What Disney Got in the Playdom Acquisition

In a new industry like social gaming, a single acquisition can have a disproportionate effect on the ecosystem. The buyout of a prominent company changes perceptions across the market, whether the price is high or low.

Disney’s July acquisition of Playdom has certainly had that effect, setting off a new round of speculation on some familiar themes: Is social gaming a real business, or a bubble? Has the industry produced viable companies? Is Playdom worth what Disney paid?

There’s no doubt that in Playdom’s case, the acquisition price raised some eyebrows. Disney paid $563.2 million, with the possibility of an additional $200 million earnout, for a company with (at the time) 40.1 million monthly and 4.8 million daily active users. Calculating by the full $763 million, that equates to $159 per DAU.

There are nuances to that number — like Playdom’s MySpace traffic, and other issues that we’ll discuss below — but by nearly any measurement, Disney paid handsomely for Playdom’s users.

When a large, established company buys a startup for a sizable amount, it’s usually said that they’re not just acquiring a company, they’re acquiring a “growth story”. This was not immediately evident in Playdom’s case.

When EA bought Playfish for $400 million last November, Playfish had just doubled from six million daily active users on Facebook in June of 2009, to 13 million at the time of acquisition.

By contrast, neither Playfish nor Playdom, not to mention Zynga, CrowdStar or RockYou, has shown much growth in 2010. Only companies that began 2010 small or not yet on Facebook have grown appreciably.

An AppData view of Playdom’s traffic in the six months before its acquisition shows a decline from a high of over seven million DAU in mid-April to around five million in late July, when it was acquired. Like its peers at the top of the social gaming world, with the increasing challenges of distribution on the Facebook Platform in 2010, Playdom had been growing revenues by improving its per paying user monetization metrics, we hear, which can’t be gauged as easily by outsiders.

Thus, many noted that Disney appeared to pay almost twice what Electronic Arts did, for a company with a smaller audience and without the same obvious traffic growth story.

What were Disney’s motivations in buying Playdom? Following the acquisition, relatively little fresh reporting went into the story. So we set out to dig a little deeper into Disney’s motivations, and the reality at Playdom at the time it was bought. What emerged were often very different perspectives from people who had relationships to Playdom prior to the acquisition.

On one side are the negative voices, drawing Playdom as a cynical con-man and Disney as the willing dupe. The alternate view is that Playdom was, like everyone else in the space, simply figuring out its strategy as it went, and that Disney made a well-considered choice for its own future.

Below, we deal with both of these two takes on the acquisition. One note: While we spoke to a number of sources for this story, including both industry onlookers and ex-Playdom employees, most of our sources asked to remain anonymous, citing potential repercussions in the tight-knit social gaming community.

Critical Views

Immediately following the acquisition, we heard some strongly-worded skepticism from a number of sources outside Playdom about the company. “Playdom’s only strategy was to grow and flip to a greater fool,” one prominent industry figure told us. Others offered more or less the same opinion.

The social game industry is, in many ways, a quite cynical place — an attitude perhaps carried over from 2009, when many companies grew from “fast follow” products that closely copied others and spammy viral techniques. Some executives that we spoke to seemed to feel that Playdom had crossed some kind of line in its strategy during that time, even by the loose standards of the social gaming world.

What did Playdom do that was so objectionable? In the view of the detractors, Playdom’s own acquisition strategy — it bought at least eight other companies over the same number of months — was intended to simply bulk up its traffic, without creating a viable long-term structure. In other words, Playdom was creating a bubble, and betting that it could sell itself before it popped.

One former employee said that this roll-up strategy was real. “We all talked about it internally, we all knew that was the reason that these companies were being bought, with some exceptions. We didn’t get Raph Koster [of Metaplace] for that reason. But all we were doing was driving up the value,” the employee told us.

Acclaim, which Playdom bought in May, was an example brought up by more than one source to illustrate how  Playdom bought some companies for name cachet and reputation. Acclaim became famous in the 1990s for its association with titles and franchises like Batman Forever, Mortal Kombat, and WWF Wrestlemania, but by the time of Playdom’s acquisition it had been restarted under new management as a MMORPG maker. Playdom touted Acclaim’s 15 million registered users after the buy, but had quietly shut down all of its games by August.

While some of Playdom’s acquired companies appeared to quietly disappear into the organization, other far-flung studios played a disproportionate role in keeping Playdom viable through new game releases.

This year’s decline in Playdom’s traffic would have been far more severe without highly successful releases like Social City, which at one point accounted for a quarter of Playdom’s MAU. PushButton Labs, an experienced third-party developer not owned by Playdom, helped with that game.

