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	<title>Comments on: The Ten Most Significant Social Games of 2009</title>
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	<link>http://www.insidesocialgames.com/2009/12/30/the-ten-most-significant-social-games-of-2009/</link>
	<description>Tracking Innovation at the Convergence of Games and Social Platforms</description>
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		<title>By: Following a Busy 2009, Zynga&#8217;s Traffic Shows an Intriguingly Quiet 2010</title>
		<link>http://www.insidesocialgames.com/2009/12/30/the-ten-most-significant-social-games-of-2009/comment-page-1/#comment-14109</link>
		<dc:creator>Following a Busy 2009, Zynga&#8217;s Traffic Shows an Intriguingly Quiet 2010</dc:creator>
		<pubDate>Wed, 31 Mar 2010 22:19:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=9779#comment-14109</guid>
		<description>[...] Wars. The former game made a lot of money and the latter did, too, but it also served as a &#8220;public laboratory&#8221; for basically any new type of feature that Zynga wanted to try out in other [...]</description>
		<content:encoded><![CDATA[<p>[...] Wars. The former game made a lot of money and the latter did, too, but it also served as a &#8220;public laboratory&#8221; for basically any new type of feature that Zynga wanted to try out in other [...]</p>
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		<title>By: Castle Age Brings a New Level of Detail to Facebook Role-Playing Games</title>
		<link>http://www.insidesocialgames.com/2009/12/30/the-ten-most-significant-social-games-of-2009/comment-page-1/#comment-11854</link>
		<dc:creator>Castle Age Brings a New Level of Detail to Facebook Role-Playing Games</dc:creator>
		<pubDate>Fri, 15 Jan 2010 19:57:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=9779#comment-11854</guid>
		<description>[...] to continue to grow over 2010, and after playing it, you will certainly see why it was one of the top ten most significant social games of last year.   To dig deeper into the social gaming market, check out our new report: Inside Virtual Goods: The [...]</description>
		<content:encoded><![CDATA[<p>[...] to continue to grow over 2010, and after playing it, you will certainly see why it was one of the top ten most significant social games of last year.   To dig deeper into the social gaming market, check out our new report: Inside Virtual Goods: The [...]</p>
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		<title>By: Andrew Mayer</title>
		<link>http://www.insidesocialgames.com/2009/12/30/the-ten-most-significant-social-games-of-2009/comment-page-1/#comment-11545</link>
		<dc:creator>Andrew Mayer</dc:creator>
		<pubDate>Wed, 06 Jan 2010 18:11:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=9779#comment-11545</guid>
		<description>I liked Pet Society quite a lot, but I think it&#039;s a game model that seems to be clearly understood, and hasn&#039;t really been a big story over the last half of 2009.

I&#039;m keeping my eye out to see who&#039;s going to move the pet genre forward this year.</description>
		<content:encoded><![CDATA[<p>I liked Pet Society quite a lot, but I think it&#8217;s a game model that seems to be clearly understood, and hasn&#8217;t really been a big story over the last half of 2009.</p>
<p>I&#8217;m keeping my eye out to see who&#8217;s going to move the pet genre forward this year.</p>
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		<title>By: John Shue</title>
		<link>http://www.insidesocialgames.com/2009/12/30/the-ten-most-significant-social-games-of-2009/comment-page-1/#comment-11528</link>
		<dc:creator>John Shue</dc:creator>
		<pubDate>Wed, 06 Jan 2010 00:44:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=9779#comment-11528</guid>
		<description>How can you not have a list of top games and not include Pet Society? Another game by Playfish...</description>
		<content:encoded><![CDATA[<p>How can you not have a list of top games and not include Pet Society? Another game by Playfish&#8230;</p>
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		<title>By: Tadhg Kelly</title>
		<link>http://www.insidesocialgames.com/2009/12/30/the-ten-most-significant-social-games-of-2009/comment-page-1/#comment-11448</link>
		<dc:creator>Tadhg Kelly</dc:creator>
		<pubDate>Sun, 03 Jan 2010 15:50:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=9779#comment-11448</guid>
		<description>Hmmm.

