Join Us at an Inside Network Happy Hour Near You

We’re taking Inside Social Games on the road!

Inside Network is excited to announce a spring happy hour series to bring together the community of developers, investors, and entrepreneurs who read our news and research.

Drinks are on us during this series of relaxed, early-evening happy hour mixers. We’ll be there to meet readers, and help you get to know each other, and everyone is welcome.

Join us at the following upcoming events in your city:

Washington DC
When: 6 pm – 9 pm Tuesday February 15
Where: Cedar in Penn Quarter
RSVP here

Barcelona – Mobile World Congress
When: 5 pm – 8 pm Tuesday February 15
Where: La Clara, 3 blocks from Fira Montjuic – Barcelona conference center
RSVP here

New York City
When: 5 pm – 8 pm Thursday February 17
Where: Cibar near Union Square
RSVP here

More Events — Details Coming Soon

Berlin – late February
San Francisco – March
Palo Alto – April
San Francisco – May

New Hires in Social Gaming: Booyah, GSN, Kabam, & More

After several weeks of fairly intensive hiring, things appear to finally be slowing down. According to data from LinkedIn, only six of the larger social game developers have shown new activity, as opposed to nine last week. That said, the past seven days have shown a few bigger updates. Catching word from the folks over at Booyah, Brian Cho is now director of business development and marketing; a promotion from business development. Also, according to LinkedIn updates, Navendu Chandra is now director of product management at Kabam. RockYou has also announced major hires this week in the form of Katrina Osio and John Yoo, the company’s new SVP of marketing and creative director, respectively.

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 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

  • Brian Cho — As noted prior, Brian Cho is now the director of business development and marketing at Booyah, having been a recent promotion from business development. Prior to joining Booyah, he was a business development manager for Ubisoft.
  • Emerson Tung — Joining Booyah as an artist this week is Tung. Before this, Tung was an intern concept artist for Fearless Studios.

GSN

  • Matt Koff — Formerly a freelance animation producer at HBO, Koff joins GSN as a staff writer.

Kabam

  • Navendu Chandra — According to LinkedIn updates, Navendu Chandra is now reported as the director of product management at Kabam. Previously, he was a senior product manager at PayPal.
  • Josh Forester — Forester also joins Kabam as a community manager. Prior to this, he was a community advocate for RockYou.

Playfish

  • Tiago Rodrigues — Now a JavaScript engineer for Playfish, Rodrigues was previously a JavaScript developer at Portugal Telecom.

RockYou!

  • Katrina Osio — Katrina Osio joins RockYou this week as their new SVP of marketing. She comes with a long and various background from various interactive companies, but was most recently head of marketing for Fastpoint Games.
  • John Yoo — Another major hire for RockYou is John Yoo who joins the team as their new creative director. Most recently, Yoo was the design lead of CityVille for Zynga.
  • Shona Sanzgiri — Sanzgiri joins RockYou this week as a contract copywriter. He was previously an intern at San Jose Mercury News.
  • Suresh Bathini — RockYou gains a new head of ads. engineering this week with Bathini, who was engineering for Yahoo.

