Social Gaming Roundup: Zynga, Startups, Virtual Goods, & More

Zynga LogoZynga to Offer New Payment Options in India — Social developer Zynga is looking to employ new payment options for its social games in India during the first half of 2011, according to mydigitalfc.com. Possible options include game cards, internet banking, and premium SMS. Zynga is quiet on further details.

Wild NeedleWild Needle Raising $3 Million in Funding — A new startup by the name of Wild Needle is set to enter the social mobile gaming space in the near future. The company is raising $3 million in funding, according to TechCrunch, but a separate SEC filing says that $2.5 million has already been secured.

A CityVille Breakdown — With Zynga’s CityVille having passed FarmVille as the top game on Facebook, Tadhg Kelly on What Games Are has created a lengthy, but interesting breakdown of just how this success came to be, discussing features like visibility, retention, and monetization.

Virtual Goods in 2010 — A guest post on TechCrunch from Rixty CEO Ted Sorom highlights some virtual goods highlights from the past year, including our own projection of $2.1 billion for the US market in 2011 and many more stats.

Virtual Goods Denied After Divorce — In an interesting divorce piece from the China Daily (originally reported in the Beijing Morning Post), a Chinese judge has denied a woman’s claim to half of all the virtual assets acquired during her marriage. The couple had apparently merged their online game accounts under the husband’s name, and when the pair split — each blaming the other for being too lazy to keep the house clean — the wife was denied the claim. The court stated that the law only applied to virtual items that had been given value with real currency.

Little War, Hero, Milmo and More on This Week’s List of Emerging Facebook Apps

None of the apps on this week’s AppData list of emerging Facebook games, those still under a million monthly active users, has made any outstanding gains. But Little War, the leader, has certainly done well enough with its nearly 300,000 new MAU.

Top Gainers This Week – Games
Name MAU Gain Gain,%
1. Little War 878,692 +298,633 +61%
2. Trial Madness 2 635,585 +227,613 +63%
3. Hero 732,460 +209,535 +48%
4. Galaxy X 739,384 +184,632 +37%
5. Paradise Life 561,320 +165,801 +49%
6. Crazy Cabbie 764,308 +127,819 +21%
7. Horse Saga 623,995 +127,072 +27%
8. David Guetta, Play with it! 495,622 +117,592 +33%
9. MilMo 214,378 +112,578 +344%
10. Dragons of Atlantis 556,128 +110,908 +28%
11. My Shops 293,818 +82,816 +45%
12. Pool Master 2 792,922 +81,731 +12%
13. Santa Yourself 321,519 +77,070 +32%
14. Zombie Mosh 241,370 +76,245 +57%
15. Downhill Snowboard 536,910 +74,408 +17%
16. Fun Games 199,314 +72,553 +70%
17. Tarjetas Animadas 192,938 +72,223 +68%
18. Magic Mall 222,248 +71,435 +58%
19. Classic Word Games 366,515 +69,030 +25%
20. Gourmet Ranch 522,486 +67,445 +15%

Little War is by Five Minutes, a Chinese developer that’s among the handful branching into English-language games. The game plateaued for a few weeks with around half a million MAU, but suddenly sprang up again about a week ago.

As has been the case for about a month now, several casual games are growing well: Trial Madness 2, Crazy Cabbie, Pool Master 2, Downhill Snowboard and Classic Word Games. Arguably, David Guetta, Play with it! falls into the category. The game is actually called Pump It!; it’s  a light-weight music app that we recently reviewed over on Inside Facebook.

At number three, Hero is doing well, following strong growth that we noted last week. Although rather rough, it’s an interesting take on the text RPG genre that mixes in concepts from online strategy games like Evony.

Most of the other games within the top 10 we’ve also reviewed, including Galaxy X (here) and Paradise Life (here). One we haven’t taken a deeper look at yet is MilMo, a 3D MMO that uses Unity. Milmo is an ambitious attempt at opening up a new genre on Facebook, and is so far showing decent results; unfortunately, it appears to be running into scaling issues that have turned some users off.

The Best Facebook Games of 2010 – Part II

Back in June, we judged the top 10 social games on Facebook for the first half of 2010. Now that we’ve reached December, it’s time for part two of our list, ranking the games launched from July onward.

In our first 2010 list, we gave the top ranking to the Booyah title Nightclub City. Since then a whole slew of new concepts, revolutionary games, and evolutions of existing concepts have made their way onto Facebook.