Playdom’s other successful recent titles were also developed outside of its Mountain View headquarters. Verdonia, which grew quickly but harbored serious flaws that led to a later fall, was created by a previously-acquired company, Green Patch, also in Mountain View headquarters. Market Street, Playdom’s most successful game outside its city-building titles, was developed by the San Francisco office.

City of Wonder, however, was developed in Mountain View.

The fact that Playdom produced hits is laudable. But its biggest success rested on one studio outside of Mountain View. The headquarters in Mountain View employed over 300 people including executives and support staff, and was mostly focused on centralized functions and maintaining existing games developed last year – though it also produced new games like Treetopia and Fish Friends, which were built hastily and were criticized for relying heavily on copying concepts from other titles.

Employees had varying views of why Mountain View seemed to have a harder time producing good content. “There were a bunch of kids running the place who had never been in the game industry, never managed anything before, and suddenly they’re game producers and executive producers. Of course it was dysfunctional,” said one source.

Another early employee seemed to pin the blame on John Pleasants, the experienced CEO hired away from Electronic Arts in June of 2009, saying that the company felt like it was on course to rival Zynga until Pleasants came on. Afterwards, Zynga pulled ahead, while Pleasants was not as aggressive as he could have been.

Mountain View did more than just produce games — more on that below. But with Eugene doing so well, one might speculate that Disney could have simply picked out and bought an equivalent small, innovative studio for a fraction of the price it paid for Playdom, and built a strong social gaming business around that core.

Skeptics believe that Disney may have bought into a too-rosy story of Playdom, or that the acquisition team could have been pressured into buying an internally troubled, but externally much-admired industry leader by Disney executives who wanted to show shareholders that they were leading in a hot new industry.

The lack of other available companies of Playdom’s size may support these views. Zynga is too large, while CrowdStar has, according to conflicting reports, either rebuffed or been rejected by several suitors, or has other issues. For the moment, there aren’t any other companies with enough size to fit the bill.

And Disney clearly preferred a hot new market to its old standbys. Four days after buying Playdom, Disney sold off its Miramax movie production studio for $660 million, enough to cover the Playdom acquisition.

Disney’s Broader Focus

The view that Disney was duped is too simple to be credible — Disney executives had extended contact with Playdom in 2010, and had contacts in the industry who could inform them of any problems at Playdom.

Similarly, while a desire to look like it was paying attention to a hot trend could have contributed to the acquisition, it’s unlikely that a savvy CEO like Bob Iger, who also oversaw the acquisitions of Pixar and Marvel Entertainment, would buy a total dud.

A kinder – and possibly more accurate – view of the acquisition is that Disney was buying more than just Playdom’s traffic and a jumble of studios.

Two important, but little-discussed, strengths of Playdom suggest a basis for that view.

The first of those strengths is Playdom’s centralized infrastructure, which the company has “perfected” while testing both its successful and failed games.

Playdom has reportedly poured a significant portion of its revenue over the past year, possibly running into tens of millions of dollars, into the teams and tools behind its analytics and monetization platforms. As part of this, it has seen its revenues grow significantly in the past year, we’ve heard, especially in proportion to its traffic.

While Disney no doubt appreciated revenue growth, the more important part is how that revenue grew.

Understanding user metrics and behavior (and knowing which metrics are the right ones to understand) is a key part of the social game business that many companies, both small and large, have failed to fully appreciate. While Disney may not have acquired the most innovative game production studios overall, it did acquire systems and understanding that could give it a competitive edge for years to come.

A senior Disney executive that we spoke with confirmed that Playdom’s analytics ability played a significant role in the acquisition, saying that Disney is using Playdom’s expertise in analytics outside of social gaming. “These are skills that are applicable across our gaming platforms and are already proving incredibly valuable to us,” the executive said.

A second, related strength is Playdom’s understanding of other game publishing platforms and users around the world. Playdom has been the first US-based social game company to enter into relationships with publishers like Russia’s i-Jet and Brazil’s Mentez, and its has published games on Hi5, MySpace, the iPhone, Android and other platforms. It has had third-party studios like Moblyng work on its mobile titles.

Creating a worldwide network was always part of Playdom’s plan, according to Tim Chang, the principal at Norwest Venture Partners who led an investment in the company last year. “That was something they were always intending, building out third party tools and doing cross-promotion. They’re very partner-friendly, an easy shop to talk partnerships with, and that also made it a good DNA fit for Disney, because Disney’s goal is to put their catalog of branded IP into social gaming,” Chang told us.

Disney’s goals, as seen from the outside, do seem to value Playdom’s infrastructure and organizational knowledge over its track record as a collection of studios. Since the acquisition, Disney has been moving the company toward producing branded content from Disney’s many other subsidiaries, as Bob Iger hinted in Disney’s post-acquisition earnings call.

