EA Plans Facebook Companion Game for Dragon Age

We’ve heard a lot about companion gaming lately from French gaming company Ubisoft, which has a version of its console hit Project Legacy running on the social network. Now Electronic Arts is getting into the game too, with an upcoming EA 2D title called Dragon Age Legends.

While EA has released Facebook ports of its console titles before, like Dante’s Inferno, and last year released the browser-based Dragon Age: Journeys, a companion game can actually be connected to its counterpart on another platform, so that an action performed in one game affects the other.

With a franchise like Dragon Age, which was one of the more popular RPGs this year, a companion game becomes particularly interesting. The developer, BioWare, wants to keep players constantly involved through paid downloadable content; Facebook is a great way to get them even more engaged, and coming back even in between major releases.

That’s the theory, anyway. The draw with Dragon Age Legends will be unlockable items and quests in Dragon Age II, the console game. But that title isn’t expected until March of next year, so we may have a wait to see exactly what EA is planning.

In the meantime, EA has said that the game will be a party-based RPG, much like Journeys and the franchise itself, and the website has a couple screenshots that give an idea of the art and play style.

Evony, Pogo Reappear on This Week’s List of Emerging Facebook Games

Free-to-play strategy MMO Evony leads this week’s list of emerging Facebook games, defined as the fastest growers still under a million monthly active users. Evony isn’t emerging for the first time, though; the game has been up and down before. The game attempts to siphon players off to its own dedicated website, so it may have decided another round of player acquisition was worth the marketing cost.

Here’s the rest of the list:

Top Gainers This Week – Games
Name MAU Gain Gain,%
1. Original Evony 800,486 +277,371 +53%
2. App_2_165142503498057_3835 Route du Rhum – La Banque Postale 248,022 +247,979 +576,695%
3. App_2_141437422542260_5503 CSI: Crime City 551,551 +244,194 +79%
4. Original Pogo Games 481,315 +218,638 +83%
5. App_2_157785064239480_3718 恐龍王國 602,278 +163,465 +37%
6. App_2_108589655859196_4155 Mahjong Trails 962,261 +162,086 +20%
7. App_2_115478888511670_1708 Card Rivals 396,087 +160,368 +68%
8. App_2_109462332444375_8846 Roman Taxi 574,802 +153,530 +36%
9. App_2_112963552070963_1018 超級職場 — 超人氣!免費休閒養成遊戲! 227,132 +149,162 +191%
10. App_2_146925398656308_3036 Vegas 398,616 +138,160 +53%
11. Original Top Eleven Football Manager 816,122 +138,005 +20%
12. App_2_122219127831645_3661 Time Bomb 157,324 +130,585 +488%
13. App_2_120659861321435_49 Coffee Bar 693,087 +125,809 +22%
14. App_2_112594238780474_8273 Robot Unicorn Attack 924,267 +120,648 +15%
15. App_2_121972834508790_5094 Fashion Addict 438,120 +118,979 +37%
16. App_2_136061743093637_4596 Mi equipo de amigos! 400,826 +117,370 +41%
17. Original Super Crayon 404,415 +115,678 +40%
18. App_2_127882450578685_5861 Sunny Beach 418,066 +109,322 +35%
19. Original Var Mısın? Yok Musun? 160,308 +105,021 +190%
20. Original 德州撲克♠互動版 ♠♥♦♣ 最好玩的德克薩斯撲克遊戲 ♠♥♦♣ 208,044 +103,467 +99%

Route du Rhum – La Banque Postale appears to be a yacht racing game, or perhaps an app to track real-life regattas — your non-French-speaking writer had some difficulty figuring out the interface. In any case, the app is one of the few French-language entries we’ve seen top our lists.

CSI: Crime City has just become the most successful of Ubisoft’s dozen or so games on Facebook. It took the TV-series based crime-solving game just two weeks to cross half a million players. There are likely many more CSI fans to pull into the game, so its growth should continue for some time.

Pogo Games is the Facebook extension of pogo.com, an Electronic Arts casual gaming division separate from Playfish. Although Pogo has been on Facebook since April, we hadn’t seen much movement from it until now. Besides drawing in new players, the app also has a couple new games, including a Scrabble variant called Scrabble Sprint.

Moving down, Card Rivals is worth a quick look. Digital Chocolate recently released the game to replace NanoStar Castles, an earlier card game; however, the new version seems to share some of the problems of the old, in that few players return on a daily basis.

