This Week’s Headlines on Inside Facebook

IF LogoCheck out the top headlines and insights this week from Inside Facebook— tracking Facebook and the Facebook platform for developers and marketers.

Sunday, October 24th, 2010

Monday, October 25th, 2010

Tuesday, October 26th, 2010

Wednesday, October 27th, 2010

Thursday, October 28th, 2010

Friday, October 29th, 2010

Highlights This Week from the Inside Network Job Board: MetroGames, Playfish, Posit Science & More

Recently, we launched the Inside Network Job Board – dedicated to providing you with the best job opportunities in the Facebook Platform and social gaming ecosystem.

Here are this week’s highlights from the Inside Network Job Board, including positions at MetroGamesPlayfishPosit ScienceEA, and Storm8.

Listings on the Inside Network Job Board are distributed to readers of Inside Facebook and Inside Social Games through regular posts and widgets on the sites. That way, you can be sure that your open positions are being seen by the leading developers, product managers, marketers, designers, and executives in the Facebook Platform and social gaming industry today.

Social Gaming Roundup: Playfirst, Zynga, iOS Summit & More

Eduardo Saverin funding social games in Singapore — Facebook co-founder Eduardo Saverin has been in Singapore for the last year and a half, according to TechCrunch. While remaining low-key, he is reported to have been funding Facebook game developers.

Zynga Looks for Consumer PR Team — Zynga has put out an RFP seeking a “consumer-focused PR agency”, according to PRWeek. The company plans to continue using Brew Media Relations for its corporate and technology communications strategy.

PlayStation PhoneThe PlayStation Phone – Engadget has surfaced pictures of a prototype preview of a device that may well take mobile gaming to a new level, the PlayStation Phone. The upcoming device is presumed to use Android 3.0.

Apple to Host Secret iOS Developer Summit — Based on information from Business Insider, Apple is set to host an iOS Summit, of some sort, next week. Though there are no public details, it is being compared to the iPhone Tech Talks from last year.

Filing from Slide acquisition emerges — Google paid $179 million in cash to acquire the social app and game maker Slide this August, according to a 10Q filing dug up by paidContent.

HondaPlaydom Adds Honda to Social City — Playdom is integrated branded goods into Social City in the form of a “Honda Dealer.” Users that watch a 2011 Honda Odyssey video, within the game, will receive the item for their city.

PlayFirst Enhances Facebook Title, Chocolatier: Sweet Society — Developer and publisher, PlayFirst has announced new updates for their Facebook game, Chocolatier: Sweet Society. Dubbed “Grand Voyages,” players will be able to venture out on global trips and visit various markets in order to find and purchase new ingredients, increasing the overall value of their goods.

Farmers AirshipFarmers Airship Remains on FarmVille — Farmers Insurance Group of Companies partnered with Zynga for a 10 day period to offer FarmVille players a digital rendition of the Farmers Insurance Airship that provided free “wither protection” for crops a few weeks back. Due to the success of the promotion, Farmers has noted that the Airship will remain for those that purchased it. The “wither protection” is no longer included.

Zombies Invade Yahoo! — Just in time for Halloween, a new game from Yahoo! Labs called Shambling Hordes has come to Yahoo. Players will be able command the zombie apocalypse as they use their zombie hordes to control various territories. Yahoo will be analyzing how people distribute troops in order to gain insights in user behavior as it applies to economics.

Manga CastleManga Castle: Bring Manga to Social Games — A young startup from Singapore called Manga Castle has launched one of the first manga-based social games (at least, in English), according to an interview from Penn Olson. The company has attracted over 15,000 fans on Facebook and growing.

Kiip Raises Money For In-Game Advertising — A stealth startup called Kiip, founded by a 19 year old entrepreneur named Brian Wong, has raised $300,000 for mobile game ads. Its partners have not been announced, but the company has two million users in its network, according to Vator.tv.