The games on this list are all titles that have been reviewed since June, chosen by factors like presentation quality, style, originality, level of detail, and the most important element, how fun it is. A given game’s success also factors into the mix, though several picks have yet to acquire significant numbers of users.

Here are our top games for the second half of 2010:

Bar-World10. Bar World

The list starts out with a business sim title from DNA Games. Many games have attempted to recreate the success of Nightclub City, but DNA’s Bar World is the only one to do it well, mixing a hodgepodge of existing game genres and mechanics, along with a few original ideas, into a title that feels both unique and satisfying.

With the premise of making a successful bar, players decorate the space with a much wider variety of decor than most games (at least in their early stages), with spaces ranging from the beach to the city. Following a Cafe World-style, users mix and create drinks to keep patrons dancing the night, or day, away.

But what stands out most is the in-game characters themselves, and the level of interaction that comes with them. Not only do these NPCs utilize the items purchased, but they represent actual friends and other Bar World users. That in mind, players can try to get them drunk or even make them fall in love (complete with cheesy pick-up lines) with each other and post the quirky results to a Facebook feed. Additionally, players can unlock new features and venues by visiting and “Liking” other random users’ bars as well as having do the same for yours.

Bar World is doing well with over 1.6 million monthly active users.

CSI-Crime-City9.  CSI: Crime City

Next up comes a new take on the treasure hunting style of games: CSI: Crime City. Published by Ubisoft, in association with CBS Consumer Products, the game was developed by an independent developer by the name of Area/Code. At its core, CSI is not terribly different from other treasure hunting games, but its tie in with the popular television franchise and its darker undertones (it is about murder, after all) make it appealing to a different audience from the norm.

Beyond an overall high level of polish, it’s the theme that makes CSI stand out the most for us. Though none of the “mysteries” are terribly hard to figure out, there is something infinitely more gratifying about searching for clues rather than sea shells. The solutions must be solved using time and high-tech lab stations that can actually be shared amongst friends. With this social machinery, friends can feasibly work together, creating meaningful social play.

Currently, CSI: Crime City is growing, with almost 1.7 million MAU.

Legacy-of-a-Thousand-Suns8. Legacy of a Thousand Suns

Number eight on our list hails from the role-playing genre. As one of the oldest forms of social games on Facebook, the text RPG is certainly tough type to stand out with. However, 5th Planet Games does its best with, Legacy of a Thousand Suns, which it co-developed with Concept Art House. A mouthful the title may be, but with beautiful visuals, tremendous polish, and an interesting story, this is one of the few text-based RPGs that can really catch our attention.

As a space odyssey, Legacy already takes a less travelled route than the ever-so-common fantasy RPG. While most of the core game mechanics follow the standard “mafia-style” rule sets, each of the in-game elements is visually stunning, with quality shining through in each game element. What stands out most, however, is the story itself. Right from the get-go, characters that it’s possible to actually care about are being developed.

With the ability to search out and fight bosses with friends and form “Alliance Raids” with other users, Legacy scratches the social itch as well. Sadly, the game has not taken off, hosting just over 369,000 MAU.

Wildlife-Refuge7. Wildlife Refuge

Sony Online Entertainment has been dipping its toes into the social gaming waters for some time now, but has yet to truly invest itself in the concept. Their most recent game, Wildlife Refuge, came out in November, and hasn’t yet attracted as many users as it truly deserves. A quasi-animal husbandry app, Refuge sends users out on safari to protect the wildlife of the African savanna.

Though it’s working in a genre that’s been done to death, Sony managed the make the process of raising and releasing animals feel new and meaningful. Beyond teaching users a little bit about the animals, stopping poachers and tracking (literally tracking) animals, it is an enjoyable experience to say the least. Furthermore, with no real way to know what animals one may find, it becomes a fun collection endeavour to fill one’s virtual space with the rarest and most exotic creatures of the African ecosystem.

The virtual space aspect of Refuge is also more meaningful than previous zoo titles. Placed items provide more than just aesthetics; they also boost stats that allow for more wildlife to be placed. Furthermore, many buildings are needed to complete the variety of collections (e.g. a series of photographs), giving players yet another goal to accomplish.

Sadly, despite how well-made the game is, it only has 58,000 MAU.

