Fantasy Sports, Virtual Spaces, & Racing Meet in Title Town Racing on Facebook

Title Town RacingThe folks over at Gasworks Games have created a new sports management game focused on racing, called Title Town Racing, that comes with a number of classic social challenges as well as features reminiscent of a city-builder.

Title Town Racing reminds us of sports games such as Bola, mixed with a dash of fantasy sports. Managing drivers, cars, and upgrades, the title has surprising breadth. One of the few quality titles for racing fans, it’s main drawback is that it doesn’t always provide that much user feedback.

The idea is, of course, to build up a successful racing franchise. Players are given a virtual space out in the middle of nowhere and it’s up to them to turn it into a functioning business. While there a number of elements to this, perhaps the most important place to start is the actual racing.

UpgradesPlayers don’t have much at the start, so with the few cars they have, or decide to purchase, they need to start racing. Well, the basic income earning mechanics ought to be familiar enough, as the game uses the traditional “quest” type mechanic. Players select a car and put it out on a race track for a set amount of time. The longer the time frame, the more money is earned. Curiously, while on the track, players can also pick up items — Wrenches — that can be used to upgrade their vehicle.

These Wrenches act like a form of currency to improve the performance of the vehicle in terms of its engine, tires, suspension, transmission, and chassis. Unfortunately, this is where user feedback issues appear. The game doesn’t actually explain the benefit of each one. At the very least, a mouse-over tooltip would be expected, but such isn’t the case. All the player really knows is that increasing these values “improves” the car. Furthermore, if the specific aspects of the car don’t affect specific things, it makes the whole upgrading system seem a bit shallow.

Fatnasy RacingRegardless, once upgrades are complete, players can take their cars to the next set of racing venues. This next “race” is where the fantasy sports come into play, as players can create a driving team of actual NASCAR drivers. Each week, they can pick cars for specific racing cups (certain cars can only race in certain cups) and a driver for each of them. Each Sunday — dubbed the “Sunday Cup” — a race will take place with the player presumably earning income based on how their drivers do in reality. Once again, however, the game lacks any tooltips or help section to reference any of these nuances. There is a tutorial, but after that is passed, the information appears inaccessible again.

The last form of racing comes from social play. In fact, it’s social play of some of the oldest variety: Challenges. As users invite friends, they will be able to “race” against them in a sort of mini-game. Choosing a car from their garage, the player is presented with a series of prompts to time a mouse click with acceleration, turning, and so on. The more accurate the timing, the more points that player accrues. Then, the opposing friend must also complete this mini-game, and the one with the best time wins a fiscal reward. Like the challenges of yesteryear though, and as one can probably already see, nothing occurs until the friend accepts and completes the race. That said, there are two non-player characters users can race, but several hours later, the results are still “pending” for us. Hopefully, results will come back soon, but as this game has just released in the last week or so, it may just be an early bug or oversight.

Social RacingOn one other social note, Title Town Racing also has a nice in-game section for players to interact and chat with one another forum-style. Furthermore, this “Tailgate” even has a great section entitled “Add Me!” so that the game’s Facebook profile page isn’t covered in such requests.

Now that the racing is out of the way, it’s time to start upgrading one’s virtual space for both nicer appearance, and new functionality. With this app, players don’t “level up,” but rather, they acquire a better license. In order to do this, they must meet a number of different requirements including revenue, franchise value, fans, more cars, and star rating.

Star rating is probably the easiest; even if it is one of the more expensive. This is earned by upgrading the buildings in the virtual space itself. The higher the upgrade, the higher the rating. The others, are a bit more difficult to earn, as they take more time.

Virtual SpaceWithin the virtual space, there is yet another space (a race track) that can be decorated in a city-building kind of style. Though items can only be place in specific spots, users can purchase revenue generating buildings, seating, and décor. Each of these will increase the franchise value of the player’s space as a whole, while revenue buildings such as concession stands will generate periodic income, and seating will periodically generate fans. Unfortunately, all these different stats feels a bit arbitrary as none of them really have much of a purpose other than satisfying the new license requirements.

It would be nicer if they had some deeper purpose or were interconnected in some way. Also, and once again, these have no tool tips to signify their meaning. It actually took a bit of random poking about to find that each of these stats — franchise value and fans namely — didn’t affect one another but are just mark arbitrary numbers to meet for leveling. With the space resembling that of a moderate city-builder, we had expected that they would be doing more.