BAFTA Adds Social Gaming to its Awards List — Earlier this week, techradar.com noted that the British Academy of Film and Television Arts has announced that it is introducing Social Network Games as a category to its  for its upcoming gaming awards.

World Wildlife FundWorld Wildlife Fund Opens Online Gift Shop on Facebook — The conservation agency, World Wildlife Fund, has added its gift catalog to Facebook. Now users will be able to adopt virtual renditions of various animals as well as purchase WWF-branded cloths and apparel. Donators who give over $50 will receive a free stuffed animal.

Woman Blames FarmVille for Killing Her Baby — According to Jacksonville.com a Florida mother has pleaded guilty to second degree murder; having shaken her baby to death. Based on what she told the investigators, she had become angry because the 3 month old infant was crying while she was trying to play Zynga’s FarmVille.


This Year’s Halloween Virtual Goods in Social Games Trump 2009: What the Big Four Are Doing

With Halloween just around the corner, holiday-themed goods have poured into social games. While developers have released such goods around each major holiday since last year, the trend seems especially strong for this Halloween, with some companies telling us they’ve been preparing for the holiday for months.

Here’s a look at what some of the top developers are doing:

Zynga

FarmVille, with its 57 million monthly active users, is an obvious choice for first look on our Halloween roundup. However, the top Zynga app isn’t just large, it’s innovative: not only does it include 85 Halloween items (avatar costumes and farm items) costing both virtual currency or exorbitant amounts of in-game coin, but it’s taking the essence of Halloween and digitizing it.

FarmVilleThe first of interest is a haunted house, that requires friends to help construct. As more and more parts are sent to the user from friends, it becomes more “scary.” Once complete, it can be visited by friends to digitally Trick-or-Treat and earn a temporary currency: Candy.

This candy can only be collected should one own a virtual item (a candy bucket) and is then used to purchase special, limited edition Halloween items for one’s farm. To add one more element to the game, players can also utilize virtual currency to purchase “Spooky Effects.” These items will allow the player to modify certain animals and buildings to, well, look spooky. Think of it like putting up digital decorations. Moreover, friends can visit one another and apply similar effects as a “trick.”

FrontierVille’s new Halloween items and specials are relatively similar to FarmVille. There are just as many special goods to buy (for both virtual currency and in-game coin) as well as items requiring a set number of neighbors, such as the “Zombie Swamp.” Moreover, there’s also a limited edition “Mystery Animal” that costs 30 of the game’s virtual currency, Horseshoes.

Zynga didn’t stop with its farming games. Mafia Wars has both virtual items and special secret missions, according to the Mafia Wars blog, involving the crashing of the Mayor’s Halloween Party (which will add to players’ Mission Achievements). As for the virtual goods, these are mainly just very powerful, and awesome looking, weapons and vehicles, such as the “Bone Cycle.”

Cafe WorldMoving back in to the virtual space-oriented games, Café World and FrontierVille also have their own assortments of virtual items, including a special Halloween stove for the former that increases cooking speed by 10 percent and themed food items. Restaurant City did the same for Christmas last year, but there’s more, including special Jack-O-Lantern items requiring friends’ help to create, a “Halloween Sale” that includes discounts on virtually everything, and even a special “catering” mission involving Halloween food.

Treasure IsleAs for the rest of Zynga’s titles, virtual items can be found in just about all of them including FishVille, PetVille, YoVille, and Treasure Isle. The last of those has an interesting concept of “Haunted Voyages.” This allows a player to place a “Pirate Ghostship” and find friends (don’t worry, zombies and monsters can crew the ship if friends are too scared) to start the voyage and earn unique Halloween rewards.

CrowdStar

Happy AquariumThe second largest developer by MAU, CrowdStar has been busy as well. First on the list is the developer’s top title, Happy Aquarium, which has a sizeable number of Halloween fish and décor costing both in-game coin and virtual currency (or Facebook Credits). What is unique, however, is a special limited edition item called “Zombie Boy.” Though there is also a “Zombie Girl,” the former is that of Michael Jackson in his classic Thriller music video — or at least a very similar rendition.