Ravenwood Fair6. Ravenwood Fair

A marriage of FrontierVille with business sims, Ravenwood Fair from LOLapps brought the company back into the light after Facebook suspended its other apps. This cutsie game of big-headed forest critters has shown that there are businesses out there beyond restaurants, or variants thereof.

Like FrontierVille, this successor to Critter Island has players chopping down trees and creating civilization — but instead of a homestead, the aim is to build a quirky Victorian fair. As the number of games and decorations grows, a variety of talking animals appear to spend money and chat with the player.

Though many of the basics have been seen before, Ravenwood Fair feels original, and brings an interesting role-playing element to Facebook. From hidden attractions within the forest to one-liners from the guests, the rest of the game also shows a tremendous amount of style and flavor.

With aboutr 5 million MAU thus far, Ravenwood Fair is an app that ought to be around a while.

Crime City5. Crime City

Here’s another for the RPG genre: coming in at number five is Crime City from the folks over at Funzio. While the premise of going from street thug to criminal mastermind has been done before, Crime City steps away from the text-and-buttons style of Mafia Wars to hybridize itself with concepts from both console games and city-building, in a quite interesting fashion.

Players move about an isometric world, interacting with the characters and buildings within it in order to complete various missions. Technically speaking, the interaction is no different than text-based RPGs, as each action is successfull performs with a mere click, but it is far more gratifying to visually punch someone in the face than just read about it. This alone was enough to make Crime City stand out from the crowd.

It’s the game’s social city-building elements that really sets Crime City apart. Rather than buying static images of buildings to make money, players can build up their own criminal neighborhood and visit other users’ “hoods” to rob their buildings or avatar, using the same game mechanics of the single player missions.

Suffice to say, Facebook users love the violence, as this game boasts a whopping 6.6 million MAU.

Pocket-God4. Pocket God

Probably best classified as a sim, Pocket God marks the most recent release on this list. Developed by Frima Studio and Bolt Creative, this simplistic Facebook remake of the iPhone’s guilty pleasure is one of the best times you’ll ever have torturing pygmies.

If there is any one reason as to why Pocket God made it to this list, it’s style. The whole point behind the game is to rule over a small island of pygmies and beat them into submission with your godly powers. What makes it stand out is that each means of killing the little guys comes with a highly polished and highly gratifying visual. From feeding them to giant venus flytraps, to launching them into a volcano, every animation is an amusing display that just doesn’t get old.

The game has translated itself well onto Facebook. With new god powers, the ability to spawn and kill friends (complete with wall posts), and a new leveling system, it’s a title perfect for playing for just a few minutes or for an hour plus.

Pocket God is still brand new, having only been released this December. It’s currently at 44,000 MAU and growing.

CityVille3. CityVille

With Zynga‘s new title CityVille now overtaking FarmVille, the game demands recognition. Though it’s difficult to find anything entirely original in CityVille, its use of a multitude of other game mechanics comes with a personal flair that makes each stand out in a flavorful and entertaining fashion.

At its core, CityVille is one city-builder among dozens, but one aspect that it truly enhances is the the strategic, resource management side of these games. It’s this focus that makes the game stand out for us. More than just population and happiness, players must actually create a thriving economy through the use of all game elements. Some buildings produce money, while others produce goods, yet each type requires the other. This creates strategic choices for the player that are further enhanced by the addition of decorative elements that boost the percentage of money producing structures.

The importance of friends adds to all of this. Players can actually set up basic trade routes (e.g. via train) with friends to garner the goods needed to power their money-making facilities. There’s even the option to actually create franchises in friends’ cities, granting fiscal benefit to both parties and opening up long-term management. Granted, it is no SimCity, but there is a simplistic, yet perfectly polished and balanced depth (especially from a social perspective) to this Zynga app that simply cannot be ignored.

CityVille continues to grow by leaps and bounds, now at over 77 million MAU.

It Girl2. It Girl

Knowing that a vast majority of social gamers are, in fact, women, CrowdStar planned out a hit with its “girls-only” Facebook title, It Girl. Working with very simple concepts, It Girl is tailors directly to the female demographic, and filled with elements popular to them in general. Significantly more unique than most other Facebook titles, it’s the originality that has placed It Girl at number two.

Players start out as just another cute girl in the big city. Walking through the city streets, players can visit any number of shops in search of the hottest outfits, which they can try on, collect, and combine to create virtually any style imaginable. In some cases players can even buy themed clothing from actual stores (e.g. Old Navy).