Overall, Title Town Racing comes with a lot of kinks, but it does show good potential. Nothing is terribly deep about it, and some of the elements feel arbitrary, but there is a lot to do and tinker around with in a single sitting. Even if it didn’t have the fantasy elements, it wouldn’t be a bad experience. Of course, it wouldn’t be all that different from other virtual space games either in that regard. However, the fantasy aspect is there, and it does add an extra level for racing fans. All that in mind, there’s nothing terribly offensive, design-wise, with Title Town Racing, making it at least worth a spin.

New Hires in Social Gaming: Booyah, Gaia Online, GamesAnalytics, & More

The stream of new hires in the social gaming world may have slowed down last week, but that trend didn’t last long. This time around, 12 developers have brought on new members based on data from LinkedIn as well as what companies have shared with us.

The companies of GamesAnalytics, Kabam, and DoubleDown Interactive made some major hires as well. In terms of the first, the stealth game analytics firm brought on former Activision co-founder Alan Miller as its strategic advisor and director of North American operations. As far as Kabam goes, the social game maker has announced the hiring of Kent Wakeford as their new executive vice-president of corporate development and general counsel. DoubleDown Interactive, on the other hand, has appointed Glenn Walcott as its new president.

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. Also, please note that most new hires presented are based directly on company updates from LinkedIn.

Looking for new opportunities? The Inside Network Job Board presents a survey of current openings at leading companies in the industry.

Here’s this week’s full list:

Booyah

  • Tracy Espeleta — Espeleta joins Booyah as a lead producer this week. Prior to this, she was a producer for Electronic Arts.
  • Grant Rodiek — A former lead producer from Electronic Arts as well, Grant is now a senior designer for Booyah.

DoubleDown Interactive

Gaia Online

  • Monique Vu — Now a project manager for Gaia Interactive (Gaia Online), Vu was previously a marketing and PR intern at Poketo.

GamesAnalytics

  • Alan Miller — As stated already, Alan Miller joins the folks over at GameAnalytics as their new strategic advisor and director of North American Operations. He is best know as the co-founder of Activision and its VP of product development.  He is also known for co-founding Accolade, serving as VP of product development and both chairman and CEO, before it was acquired by Atari.

Happy Elements

Kabam

  • Kent Wakeford — As noted prior, Kent Wakeford joins Kabam as their new executive vice-president of corporate development and general counsel. Wakeford was, in the past, co-founder and president of AdSafe Media.
  • Jason Lee — Formerly a manager of strategic partnerships for Zynga, Lee joins Kabam as a producer.
  • David Chang — Chang joins Kabam as a senior development director for Kingdoms of Camelot. Before this, he was an engineering manager at Hi5.
  • Kam Cheung — Kabam gains a new 2D artist with Cheung, a former teaching assistant at the Academy of Art University.
  • Victoria Kennedy — Previously a business development associate at Martini Media Network, Kennedy is now a player experience associate for Kabam.

KlickNation

  • Joshua Bell — KlickNation fills us in on two new hires, starting with Bell, there newest associate software engineer. Before this, Bell was a Flash developer for Pandamonium Games.
  • Jovana Milenkovic — Previously a compliance analyst at Kaiser, Milenkovic joins the KlickNation team this week as their newest recruiter.

MindJolt

  • Michael Ritter — A single hire for MindJolt this week as Ritter is now part of mergers and acquisitions at the company. Prior, he was owner and publisher of Saturday Night Magazine.

Playdom

  • Markus Krichel — Playdom gives us the heads up on Krichel, who joins the team this week as a senior producer. Prior to this, Krichel was a producer for LEGO Systems, namely the LEGO Universe MMO.

PopCap

  • Heather Kulawiak — PopCap also makes a single hire this week with Kulawiak, who joins as an HR/finance project coordinator. She was previously an HR and benefits administrator at WhitePages.

Wooga

  • Freya Poulsen — The folks over at wooga let us know of some new hires this week, starting with Poulsen who joins as their newest game artist.
  • Stephan Pohl — Also joining wooga as a game artist is Pohl, a former freelancer.

Zynga

  • Neha Joshi — Joshi joins Zynga as a QA engineer. Before this, she was a research scientist at McAfee.
  • Sach Steffel — Formerly an artist at Namco, Steffel is now a senior artist at Zynga.
  • Aaron Jones — Zynga gains a new mobile software developer with Jones, a former iPhone application developer intern at Bernard Johnson Corp.
  • Vaibhav Bajpai — Now a software engineer at Zynga, Bajpai was previously a senior software engineer at Yahoo!.
  • Bilal Bajwa — In an internal shift at Zynga, Bajwa changes from revenue product manager (Poker) to a director of business.
  • Stanislav Komsky — Another internal Zynga change as Komsky moves from product management intern to product manager.