Happy Pets’ best Halloween feature is a slew of new pets (what else?). While animated jack-o-lanterns are all well and good, vampire pets are even better. In a very cool addition, players were able to buy, according to Games.com, some transforming pets that would change based on the time of day. Unfortunately, these appear to be gone, for now, but CrowdStar still has another Halloween special item: glow-in-the-dark pets.

It GirlIf animals aren’t to your taste, then the newest addition to the CrowdStar family, It Girl, has a few items, although there isn’t a tremendous amount of Halloween stuff in the game, perhaps due to the game’s recent release. The app’s female base, will now be able to dress up in a handful of limited costumes ranging from Alice in Wonderland to a sexy Playboy Bunny.

The holiday specials in Zoo Paradise include a new feature called “Miriam’s Magic Spell.” Cauldron and witch’s hat in place, she can attempt to transform cheap animals, such as a turtle, it to rare creatures that typically cost virtual currency (e.g. a dragon).

Playfish

Pet SocietyNext on the list is Playfish, for whom we’re starting off with Pet Society, which ran a Halloween Garden contest that tasked users to design the creepiest gardens possible. The reward was 500 Playfish Cash. The contest is over, but players do still have access to a special treasure hunting map (available once users “Like” the game), the Graveyard, and can still purchase a whole new assortment of pet-friendly Halloween costumes.

Restaurant City has all the items it did last year, plus new functional items, like a “Ghost Train Stove” that cooks 22% increased speed and “Halloween Banquet Table” that will increase the time customers will wait patiently for service at a table.

Restaurant CityThe really new feature in Restaurant City, though, is a new mini-game called “The Ghouls Are Unleashed.” Players can now travel around the assortment of player restaurants and zap zombies, vampires, and other creatures of the night to earn points and daily prizes.

As for other Playfish titles, these haven’t gone all out like those above. Country Story has some items, like a Mystery Cauldron that will randomly produce Halloween animals and decor (though most can be purchased normally), while Hotel City merely adds a number of decorative items to the mix.

Playdom

City of WonderThe candy-driven holiday starts at Playdom with new strutcures in their top game, City of Wonder. While there are a handful of items such as a spooky mansion, a “Headless Rider,” and creepy mausoleums, the one that stands out most to complete the game’s new “Transylvania Set” is Dracula’s Castle, which is completed with the help of 12 friends.

Social City is seeing some similar additions. As it did with it’s Disney virtual goods (specifically, Cinderella’s Castle), the game has a raffle element of sorts, allowing players to spend virtual currency to spin a digital wheel and win one of eight special Halloween items. Should they get all eight, they’ll also get a special Mystery Manor for their city.

Social CityPlaydom’s third and fourth largest games, Market Street and Wild Ones, include the usual mix of paid and “mystery” items”. Wild Ones, the pet battling, Worms-like title, has done a bit more, allowing players to blow each other up in the midst of a wonderful graveyard backdrop using special edition Halloween weaponry like the “Pumpkin Missile.”

Everyone Else

We’ve only touched the tiniest tip of the iceberg here, with Halloween themes, items, and even games flooding social, casual, and mobile spaces. Just to name a few, Booyah, PopCap, Digital Chocolate, ZipZapPlay, A Bit Lucky and even OMGPOP have all done something significant with their titles for the holiday.

For those wanting to see more of what Halloween has done to social games (or what social games have done to Halloween), Games.com has compiled a very comprehensive list what other games, beyond this roundup, are doing including Treasure Madness, Baking Life, Ravenwood Fair, and much more.

In a year-over-year comparison, the virtual goods we’re seeing this Halloween surpass the specials from the past Halloween, Thanksgiving, Christmas, and Valentine’s Day combined. Halloween, of course, is a great holiday to pour effort into, but it’s hardly the most significant date on the Western calendar; with what we’ve seen in mind, it’s hard to imagine how much effort developers will pour into this Christmas.