If this wasn’t addictive enough, players can test their fashion sense by visiting hot social events and tailoring their outfits to the clothing requirements (black tie, nightlife, outdoors, etc.). Moreover, users can interact with one another asynchronously by challenging each others’ avatars — that wander the city — to a sort of fashion “duel” to see just who is the most hip.

Though the game may not appeal to most men, this title continues to grow with approximately 6.7 million MAU.

City of Wonder1. City of Wonder

Easily, the top title this time around goes to Playdom with their historically-oriented city-builder, City of Wonder. A game of meaningful choices, heavy social interaction, and a gratifying visual reward for leveling up, City of Wonder has sucked up more hours since its August release than we care to admit.

A combination of Playdom’s successful Social City and some aspects from the Civilization series, City of Wonder tasks players with taking their city and progressing through the ages of human history. From the tribal huts of the Stone Age to the skyscrapers of the modern era players manage, not only the well being and happiness of their populace, but their cultural, military, and trade capabilities. With every single structure of the game enhancing one of these elements, it becomes a task of choosing what form of civilization you want your city to become.

Why is this important? Because any player can interact with other players, their level, in the form of Expeditions. By traveling to other cities around the world, players can exchange in trade, culture, or even start invasions in an attempt to boost their income, population, or experience, as well as see the societies others have created. The higher one’s trade, culture, or military, the greater chance of success for these respective exchanges.

Leveling up in City of Wonder is more than just a number. As players research new technology and reach new milestones, the city visually evolves through the ages of mankind, making it feel like something is actually accomplished, rather than merely seeing a number changing. Furthermore, with citizens milling about and performing parades, and buildings burning from aggressive player attacks, everything just feels alive.

It’s for all of these reasons that the 8.7 million MAU strong City of Wonder holds our top pick for the best Facebook social game, for the second half of 2010.

All in all, it’s been a year of outstanding releases and the bar of quality has been continually pushed upward. If one thing that can be said for certain, it’s that progress will not stop. As good as 2010 was for social gaming, you can bet that 2011 will be even better.

As for the absolute best game of 2010, stay tuned, as we’ll soon roll out our final list for the year.

New Hires in Social Gaming: Digital Chocolate, Happy Elements, Kabam, & More

Surprisingly enough, the week after Christmas has not been as quiet as one might expect. Keeping pace (and then some) with last week, a total of ten different social companies showed new activity according to data from LinkedIn. Of these changes, however, a fair portion consisted of merely internal shifts. In fact, even the major hires this week are, technically, not hires. as the former CEO of the acquired NewToy Inc. changes roles to vice president and general manager at Zynga, and Playdom vice president of mobile and client platforms changes tags and roles to vice president of technology under the Disney Interactive Media Group.

As always, if your company is hiring 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.

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

Here’s this week’s full list:

Digital Chocolate

  • Nick Esquerra — A former web developer for Gaia Interactive, Esquerra joins Digital Chocolate as a software engineer.
  • Timur Haussila — In an internal change, Haussila moves from associate product manager of social games at Digital Chocolate to a full product manager of social games.
  • Collin Foss — A graduate of international business at Minnesota State University, Foss is now a community manager for Digital Chocolate.

Happy Elements

  • Allen Kwok — The usually quiet Happy Elements gets a new R&D engineer with Kwok. Prior to this, Kwok was a software engineer at Playfish.

Kabam

  • Keith Harris — Previously a account and project manager for Castfire, Harris is now a QA lead at Kabam.
  • Joshua Woodruff — Woodruff joins Kabam as their new senior director of technology operations. Before this, Woodruff was a director of network operations at CafePress.com.

Nordeus

  • Dejan Prokic — European company Nordeus sends us two new hires this week with the first being their new software engineer Prokic. Before joining Nordeus, Prokic filled the same role at Wood Master.
  • Milosave Brajkovic — Another noted hire comes in the form of former collegiate, Brajkovic, who joins Nordeus as a software development engineer.