Supercell Announces Closed Beta of New MMOG, Gunshine

Supercell came out of stealth-mode today with the announcement of Gunshine, an isometric MMORPG/FPS that runs not so much in Facebook as through Facebook. With a AAA-list of company developers and execs, the bar is raised rather high for the title but initial impressions don’t fail to meet expectations.

Gunshine is most accurately described as a traditional point and click MMOG. The player picks one of three classes – bodyguard, hunter or doctor – and an avatar before entering an instanced area which leads the player through the opening of the game. Here the player learns that the world is not what it seems.

Reminiscent of the Matrix and Running Man films, all members of society have begun a pilgrimage to Dawn City (under the care of Labycore) for a better life. To enter Dawn City, each must don a permanent bracelet.  Through a series of unclear reasons – there is a lot of exposition and quest but it is not yet fleshed out – the player becomes one of the few who enters Dawn City unadorned. And so begins the story.

All of the familiar MMOG tropes are extant: a mini-map; NPCs with ?s and !s above their heads; main and optional quest lines; and in an interesting turn, the ability to choose henchmen based upon varying skills and price (both currencies) when friends are not available.

Allowing for synchronous play with friends, it also allows one to play asynchronously with Facebook friends by calling on them as psedo-henchmen. The characters will then play as they would were they actually there, according to their stats, abilities, and equipment.

Still in closed beta, the movement through the instanced world is seamless from room to room. The visuals are stunning. The reaction time impressive. The game feels like a lightweight MMOG. The writing needs work as the quests are still quite vanilla and though I had little time to interact with players most seemed to have a handle on the mechanics presented.

It is a dystopian world but one that gives a hint of intrigue and perhaps… perhaps the ability for the players to move the story. Look for an interview with the developers in the next several weeks.

4mm Games, NBC, and Purina Pet Food Bring Dog Show Friends to Facebook

Dog Show Friends on Facebook is the official game of NBC’s The National Dog Show, sponsored by Purina Dog Food. If ever there was a purposefully-made game targeted towards a specific segment of consumers, this is it. And so far, the results are looking good.

The premise behind Dog Show Friends, much like other pet care games, is the interaction with your puppy. In this case, the player must feed, bathe, play, and love the virtual animals — with each of those actions measured by numbers above the appropriate icons. Once the interactions reach a certain threshold they can then be used in puppy training; some tricks  require additional items which are earned, bought or gifted. Learning tricks gains the player experience while the  puppy earns levels which in turn unlocks more tricks.

Achievement can be published on the player’s profile to share rewards with other friends. Friends can also either buy the resources required for tricks or ask for them. The gating stat or resource is energy which is regained by getting your puppy to nap on the couch or by purchasing energy potions.

The game has the usual hallmarks of social games. Log-in every day to pick up rewards, gather a group of friends that play the game to assist each other by gifting and asking for resources, and purchasing resources. The more advanced tricks require training materials that have to be gifted or bought. Decorating your doghouse is in the game but visiting your friends to view their doghouses and probably interacting with their puppies in some way to gain rewards is not, but will most likely be soon.

At this stage in development, the player earns in-game cash – bones – for clicking on friends’ icons. There are three types of in-game cash, all earned in-game to varying degrees. Gold bones are used to buy training materials and energy potions can be purchased with Facebook credits. Regular bones come easy and are used to buy decorations and various food and treats. Finally, energy tokens are used to buy energy refills.

The game is currently in early beta but is drawing a lot of interest due to promotion on the show as well as being featured on the website as the official game. That it is sponsored by Purina Dog Food is made clear throughout the game with various Purina brands such as Puppy Chow and Beggin’ Strips, each featured as different stat-improving foods; the game is also hosted by a cartoon rendition of John O’Hurley, the show’s host. Interestingly enough, the game is not promoted on Purina’s website.

20 million viewers tune into The National Dog Show each year and its meteoric rise to one million monthly active users in less than a month shows that national promotion of a quality social game can indeed draw players. Competitions and trophies are not yet in-game and these features are the real goals of the show and the game, but current players can be on the championship forefront with their trained puppies when the show floor does open. Dog Show Friends is simple game that allows dog lovers and fans of the TV show to pick a virtual puppy and groom and train it to championship status. Having a champion dog is a dream for many dog lovers, and when they have little time or chance to accomplish this real life, they can now do it virtually.