Sim Hospital Tops This Week’s List of Emerging Facebook Games

Faster than a speeding trauma patient, Sim Hospital has raced to the top of this week’s AppData list of emerging Facebook games, or the fastest-growing titles still under a million monthly active users. The new RedSpell game, which is published by 6waves, adds some strategy to your average business sim.

Here’s the full list:

Top Gainers This Week – Games
Name MAU Gain Gain,%
1. App_2_157531047591855_5508 Sim Hospital 595,054 +393,580 +195%
2. App_2_146340918729491_2110 BRAAAINS 878,769 +295,992 +51%
3. App_2_141437422542260_5503 CSI: Crime City 307,357 +275,074 +852%
4. App_2_115478888511670_1708 Card Rivals 235,719 +231,863 +6,013%
5. App_2_119866281385524_978 Wheel Of Fortune 887,864 +209,449 +31%
6. App_2_109462332444375_8846 Roman Taxi 421,272 +191,518 +83%
7. App_2_124337590941383_3261 Legacy of Rome 926,556 +190,040 +26%
8. App_2_142080822501123_8299 Jungle Jewels – The Temple 499,611 +184,098 +58%
9. App_2_120659861321435_49 Coffee Bar 567,278 +163,679 +41%
10. App_2_121972834508790_5094 Fashion Addict 319,141 +152,485 +91%
11. Original Top Eleven Football Manager 678,117 +141,711 +26%
12. App_2_146925398656308_3036 Vegas 260,456 +136,379 +110%
13. Original DoubleDown Casino 480,419 +133,436 +38%
14. App_2_127882450578685_5861 Sunny Beach 308,744 +129,621 +72%
15. App_2_112594238780474_8273 Robot Unicorn Attack 803,619 +126,365 +19%
16. Original Middle Kingdom 509,153 +122,436 +32%
17. App_2_143620599012811_9519 suma 149,589 +117,493 +366%
18. Original Evony 523,115 +109,868 +27%
19. Original Super Crayon 288,737 +109,779 +61%
20. App_2_138853389484795_1482 龍之刃 143,744 +95,692 +199%

As well as Sim Hospital is doing, it’s not entirely original; as a commenter points out on our review of the game, it closely resembles a late 90s title called Theme Hospital (for purposes of comparison, here’s a video).

BRAAAINS, the zombie combat game from Broken Bulb Studios, is about ready to cross the million user mark; it should reach that point before becoming a month old.

At number three, CSI: Crime City is on its way to becoming Ubisoft’s largest game, likely driven by CSI’s large fan base on Facebook. Right behind it, Card Rivals is the latest game from Digital Chocolate, essentially a relaunch of their earlier NanoStar Castles title.

Finally, take note of the lower half of the list starting with Vegas. There are five titles that are new to this list, including gambling, city building and a puzzler to explore.

Run Indiana Jones Style with Cave Run on iDevices

Cave Run“Runner” platforming games, such as Chop Chop Runner, are now popular on both the iPhone and iPad. The latest,  Cave Run from Ravenous Games, is for both Apple devices. Free for a limited time, we discovered the game through Apple’s free application charts a week or so ago.

As a genre of simple mechanics, runner games typically need a secondary mechanic to be really fun and addictive. Cave Run incorporates obstacle avoidance and coin collecting, but these are pretty standard additions. Overall, Cave Run “plays it safe”, leaving nothing memorable about it.

You control a cartoon Indiana Jones (well, it looks like Indiana Jones anyway) and must try to “escape” a cave. Of course, “escape” is just a wordr. Anyone who has played runner games knows there is no actual ending. You run from left to right with speed gradually increasing and various pitfalls and obstacles in your path. The objective is to travel as far as possible before dying.

SignsWith Cave Run, the only control is the jumping mechanic which, predictably, is done by tapping the screen and holding it down for a higher jump as your Indy wannabe flaps his arms in a vain attempt to stay afloat. With each play through, the level changes, but the game play isn’t all that difficult. Very rarely do you run into any difficult jumps (usually, the platforms are pretty big), and only occasionally were the obstacles difficult to avoid.