Playdom

  • Steve Makofsky – Noted prior, Steve Makofsky held the role of vice president of mobile and client platforms under the Playdom tag. Now, he changes to the Disney Interactive Media Group tag and becomes vice president of technology.
  • Shannon Broderick — In a similar move, Broderick goes from a business development associate under Playdom, to to a manager of business development under Disney Interactive Media Group.
  • Jeannine Schafer — Schafer joins Playdom as a senior artist. Prior to this, she was a concept artist for Electric Bat Interactive.
  • Deborah Fike — Formerly a game writer for InstantAction, Deborah Fike joins Playdom as a producer.
  • Jacob Fike — Jacob Fike also joins Playdom, but as a PHP developer. He was previously a senior web developer for InstantAction.
  • Gabe Brown — Now an engineering manager for Playdom, Brown was previously a software designer engineer II for Microsoft.

Playfish

  • Joseph Lee — Only one internal change for Playfish this week, as Lee becomes a senior QA test lead under the Playfish tag. Prior to this, he was a QA project lead under the Electronic Arts name.

PopCap

  • Jeramie Risinger — Previously a senior web developer for DomainTools, Risinger is now a web developer II for PopCap.
  • Kim Amsberry — Amsberry joins PopCap as a senior technical program manager. Prior to this, she was a program manager for Microsoft.
  • Don Brady — Formerly a supervisor for server systems R&D at Expeditors International, Brady is now a manager of IT operations at PopCap.

Slide

  • Paloma Farmer — Slide makes a single addition this week as Farmer joins the team as a designer temp. Before this, Farmer was a floor sales representative at Eddie Bauer.

Wooga

  • Francesco Tosato — A single internal shift at wooga this week as Tosato moves from international online marketing intern to product manager.

Zynga

  • Jack Gibbons — Now a manager for NetCom at Zynga, Gibbons was previously an IT manger for Oracle.
  • Duncan Barton — Barton joins Zynga as a new 2D/3D artist. Prior to this, Barton was a creative developer for American Greetings.
  • Paul Bettner — As noted already, Paul Bettner is now vice president and general manager at Zynga. Part of the NewToy acquisition, he was formerly founder, CEO, and creative director.
  • Kriss Chow — Previously a senior accountant for Gilead Sciences, Chow now fills the same role for Zynga.
  • Sarah Thomas — Thomas is now “Girl Friday” for Zynga external services. Before joining Zynga, she was an executive assistant for production operations at LucasArts.
  • Mahdad Ansari — Zynga gains a new senior producer with Ansari who was previously part of the content model team at L-3 Communications.
  • Andrew Kemp — A former writer and game designer for Icarus Studios, Kemp is now a copywriter for Zynga.
  • Tobias Brousil — Now a software engineer for Zynga, Brousil was previously an software engineer II for Electronic Arts.
  • Gary Ward — In an internal changes, Ward changes roles at Zynga from release manager to localization project manager.
  • Grant Yang — Another addition due to the NewToy acquisition as Yang becomes the manager of operations for Zynga with Friends. Previously, he was counsel on IP and vice president of strategy at NewToy.
  • Erik Nilsson — A former associate producer of system design at Funcom, Nilsson is now a system designer for Zynga.
  • Ragnar Gudmundsson — Gudmundsoon is a former senior manager of business intelligence for eBay. Now, he joins Zynga as a senior data analyst.
  • Lisa Kiyokane — Once a freelance illustrator for Disney Publishing Worldwide, Kiyokana is now a 2D artist for Zynga.
  • Brenna Willis — Another internal shift as Willis changes roles at Zynga from contract UI designer to UI design and outsourcing art director.
  • Doug Daniels — Daniels joins Zynga as a senior software engineer. Previously, he was lead software engineer at Electric Bat Interactive.
  • Kevin Holme — Yet another noted change from the NewToy acquisition as the former lead game designer, Holme, becomes a senior game designer under Zynga.

Socialspiel Gives Board Games on Facebook Just the Right Push

Board games have had little success on Facebook, with the exception of Scrabble in its various incarnations. One might wonder whether this fact is due to the speed of the games (or lack thereof), the demographic’s inexperience with the play-by-mail style, or if it’s simply that not enough developers have actually tried. Socialspiel, an Austrian company, is giving the genre a try with an entirely new board game called Push.

Push is easy to learn, hard to master. It has few rules and even fewer options. Played on a hexagonal board of five units per side, Push initially resembles dual-player Chinese Checkers. Two players face off beginning 13 Pops (or marbles) with the intention of knocking three of their opponents’ Pops off the board.