King.com Brings Its Casual Games and Tournament System to Facebook

King.com is one of the more popular casual games destination sites around, with 27  million unique players per month logging in to enjoy one of 200 games in 10 different languages. Today, the company is announcing that it is bringing 26 of its popular casual skill-based games to the Facebook platform, along with its tournament system and virtual good sales.

Its app is following in the footsteps of other casual gaming portals within Facebook, most notably MindJolt, which has accumulated a significant number of users by providing a wide variety of casual games from other developers within a unified interface.

King.com is introducing a selection of in-house developed casual games combined with built-in social features such as tournaments and leaderboards. It hopes Facebook can help it bring in more money. “We are confident that replicating this successful model on Facebook will open the flood gates for a proven way to monetize social games,” says Riccardo Zacconi, CEO of King.com, in a press release. “We have proven that gamers enjoy playing for micro transactions or virtual currency, while competing with each other, and want to build on this with our proprietary tournament engine, enabling users to enjoy great games wherever and whenever they like”.

King.com’s Facebook application allows players to take part in daily game challenges to win achievements, compete with their friends for high scores, view their rank on global leaderboards, and collect coins to spend on rewards. The tournament system matches up players with others who are at the same skill level. The application will monetize by selling virtual currency used to buy boosters that increase win chance and provide unique benefits depending on the game.

King.com’s application is already live on Facebook and has 630,000 monthly active users and just over 100,000 daily active players, according to AppData, our tracking service that reports on the top applications and games on Facebook. The new portal will run alongside the standalone destination website, with expansion to mobile and tablet platforms coming later.

Tami Baribeau is Senior Community Manager at ZipZapPlay and a contributor to Inside Social Games.

Where in the World Is Carmen Sandiego? On Facebook, Sort Of

Carmen SandiegoThe Learning Company and Blue Fang Games have released another classic PC title to Facebook with the recent launch of Carmen Sandiego. Following on the heels of The Oregon Trail this new title attempts to trigger the nostalgia of the past gaming generation while attempting to induct a whole new crowd of internet sleuths to ask the question: Where in the world is Carmen Sandiego?

A game of piecing together clues in order to locate and apprehend criminals of Carmen’s V.I.L.E. organization, it tacks on a handful of social elements on Facebook but lacks the difficulty and style that made the original version memorable.

Carmen Sandiego, if you’ll recall, is a former member of the police agency ACME, and the most notorious criminal on the planet. Traveling around the globe, she and her criminal underlings steal everything from the bizarre (all the pedestrian signs in a city) to the grandiose (e.g. a monument).

TravelingThe idea behind the game is that players need to travel around various global cities in search of clues that will either (a) narrow down their list of suspects in order to issue a warrant, or (b) point the player to where the criminal may be hiding. For each area of a city investigated, a bit of time is consumed, and for each time the user must hop a plane to another city, even more is eaten up. The goal is to find the correct city the criminal is hiding it, narrow down the suspects enough to issue a warrant, and do so within an allotted amount of time.

As a social game, it tends to have a finite amount of play in any one sitting. Players are given a series of missions that change every couple of hours, with the experience reward depending on how difficult the case is. As best we can tell, cases that change every, say, 30 minutes, are easier than those that take several hours.

CluesYet, none of the cases seem very hard. Possibly, “harder” cases will be come about at higher levels, but based on initial impressions of the game, difficulty is likely going to be increased along arbitrary lines of less time to do them. It’s the clues that need to be harder, and for the several cases we solved, many of them were cringe-inducingly lame. Some examples are his eyes “were on the non-green side of teal” or “her eyes nearly set off my smoke alarm” (when there is an eye color called “smoky”). [Update: We did hear from the developers and there are, in fact, significantly harder clues that take on a more riddle-like feel such as "When he switched the lights off, I thought he was trying to hide his face. Turned out he was trying to offset his morning toast." Unfortunately, it may take some time until players are presented with these challenging, and much more fun, cases.]