As we mentioned earlier, secondary mechanics are what often make these running, platformer games unique and fun, though level design is important too. In Cave Run, the secondary mechanic is merely avoiding obstacles. Compared to shooting zombies in Monster Dash or using ninja-powers in NinJump, Cave Run feels far less gratifying.

From rocks, to lava pits, to ice, none of the obstacles feel all that dangerous. When you hit one, you merely stumble or slip. Aside from the lava pits, you only lose control of your runner for about a second and a half, but since the platforms tend to be large, this rarely causes you a problem. The only obstacle that feels scary is the lava –  it sends the avatar screaming into the air for three or four seconds with a flaming backside, and sometimes sends it right down into a pit.

CoinsYou also collect coins. However, they do nothing but augment your score at the end. In  running platformers, the distance traveled is the “high score,” and a secondary score seems completely arbitrary. Additionally, as you travel and collect coins, you also reach the “next level.” All that changes in the next level is the background hue, and once again, the final score.

Integrated with OpenFeint, players can participate in more than just achievements, as three leaderboards measure total score, distance traveled, and coins. The only other social mechanic is to share high scores via Facebook or Twitter.

Stylistically, Cave Run is adequate, but not exciting. It looks alright, but is basic and hardly a visual feast of effects and animations like Chop Chop Runner. Other than a few hue changes, Cave Run looks the same throughout.

Currently free, Cave Run has been attracting some attention to appear on Apple’s free application chart, but will apparently have a price tag in the near future. In its current form, the game isn’t worth paying for; there are just better runner games to be found.

Metrogames Follows in GTA’s Footsteps With Auto Hustle on Facebook

Auto HustleBit by bit, social games have been trying to close the space between themselves and traditional games, while still keeping their unique social elements. Metrogames is attempting to bridge that gap with a new Facebook game by the name of Auto Hustle, which takes the first two Grand Theft Auto (GTA) games and melds their mechanics together with those of a traditional Facebook role-playing game.

While somewhat fun at first, the flavor of Auto Hustle quickly begins to come off as a watered-down version of the mainstream predecessor. Coupled some frustrating bugs and the occasional unintuitive control scheme, Auto Hustle is not making good first impressions.

Players start out by picking one of several potential avatars and are immediately given a job to do from the phone in their run-down home. These jobs are set up in as they are in most other Facebook RPGs, in that each one requires a chunk of energy that only recharges over time. Once the mission is accepted, it’s time to hit the streets and cause some havoc.

JobsThis is where the GTA cloning comes into play. Under a top-down view, players run through the city streets receiving instructions for the mission over a cell phone. The basics are fairly simple: move with keyboard and aim with the mouse. Like the GTA games, it’s possible to either focus on the mission, or take a break to terrorize citizens. As players run around, they can shoot anything and rack up a kill count. However, this doesn’t appear to do much, as even with a couple dozen kills the police never showed up. Thankfully, once players do reach a higher level, they do have to deal with the police once that killing rampage gets going.

Of course, such a game wouldn’t be a true GTA clone without stealing cars. Simplymove up to the car and click it, and its owner will gracefully donate it. This was the first annoyance of the game, as the keyboard control scheme changes for driving.

There are a variety of vehicles that can be stolen, and all handle in a different way, from buses to sports cars. Once “owned” a car can be used to plow down pedestrians, complete a mission, or added to the player’s “Garage” as part of a collection. Moreover, the car can take damage. If it takes too much, it will ignite and explode, taking the user with it. Don’t worry, as the hospital will fix everything, for a nominal fee.

On FootMission-wise, players do all the typical gangster jobs, running the gamut from intimidation to car jacking. As they are completed, experience and cash is earned (money can also be found when killing civilians) which are then used to unlock new missions and purchase weapons and cars respectively.