Sources say that both Disney and Playdom are even more aggressive about this strategy than has been publicly admitted. Following the acquisition, some of Playdom’s in-progress titles were reportedly canceled, in favor of focusing on Disney-branded games. Playdom’s only release since the acquisition is ESPNU College Town, which supports Disney’s ESPN sports subsidiary, although we’re told it was in production before the buyout.

Although Playdom may release unbranded games in the future, it also makes the most sense for Disney, a very international company, to focus on spreading its existing, successful IP around the world.

Playdom Today and Tomorrow

Supporters of Disney might also point out that the company has done well with other acquisitions — especially Pixar, the innovative studio whose sale gave Steve Jobs a board seat and chunk of Disney stock.

Pixar may be a unique case: the company has proven time and again that its own unique vision and technology are unparalleled. Too much rode on the $7.4 billion Pixar deal for Disney to risk letting its executives meddle; Pixar was thus able to assert its independence early on and has reportedly kept it since.

Playdom, by contrast, has a creative heritage that differs little from other top social gaming companies. Internal restructuring may fix Mountain View. But the real question is whether Disney itself can do a good job at gaming.

History suggests that will be a challenge. In two decades of producing titles based on major franchises and characters like Mickey Mouse, Disney has had hit or miss success, and in recent years has lost money at its Interactive Media Group.

However, there’s some sign that Disney may want to reboot its gaming division. In October, Disney put Playdom CEO John Pleasants ahead of Steve Wadsworth as co-president of Disney Interactive, with responsibility over all gaming.

Disney has reason to refocus its digital business for the sake of social gaming. It has a large portfolio of content that users love, that appears to be a great fit with the free-to-play virtual goods model that drives most social gaming revenue. In addition to movie tickets, real-world merchandise, television distribution rights, and every other way of monetizing its content, it now can create themed games that include virtual goods — essentially creating an entirely new revenue stream around pre-existing content.

Pleasants, who was once chief operating officer at Electronic Arts, is an experienced core gaming executive. As we noted above, not everyone is confident in his talents, but he mostly gets positive reviews in the social game industry.

And Playdom may be able to grow without the rest of the world seeing exactly what’s happening. With per-user revenues already rising, Disney may be able to further accelerate revenue growth with its own entertainment expertise. Playdom’s 40 million MAU can also help push traffic to other Disney properties outside of gaming.

As for Playdom’s lower-level employees, we’re told that many are now considering their options elsewhere, in part driven by the desire to work for agile startups over a major corporation. “I don’t think they’re any longer vested in Playdom as an organization,” a recruiter who has worked with many current Playdom employees told us, while smaller companies also said they’re interviewing numerous people from Playdom. It will be up to Disney to prove that it can rival Silicon Valley’s pull for existing and future workers.

Conclusion

Playdom grew, and then sold, at a time when companies could be successful despite internal challenges and an unfocused acquisition strategy. Despite those facts, it’s also worth pointing out that the company survived its early encounters with Zynga and stayed viable through much of 2010. At one point, Playdom even reportedly had ambitions toward a big IPO.

The market has tightened considerably this year, however. Playdom, like other companies, likely had neither a perfect plan or an internal conspiracy to dupe a larger acquirer. Instead, the company figured out its strategy as it moved, and ended up falling short of a perfect performance. While Disney’s price was considered high by some, later Playdom investors likely didn’t profit much by the sale.

And yet, following its short and tumultuous history, Playdom could now become an important part of how Disney distributes and monetizes content, and possibly help the rest of the company improve its understanding of how to do business on the web.

[Correction: An earlier version of the story said that City of Wonder was developed in Eugene. It was developed in Mountain View. Also, Verdonia was developed in Mountain View, and the San Francisco location is an office.]

6 Waves Publishes Emerging Facebook Game, Sim Hospital

Sim Hospital6 Waves has published a new and growing, Facebook title by the name of Sim Hospital. Developed by RedSpell, the game recently found itself on our top emerging apps list and currently earns itself around 368,000 monthly active users with over 95,000 daily active users.

Significantly different then the current wave of business-sim titles, Sim Hospital is an app that has players running a hospital and battling disease. It has a unique, simple feel to it, but doesn’t offer enough decoration options, as we’ll get into below.

Like any of the business sims that came before it, the objective here is to build a successful business. Of course, rather than the typical restaurant, now it’s a hospital. Thankfully, RedSpell does not simply take the same elements and reskin them with new visuals.

It’s simple enough to get started, as players merely start a work shift and select an amount of time for it to run.

