rights.”

And if the, “Now that’s something different, let’s have a look…” format of the game wasn’t enough to pique users’ interest; Breakthrough has scored some top level acting talent. The character of Jefferson Williams II is voiced by Alias actor Victor Garber, while the antagonist Ken Asaba is portrayed by LOST’s Harold Perrineau. Other top shelf talent includes Cherry Jones of 24, Anthony Rapp of Rent, and Margaret Cho of multiple media formats. All talent involved were not paid, and chose to donate their time and talent to the project.

American 2049 creative director and producer Heidi Boisvert comments, “By placing ‘America 2049’ on Facebook, Breakthrough is using one of the web’s most popular cultural platforms to create the possibility of changing culture itself.” Boisvert was joined by award-winning lead writer and co-game designer, Andrea Phillips. This is Boisvert’s second project with Breakthrough, as she’s previously produced ICED: I Can End Deportation, another social change game that dove into controversial U.S. immigration policies, and attracted some 150,000+ users.

 

Social Gaming to top $5 Billion by 2015

Friday, April 8th, 2011

In a new report issued by Parks Associates, the firm forecasts that the social gaming industry will increase it’s revenue by five times between 2010 and 2015.  The revenue increase is fueled primarily by increased advertising revenues and virtual goods sales.  According to Parks Associates, these driving factors have already pushed social gaming revenues north of $1 Billion in 2010, and they see the trend continuing.  The research firm will be presenting the findings of their Social Gaming: Market Updates report at the upcoming Game Investment Conference in Austin, TX on the 13th of April.

“Gaming on social networks has quickly become the most visible category of online games,” said Pietro Macchiarella, Research Analyst, Parks Associates in a statement. “Right now more than 250 million people play games like Zynga’s CityVille and FarmVille on Facebook every month, and both game developers and marketers have taken notice. Big brands such as McDonald’s and 7-Eleven have carried out cross-promotions with existing social games.”

Macchiarella also points to improved user monetization is a factor contributing to the industry’s success.  He notes that early entrants to the field missed key monetization and revenue opportunities, but rapid advancements in gameplay has allowed for more effective incentives for users to purchase virtual items.  Examples include virtual tractors and seed, items that improve or enhance gameplay, as well as rare items (swords, shields, etc.) to build status.

“The most powerful asset of social game developers is the quantity of behavioral data that they can obtain from their games,” Macchiarella said. “The abilities to measure the efficacy of different gameplay mechanisms, to tweak game design in near-real time, and to test new models are advantages that traditional gaming companies will never have. Zynga’s huge market share is the best proof of the competitive advantage made possible by properly leveraging consumer data.”

Parks Associates’ report also addresses the 500-pound Gorilla in the room: In Game Advertising.  The once “Holy Grail” that was to save the gaming industry has all but disappeared, or rather, highly evolved since it’s inception.  A shift in focus towards branded games, sponsored items, communities, and “advertainment” options that are far better suited to their end goal, and have come around to enhancing the gamers’ experience rather than interrupt.  Parks Associates points to this new model as further revenue opportunities for games makers.

As mentioned above, Macchiarella will present the firms findings during the Social Games session on Wednesday April 13th, at the Game Investment Conference.  The session is slated to provide a detailed overview of the social gaming space, and looks at market drivers and inhibitors, competitive analysis, market dynamics, and an investigation of current monetization and payment methods.

 

Nexon adds Dungeon Fighter Slayer Edition to iOS – thoughts on Nexon’s bigger plan

Tuesday, March 29th, 2011

Nexon has recently unleashed their popular MORPG Dungeon Fighter for iOS devices. Known as Dungeon & Fighter in all territories other than North America, The title is one of Nexon’s hottest properties, with over 200 million registered users, and now available for play on the go.

According to Nexon, the Dungeon & Fighter Slayer Edition is optimized for all iOS devices, and created by Neople, a fully owned subsidiary of Nexon. While this might be a “special edition” of Dungeon & Fighter, Nexon has taken the higher road, and is not pushing a watered down version of the title, but rather, has included a plethora of content not found on other versions of the game. Content includes Ancient Dungeons, as well as a playable Mage class to name a few. Neople/Nexon have also taken advantage of the unique interface offered by iOS devices, as players now have access to a pinch and zoom in/out of the mini-map, as well as use on screen directional keys for movement. The title still retains it’s long standing side-scrolling game play, a mechanic players have come to love and expect from Nexon.

