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	<title>Comments on: Mistakes Social Game Developers are Making</title>
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	<link>http://www.insidesocialgames.com/2008/07/21/mistakes-developers-are-making/</link>
	<description>Tracking Innovation at the Convergence of Games and Social Platforms</description>
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		<title>By: Ankur Nagpal</title>
		<link>http://www.insidesocialgames.com/2008/07/21/mistakes-developers-are-making/comment-page-1/#comment-257</link>
		<dc:creator>Ankur Nagpal</dc:creator>
		<pubDate>Wed, 23 Jul 2008 00:31:22 +0000</pubDate>
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		<description>Well thought out post and you do make a few really good points. However, what you seem to be discounting is the first-mover advantage that arises out of the &quot;one-trick flash game&quot; - I think it&#039;s evident that launching a basic application and iterating repeatedly is probably the best way to go. 

Secondly (and importantly) - the &quot;one-trick flash games&quot; still work - and often enough, better than the deep, social games. On Crazy Taxi and Pacman 2.0 - both stereotypical examples of the &quot;one-trick flash games&quot; -there&#039;s still a significant percentage of users that return every single day and as a result over 100k DAU&#039;s between the two applications despite a &quot;Friends Ranking&quot; page being about as social as the game gets. 

I&#039;m not doubting that a more social experience may result in even higher metrics, but ultimately it&#039;s a time-reward tradeoff and often an engaging Flash game can often suffice in building a successful application (Jetman anyone?).</description>
		<content:encoded><![CDATA[<p>Well thought out post and you do make a few really good points. However, what you seem to be discounting is the first-mover advantage that arises out of the &#8220;one-trick flash game&#8221; &#8211; I think it&#8217;s evident that launching a basic application and iterating repeatedly is probably the best way to go. </p>
<p>Secondly (and importantly) &#8211; the &#8220;one-trick flash games&#8221; still work &#8211; and often enough, better than the deep, social games. On Crazy Taxi and Pacman 2.0 &#8211; both stereotypical examples of the &#8220;one-trick flash games&#8221; -there&#8217;s still a significant percentage of users that return every single day and as a result over 100k DAU&#8217;s between the two applications despite a &#8220;Friends Ranking&#8221; page being about as social as the game gets. </p>
<p>I&#8217;m not doubting that a more social experience may result in even higher metrics, but ultimately it&#8217;s a time-reward tradeoff and often an engaging Flash game can often suffice in building a successful application (Jetman anyone?).</p>
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