Even clues in terms of figuring out where the suspect is headed are easy. Each one is worded in such a way that one merely has to type it into Google and the city and country are probably within the first two results. Heck, players don’t even have to type: They can copy and paste! In a sense, this is a problem caused by the Internet age — something that was obviously not an issue in the 1980s. Even so, many of the original clues were at least a bit more vague, describing a landscape or a “striped flag of yellow and blue,” or some such. At least then, should players “cheat” with an almanac, some research — and by extension, they had to learn.

To further trivialize the game, players don’t even have to really worry about making mistakes. If they need an extra clue, they can purchase it with a marginal amount of virtual currency. If they are low on time, they can take a “fast” plane that consumes zero travel time. They can even post to their wall, asking friends for help. In truth, that’s not a bad idea, but because of the Google element, it’s pointless.

SuspectsAs for other social elements, these too feel a bit of a stretch. Other than some simple leaderboards (based on level), the only noticeable mechanics appear to be cases that require a set number of friends to unlock, and an apparent ability to gift cases. That said, we did learn about a much more interesting feature, and that is that friends will occassionally appear as criminals in the game, ripe for apprehension.

Yet another aspect of the game that feels lacking is that none of the criminals the player apprehends (when apprehended or when a warrant is being issued) ever looks unique. In fact, most of the characters in general don’t feel all that unique. No matter where the player goes, there is always the same handful of witnesses and two ACME characters (the chief and a robot named SAM). Yet if players visit the robot SAM, he has a database of all the criminals and there is actually unique artwork for them.

In the end, Carmen Sandiego on Facebook has all the parts that made the original game good, but but not as much style. Everything is just far to easy and obvious clue-wise, and the social mechanics feel more forced than anything. Additionally, if the Internet age didn’t trivialize the game enough, the ability to circumvent core game play mechanics (e.g. flight time) with virtual currency makes any remaining challenge moot. On a final note, the social translation of the game has altered the whole point of Carmen Sandiego! People played this game in the hopes that their next case would be to find Carmen herself, not to try and be the top of a leaderboard! Where is in the world Carmen Sandiego? Probably crying in a corner somewhere after this.

Konami and Parature Partner to Provide Real Time Customer Support on Facebook

Konami and Parature have just announced a partnership, making Konami the first gaming company to exclusively use Parature for Facebook to provide customer support for its players. Konami will be utilizing Parature’s integrated support system on its first Facebook game, Viva! Mall.

Most Facebook developers use a third party customer service management tool such as Zendesk, however these services require players to either leave Facebook to manage and submit trouble tickets or send emails to receive support. Parature is installed as a tab directly on the Viva! Mall fan page, and allows Konami to embed a full FAQ guide, accept trouble tickets from players, and initiate live chats with customers needing assistance.

Viva! Mall is Konami’s first Facebook game, and allows players to manage their own mall with stores, decorations, and customers. The objective is to keep stores well-stocked, complete quests, purchase new stores, and level up the mall to unlock new stores and decorations. Viva! Mall uses the Fusion plugin provided by Method Solutions, which provides the game 3D graphics and improved performance over Flash. Customer support via Parature for Facebook can be accessed by clicking the help tab above the game.

Tami Baribeau is Senior Community Manager at ZipZapPlay and a contributor to Inside Social Games.

Highlights This Week From the Inside Network Job Board: NaturalMotion, Meteor Games, Casual Collective, & 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 NaturalMotion, Meteor Games, Casual Collective, W3i, Badgeville, and Bulbstorm.

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.

Blue Fang Brings Iconic The Oregon Trail Title to Facebook

After a successful port to the iOS last year by Gameloft, the eponymously named The Oregon Trail of edutainment fame has made the move to Facebook. Blue Fang Games, in conjunction with Houghton Mifflin, has created a version that is astonishingly faithful to the beloved PC title — which, as we’ll explore below, is not necessarily for the best.

Beloved or not, the move to Facebook should require some change in accordance with the needs of the platform; this was achieved quite successfully with the mobile version. As a PC title, the game required that the player watch the screen for long periods of time waiting for tragedy to befall the party as it traveled along dusty trails. The majority of decisions were made during these moments. Sitting and watching has not changed with the port to Facebook. No travel occurs when the player is not watching the game. What’s more, watching is important, as the player earns the majority of in-game currency by clicking on gold piles at regular intervals.

Players still purchase increasingly expensive and rare supplies during the journey. Decisions as to which direction to take must be made, though many of these are blocked until reaching higher levels unless the player wishes to spend a significant amount of paid currency. Most items are restricted by level but can be unlocked with the paid currency; the items then require purchase with in-game gold. Were it not for the sheer impossibility of traveling the trail at lower levels, this might not frustrate.