The rules are simple: a player can move a group of one to three adjacent Pops at a time, in any direction — up, down, forward or backwards. In order to push an opponent’s Pop, you must do so with more Pops than they have. The first to push three Pops off the board, wins.

Pops also represent the in-game currency. During ranked games against other players, who are pulled from the worldwide pool, special moves paid for with the currency are available. Three are available, like recovering a lost Pop or transporting one to another location. However, all are on a timer, and I’ve yet to manage to use more than one in a game.

Ranked games are on a timer; non-ranked games can be played at your leisure over days or even weeks. But because the board is so small and the win condition limited, most games end very quickly. Though nothing has been announced, Push looks like it would lend itself well to tournaments.

Special note is owed to the art and music. Pon du Bear, your guide through the tutorial (and your opponent when you can’t find a human), is decked out in cool 1930s attire. His bowler lifts off, his bowtie takes flight, and occasionally he sits back in his lounge chair and smokes a pipe while commenting on your play. When I first played Push, an option to dress him for Pops was “coming soon”, though that is no longer visible.

The music fits the art perfectly. Smooth, cool jazz the whole way, it’s just as mellow as Pon du Bear and fits the relaxed pace of the game.

Push has grown to over 140,000 monthly active users in under a month, but it probably won’t take off on Facebook. That’s not because it isn’t an excellent game. It actually is quite good, but it also doesn’t fit the harried and hectic pace of the Facebook demographic, appealing instead to the more cerebral gamer. Still, here’s hoping it finds its footing; it’s about time board games came into their own on Facebook.

Inside Social Apps InFocus 2011 Is Just Weeks Away – January 25th in San Francisco

January 25th | San Francisco

Inside Social Apps InFocus 2011, our second conference on the future of monetization on social platforms, is coming to San Francisco on January 25th.

The agenda for the day is now live online. At Inside Social Apps InFocus 2011, executives and experts from Facebook, Google, leading social networks, mobile platforms, social game and app developers, media companies, virtual goods and payment services, and investors will be discussing the future of social platforms and virtual goods monetization in social games and apps.

Inside Social Apps InFocus 2011 is just over three weeks away. We’re expecting a full house for January’s event; to make sure your spot is reserved, please register now. A limited set of general admission tickets are currently available for $339, but this price will be good through Friday December 31st only, so we encourage you to register now.

Who’s Speaking?

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

Bret Taylor
CTO, Facebook
Eric Chu
Group Manager, Android Platform, Google
Kristian Segerstrale
Co-founder and CEO, Playfish (now part of EA)
Vish Makhijani
SVP Business Operations, Zynga
Kevin Chou
Co-founder and CEO, Kabam
Peter Relan
Executive Chairman, CrowdStar
Rick Thompson
Co-Founder, Playdom (now part of Disney), and Investor
Jason Oberfest
VP Social Apps, ngmoco:) (now part of DeNA)
Rex Ng
Co-Founder and CEO, 6waves
Deborah Liu
Commerce Product Marketing, Facebook
Sean Ryan
EVP and GM Games, News Corp
Bill Gossman
CEO, hi5
Anil Dharni
Co-founder, Funzio; Founder, Storm8
Paul Bettner
GM, Zynga with Friends
Jens Begemann
Co-founder and CEO, Wooga
Eric Goldberg
Managing Director, Crossover Technologies
Carey Kolaja
Senior Director, Digital Goods Operations, PayPal
Raph Koster
VP Creative Design, Playdom (now part of Disney)
Atul Bagga
VP Equity Research, Games, ThinkEquity
Manu Rekhi
GM Games and Platform, MySpace
Matthaeus Krzykowski
Founder, Xyologic
Asokan Thiyagarajan
Dir. Platforms & Tech. Strategy, Samsung
Justin Smith
Founder, Inside Network
Eric Eldon
Editor, Inside Network

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


Inside Social Apps InFocus 2011 is just over three weeks away. We’re expecting a full house for January’s event; to make sure your spot is reserved, please register now. A limited set of general admission tickets are currently available for $339, but this price will be good through Friday December 31st only, so we encourage you to register now.

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

TrainStation Takes Players Back to the Early Days of Rail Travel on Facebook

Rail travel may not be the choice of most Americans, but there’s still something romantic about a train. Railroad Tycoon, Sid Meier’s Railroads!, Lucky Train on Facebook and the bazillion dollar model train industry are proof that we may not ride them, but we do love them.  Pixel Federation’s TrainStation continues this tradition by bringing single-player dynamics to a multi-player world using a unique leveling and resource system.