ResearchDuring the shift, patients will begin filing in and follow a certain set of basic procedures. Typically, they’ll check-in, visit a examination room of some sort to get diagnosed, then proceed to a therapy room before leaving. Once they’ve successfully completed all of these steps, the player earns some income (after a shift is finished).

The key word here is “successfully.” As patients arrive, they will be plagued with a variety of potential diseases ranging from the common cold to “Zombie Syndrome.” As the name suggests, the game has a comical style to it, parodying the various ailments with quirky visuals; e.g. a character with “Frostbite” comes in as a snowman. Despite what the illness might be, there is only a percentage chance that it will be properly diagnosed and treated. Luckily, there are means to mitigate the chance of failure.

Players are able to research information about the disease one at a time. As they increase their level, more diseases become available and take longer to research. As research improves, the chances of a successful diagnoses can increase up to 95% (expenditure of virtual currency is required for 100%).

ClinicsOf course, knowing the problem is only half the battle, as players must also be able to treat it. This comes into to play in the form of the game’s various treatment rooms, dubbed Clinics (also note that there are rooms for diagnostics as well). Each ailment has an associated treatment such as a pharmacy, steam therapy, or “neuro-shaking” (for the zombies). If the player doesn’t have the associated room for the disease, it cannot be treated.

As for the rooms themselves, these are placed in set spots around the users’ virtual space. However, before they can be put to use, a physician must be hired to man it. For the most part, these are non-player characters complete with bizarre personality traits (e.g. “steals small shiny things”) and cost a certain amount of money per shift.

Supposedly, this is also where one of the social mechanics appears, in that the game also has an option to invite a random friend or two to fill that job opening. Unfortunately, not only were we unable to choose who we picked, but clicking the invite button didn’t appear to do anything and we were forced to hire an NPC regardless. That said, it does post a request on the invited friends wall. Unfortunately, there is never a confirmation prompt, thus we successfully spammed a few friends. Likely, the benefit would be not having to pay the character, and better statistics – each NPC has statistics representing how fast they work, how many patients they can treat before needed a break, and how long a break they need (basically, this means they just leave the room for a while).

That isn’t to say that there are no social mechanics within Sim Hospital. Players can still invite one another as neighbors and participate in the built in friend leaderboard system. In addition to this, they can send gifts and visit one another’s virtual spaces. This is of particular value, as players can increase their friends’ “Public Relations” to help improve their hospitals.

DoctorsThis is a mechanic similar to that of Restaurant City in that NPCs will affect the reputation of one’s hospital. In short, should they be successfully treated, it will go up and if not, it will go down. That’s the basics, but there’s actually a number of things that will lower their mood, and ultimately, the hospital’s reputation. Waiting in line, lack of restroom facilities, thirst or hunger, and so on.

While players can manually click on a character and “cheer it up,” they need to build certain decorative items to help improve the patrons’ moods. From simple benches to taper waiting irritations, to vending machines, most of the décor actually has a benefit or function. That said, there isn’t a tremendous amount of it, so the decorative element to Sim Hospital feels a bit weak at this time.

Which is where the game feels a bit drab. The decorative aspect of social games is an important part of keeping users’ attention. While Sim Hospital does include incentives to get certain decorative rewards, in that there are items gated by level. Yet there are very few and nothing terribly extravagant (if they are locked, they are also not even visible). Essentially, while the game has a lot of nice elements, players are locked into starting a shift and repeating until they have enough money to buy a new room, then repeat. Since the rooms are all premade and must go in specific spots, the refreshing nature and style of Sim Hospital gets a bit dull after a while.

Overall, Sim Hospital is a well-made game at its core, but it seems to lack a means to really keep users for the long haul. It’s a shame, as the 11 virtual items that can be placed as décor do tend to have a functional purpose that actually creates a strategic element to keeping patients happy. Nevertheless, with so little in this user-creativity department, players are left with not only limited goals, but a game that primarily consists of starting a shift, collecting pay, and repeating, with only the occasional side job to research a new disease. Even so, the application is still young, and such issues are some of the easiest to fix.

ESPNU and Instant Jam Lead This Week’s List of Fastest-Growing Facebook Games by MAU

The success of Guitar Hero appears to be replaying on Facebook, with a game called Instant Jam. The title picked up almost a million monthly active users on this week’s AppData list of fastest-growing Facebook games by monthly active users. However, the game may be headed for a popstar-like 15 seconds of success. Keep reading for more below the list:

Top Gainers This Week – Games
Name MAU Gain Gain,%
1. App_2_135858749758063_4184 ESPNU College Town 3,417,066 +919,671 +37%
2. App_2_108911672482552_595 Instant Jam – Play with Your Music 1,144,297 +911,295 +391%
3. App_2_129547877091100_7928 Crime City 1,824,281 +773,733 +74%
4. Original Millionaire City 11,452,315 +603,450 +6%
5. Original Warstorm 2,266,113 +580,475 +34%
6. Original Bingo Island 2 1,297,496 +391,810 +43%
7. Original My Empire 3,151,569 +385,283 +14%
8. Original Mall World 5,265,789 +380,227 +8%
9. Original Mafia Wars Game 22,245,983 +344,096 +2%
10. App_2_157531047591855_5508 Sim Hospital 368,386 +291,592 +380%
11. App_2_256799621935_1837 Car Town 6,046,046 +276,921 +5%
12. App_2_146340918729491_2110 BRAAAINS 709,876 +269,755 +61%
13. Original FrontierVille 30,814,307 +250,185 +0.82%
14. App_2_119866281385524_978 Wheel Of Fortune 780,783 +246,132 +46%
15. App_2_142080822501123_8299 Jungle Jewels – The Temple 411,798 +219,835 +115%
16. App_2_124337590941383_3261 Legacy of Rome 827,431 +197,807 +31%
17. Original MMA Pro Fighter 4,618,168 +186,702 +4%
18. Original Monster World 4,223,135 +184,105 +5%
19. App_2_132112723494733_5710 Jersey Shore 943,105 +180,347 +24%
20. App_2_120659861321435_49 Coffee Bar 480,366 +159,826 +50%

Instant Jam is a solid enough game, as we found in our review. However, only a tiny minority of the new users are returning. A quick look at the game’s DAU / MAU graph, which shows how many of a game’s MAU return as daily active users, reveals a brief rise as its initial growth spurt hit, then a precipitous fall. There are likely several problems, including insufficient viral hooks and technical problems in syncing with user’s music libraries.

You will have noticed that ESPNU College Town is actually the top app on the list — it edged out Instant Jam by a few thousand MAU, and should easily cross four million MAU in the coming week. Meanwhile, the new Funzio mafia RPG, Crime City, is continuing to accelerate at number three.

Skipping down the list, Warstorm is performing well for Zynga, but like Instant Jam, its DAU count is dropping — in this case, probably a symptom of heavy promotion of the game by Zynga. Even further down, both My Empire and Mall World have pulled out of slumps, the latter reaching a new high.

Tetris Online Games Attempts to Bring Classic Role-Playing to Facebook

Lost TrailsRole-playing games have been common on Facebook from the beginning . However, these games are usually text-based and devoid of the classic RPG elements found in console games. Tetris Online Games is attempting to fill that void with a Facebook app entitled Lost Trails.

The game boasts all the parts to a quality RPG, but while Lost Trails allows for deep customization, the game-play feels flat. Due to this, the the customization begins to work against the game and becomes irritating.

Lost Trails’ story is introduced by letter from the king. It’s standard fantasy fare: there are monsters, and you must slay them. Set in a fantasy world, you are able to customize an avatar and tailor it to one of many classic fantasy RPG roles such as the fighter, ranger, wizard, and priest.

DungeonsFrom here, the game takes a Tolkien storytelling route. The main activity in Lost Trails is to travel the world, enter various dungeons and defeat whatever boss lurks in the highest tower. When you try to reach the boss of a dungeon, you move up a tier in that dungeon with each battle you win. Losing one will send you back to the bottom and force you to start over.

Throughout your journey, you can spend 10 “Action Points” — the equivalent of energy — to engage random enemies, at which point a 2D animated battle takes place with you and your enemies trading blows until one dies. Your have no control within the battle, but if you win, you will receive experience, gold, and the occasional item. As with other RPGs, these items boost stats such as damage or defense, and specific items can only be used by specific classes, but in Lost Trails you can only wear four pieces of equipment at a time.

As you level up, however, you will be able to recruit new party members to your group. These party members can be real Facebook friends. Friends do not have to play to be part of your party — the game can choose a class for them at random. Unfortunately, if your friends do play Lost Trails, your game doesn’t reflect the character your friend has created in his or her game.

BattlesThis is a significant disappointment. That kind or friend interaction within game would be fun and meaningful, and perhaps even reflect a MMOG-style play. As it stands, the only social mechanic with a reward is “visiting” a friend and earning some extra Action Points.

The customization system in Lost Trails is good. As you level up your party members, they gain skill points. Similar to talent trees in games such as World of Warcraft and Diablo (though significantly watered down), you can allot points to earn special abilities and bonuses to their characters. Furthermore, you can also change the battle formations of your party, placing weaker defense characters, such as casters, in the back.

So far so good, but combat in role-playing games needs to be fun. The more prep work needed for combat, the more fun it needs to be. Unfortunately, in Lost Trails, the attacks are bland, the pacing is slow and though you can skip straight to the results, it just isn’t gratifying. You eventually feel like you fight enemies merely to put more points into a mundane interface.