“The iOS release of Dungeon & Fighter Slayer Edition represents a significant step forward for the Dungeon & Fighter franchise,” said Hyun-Jong Kim from Nexon Mobile in a statement. “Both longstanding fans of the franchise and new players alike will now be able to take the enthralling action of the Dungeon & Fighter universe with them on the go.”

Now if this were any other company offering yet another version of a title, I’d promptly yawn and move on. However, this is Nexon we’re talking about here. If you’re not familiar with Nexon, in a nutshell, if you like free-to-play, or paying for bits and pieces as you go, aka microtransactions, you’ve got respect to pay. While certainly not on the level of Apple, it’s fair to say that Nexon has done for games what Apple via iTunes did for music. I’ll explain:

Apple started a revolutionary program and idea with the advent of the iTunes store. It provided a safe and legitimate mechanism whereby users could pay for what they want, and download it directly to their computer. Not coming from the exact same starting point, Nexon sought to put games piracy to bed, once and for all. Their logic? Let the games loose for free, and then charge users for what they want along the way; be that a sword or potion here, or a map or additional levels there. For the longest time Nexon pushed this business model, and is not reaping the rewards. However, this was primarily browser based gaming via Nexon’s portal only.

Within the past week, we’ve seen Nexon port KartRider and their long standing flagship MapleStory over to both iOS devices and Facebook (and other social networks), as well as lead a financing round for a promising social games development house, A Bit Lucky. It’s a fair statement to make that something is definitely afoot at Nexon. With that said, Nexon is still at the pivot point, meaning, they’re now bringing their popular titles over into the social/mobile world. I see this as phase one of a much larger plan in the works. Once Nexon is settled and established in this playfield and worked out all the kinks, I believe this will be the time when we see Nexon’s investment in A Bit Lucky start to pay off, as the firm will undoubtedly produce Nexon’s next “big hit.”

Only time will tell, but it might be time to keep a closer eye on what Nexon’s up to, as Q1 is rapidly coming to a close. Next phase? My money’s on a Q4 ’11 release, just in time to take full advantage of the upcoming iOS, and most probably Phone 5.

 

Nexon awards Social Network Game Development program: Antic Entertainment and one2tribe receive benefits

Tuesday, March 15th, 2011

Hot on the heels of their 42 percent jump in Q4, Nexon America has recently announced the winners of their Social Network Game Development program, with it’s first recipients being Antic Entertainment and one2tribe. The two firms will share over $1 million in Nexon iNitiative development funding. The two are expected to develop new games for Nexon’s usage worldwide.

Started in the Spring of 2010, Nexon’s iNitiative program is designed to target and support new innovative game technology and projects that fold nicely into Nexon’s community based, long-term user goals. The idea is to find original, unique and forward looking video game efforts, and provide these studios with the necessary funding to help them reach these goals. This year alone, Nexon received 115 submissions from 26 countries around the globe. After a heavy scrutiny under the Nexon microscope, two firms have floated to the top: London, Ontario based Antic Entertainment and Poland based one2tribe.

“The Nexon iNitiative had many outstanding submissions,” said Won Il Sue, Nexon America’s vice president of business development in a statment. “Antic Entertainment and one2tribe presented truly innovative ideas that fit right into what we’re trying to do at Nexon. As recipients of the Nexon iNitiative funding, Antic Entertainment and one2tribe will be instrumental in expanding our catalogue and bringing Nexon games to new audiences.”

Founded in 2008, Antic Entertainment is based on London, Ontario, and focuses on building and publishing casual games for regular gamers. Founders Fredrik Liljegren, Mark Mikulec and Jeff Evans report that they’re hard at work on an unannounced social media game for Nexon.

On the other side of the pond, Polish studio one2tribe was founded in 2003 by Mojciech Ozimek and Aleksander Solecki, and is hailed for their innovative projects, including the fusion of several platforms including Xyber Mech and The Witcher: Versus. The firm has yet to announce any Nexon related plans … but that doesn’t mean that they’re not working on it.

Both firms will share in the $1 million prize, although distribution numbers were not provided. By accepting the funding, both firms are now committed to a co-developed Nexon project, which will later be published by the free-to-play giant. This distribution will effectively reach 71 countries around the world.