#8 Crazy Planets
I don&#039;t think you&#039;re right about Crazy Planets. I think it&#039;s simpler than that: Crazy Planets is just not that much fun. 

It has polish but the core gameplay is poorly conceived in a way that doesn&#039;t encourage the player to come back and try again. It lacks decent physics, the individual game sessions don&#039;t tend to have the cut-and-thrust that Worms did and the round planet structure makes it very difficult to aim.

Worms is one of those games that many people have tried to clone over the years and usually failed with because the balance of a game like that is crucial to its interestingness. 


#6 Mafia Wars
Also, Zynga spent a large portion of the year continuously advertising Mafia Wars. That must have helped :)


#2 Cafe World
Actually I think the more significant game is Restaurant City because it was the first social game to take a stab at demanding some skill from the player (in terms of figuring out optimum layouts etc), the first to utilise Flash properly, and the first to use a long period of Beta to build customer loyalty rather than launch immediately. 

Cafe World takes those things (in addition to look) and does a less interesting job with them. It&#039;s clearly a more time-oriented game (with dishes that take days to prep, go rotten if left alone etc), which is inherently less interesting. Cafe World doesn&#039;t really reward that because its pathfinding system for NPCs is less predictable than RC&#039;s, with the result being that restaurant layout is very bland. There&#039;s no incentive. 

However it is important to place it in context with all of Zynga&#039;s big push into Flash gaming this year, which is certainly the story of the year overall.


#1 Farm Ville

Yes, of course. It would be unfair not to mention Farm Town and the general explosion of farming in context though. While Zynga rushed away with the farming prize after they realised that Farm Town had struck gold, Slashkey managed to achieve something quite remarkable as a lone developer, building an audience of nearly 19m MAU at one point - all of it viral - and are still going strong.


Wonder what the next new trends will be?</description>
		<content:encoded><![CDATA[<p>Hmmm.</p>
<p>#8 Crazy Planets<br />
I don&#8217;t think you&#8217;re right about Crazy Planets. I think it&#8217;s simpler than that: Crazy Planets is just not that much fun. </p>
<p>It has polish but the core gameplay is poorly conceived in a way that doesn&#8217;t encourage the player to come back and try again. It lacks decent physics, the individual game sessions don&#8217;t tend to have the cut-and-thrust that Worms did and the round planet structure makes it very difficult to aim.</p>
<p>Worms is one of those games that many people have tried to clone over the years and usually failed with because the balance of a game like that is crucial to its interestingness. </p>
<p>#6 Mafia Wars<br />
Also, Zynga spent a large portion of the year continuously advertising Mafia Wars. That must have helped :)</p>
<p>#2 Cafe World<br />
Actually I think the more significant game is Restaurant City because it was the first social game to take a stab at demanding some skill from the player (in terms of figuring out optimum layouts etc), the first to utilise Flash properly, and the first to use a long period of Beta to build customer loyalty rather than launch immediately. </p>
<p>Cafe World takes those things (in addition to look) and does a less interesting job with them. It&#8217;s clearly a more time-oriented game (with dishes that take days to prep, go rotten if left alone etc), which is inherently less interesting. Cafe World doesn&#8217;t really reward that because its pathfinding system for NPCs is less predictable than RC&#8217;s, with the result being that restaurant layout is very bland. There&#8217;s no incentive. </p>
<p>However it is important to place it in context with all of Zynga&#8217;s big push into Flash gaming this year, which is certainly the story of the year overall.</p>
<p>#1 Farm Ville</p>
<p>Yes, of course. It would be unfair not to mention Farm Town and the general explosion of farming in context though. While Zynga rushed away with the farming prize after they realised that Farm Town had struck gold, Slashkey managed to achieve something quite remarkable as a lone developer, building an audience of nearly 19m MAU at one point &#8211; all of it viral &#8211; and are still going strong.</p>
<p>Wonder what the next new trends will be?</p>
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		<title>By: Dave</title>
		<link>http://www.insidesocialgames.com/2009/12/30/the-ten-most-significant-social-games-of-2009/comment-page-1/#comment-11430</link>
		<dc:creator>Dave</dc:creator>
		<pubDate>Sat, 02 Jan 2010 11:31:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=9779#comment-11430</guid>
		<description>There&#039;s a good lesson to be learned from Farmville.