SkillsWhat should be present, in a good RPG, is a strategy element to the customization, rewarded by a tactical application of that strategy in battle. Some games get away without doing this, a recent example being Final Fantasy XIII, in which players can opt to have minimal, more or less automated, battles in favor of watching the story unfold. Lost Trails doesn’t offer either meaningful customization or beautiful visuals, so players are essentially playing just to add more numbers in a UI system.

Lost Trails currently has around 210,000 monthly active users, but its DAU is not doing so well, at only 16,799.  It seems many players may feel as we do — that Lost Trails has high quality customization, but an ultimately boring battle system and little gratification for spending time on the customization.

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 17th, 2010

Monday, October 18th, 2010

Tuesday, October 19th, 2010

Wednesday, October 20th, 2010

Thursday, October 21th, 2010

Friday, October 22th, 2010

Highlights This Week from the Inside Network Job Board: CrowdStar, Atari, KlickNation, & 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 CrowdStar, Atari, Large Animal Games, KlickNationFuel Industries, and iWin.

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: Sibblingz, Fantasy, KISS, & More

Happy IslandSibblingz Launches In-App Payments for Mobile — Sibblingz has announced the launch of in-app purchases for the PC, iDevice, and Android for the CrowdStar title Happy Island. Users will now be able to use Facebook Credits, iTunes, and Google Checkout respectively to make purchases in game.

Michael Eisner Invests in Social Games — Michael Eisner, former CEO of Disney, is investing a good bit of coin in social startup Diversion and their upcoming Facebook title, FameTown, says TechCrunch. Based on an SEC filing, the funding was at $300,000.

Zynga Files for Virtual Currency Patent — Titled “Virtual Playing Chips in a Multiuser Online Game Network,” the abstract for Zynga’s patent application is broad but seems to cover all virtual currencies. TechCrunch first noticed it.

Fantasy UniversityFantasy University Enters Open Beta — The Facebook RPG tailored to the “hardcore gamer,” Fantasy University from Simutronics, is entering open beta this week. Now, all players will be able to access the game in its “near final” form.

Zynga Expands to Europe — In other Zynga news, it appears that the company is also making its presence known in Frankfurt, Germany. A recent job post on the Zynga Job Boards, have noted the need for a Javascript Developer its recently acquired German outfit, Dextrose AG.

Nightclub CityKISS Rocks Nightclub City — A few weeks ago, rock legends KISS performed a live streaming concert within Booyah’s Nightclub City. Promotions for the concert garnered 3.3 million impressions with a 73 percent click-through rate in just two days. Additionally, during the event, a special “Video” promotion was clicked 1.35 million times with a 73 percent CTR as well. As for KISS, the digital concert spiked the KISS Facebook fan page with a 750 percent increase in user fans, while Nightclub City saw a 16 percent, week-over-week, increase in daily active users.

Intel Invests in OpenFeint — Intel Capital has invested $3 million in mobile social gaming network OpenFeint. according to The New York Times. OpenFeint has most recently been testing out virality, and its Android release.

EA Acquires Chillingo — Mobile game publisher Chillingo, most famous for publishing Rovio’s Angry Birds, was purchased by Electronic Arts earlier this week. According to Reuters, the price tag was $20 million.

Xbox.comMicrosoft Could be Going More Social — Xbox.com is getting a bit more social this week. The site has not only received a new design, but an Avatar editor, a message and request center, and the ability to play games right from the website, according to Xbox Team’s Major Nelson. Additionally, new, unannounced web games will be playable across Xbox Live, the new site, and Windows Phone 7.

THQ Working on UFC Social Games — THQ has singed an extended agreement (until 2018) with sports promoter Zuffa LLC, according to the San Fernando Valley Business Journal. Along with this, Games.com notes that THQ will be expanding “UFC experiences” for both social and mobile extensions.

Andrew Trader Leaves Zynga — In yet more Zynga news, former Zynga vice president of sales and business development, Andrew Trader, who left in March, has joined venture capital firm, Maveron, says VentureBeat.

Ubisoft Publishes CSI: Crime City on Facebook

CSI Crime CityUbisoft and CBS Consumer Products have launched a new Facebook game centered around the popular television series CSI. Dubbed CSI: Crime City, the game is developed by an independent developer called Area/Code and takes the player to a social rendition of the modern murder-mystery show.

Most similar to treasure hunting titles of the past, CSI: Crime City fits well within the concept. Even so, its mature themes, despite its cartoony visuals, are hardly as age agnostic. From murderous strippers to snooty actors, players use the same “digging” concepts of games such as Treasure Isle and Treasure Madness in order to solve the mystery. As interesting and well made as it is though, the game does still come with disappointments.