No launch or expected arrival dates have been announced, but if Nexon’s selection process is anything akin to their already published titles, it should be quite interesting to see what these two now-funded studios have in store for us.

 

Social Games maker Digital Chocolate tops 20 million monthly active Facebook users

Tuesday, November 16th, 2010

Building on their successful launch of 4 major releases in the month of November alone, with one more planned before month’s end, Digital Chocolate has proudly announced that they’ve now surpassed the 20 million monthly active users on Facebook (according to data pulled from AppData). This news arrives only two months after Digital Chocolate surpassed the 12 million users mark.

Adding to the 20+ million monthly active users, Digital Chocolate claims to be one of the top social games companies on Facebook, as well as having one of the largest mobile footprints in the world with titles spreading across the iPhone, and Android, attracting over 80 million downloads. Based on these figures, the way Digital Chocolate sees it, they’ve added more daily active users than any other games developer on Facebook.

Over the course of November, Digital Chocolate has launched Hollywood City, Island God, Vegas City, and Epic Fighter (someone’s been busy!). While not-quite-yet blockbusters, these new titles add to Digital Chocolate’s large user base, most of whom are focused on Millionaire City and MMA Pro Fighter. Digital Chocolate’s most popular title, Millionaire City, is available for the iPhone, with plans to hit Android very soon. Presumably, we’ll see the same technology employed in Millionaire City that Digital Chocolate is testing via it’s MMA Pro Fighter title. The cross platform tech allows players to battle just about anywhere: on Facebook directly, via their iPhone, or Android.

“Our growth across the world’s most exciting platforms separates us from the crowd,” said Marc Metis, President of Digital Chocolate. “We are unique in combining social gaming expertise, leadership on both Facebook and mobile, a global approach, technology leverage, and scale.”

With one more title waiting in the wings, and a promised Android release of Millionaire City, Digital Chocolate seems poised to be in the polished position with the highly lucrative holiday season just around the corner. Remember, for the past two consecutive years, Facebook has dominated the traffic charts during the holiday season. If Digital Chocolate is quickly pulling in the users (and numbers), the true test of their efforts will be this holiday season. Let’s see what they pull off!

 

Atari Games Online is a GO!

Friday, September 24th, 2010

While it might not be the same Atari we all remember of 2600 fame days, it looks as though Atari is poised to make another big splash in the gaming industry. Announced yesterday, Atari officially rolled out their newest offering – Atari Games Online, or Atari GO. The goal is to support the development of new online casual and social games by way of assisting games developers in navigating the tricky waters of online game publishing.

Online industry vet Thom Kozik brings his 25 years of gaming experience to the Atari initiative. Kozik has been a driving force in such major players as Microsoft, Yahoo!, Bigpoint, and K2. Putting his experience straight to use when he joined Atari in March of this year, Kozik is focused on attracting independent developers and content distribution partners, all under Atari’s new multi-platform approach (read, Facebook diversification) towards development, marketing, and distribution. At launch, Atari reports that over a dozen developers are already using the GO services.

“Thom brings a wealth of experience and insight to his role here at Atari as he joins our management team during this high growth period in online gaming,” said Lapin. “We look forward to bringing modernized versions of our well-known games, such as Asteroids, and new original games to global online marketplace.”

Looking a bit deeper into the Atari Go services, here’s what we have on tap:

  • The Independent Developer Program. This initiative seeks to bring new original games as well as games based on Atari’s deep catalogue of classic titles.
  • The Affiliate Program. Aimed at attracting popular independent sites to embed authorized and licensed (read, non-clones) classic and new Atari titles, ultimately sharing in the revenues generated.
  • The Distribution Program. Plain and simple – targeted at top social networks, portals, and game aggregators to expand the Atari audience.
  • Marketing and Platforms support. This program is aimed at assisting developers with distribution, marketing, and metrics. Under this umbrella, Atari will also assist developers in publishing on multiple social networking platforms, portals, etc., as well as fine tuning inventory management, monetization and advertising efforts.

“The programs, tools and support structures behind Atari GO allows developers to focus on making great games that can then be delivered globally,” said Thom Kozik, Executive VP, Online & Mobile at Atari. “Developers can already sign up for our programs and collaborate with us as we envision the future of cross-platform gaming.”