Many missions are also gated with a “Partner” requirement, meaning that the player must have a certain number of friends playing with them to start it. Beyond this social element, there is also basic gifting as well as the occasional item that requires friends to send parts to make (e.g. a bazooka).

While the various features provide a good baseline for a game, Auto Hustle tends to be a bit temperamental, not always working smoothly. The first time we did a mission that required a gun, the game wouldn’t let us equip it, despite following the tutorial directions exactly. This resulted in having to go through a lengthy process to reset the mission, just a few minutes into playing. A similar bug occurred where we could not get into or out of cars — something of a problem when the car is about to explode.

Bazooka

Auto Hustle was just released, so these bugs may get ironed out. Still, Auto Hustle is basically GTA without some of the most gratifying features. Thus far, civilians never fight back, there are no gang wars, and a lot of the extras (such as the quirky radio stations from the original) are gone.

Is the game different at all? Yes, it does have social elements and a few minor nuances here and there. In fact, these work well with the game, and goes to show that mainstream games can be adapted to social play fairly effectively. Nevertheless, most players that try Auto Hustle are just going to see Facebook Grand Theft Auto.

[Update: We received a few updates from the developers themselves. We have been made aware of special "Instant Missions" that can be found while exploring the city such as stealing an armored car with the help of one's friends, or attempting to destroy a set number of vehicles in a limited amount of time.]

More Details on Inside Social Apps InFocus 2011 – January 25th in San Francisco

January 25th | San Francisco

What do industry leaders view as today’s most formidable challenges affecting social apps and games? How are top developers of all sizes overcoming obstacles to growth, and what can the industry expect in 2011?

Inside Social Apps InFocus 2011 is our second conference on the future of monetization on social platforms. On January 25th, 2011, leaders from social apps and games industry will share their insights on the key uncertainties, and new opportunities, facing social games and applications in 2011.

If you’re considering attending Inside Social Apps 2011, take advantage of early registration pricing and sign up now. Space will be limited, and last year’s conference sold out well before the event.

A limited set of tickets are available at the Early Announcement price of $179. This price will be good through tomorrow Friday October 29th only, so we encourage you to register now.

Who’s Speaking?

We’re honored to present the following 15 confirmed speakers at Inside Social Apps InFocus 2011:

  • Atul Bagga, VP Equity Research, Games, ThinkEquity
  • Bill Gossman, CEO, hi5
  • Bret Taylor, CTO, Facebook
  • Deborah Liu, Commerce Product Marketing, Facebook
  • Eric Chu, Group Manager, Android Platform, Google
  • Jason Oberfest, VP Social Apps, ngmoco:) (now part of DeNA)
  • Kevin Chou, Co-founder and CEO, Kabam
  • Manu Rekhi, GM Games, Content, and Platform, MySpace
  • Peter Relan, Executive Chairman, CrowdStar
  • Raph Koster, Former President, Metaplace; VP Creative Design, Playdom (now part of Disney)
  • Rex Ng, Co-founder and CEO, 6waves
  • Rick Thompson, Co-founder, Playdom (now part of Disney), and Investor
  • Sean Ryan, EVP and GM Games, News Corporation
  • Sebastien de Halleux, Co-founder and COO, Playfish (now part of Electronic Arts)
  • Vish Makhijani, SVP Business Operations, Zynga
  • Eric Eldon, Editor, Inside Network
  • Justin Smith, Founder, Inside Network

A full agenda will be announced shortly. Keep an eye on InsideSocialApps.com for more information.

Inside Social Apps InFocus 2011 – January 25th in San Francisco

Social applications first emerged in 2007, and are today maturing into a global media ecosystem. With the launch of the Facebook Platform, followed by platforms from MySpace and other social networks, developers worldwide could leverage the social graph to create new kinds of social experiences never before possible.

Now, three and a half years later, what started out as sheep throwing and vampire biting has quickly become a profitable billion-dollar industry, punctuated by numerous major acquisitions by the world’s leading media companies and developers. But now, new challenges are emerging, affecting big players and new entrants alike.