Friends serve little purpose at this point in development. There are a few unlock options that require the player to post to the wall and receive friends to “help” unlock. But if the player is waiting to play, the lack of immediate feedback will result in spending yet more paid currency or closing the game to wait.

Rather than batter the design further, we’ll simply state that a faithful PC translation does nottranslate well to a social network. But then, it shouldn’t. The PC version never had the requirements of monetization or social networking. No matter the memories associated with the IP, it should have been built with the platform in mind first.

FrontierVille and Chinese Games Lead This Week’s List of Fastest-Growing Facebook Games by DAU

Zynga’s Western themed game FrontierVille is back on top of this week’s fastest growing games according to daily active users (DAU). According to AppData, our service that tracks the top games and applications on Facebook, FrontierVille gained over 322,000 daily players in the last week. FrontierVille has been slowly decaying in terms of monthly active users, but its DAU has been rising and falling in a rather unpredictable fashion. It still has a very high retention percentage, with almost 28% of its MAU logging in to play each day.

This week we are also seeing a major increase in the number of Chinese language games on our top 20 list by DAU. A number of Chinese simulation games that had seen a decline in DAU over the past few months had a sudden unexplained spike in traffic this week — it’s not clear why, especially given that the titles come from a mix of developers.

Top Gainers This Week – Games

Name DAU Gain Gain,%
1. FrontierVille 5,734,936 +322,579 +6%
2. ibibo.com 286,084 +250,515 +704%
3. Diner Dash 213,565 +201,712 +1,702%
4. 德州撲克(中文版) 611,938 +188,796 +45%
5. 開心水族箱 1,220,579 +154,296 +14%
6. 小小戰爭 761,483 +126,242 +20%
7. 開心農場 1,122,001 +118,950 +12%
8. Ravenwood Fair 1,054,787 +92,948 +10%
9. FarmVille 中文版 470,632 +92,152 +24%
10. Resort World 510,136 +86,595 +20%
11. Komşu Çiftlik 485,892 +81,629 +20%
12. CityVille 19,948,795 +67,740 +0.34%
13. 我的王國(My Kingdom) 447,344 +66,465 +17%
14. It Girl 1,445,961 +61,930 +4%
15. Texas HoldEm Poker 7,667,471 +60,629 +0.80%
16. 恐龍王國 416,656 +55,329 +15%
17. Fantasy Kingdoms 93,225 +55,315 +146%
18. Okey 954,517 +49,342 +5%
19. Miner Speed 93,413 +45,692 +96%
20. Ninja Saga 1,070,256 +45,442 +4%

Diner Dash is the classic PlayFirst title that has finally arrived to Facebook. Having launched just over two weeks ago, the game has shown modest success having grown to 213,000 DAU. When we reviewed Diner Dash last month, we noted that it looks and plays great albeit was plagued with some bugs and technical issues. It appears that PlayFirst has now resolved many of these problems, allowing the game to grow at a decent rate. Diner Dash is very fast paced, which is a nice change compared to the time management sims we have come to know on Facebook that rely on players spending time out of the game instead of inside it — although asynchronous gaming has done better on Facebook.

開心水族箱, (which translates to Happy Fishbowl) is an older aquarium simulation game similar to FishVille and Happy Aquarium. Its developer is Happy Elements Ltd. Happy Fishbowl gives players a side view of an aquarium, which can be decorated in order to make a customized habitat for the fish that are raised within. Feeding and growing fish is the primary objective. The game saw a 14% increase in DAU this week which brings it up to 1.2 million daily players. Meanwhile, another China-based developer, Five Minutes also has a game on the list: 小小戰爭 (Little War)

恐龍王國 (Dinosaur Kingdom) is a very polished city builder with a prehistoric theme. Only available in Chinese, we were still able to figure out how to play without understanding the text. Dinosaur Kingdom does not bring anything new or innovative to the table; it is pretty obvious that it is very close in design to Social City. It does have a certain level of charm with the stylized avatars and the dinosaur theme. There is also a very rudimentary combat mechanic that allows players to click on dinosaurs to defeat them and gain XP. Dinosaur Kingdom gained over 55,000 new players in the last week, which makes its total DAU over 416,000.

The data in this post comes via AppData, our data service tracking growth and trends across the Facebook platform.

Tami Baribeau is Senior Community Manager at ZipZapPlay and a contributor to Inside Social Games.

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