The concept is simple: the player begins in the Old West with a few trains, some passengers, mail, and freight cars, and the need to move said goods. Passenger and mail can be delivered together; nails and lumber can be picked up. Many, many levels later materials such as brick and glass become available — although with dense gameplay and little explanation, many won’t make it that far.

The materials are used to build along the rail line, thereby increasing passenger travel. Each building contributes to the number of passengers traveling per hour. Mail must be picked up daily from neighbors — a default neighbor is provided — to be shipped. Additional mail can be had by capturing letters that float to the sky from the rail line.

The primary decision to be made is how to balance delivering mail and/or passengers and receive goods. By design, the optimum decision is to choose short hauls for easily replenished items such as passengers and mail. Longer hauls are more cost effective and efficient when gathering resources. The player can run many short, 10-minute hops while catching floating mail icons, and consume the day’s collected passengers and neighbor’s daily mail for the greatest experience and income. Once complete, the trains are set with different cars and sent on long hauls to collect the maximum quantity of goods until the next login.

Neighbors do not affect route choice or profitability. What neighbors can do is increase the speed at which a player levels. This is accomplished in two ways.  The first is passive: the more neighbors a player has, the more mail there is to deliver each day; the more mail to deliver, the more income and experience to be earned. The second manner requires that a neighbor place a flag in a station, thereby increasing the number of passengers available by 10 percent.

Level determines what locomotives, cars, buildings, and themes can be purchased. Levels 1-12 will be spent in the default Western theme. By purchasing Gems, and upgrading to engines that carry more cars, pay less station tax, and transport more goods, these 12 levels can be accomplished fairly quickly. However the cost of the gems to upgrade a full train is significant. After eleven levels, even one engine upgrade is out of reach. It’s unfortunate, but in TrainStation, deeper pockets win the race.

Once a player does reach level 12, the Meadow theme is open for purchase. Themes are not cosmetic enhancements, but an option to move to a different era in rail travel. Once a theme is purchased, its attendant buildings, cars, and engines are opened. What makes themes particularly unique is that they don’t preclude advancing in a previous era. A player need only switch back to a preferred them to continue.

TrainStation is frustrating in that the concept is inspired; however the execution shows a lack of experience. The art direction is consistent, polished, and beautiful. A player can not only scroll in and out, but can also lift the scene for a better vertical view. Yet the tutorial is nothing more than a series of bouncing arrows that state “click here.” Only the most persistent will get through.

Time and experience may correct some of the inconsistencies in TrainStation. The single-player friendly design is a great asset that can carry the title as optional social interaction is added. But it will take a more fairly balanced economy, a less-steep leveling curve, and a user-friendly tutorial to increase retention and allow the more inspired design concepts shine through.

Highlights This Week from the Inside Network Job Board: Storm8, Luna Digita, & More

The Inside Network Job Board is 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 Storm8Peanut Labs, Kontagent, and Luna Digita.

Luna Digita, Inc.

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. 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.

Foreign and Connect Apps Shine on This Week’s List of Fastest-Growing Facebook Games by DAU

Gains are low on this week’s AppData list of fastest-growing Facebook apps by daily active users — likely a symptom of the holiday season, when Facebook users typically cut back on their social networking activities. The growth we can see is mainly in Connect apps and foreign-language titles.

Top Gainers This Week – Games
Name DAU Gain/a> Gain,%
1. CityVille 13,897,851 +223,175 +2%
2. Tavla 235,140 +177,567 +308%
3. Little War 101,428 +40,524 +67%
4. Xbox LIVE 182,374 +38,726 +27%
5. แฮปปี้คนเลี้ยงหม 615,272 +36,453 +6%
6. PlayStation®Network 154,868 +32,250 +26%
7. MilMo 30,568 +28,256 +1,222%
8. CSI: Crime City 299,032 +26,480 +10%
9. Sanal Oyun 47,190 +26,034 +123%
10. Texas HoldEm Poker – Deluxe ★★★★★★ 31,666 +23,215 +275%
11. 龍之契約 18,192 +16,084 +763%
12. The Smurfs’ Village 97,710 +14,626 +18%
13. GodsWar Online 15,418 +14,346 +1,338%
14. 我的王國(My Kingdom) 564,890 +14,107 +3%
15. 小小戰爭 680,724 +13,823 +2%
16. 龍之刃 19,411 +13,684 +239%
17. Okey 807,705 +12,604 +2%
18. 彈彈堂 – Efunfun繁體版 44,796 +9,549 +27%
19. 《三國風雲》制霸天下!三國爭雄!最夯的網頁遊戲! 18,068 +9,543 +112%
20. Windows Phone 176,483 +9,453 +6%