Tesco Mobile Presents New Brain Training Game on Facebook

The Nations NogginIn the past, there have been a number of quiz-like games on Facebook intended to “train” one’s brain for fun — titles such as Who Has The Biggest Brain? from Playdom and Wooga’s Brain Buddies. Now Tesco Mobile is looking to enter the genre with a new Facebook game called The Nation’s Noggin.

The Nation’s Noggin combines a collection of different mini-games intended to not only test general knowledge, but also incorporate a number of ways to measure things such as memory, hand-eye-coordination, reflexes, and so on. With a wide variety of tests, it is an app that occasional comes off as interesting, but as a whole lacks the cohesive flair of a game like Brain Buddies.

Players start out with a selection of randomly chosen mini-games. The “test” will contain eight out of the 12 possible games, covering a variety of different skills. Of these games, some are rather dull, while others far more creative. For each test, a target time limit is set, and players score points based on how quickly and accurately they complete it. However, for every mistake they make, time is added to the score and should too many mistakes be made, the player will fail the test.

Even should they fail, they will still proceed to the next mini-game on the list, but they will earn significantly less points for their total score.

Shopping CartWhile there are a lot of mini-games, the ones that stand out involve hand-eye-coordination and reflex. The first is dubbed “Doggy Commands” and tasks the player to trace a complex outline within a time frame so that a dog will perform a trick. However, the mouse pointer must remain within the tracing lines. “Trolly Dash” is a game where players use the mouse to steer a quickly moving grocery cart in order to pick up specific food produces without crashing into shelves; and “Get Your Dog Out” is a game where users must take a picture of a dog in a specific pose, while he randomly changes and moves about.

This last is one of the harder tests, as the dog tends to move quickly and players have to catch them, often, in the middle of a movement. This means he’ll only be in the correct position for a split-second. There are other fairly hard ones too, like “One the Button,” in which the user is given a subject (Wheel of Fortune-style) and a single clue toward the answer, and “Teenage Clicks” where a sullen teenager mumbles about random things having to do with current teenage pop-culturem, tasking the user with figuring out what they are talking about.

Teenage ClicksThe logic mini-games are also worth mentioning. One involves a chatting teenage girl, that the player is overhearing as she talks on the phone. Unfortunately, players don’t hear everything and must logically fill in the blanks in her conversation. Another is centered around random text messages, asking users to figure out the who, what, when, why, and where of whatever it is being talked about.

Aside from these, the remainder of the games are rather dull, consisting of basic arithmetic and short-term memory — nothing terribly original, though the math teaser does involve an amusingly grumpy old man.

While a number of these brain teasers are creative, Nation’s Noggin just lacks the pizzazz that its predecessors in the genre had. The Wooga and Playfish titles had a creative presentation to them with game show-like style and an avatar that interacted with the user. It felt like a game, while Nation’s Noggin, although made up of mini-games, feels more like a test.

Old Man

Socially, the game is not terribly in depth either, consisting of leaderboards and high scores. Focusing on the United Kingdom and the “Rest of the World” players can compare their test scores with everyone within the nation, amongst friends, or within a specific UK region.

In the end, The Nation’s Noggin has all the parts of a decent brain-teaser, but doesn’t come together as a complete game. It may find some success with friends competing for higher scores, but without a few changes, is unlikely to really catch on.

Digital Chocolate Brings Divine Power to Facebook with Island God

Island GodWhile Digital Chocolate’s has recently released two Millionaire City reskins, Hollywood City and Vegas City,  it has another new title that’s completely original. The new game is Island God, which follows a Black and White-style premise in having players become the deity of humans lost in the middle of the ocean.

With a quaint style and a curious morality system, Island God is certainly a high quality social game. It does give off the impression, early on, of being a Facebook version of GodFinger, and takes a little bit of time to truly stand out and differentiate itself. But in the end, Island God stands out on its own merits.

The premise of Island God is that a group of tribal people were wiped out by a great storm, with the few survivors scattered among various islands. The player controls one such island as the local deity, with all the trials, tribulations, and powers that implies.

Despite the godly powers, much of Island God boils down to resource management consisting of coins, food, wood, stone, energy, and science (there is also a virtual currency called Crystals). Following a handful of quests at a time that act as a guide, players build up their island society. In order to do so, they must assign villagers to certain duties by literally picking them up and plopping them down on a job site.