Before they brought out tractors and seed planters and whatnot: Farm town was a better experience. It was graphically inferior and was slightly less robust but it&#039;s use of the Flash Media Server made it the *in-game* social game that Farmville still isn&#039;t. The social aspects of Farmville happen outside the game but they were very much in the game with Farm Town. So why is Farmville more popular? The interface is the same, it&#039;s technically inferior in both programming and game mechanics. The only difference is as I said: It&#039;s prettier and feels more solid.

It&#039;s a shame really but the old saying stands true: The first bite is with the eye.</description>
		<content:encoded><![CDATA[<p>There&#8217;s a good lesson to be learned from Farmville.</p>
<p>Before they brought out tractors and seed planters and whatnot: Farm town was a better experience. It was graphically inferior and was slightly less robust but it&#8217;s use of the Flash Media Server made it the *in-game* social game that Farmville still isn&#8217;t. The social aspects of Farmville happen outside the game but they were very much in the game with Farm Town. So why is Farmville more popular? The interface is the same, it&#8217;s technically inferior in both programming and game mechanics. The only difference is as I said: It&#8217;s prettier and feels more solid.</p>
<p>It&#8217;s a shame really but the old saying stands true: The first bite is with the eye.</p>
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		<title>By: 10 важнейших соц.игр 2009 года &#171; socialplay.ru — S значит social</title>
		<link>http://www.insidesocialgames.com/2009/12/30/the-ten-most-significant-social-games-of-2009/comment-page-1/#comment-11420</link>
		<dc:creator>10 важнейших соц.игр 2009 года &#171; socialplay.ru — S значит social</dc:creator>
		<pubDate>Fri, 01 Jan 2010 19:43:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=9779#comment-11420</guid>
		<description>[...] всяческие итоги года, на InsideSocialGames опубликован список самых важных социальных игр 2009-го. Вот [...]</description>
		<content:encoded><![CDATA[<p>[...] всяческие итоги года, на InsideSocialGames опубликован список самых важных социальных игр 2009-го. Вот [...]</p>
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		<title>By: Margaret Wallace</title>
		<link>http://www.insidesocialgames.com/2009/12/30/the-ten-most-significant-social-games-of-2009/comment-page-1/#comment-11394</link>
		<dc:creator>Margaret Wallace</dc:creator>
		<pubDate>Thu, 31 Dec 2009 17:38:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=9779#comment-11394</guid>
		<description>Pogo Puppies is such a missed opportunity, I agree. There are some fundamental flaws in the design as well as leveraging the FB platform. The &quot;Doing Tricks&quot; part of the game is too gamer-y. It&#039;s tough that you can&#039;t try on items before you buy. Andrew is right in that the interface hides more than it brings out. The art is beautiful but not enough of the social elements are baked in to take advantage of all the FB platform has to offer.</description>
		<content:encoded><![CDATA[<p>Pogo Puppies is such a missed opportunity, I agree. There are some fundamental flaws in the design as well as leveraging the FB platform. The &#8220;Doing Tricks&#8221; part of the game is too gamer-y. It&#8217;s tough that you can&#8217;t try on items before you buy. Andrew is right in that the interface hides more than it brings out. The art is beautiful but not enough of the social elements are baked in to take advantage of all the FB platform has to offer.</p>
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