Inside Social Apps will investigate the latest trends and challenges for social applications, and look at what’s to come for developers throughout the space – including the growth of virtual goods and social applications on mobile devices.

What are the biggest uncertainties and opportunities facing the future of social games and applications in 2011, and who is leading the way?

Inside Social Apps InFocus 2011 takes place January 25th, 2011 at the Mission Bay Conference Center in San Francisco, and brings together the world’s leading entrepreneurs to weigh in on the future of social app and game monetization.

Inside Social Apps will be a one-day summit led by Inside Network’s Eric Eldon and Justin Smith, and will take in-depth investigative approach to the day’s discussions. At Inside Social Apps, Inside Network will work alongside founders and executives of the top social networking, social gaming, mobile social gaming, payments, and virtual goods infrastructure companies to analyze the most important issues affecting the industry. Inside Social Apps is geared towards developers on Facebook, iPhone, Android, and emerging online social platforms.

Inside Social Apps will be a content-rich day of critical discussion, followed by an evening and nighttime of casual networking.

Register Now


A limited set of “early announcement” tickets is currently available at a special announcement price of $179, good through Friday October 29th. Space will be limited, so register today.

From all of us at Inside Network, we hope to see you on January 25th in San Francisco!

New Hires In Social Gaming: CrowdStar, Playdom, Zynga, & More

After a fairly normal week last week, the hiring rate continues on its fairly steady trend, according to new data from LinkedIn. Six of the top social developers have hired new team members.

Out of those, it was CrowdStar and Zynga that took up the biggest hires this week in the form of Blair Hamilton for the former and Alejandro Cabera and Ren Ando for the latter. Hamilton joins CrowdStar as their new Director of Virality & Engagement while Cabera and Ando join Zynga as its new Director of Brand Management and Chief Producer respectively.

As always, if your company is bringing on new people or making a notable promotion, please let us know. Email editor (at) insidesocialgames (dot) com, and we’ll get it into this or next week’s post.

For those searching for new jobs, be sure to check out our Inside Network Job Board.

Here’s this week’s list:

Booyah

  • Andrew Platts — In Booyah’s single hire this week, Platts joins the team as their new Senior DBA. Previously, he was the Manager of Database Engineering at AdBrite.

CrowdStar

  • Blair Hamilton — As noted already, Blair Hamilton is CrowdStar’s new Director of Virality & Engagement. Prior to this she was the Virals Product Lead for Playdom.

Kabam

  • Taek Yun — Formerly a Technical Standards Analyst for Capcom, Yun joins Kabam as their newest QA Play Test Lead.
  • Nini Tang — Now an Office Manager for Kabam, Tang was previously an Office Manager & Executive Assistant for Ooga Labs.
  • Khoa Nguyen — Prior ot joining Kabam as a QA Analyst, Nguyen was a Software QA Engineer for EmailLabs.

MindJolt

  • Sidhesh Deshmukh — Deshmukh joins MindJolt as their newest Software Developer. Prior to this Deshmukh was a Software Engineer Intern at Qualcomm.

Playdom

  • Jeremy Zhu — In an internal shift, Zhu moves from Quality Assurance Automation Engineer to QA Lead for Playdom.
  • Rhett Anderson — Previously a Senior Designer at SCEA, Anderson is now a Senior Software Engineer for Playdom.
  • Charlie Huguenard — A former Audio Gameplay Designer at Activision, Huguenard is now a Game Designer for Playdom.