Get to WorkThese sites come in the form of various structures, with each producing a different form of currency. In order to earn stone, one needs a quarry; wood requires a woodcutter; coin is earned from worshipping totems. Each structure will provide the player with a means of producing its product over a set amount of time that ranges anywhere from three minutes to a day or more. The longer the job, the more is earned. All three of these resources are necessary, as they allow the player to construct the different buildings that are unlocked later on.

Players also have an energy resource, which is consumed whenever god powers are invoked, and slowly recharges over time. The higher level the player, the more total energy is available. Using a god ability on a working villager will allow the job they are doing to finish instantly. However, the length of the job will determine how much energy an instant finish will cost. For example, a three minute job would take one energy, while an eight hour job takes over 30 minutes.

Beyond instant job completion, players can also use their godly abilities to clear trees, weeds, and creatures from the island as well as activate special decorative elements (more on that in a second). What is of particular interest is that there are two means of invoking these powers: Bless and Smite. While they both perform the same function, the former is good, while the latter is evil. The key difference, aside from a different visual effect, is that successive usage will affect the morality of the player in-game, which is displayed via horns or a halo on the user’s leaderboard portrait. Though we are far too low level to notice yet, the game also states that being good or evil will affect how one’s island will look as it grows.

SmiteAs for the decorative elements, these include things like fires, food baskets, torches, and so on. Many of these items can be lit up, filled with food, or manipulated in some other way to grant the player extra experience, coins, or food. Food is of significant use, as it’s used as a currency to purchase “offerings” that will replenish a small portion of one’s energy.

The last resource is science, and though we have not unlocked it yet, once players reach a certain level, they will be able to construct a “Research Hut,” at which a villager can research different tools (such as an axe). Once researched, these tools will improve the amount of other resources — coin, stone, wood, etc. — gathered by workers. Besides researched structures, there are other buildings, like totems, that will augment resource production or the island society.

BuildingsObviously this is a lot to do, so villagers, in essence are a resource too, produced by building houses. Of course, there is only so much physical space on the island, so balancing what to build is somewhat important.

On the social front, basic leaderboards and gifting are both present, and visiting friends is rather useful as well. Players are given the opportunity to aid each others’ societies, and themselves, by using up to five god powers a day to activate some of the various decorations (e.g. torches and food bushes / baskets) to earn bonus experience, food, and so on.

As for our complaints, they’re not very significant, the primary one being that the game tends to be a little bit spammy when it comes to asking players to invite friends. Sometimes the prompt will appear occasionally; other times, every 60 seconds or so, which seems like too much. The first impression that the game gives off is also that it’s simply a Facebook rendition of ngmoco’s GodFinger, which sells the overall concept short; the morality concept doesn’t appear until later.

Overall, Island God is a very strong addition to the Digital Chocolate repertoire of games. With nearly 12 million monthly active users, Millionaire City has left some pretty big shoes to fill when it comes to successive games, but while other recent releases are mere copies of the popular game, Island God feels like it could do just as well without reusing the same concepts.

New Hires In Social Gaming: Digital Chocolate, Zynga, Playdom, & More

The number of hires in the social gaming industry was slightly lower last week versus this week, according to LinkedIn data. Only four of the major social developers did any hiring, with only Zynga making significant additions in the numbers category — at least that are visible.

Of all the hires, Digital Chocolate hosted the biggest. It poached iWin Co-Founder, David Fox as a new Vice President. A new startup, Rocket Ninja, also announced a few notables.

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:

Digital Chocolate

  • David Fox — Fox joins Digital Chocolate’s San Mateo headquarters team as a new Vice President. Prior to this, he was one of the Co-Founders of iWin.

Playdom

  • Raed Shomali — In an internal change over at Playdom, Shomali changes roles from a Software Engineer to a Technical Lead.
  • Daniel Chay — Previously a Senior Flex/Flash Software Engineer for Hands-On Mobile, Chay joins the Playdom team as their newest Flash Software Engineer.
  • Jack Luh — Now an Engineering Manager at Playdom, Luh was formerly a Sr. Manager of Development at Symantec.

Playfish

  • Vivienne Bearman — Bearman switches roles internally as she changes from a Game Producer under the Electronic Arts tag, to a Studio Producer under the Playfish tag.
  • Stian Hansen — Another internal switch at Playfish as Hanson upgrades from Producer to Senior Producer.