 

Researchers find smarter people in casual games players

Thursday, May 27th, 2010

Researchers at East Carolina University Psychophysiology Department have revealed their preliminary findings in an ongoing study, that indicate significant increases in short-term cognitive acuity in casual games players. In other words … those that play casual games show improved short term memory functionality.

brainpowerEast Carolina University’s study found that test subjects that were exposed to playing casual games, specifically PopCap’s Bejeweled and Peggle, exhibited improved cognitive functions. The study commenced around the beginning of this year, and will conclude later this year, studies a wide variety of U.S. consumers aged 50 or older. The focus of the study is centered around the effects of games on subjects’ short-term brain power. Initial results indicate that sizeable improvements were made by the experimental group, when compared to the control group.

“The initial results of the study are very intriguing, in that they suggest that the ‘active participation’ required while playing a casual video game like Bejeweled provides an opportunity for mental exercise that more passive activities, like watching television, do not,” said ECU’s Director of Psychophysiology and Biofeedback Clinic, Dr. Carmen Russoniello. “Future applications could include prescriptive applications using casual video games to potentially stave off Alzheimer’s disease and other dementia-type disorders.”

Over 40 participants have already been studied, with more to come in the coming months. Participants had their brain waves monitored through an Electroencephalography (say that 3x fast), or EEG as it’s better known. The EEG measures participants’ brain waves as they complete a number of cognitive tests. Both speed and accuracy of tests are measured. The study finds that those who played Bejeweled or Peggle for 30 minute periods showed an 87 percent improvement in cognitive response time, and a whopping 215 percent increase in executive functioning over the control group. According to ECU, these changes are on par with similar cognitive interventions such as mindfulness-based cognitive therapy and cognitive remediation therapy. In other words … playing short amounts of casual games may find their way into medical treatment and therapy in the coming years.

“Video games with more complex rules and controls, and more sophisticated or detailed imagery — so-called ‘hardcore’ video games — might provide similar cognitive benefits for many people,” said Russoniello. “But those games take significantly longer to learn to play and appeal to a considerably narrower subset of the overall population, especially older consumers. In our experience, ‘casual’ video games are ideal both in terms of their accessibility and ease of understanding and because they appeal to nearly everyone.”

Download ECU’s full PopCap games study results here.

Note: although PopCap games were used as test examples in this study, they did not underwrite the study, and remain completely independent of its results.

 

Playdom gobbles up Merscom

Tuesday, April 27th, 2010

Obviously, Playdom is making some big moves. Looking at just 2010 alone, they’ve eaten up Offbeat Creations, invested $5M in MetroGames, and welcomed David Sobeski as CTO. One week post Sobeski, Playdom has announced their acquisition of social games developer Merscom. An interesting move, as Merscom’s 16 year specialty is creating online and social games for third parties. Moreover, these properties are specifically representing nationally recognized brands.

logo“We believe that brands matter and that over time, as the social gaming industry matures, games which incorporate content from popular culture and widely respected brands will garner larger market share than those without it,” says John Pleasants, Playdom’s CEO. “Merscom has 16 years experience working with content owners and we intend to call on this experience as we move into this promising area of our industry.”

Currently, Chapel Hill, NC based Merscom is working on digital products for Sea World, National Geographic, and NBC Universal. Obviously, Playdom is clearly interested in what Merscom can do, but more valuable is the companies’ deep connections with IP owners. Playdom also says that they’re going to take the opportunity to court the talented North Carolina game development community.

Merscom founders Kirk Owen and Lloyd Melnick founded Merscom 16 years ago, and their core team has produced over 250 games, 30+ of which can be defined as ‘casual’, with clients including Lifetime Networks, Paramount and Starz Entertainment. Prior to 2009, Merscom outsourced their engineering projects, but wisely reeled production in-house, and began their focus on social gaming. Their first social game out of the gate was “The Crazies”, a property released in conjunction with the film of the same title.

“We are excited to join Playdom,” said Kirk Owen, Merscom CEO. “Playdom understands the power of branded content and decentralized international game development where we’ve focused our efforts for many years.” Owen continued: “Merscom’s team will thrive in Playdom’s culture of respect for its employees and its great benefit programs. We can’t wait to get started.”