Zynga

  • Rahul Kapur — Internal changes at Zynga as Kapur moves from Senior Sever Engineer for Network Products to an Engineering Manager – Zynga Direct Platform.
  • Alejandro Cabrera — As has already been noted, Alejandro Cabrera is now Zynga’s Director of Brand Management. Before this, he was Group Manager for Social & Casual Gaming at Microsoft.
  • Miguel Sanchez-Grice — Previously a Product Manager at Zynga, Sanchez-Grice has moved up to Lead Product Manager.
  • Yolanda Vega — Another international hire as Vega joins Zynga as a Customer Service Agent. Prior to this, she was a Community Manager for Pangya at France Telecom / GOA.
  • Jon Tien — More internal changes as Tien changes roles at Zynga from Director of Product to General Manager.
  • Lindsay Riehl — A former Marketing Director for Kalypso Media USA, Inc. Riehl joins Zynga as a new Producer.
  • Frank Sobcynski — Once a Quality Assurance Tester at e4e Interactive, Sobcynski is now a Quality Assurance Analyst at Zynga.
  • Ren Ando — Formerly the Corporate Director, CTO & Vice President of Product Development for Cirius Technologies, Inc. Ando is now Chief Producer at Zynga.
  • Tim Hsu — Previously the Director of Customer Success at Lithium Technologies, Hsuis is now “Marketing” at Zynga.

Ubisoft Throws a Bash with Party Central on Facebook

Party CentralFrench developer Ubisoft has been busy recently with several new games on Facebook. We first noted their newest title, Party Central, at the end of September and it has grown quickly since, appearing our emerging apps list.

With a respectable monthly user count of around 430,000, this party-throwing sim looks like it’s doing well; unfortunately, its daily active user count is lagging badly at just over 22,000. Most similar to games such as Nightclub City and Home Fest, Party Central isn’t just an imitator, but its lack of a true sense of style is likely the cause of its low DAU count.

The premise of Party Central is simple: throw a party. Unlike Nightclub City or HomeFest, however, the parties aren’t centered around just music, but also video games, TV, and movies. Unfortunately, the choice of theme is not particularly meaningful because it only affects the length of a party, which ranges from five minutes to 24 hours. During your party, guests will file in and you earn both money and popularity as they strike up conversations.

Popularity is essentially experience, so the more guests you have, the faster it increases. In order to bring in more guests, you decorate their home with various items to raise the luxury level. The higher the luxury, the more guests will come your party. Additionally, you must ensure that there is always food for your guests to eat. Food in Party Central works similarly to drinks in Nightclub City, in that one food equals one second. So you have to purchase enough to last the duration of your party, and if you run out of food,  you can’t earn popularity or money. You can buy certain décor items, such as a refrigerator, to increase the amount of food you can keep.

MingleMany items are pricey, so earning some extra coin is always a good thing. To earn coin, you mingle with your guests. You can receive extra experience and income by selecting actions such as telling a joke or giving a high five, with each action costing a set amount of energy. Occasionally, a star will appear over the head of a guest, which can be clicked to earn energy, popularity, or coin.

The social element consists of  inviting friends, who appear in your game as neighbors. Friends can also help to refill food stocks and visit your parties for a daily bonus.

Daily bonuses are one way Ubisoft continues to strive for daily users. They go beyond just extra money, unlike most other social games. After you login so many days in a row, you can earn special décor items that are otherwise unobtainable, or a random gift from the in-game store.

Unfortunately, the style of Party Central is significantly lacking compared to similar games. The NPCs only walk around and talk. When you interact with them, they’ll perform random animations, but it just isn’t as interesting as in NightClub city where non-player characters have their own thoughts, friends visit, and dozens of actions occur (fights, bar tricks, dancing, etc.).

PartiesWe hoped that the different types of parties you can throw would  allow for some interesting customization — similar to how Market Street allowed players to choose different types of businesses to run — but this is not the case. Without customization or interesting NPCs, what you have is a game that tasks you with decorating for more guests and no real reward for doing so, visually or otherwise. The game thus becomes an exercise in improving an endless loop of repetitive action. There is a décor element in Party Central, but aside from the special edition Halloween items currently available, there’s nothing truly creative to work with. It’s all just household items like tables and chairs.

Party Central has all the parts of a quality game, but there is just no cohesion or sense of gratification. Get guests, decorate and get more guests: that’s it. Such simple elements can make a fun game, but the process must have a gratifying style and reward.

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