Rocket Ninja

  • Randy Fish — We caught wind of two hires for the startup Rocket Ninja. Randy Fish is first on the list with experience stemming from Rich Relevance, where he worked to provide recommendations and personalization to e-commerce sites such as Sears.com, Walmart.com, and Overstock.com. He joins Rocket Ninja as their Chief Technology Officer.
  • Neil Haldar — Also on our list is Neil Haldar who joins Rocket Ninja as an Executive Producer. Haldar comes with experience as VP of Content Programming & Strategy at SkyZone Entertainment as well as VP of Production & Development at MGM Interactive.

Zynga

  • Poojitha Narasimhan — Narasimhan joins Zynga as a Senior Financial Analyst. Before this he was a Senior Analyst of Financial Planning & Analysis at Glu Mobile.
  • Ben Orser — Joining Zynga as part of their iPhone Development QA is Orser. Prior to this, he filled the same role at Kismet World Wide Consulting.
  • David Longerbeam — Formerly a Director of Quality Engineering at Saba, Longerbeam is now a Senior Manager of QA Operations at Zynga.
  • Mark Troyer — In an internal change, Troyer changes roles from AS3/PHP Game Developer to Senior Software Engineer at Zynga.
  • Elaine Duignan — Now an HR Manager EMEA at Zynga, Duignan was previously an HR Manager for GE Security.
  • Jason Guzzardo — Part of the Bonfire Studios acquisition, Guzzardo switches from a Network Programmer under that tag to become a Senior Software Enginner under Zynga.
  • Bill Jackson — As noted already, Bill Jackson is now the Creative Director (Dallas) for Zynga. Prior to this, he was the Founder and Design Director at Bonfire Studios.
  • Andrew Pellerano — Another change at Zynga appears as Pellerano changes roles from Flash Developer to Senior Software Engineer.
  • Andre Soto — Previously Information Security at Shutterfly, Soto joins Zynga as a Lead Security Architect.
  • John Wang — Wang joins Zynga as a Senior Financial Analyst. Prior to this he was a Financial Analyst at Google.

ISA 2011: How Will Small and Medium Social Game Developers Grow on Facebook Next Year?

January 25th | San Francisco

A few big social game developers, like Zynga and Playfish, might seem to be the big winners on the Facebook Platform so far. But there is both a range of successful smaller gaming companies and a healthy group of non-gaming applications doing well alongside the biggest players. In fact, even as the largest incumbents have lost users or stayed flat over the past year, many others have grown.

Fueled by Facebook’s ongoing expansion around the world, improving social game and app product quality, and increasingly sophisticated techniques of making money through virtual goods, the ecosystem is continuing to offer opportunities to smaller players and newer entrants. Here’s a quick look at some of the lesser known companies that have been building successful social app and game businesses on Facebook this past year.

But how will small and medium developers grow in 2011, given the rising cost of user acquisition and changes to Facebook’s viral channels in 2010? We’ll be examining what these and other developers have done to make their applications succeed despite a changing platform environment at Inside Social Apps InFocus 2011, our January conference looking at opportunities and uncertainties affecting social apps and games.

6 Waves

Using its own simple quizzing and gifting apps as starting points for cross promotion, the developer has morphed into a publisher of games from other developers around the world. While its own apps bring in 2.56 million daily active users and 30.8 million monthly active users, the other ones it publishes add up to 6.9 million DAU and 35 million MAU.

Kabam

Having started life making television and sports applications, it transitioned into social gaming late last year, and has found big revenue streams in more traditional-style games like Kingdom of Camelot, even though it’s relatively small in terms of traffic, at 938,000 DAU and 10.3 million MAU. Kabam has grown from just over 20 to nearly 200 employees in 2010 alone.

Booyah

The company is one of a few to have hits on both mobile and social. MyTown’s self-reported 3.3 million players make it one of the larger location-based games on the iOS platform. Nightclub City has a solid 930,000 DAU and 6.41 million MAU on Facebook and has distinguished itself in the industry as a high-quality game.

Digital Chocolate

Founded by industry veteran Trip Hawkins in 2003, the company focused on casual and mobile gaming for much of its history. But it spent the first part of the year launching titles on Facebook, and hit paydirt with city simulation game Millionaire City. It is now the tenth-largest developer on Facebook, with 17.9 million MAU and around 3 million DAU, and it is busy rolling out newly-themed versions of its hit, with titles like Hollywood City and Vegas City.