Players enter the big city with an immediate case to resolve. Once the case is opened, they catch a glimpse of the crime before it happens in the form of a small cutscene, then they travel to the site of the crime and begin searching grid spaces for evidence. Each grid searched consumes a set amount of energy. However, some grids will have special attributes to them, such as blood stains or “details” (burns, scratches, etc.). These spaces must be searched using special tools. Rather than machetes and pickaxes, these consist of things such as luminols, tweezers, and cameras.

LabAs players search about the crime scene, they will turn up not only evidence, but extra cash and energy as well. The cash is of particular importance because it is used to not only purchase the tools, but lab equipment as well. As with the show, players must take evidence to the their lab for processing, but each piece has a particular set of tests that must be run. In order to do so, players must purchase equipment such as a ballistics station, DNA sequencers, microscopes, and so on.

Each station comes with five levels, gated by the player’s level, and has an associated power level to it. Unfortunately, the game isn’t clear on what this means, and we’ve yet to earn enough cash to purchase the next level up. Still, it appears that the higher levels to affect the station’s social capabilities (more on that in a second) and may also affect processing time.

Depending on the level of the case, different pieces of evidence take different amounts of time to discern anything from. It could be a minute or it could be a day. Once it is finished, the game will inform the user, and a blurb of information about what was discovered will be disclosed. As an added bonus, characters from the show that specialize in each form of analysis make a guest appearance.

EvidenceThis is also where the core social mechanic comes into play. Beyond friend-based leaderboards and wall postings, players can actually visit one another’s labs and utilize each other’s equipment. Since the highest level equipment costs virtual currency, and players can eventually work on multiple cases at a time, it becomes extraordinarily useful to have many available work stations. This is not only because not everyone will want to buy the virtual currency stations, but each one has a finite number of slots for evidence processing. Higher level machines, however, will have more available slots for friends to use.

While the evidence is being investigated, players can return to the crime scene or start a new case. This is prudent as there is an apparent “Bonus” bar that fills up as players discover evidence, which seems to play a role in granting bonus experience and money after solving a crime. However, not finding evidence when one searches or taking too long instead decreases it. This is a bit counterintuitive as players get extra experience for having searched the entire scene.

The game also has a small mini-game associated with finding energy. When this occurs, users play a matching game where they have to identify as many pairs as they can in a short amount of time. Depending on how many they get, they’ll earn different sizes of coffee to boost their energy (typically this costs virtual currency). It was fun the first time, but this is the only mini-game we’ve seen thus far, and it gets old, quick. Getting extra energy should be a reward, but the game just got repetitive and annoying since it broke the game flow.

Mini GameWrapping up a case was a little disappointing too. Once evidence is finished processing, it will unlock different crime scenes, with new cutscenes that the player can search. This will repeat a handful of times as the story unfolds. Unfortunately, while the mysteries are interesting to watch (of course, not as much as the actual show), the player never gets the chance to solve them themselves. All the game becomes is a collection game of finding evidence and watching the game solve it.

This is what makes Crime City feel like a treasure collection game. If it just let the user solve the cases on their own, using all the same mechanics, it would be better.

In the end, the game feels like it could appeal to both social and traditional gamers. Obviously it leans more so to the former, but if the game just incorporated more mystery (most of the time its obvious who killed who) and the option for more serious problem solving, it would appeal to the latter, more. All the same, it is still a decent game, the best social title with the company’s tag on itthus far.

Rock Out With Zombies on This Week’s List of Emerging Facebook Games

Despite the title of this week’s AppData list of emerging Facebook games, there are, sadly, no hard-rocking zombies to be found on Facebook yet. What we do have for you is the combo of Instant Jam and BRAAAINS in the top two spots, which if played in sequence might just be the next best thing.

As always, the games on this list are under a million monthly active users but growing fast:

Top Gainers This Week – Games
Name MAU Gain Gain,%
1. App_2_108911672482552_595 Instant Jam 689,892 +646,373 +1,485%
2. App_2_146340918729491_2110 BRAAAINS 547,561 +322,354 +143%
3. App_2_119866281385524_978 Wheel Of Fortune 641,360 +244,899 +62%
4. App_2_142080822501123_8299 Jungle Jewels – The Temple 284,877 +194,033 +214%
5. App_2_132112723494733_5710 Jersey Shore 847,936 +187,181 +28%
6. App_2_120659861321435_49 Coffee Bar 384,349 +183,175 +91%
7. App_2_142829442404617_8052 Bingo Charms 502,727 +166,499 +50%
8. App_2_157531047591855_5508 Sim Hospital 163,788 +157,530 +2,517%
9. App_2_121972834508790_5094 Fashion Addict 152,489 +151,815 +22,524%
10. App_2_124337590941383_3261 Legacy of Rome 707,627 +144,071 +26%
11. Original JibJab 732,476 +133,339 +22%
12. Original 你問我答 532,078 +130,506 +32%
13. App_2_221120598574_241 La Ferme 688,708 +121,539 +21%
14. App_2_135261626503589_1397 開心水果(开心水果) 925,393 +113,673 +14%
15. App_2_138319636201303_4321 Party Central 358,433 +112,033 +45%
16. Original Office & Co 195,312 +108,818 +126%
17. App_2_106932686001126_9426 Mynet Çanak Okey 792,823 +106,877 +16%
18. Original Empire Craft – The Most Popular War Game! 112,932 +99,001 +711%
19. Original Super Crayon 169,089 +92,276 +120%
20. App_2_127882450578685_5861 Sunny Beach 164,538 +89,504 +119%

Instant Jam first came to our attention earlier this week, and we’ve also got a review of the game out this morning. The short and sweet is that it’s Guitar Hero for Facebook, using the music on your computer. Well over half a million players have streamed into the game, most of them in just the five days prior to today.

We also recently reviewed BRAAAINS, the latest quirky RPG from Broken Bulb Studios. The goal is to build an army of zombies to fight other armies of zombies; it’s unclear where the brains come from (perhaps they’re imported).

Wheel Of Fortune, from GSN, continues its growth of previous weeks. Jungle Jewels – The Temple is newer, but it’s Bejeweled on top of GameDuell’s previous puzzle game, Maya Pyramid. Then there’s Jersey Shore, the MTV Networks takeoff on their hit reality (distortion) show.

A couple of the titles on the list that didn’t perform as strongly as those at the top still deserve some attention. Bingo Charms is newest Arkadium casual game to migrate onto Facebook; so far, it is growing well in MAU, but has quite low DAU. And Sim Hospital is from RedSpell, a name we haven’t seen before, and it also has an unfamiliar look and feel.

Kabam Doubles Down on Strategy Games With WonderHill Acquisition

Kabam is on a quest to conquer Facebook with geeky strategy games. Having told us in August that it would focus on games like its own Kingdoms of Camelot, the developer has followed up by acquiring WonderHill, a potential rival with a brand-new strategy game on Facebook.

When I went in and talked to WonderHill on Tuesday about their game, Dragons of Atlantis, co-founders James Currier and Stan Chudnovsky didn’t mention that they’d been bought out. But the first thing that came to mind when I saw Dragons was still Kabam. Both Dragons and Kingdoms of Camelot use a nearly identical strategy layout, and the flavor of the game also seemed familiar.

There’s a benefit to owning two similar games, according to Andrew Sheppard, the company’s chief product officer. “In many ways, we’d like to run each of the franchises like Warcraft 3 versus Starcraft 2. We’re talking about a specific sub-genre with two different themes. Over time they’ll diverge for the two different audiences,” he says.

Both Kabam and its new subsidiary seem to feel that there’s more than enough potential for new strategy games, even similar ones, on Facebook.

When I spoke with Currier, he discounted the idea that the market was small or limited to serious gamers: “Have we identified a niche audience? We currently don’t feel that way,” he said. “With 500 million people on Facebook, the size to which this thing can grow shouldn’t really be considered niche, and we’re noticing a vast array of different types of people coming in to play the game.”

As for why WonderHill wanted to conceal its acquisition until after showing off Dragons, Currier later explained via email that his team of hardcore gamers, which had previously only built somewhat fluffy social games, had fallen in love with their new project and poured their hearts into it — so he wanted to make sure they got credit for their work.

That focus on the team is important. Social gaming companies, perpetually short on skilled employees, have become cutthroat about hiring away dissatisfied talent from competitors.

Kabam and WonderHill also both seem to feel that they’ve identified a special retention advantage, intrinsic to their focus on deeper games. Since many skilled developers come from the console or PC gaming worlds, companies that are producing a strategy or serious RPG title may hold an edge over competitors working on the next lightweight business sim or city builder.

New employees have also been streaming into Kabam. The company has been on a hiring spree for several months; it now has over 200 employees between its Redwood Shores headquarters, Beijing satellite office and now WonderHill’s San Francisco office. For reference, that’s twice as many employees as CrowdStar, which is considered a far more established game developer.

“When we launched Kingdoms of Camelot, there were a lot of questions around whether there was room for strategy on Facebook. I can’t say for sure what will happen, but we’re aggressively investing in it,” says Sheppard.

There should be more evidence of whether the bet is a good one soon: Kabam plans to release three new games over the next three months.

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