 

Gameloft launches eight iPad specific titles

Tuesday, April 6th, 2010

With the Apple iPad making it’s triumphant splash on the market, it’s time to take a look at the social games developers that are undoubtedly lining up in droves to cash in. One such games maker is Gameloft, who last Friday announced not one, not two, but eight specific titles that are ready and waiting for new iPad users to dive right into.

Gameloft iPad

Keeping in mind that the iPad is (arguably) just a giant iPod Touch, at least in respect to the (modified) operating system, games developers are poised to make a killing with social apps. Remember, the current iPhone OS incorporates microtransactions, as does the iPad. While there’s no specific mention of microtransactions in Gameloft’s releases, a number of them are ripe for the option. Gameloft’s lineup includes: N.O.V.A. Near Orbit Vanguard Alliance, Modern Combat: Sandstorm, Dungeon Hunter, Asphalt 5, UNO, NFL 2010, Let’s Golf, and Real Football 2010.

Currently, Gameloft is riding the “new” wave, capitalizing on a number of the iPad’s unique interface. Noting that the screen resolution of the iPad is 1024 x 768 (remember that one?), HD gaming has now come to the portable platform. All of Gameloft’s iPad specific applications have a much higher level of detail. For example, their Real Football 2010 has been completely remastered to include HD resolution grass, textures, characters, and animations.

Likewise, Gameloft’s N.O.V.A. Near Orbit Vanguard Alliance App utilizes the iPad’s control features, allowing users to open an airlock door by rotating three fingers, as well as sliding buttons to make various object move, elevators for example.

Where Gameloft expects the iPad to excel is in level of complexity now available. That’s not to say that a number of iPhone apps are not highly detailed, but rather the more powerful iPad allows for greater flexibility. Increased depth of field, complex map layouts, and more intense action sequences can be found in their iPad specific applications. For example, the N.O.V.A. title allows for multi-target acquisition, activated via a user-drawn grid that serves as the targeting method for an in-game rocket launcher.

Finally, we all know that gaming is fun, but even more so when doing it with friends. Gameloft’s iPad titles will be easier and more attractive for multiplayer gaming. One of my personal favorite casual/social games produced by Gameloft, UNO, allows for up to four players to compete against each other on one iPad by selecting “One Device Multiplayer” mode. Likewise, for multiple device play, UNO also allows friends on different iPads or iPhones to connect for local and online Wi-Fi gameplay.

“With iPhone and iPod touch, Apple changed the way consumers perceive and interact with their devices and created a revolutionary era for the mobile gaming industry,” said Michel Guillemot, president of Gameloft. “We are taking full advantage of all the new possibilities and features iPad is bringing to developers with games that will once again transform the digital gaming experience.”

 

Faunasphere comes to Facebook

Friday, February 19th, 2010

Big Fish Games announced yesterday that they are now offering their free-to-play MMO title, Faunasphere on Facebook. The title stands above the crowd insomuch as it’s now a cross platform title, having the stand alone browser version linked to the Facebook based game so that players can have a seamless experience, regardless of the platform.

faunasphere“As a standalone site, Faunasphere has demonstrated incredible user growth and consistently high average spend per user. We are excited to see it perform at scale on Facebook, the world’s largest social network,” comments VP of Social Games at Big Fish Games Will O’Brien.

According to Big Fish Games, both versions of Faunasphere will operate under the same microtransactions system, whereby users can buy additional virtual goods and items for their fauna and commission scientific tests to learn more about the hidden skills their selected character(s) may exhibit. Big Fish Games is also touting the title as a “real” MMO on the Facebook platform, finally introducing the casual games community outside the normal realm of Mafia Wars, Happy Aquariums, and/or FarmVilles.

“MMOs are the original social game,” said Toby Ragaini, Big Fish Games vice president, MMO. “What’s great about bringing MMOs to Facebook is that you have a built-in network of friends to play with. People who play other social games on Facebook will enjoy the increased immersive experience that Faunasphere offers, thanks to the ability to have real-time, synchronous interactions with friends and fellow players. And because Faunasphere was designed for the casual gamer, it’s a perfect fit for the Facebook audience.”

Big Fish Games raised $83 million in 2008, and is continuing to invest in social games and that Faunasphere is just one of many efforts it has in the pipeline for this year. Obviously, Big Fish Games is taking cues from Zynga, hoping to cash in on the massive success of social gaming on the Facebook platform.