Wooga

The German company only launched at the beginning of this year, but it has put together a quick string of successes, with its three games – Bubble Island, Monster World, and Brain Buddies – reaching 11.7 million MAU and 1.94 million DAU. Wooga remains the largest social game developer (by MAU) based in Europe.

There are a long list of other developers that have made notable breakthroughs this year, ranging from established app developers who have transitioned to focus on social gaming, to others who have carved out user bases for other types of niches – Metrogames, GSN, Boyaa, Happy Elements, iWin/BackstageLOLappsMindJoltPopcap, 50 Cubes, ZipZapPlay, and more.

The Inside Social Apps agenda will cover the most salient issues facing developers of all sizes, including monetization on Facebook in a world shaped by Credits, emerging trends in mobile gaming, and the promise and opportunity of other social platforms.

Join us at ISA on January 25, 2011 to learn and connect alongside today’s leading entrepreneurs working in social apps and games.

Who’s Speaking?

We’re honored to present the following 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

Register Now

Inside Social Apps takes place on January 25, 2011, and a full agenda will be announced shortly. Keep an eye on InsideSocialApps.com for more information.

Rocket Ninja Appears With Funding, Publishing Plan for Facebook Games

A new social game developer called Rocket Ninja is emerging this morning, with a recently released Facebook title, $3.5 million in funding, and an unusual publishing platform for other developers.

Rocket Ninja has actually been around for two years, but never released a game. Its founders intended to release a 3D Flash MMO, but like several other startups with similar plans, switched their focus to Facebook when that platform’s promise became clear.

The 3D engine, called Shr3d, is still in the works. Rocket Ninja has a blog post about the technology that gives a few details, but the coming out party for the engine is being reserved for the company’s second game release.

The first game is a virtual aquarium title called Ocean Kingdom that’s unlikely to blow away anyone in the Valley — aquarium games were common in late 2009, but new releases in the genre have been rare this year. But Ocean Kingdom isn’t aiming to be a hit game. It’s instead a sort of demo of what Rocket Ninja does, or can do, for partners.

Rocket Ninja’s hope is that other developers will choose it as a publisher; in exchange, it offers three main services. The first is invisible in Ocean Kingdom: the game’s back-end, which is part of a platform that the company developed for use in multiple properties. CEO Oded Pelled, who was brought on by the new investor, says one of the biggest problems in social gaming is weak back-end architecture, which results from teams spending most of their time focusing on the front-end game.

So Rocket Ninja will migrate existing games to its own back-end and run them for the developer. The second technology the company offers is personalized virtual goods offerings for players; once a player has shown preference for certain kinds of goods (in a dark or light theme, for example), the in-game store will use Rocket Ninja’s algorithm to show personalized offerings, which should increase purchase rates.

The last part of Rocket Ninja’s offering to potential partners is user acquisition, much like existing publishers like 6waves offer.

Although Rocket Ninja seems to be pursuing a lot at once — perhaps too much, for a startup — its plan is really just to develop tools that it finds necessary in social gaming, and then share those with smaller startups that don’t have as much financial backing or technical expertise.

In the broader view, Rocket Ninja is just one of several companies trying to figure out what the right model for publishing is in social gaming; we’ve seen companies offering financing or promotional expertise, but sharing a unique technology platforms may also be a viable route.

So far, the company is planning four releases, split evenly between two of its own and two from partners. Its first 3D release is likely to be the first one out, which should help prove both Shr3d, the in-house tool, and the true strength of Rocket Ninja’s back-end and store ranking systems.

The $3.5 million funding was provided by a single European angel investor, who hasn’t yet been named by Rocket Ninja. The company is also announcing a couple executive appointments besides Pelled, which we’ll cover later today in our weekly hires post.

Preview: Galaxy X Sparks the Plutonian Invasion on Facebook

Galaxy XWe just got the opportunity to take an early look at a new title for Facebook called Galaxy X from StudioEX USA, currently in private beta. Galaxy X joins slowly growing list of games inspired by the classic PC title, Worms; this list already includes Playfish’s Crazy Planets and Playdom’s Wild Ones.

In closed beta, Galaxy X pits players against each other in a competitive battle for supremacy. Using Worms-like mechanics, you blast opponents until only one of you is left standing. Galaxy X is amusing and well done, but falls short of the genre classic, Worms. We also found that a few features got in the way of game play.