CityVille once again comes in at the top of the list, but with much smaller gains than in the previous two weeks. Although the game’s overall userbase is still growing rapidly, CityVille’s DAU actually appears to be falling at this point, a phenomenon we often see with as the initial wave of new users in a game subsides. Its stickiness, or percent of monthly active users coming back as DAU, is now down to 20 percent:

We won’t know CityVille’s true stickiness for a couple weeks more, as the holidays could be affecting its number of returning users.

Tavla, or backgammon in Turkish, is the first of the foreign-language games on the list, but there are 10 in all, mostly split between the three Turkish titles and the six in Chinese. แฮปปี้คนเลี้ยงหม, at five, is the odd man out; it’s in Thai.

Xbox LIVE and PlayStation®Network are the aforementioned Connect apps, and judging from their growth, we might guess that game consoles were a popular Christmas gift this year. Over on Inside Facebook, we’re tracking a similar move in mobile Connect apps this morning, with thousands of new signups from iPhone, Blackberry and Android users.

Cmune Goes Cross-Platform With a Facebook FPS, UberStrike

UberStrikeCmune is working on improving its first-person-shooters on Facebook once again, with a new launch by the name of UberStrike. Don’t let the new title fool you, however, as the new application appears to be yet another iteration on the company’s first Facebook game, Paradise Paintball. Having launched back in April of 2009, the shooter platform got a significant upgrade in March of this year. Since Paradise has only around 320,000 MAU on Facebook,it seems likely that Cmune will need some luck with the UberStrike makeover to make a difference.

The “new” title is functional on PCs, Macs, Facebook, MySpace, as an Apple Widget, and on Cmune’s own portal, according to the company. The big difference between UberStrike and Paradise Paintball is a more crisp interface, and a change from the paintball concept. That said, it still feels like an average online first person shooter with little new innovation

Players start by creating a simple avatar with a bat and machine gun. Once in a game, created by either Cmune or another player, it’s time to shoot each other up in either team or free-for-all deathmatches. The person/side with the most “splats” at the end of the time limit wins, and overall performance earns varying levels of experience towards new levels.

WeaponsThis is similar to most other modern, online FPS titles, in that level gates the types of weapons and armor one can buy. As one might expect, these boost stats such as damage, rate of fire, damage absorption, and so on (there are also simple decorative outfits). Unfortunately, the only way to earn money is to log on every day, so it’s new users face a wait to buy anything, unless they wish to purchase virtual currency.

Player purchases could theoretically create a game imbalance for new users, but we only rarely came across such players, and each level does have a fair amount of weaponry scattered about (sniper rifles, rockets, etc.) to help even the odds. However, the weapons really only seem to boil down to one’s play preference more than anything else. Nothing truly feels better than any of the others and, at least early on, the beginning machine gun is more than sufficient.

This gray zone between all the items extends across UberStrike. Even the four levels are simplistic adaptations of Paradise Paintball levels (though they are getting better with jumping platforms, item placement, and decent sniping positions).

TemplePerhaps this changes at higher levels, or when more users are purchasing newer and better weapons. Nevertheless, the argument of “it gets better later on” is never a good one. If the player loses interest in the first five to ten minutes there will never be a “later on.”

UberStrike doesn’t feel like it takes advantage of Facebook either. There doesn’t seem to be a clear way to invite Facebook friends, and the only add friends mechanic consists of messaging random users from previous deathmatches. The only other social feature (other than chat) is clans. None of this is bad, but all can be found in just about any other online shooter. The only remotely interesting element is that users can create games with quirky rules such as instant kills, low gravity, or weapon limitations.

In the end, UberStrike is a reskin of Paradise Paintball that utilizes dated FPS game play mechanics within a social networked environment. As the numbers have shown, these games rarely grow large on Facebook; social gamers rarely latch on to anything synchronous or reminiscent of a core game.

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