Inside Network - Providing news and market research to the Facebook platform and social gaming ecosystem Inside Facebook    Inside Social Games    Inside Virtual Goods    AppData    PageData  
Inside Virtual Goods: The Future of Social Gaming   Jobs   Contact   About   Advertise       Subscribe:   Email   RSS   Twitter   Facebook
Frima Studio - Social Games Development
By Chris Morrison 7 Comments »

A few month ago, we first wrote about the trend of fan blogs appearing for Facebook games like FarmVille and Pet Society. Avid gamers have been creating professional-looking sites that both provide a community for supposedly “casual” gamers, and share news on in-game changes and fresh strategies.

As a new trend, fan blogs still have an uncertain future; some have grown fairly quickly, while others, including most that we mentioned back in October, haven’t grown at all. We spent some time looking for the more successful blogs. Four are shown below on a Compete graph:

Keep in mind that Compete isn’t always accurate — it quite often underestimates traffic to small sites. Worse, it only counts traffic in the United States, whereas Facebook games are an international trend. Traffic to these English-language sites is probably significantly higher than reported, and there are also quite a few foreign-language blogs around.

One simple way to track this larger audience is to head over to Google Trends and search for terms like FarmVille and Facebook cheats.  In many cases, the United States isn’t even in the top five for search term growth, being outweighed by countries like the Phillipines and Turkey.

Another thing to note is that the number of blogs following any given game isn’t proportional to the number of players it has. Café World, for instance, is the second-largest game on Facebook, but doesn’t have a large blog following. Generally speaking, the games most successful in creating vocal fan followings are those that are highly competitive, like Mobsters, or that involve difficult to obtain in-game virtual goods, like FarmVille.

You can see FarmVille’s outsized influence above, through the growth of FarmVille Freak. This blog is definitely an outlier in terms of growth. It’s also at the forefront in its design. The top banner shows off the blog’s visual chops, while the stories are short and to the point, with a good mix of news, feature reviews and hints on how to get ahead.

That’s not all there is to the site, either. There’s also a chat room, FAQ, forum and gallery — the site is actually quite large. In some ways, FV Freak is beginning to resemble the much larger dedicated sites that MMORPGs like World of Warcraft have inspired.

This growth of gaming blogs into multi-faceted communities, with different activities for a range of players, may be the direct result of the growing complexity of games like FarmVille. Web gaming has always had large sites like Kongregate and MSN Games that double as gaming portals and community sites, but websites following particular games are rare.

For Facebook’s games, that’s changing. Check out Pablo Paniagua’s blog for an example of how; Panaguia has written two posts in a row breaking down the economics of planting different trees and raising various animals on FarmVille.

The question is whether Facebook game blogs can catch up with the huge user communities spun out by MMORPGs. On the one hand, the idea sounds ridiculous; WoW’s players are clearly far more engaged than the average social game player, and the game world is much larger.

But when WoW got started, it wasn’t taken for granted that huge, independent player communities would spin out of the game. Three years ago I interviewed Hubert Thieblot, the young French founder of a WoW community site called Curse.com.

At the time, Curse was still settling into its swanky new San Francisco offices. Employees lined a long table in the main room, while Thieblot sat in an office, looking vaguely uncomfortable. He had good reason to feel out of place; another two years before, in 2005, Thieblot had just been another addicted teenage WoW player. The explosion of users on his site, a side project, brought revenue, employees and soon, venture capitalists.

That clearly hasn’t happened yet for FarmVille Freak, or any other Facebook gaming site. But the possibility is evident if, rather than comparing WoW and Facebook games by their game worlds, we look at game mechanics and addiction. As we’ve covered before, there are clearly at least sone addicted Facebook gamers.

According to WoW statistics, the average user spends 22.7 hours per week playing the game. Contrast that with a recent PopCap study, which showed that only 12 percent of social gamers are addicted enough spend 10 or more hours per week gaming. But WoW has about 12 million players, while FarmVille alone has 83 million monthly active users. So could a Facebook game community explode? You do the math.

Inside Facebook Gold - Exclusive data and analysis on the Facebook business ecosystem
To dig deeper into the social gaming market, check out our new report: Inside Virtual Goods: The Future of Social Gaming 2010.

Inside Social Games Sponsors
Super Rewards     AdParlor
SoftLayer Hosting     Alchemy

7 Responses to “Social Games Plant the Seeds for Growing Online Communities”

  1. David Barnes Says:

    This is an interesting trend, but compared to direct-sales ebook sites, these blogs get small fry traffic.

    According to Compete, http://www.farmvillesecrets.com got 800,000 Unique Visitors in January. The site is one long page that tries to convince readers to buy a $27 ebook of Farmville strategies.

    I doubt its conversion rate is very high — but it doesn’t need to be if it gets this many visitors per month. Even at a 0.01% conversion rate the creator would still be grossing a couple of thousand bucks per month.

    Bear in mind that the page never changes, so this isn’t even loyal repeat traffic.

  2. John Mazo Says:

    First at all, you are totally right, Compete isn`t always accurate, I can tell that for sure.

    Second, it is in deep a complex matter, it is not the same thing to compare a WOW fan more willing the search the web in order to find information about the game, since this game has demanded a lot of investement (time and money) with a casual social gamer, whose only purpose is to hang out for while. But that`s the nature of Web 2.0 and Internet social dynamics.

    As Google says: “If you build it, they will come”

  3. FarmVille Freak gets love on InsideSocialGames.com! | FarmVille Freak - #1 Official Fan Page Says:

    [...] “Social Games Plant the Seeds for Growing Online Communities” by Chris Morrison [...]

  4. Raph Says:

    Yes, it WAS assumed that huge fan communities would spin out from WoW, because they had from all preceding MMORPGs. WoW’s are simply proportional to its size.

  5. Hoi Wan Says:

    Are we comparing Apples to Oranges when comparing immersive MMORPGs vs Casual Social Games? Are social games supposed to be pick up and play with simple mechanics, whereas MMORPGs are generally immersive and require a focused length of attention to gain reward (whther that be entertainment or ‘virtual currency’.
    Secondly, the location of play will vary; playing a social game on facebook,myspace during your lunch break whilst in the office is much more viable than playing WoW in the office.
    Due to the complexities of relationships built within MMORPG’s (grouping, completing group quests, story lines, quests), it makes the creation of blogs, discussion groups, clans a much more compelling proposition.

  6. Chris Morrison Says:

    David: I did notice the various ebooks, but wanted to concentrate on the blog trend. The ebook sites, as you point out, tend to be one-shot sales pitches that are fairly static.

    Raph: You’re right! I’d edited out a couple sentences where I talked about the success of some big gaming sites, like IGN, with covering the MMORPGs. The point of the Curse anecdote was that some sites have been surprised by their sudden success.

    As Hai Wen points out, there’s a bit of apples and oranges to the comparison of social games to MMORPGs, but it’s the only one I have to make. I think it’s somewhat valid at the moment as Facebook games continue to gain traction. In the future, we’ll see; a few social games will probably take on some of the complexities of MMORPGs, in both gameplay and social interaction. That would naturally tend to foster large communities.

  7. This Week’s Headlines on Inside Social Games Says:

    [...] Social Games Plant the Seeds for Growing Online Communities [...]

Leave a Reply