You start out in single player mode, taking control of invading Plutonian forces attempting to flush out the last bastion of human defenses. Game play is simple. With quirky, tongue-in-cheek dialogue leading the way, you use basic physics systems to lob artillery at enemy units. The arrow keys move your character and adjust the trajectory of each shot. Holding down the spacebar will charge a power gauge, which will then determine the velocity of ballistic attacks.

Satellite GunThe basic attack will inflict casualty within the vicinity of its blast radius, with more damage towards the center. Additionally, your unit type (there are six total) comes with a secondary weapon such as a satellite cannon, a mortar barrage, and so on. These seem to do more damage than the primary weapon, and it’s surprising that their usage is not finite (at least not in the initial single play missions). But some weapons do have special way of operating. For example, the satellite cannon requires the missile to hit directly above or below an enemy target.

None of these mechanics really are new. There is, however, a feature called “dynamic battles” in which you can shoot and move at the same time. In missions containing multiple enemies and even the occasional boss fight, it completely changes the game, allowing you to dodge attacks but also making it harder to aim. This takes a little getting used to, in part because it is possible to shoot yourself.

As you play the different missions or the multiplayer mode (more on that in a bit), you gain experience and coins. This works more or less as it does in Wild Ones, in that you can purchase special weapons and equipment to enhance your character. Weapons are fairly self-explanatory, but consist of items that are either basic — multiple shots, damage boosts, homing, etc. — or more creative, like draining health, teleporting, or cloaking. Equipment, on the other hand, enhances your tank, slightly improving stats such as damage and health.

Item ShopYou can purchase a wide variety of items but can only equip so many at a time, forcing you to choose what type of equipment and arsenal to use in battle. Because there is such a wide array of items and most are gated by level, there are many different types of play.

The one way to equip a few extra items also acts as one of the game’s non-competitive social features. If you have a certain number of friends playing, they will be able to unlock up to two extra item slots for their weaponry, giving them an extra advantage in battle.

This is the only friendly social mechanic in Galaxy X. The core of the game is competition through both leaderboards and player versus player battles. With both team and free-for-all play, Galaxy X can be a lot of  fun.

Boss FightOur complaint about Galaxy X is that it’s very similar to Worms, and thus also Crazy Planet and Wild Ones, complete with wind, time limits, sudden death, and destructible environments. The most noticeable original addition (beyond the theme) is new weapon types, which do add a lot to the game.

Unfortunately, the weapons can destroy the environment, and in a way that seems to work against Galaxy X. Unlike Worms, or any of its other social iterations, there is no noticeable way to jump. If the environment blows up and creates a steep hill, you get stuck. Additionally, the levels themselves are somewhat uninteresting (at least so far), consisting of fairly flat, although hilly, terrain.

Galaxy X is well made and polished, but of the last three Worms’esque titles we have reviewed — Crazy Planet, Wild Ones, and Turtle Squad — only Playdom’s rendition has done well with around 3.9 million monthly active users. The other two, earn around 400,000 and under a thousand MAU respectively. The odds are thus not hugely in StudioEX USA’s favor, but Galaxy X is high quality, so perhaps it will grow as Wild Ones did.

Inside Social Games readers who want to give Galaxy X a try before its release can use beta key TANCGPCL — just enter the code when prompted.

Zynga’s First Android Title Will be Texas Hold’em

In recent months, Zynga has been ramping up its mobile development teams without much visible result aside from an iDevice version of FarmVille. Now it’s using Facebook’s mobile platform updates to move onto Android, too.

Instead of FarmVille, Zynga has chosen its second most popular game, Zynga Poker, which has about 36 million monthly and six million daily active users on Facebook.

It’s an interesting pick, since Android has a combination of dozens of Texas Hold’em games and weak discovery mechanisms; it may be hard for a new competitor to make much headway, especially by Zynga’s definition of the term.

But Zynga may be hoping to riff off its Facebook success. The app will use Facebook’s new single sign-on, which will allow Facebook users to quickly tap through registration and start playing.

Zynga also seems to be angling for Poker to become a worldwide standard for Hold’em. In August, it added Chinese-language localization to the Facebook version, while Android’s rapid spread in Asia should also help Poker spread there.

Highlights This Week from the Inside Network Job Board: Playdom, MetroGames, OMGPOP, Sneaky Games & 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 Playdom, MetroGames, OMGPOP, Sneaky Games, Playfish, EA, PlaySpan, Glu Mobile, and A Bit Lucky.

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.

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