Zynga

  • Michelle Fontana-Garcia — Fontana-Garcia kicks off a long list of Zynga updates, joining the company as an IT project coordinator. Prior to this, she was an administrator at Sun Microsystems.
  • Katie Corna — Now a 2D artist for Zynga, Corna was “Maverick Cinequest Film Spot” at House of Chai.
  • Miles Sabin — Previously a localization manager (PMO) at PayPal, Sabin is now a localization producer at Zynga.
  • Roman Akberdin — Akberdin, formerly a user interface programming intern at Insomniac Games, joins Zynga this week as a software engineer.
  • Lacey Salet — Zynga gains a new HR generalist with Salet, a former talent coordinator for Electronic Arts.
  • Kushan Shah — Shah joins Zynga as a software Engineer. Shah was previously a web applications intern at Social Cloud LLC.
  • Stephanie Romo — Zynga takes on Romo as a university relations coordinator. She was previously a case management intern at Maryland Department of Juvenile Services.
  • David Calkins — Part of the NewToy acquisition, Calkins officially moves his communications director tag from under NewToy to under Zynga.
  • Stephen Young — Previously an internet coordinator for Williams-Sonoma, Inc., Young is now a graphic designer for Zynga.
  • Ranjit Radhakrishnan — A former consultant at Headstrong, Radhakrishnan is now a product manager for YoVille at Zynga.
  • Christine Hernandez — Now a tax manager for Zynga, Hernandez was previously filling the same role at Ernst & Young LLP.
  • Shelong Yang — Previously a functional quality assurance tester for Sega of America, Inc., Yang is now a quality assurance analyst for Zynga.
  • Amber Hiden — Hiden joins Zynga this week as an assistant producer. She was previously a production assistant at Vir2L Studios.
  • Justing Tajchman — Now a software engineer for Zynga, Tajchman was a senior software engineer at Electric Bat Interactive.

Kabam, Plinga Bringing Dragons of Atlantis to European Social Networks

Dragons of AtlantisKabam (formerly Watercooler) has partnered with European game publisher Plinga to launch its “massively multiplayer social game (MMSG)” Dragons of Atlantis to 14 new European social networks. Beginning March 1, Dragons of Atlantis will be exposed to a large audience base of new potential players on these non-Facebook platforms.

Plinga, a Berlin-based company founded in 2009, will be responsible for the customer service, translation, and distribution of Kabam’s games in Europe, beginning with Dragons of Atlantis. The game will be playable in 11 different languages and will debut on social networks such as the Dutch network Hyves and the Polish network Nasza Klasa. Chris Carvalho, COO of Kabam stated, “We are excited to partner with Plinga to bring Dragons of Atlantis to the large number of European gamers who play games on social networks other than Facebook.”

Dragons of Atlantis was launched last October by Wonderhill, who was acquired by Kabam shortly thereafter. The game is very similar in gameplay to Kingdoms of Camelot and other fantasy themed strategy games on Facebook. According to our AppData tracking service, Dragons of Atlantis currently has over 2 million monthly users and just under 250,000 daily users.

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

Targeted Positioning in the Age of Social Games

This is a guest post by Brice Morrison, former CrowdStar designer and editor of industry game design resource The Game Prodigy.

Commodities are products with no differentiation; oil, grain, and gold are some of the most common examples.  There are no competitive advantages, no deluxe features, no brand names or favorite companies that consumers like to buy from.  A commodity is bought by consumers based entirely on price; the cheaper the better.  If A is cheaper than B, then that’s all the information that’s needed to make a purchasing decision.

The early Facebook game ecosystem was made up of many commodities, games that originally were exactly the same as one another.  Farm Town and FarmVille, Mobsters and Mafia Wars, Happy Aquarium and FishVille, and countless others.  It led many players (and developers) to be confused by the early platform, asking, “Is this all this is?  Copies of cheap games?”  In the early massive user-grab time period, where virality was king and hundreds of thousands of users could be gained by clever features, it was often a race to who could get to the user first.  It didn’t matter that the games were very similar; since it was hard to tell the difference, why not just play the one that you found originally?

But as time has gone on, both the Facebook platform and Facebook players have matured, and commodity games are no longer acceptable.  As production values have skyrocketed, what used to be simple titles that could be copied in a few weeks have become massive undertakings, requiring dozens of developers, months of time, and careful understandings of the original game’s design.  With these production costs, players’ expectations have risen as well.

Thus, we are continually entering an age of a mature Facebook market, where game success isn’t defined by commodity rules of distribution and marketing muscle alone.  Instead, games are defined by differentiation, by a unique brand of fun, and by customer loyalty.  No one wants to play the game that is 90% as good as Cityville — they want to play Cityville.  While the games of yesterday appeared to be a crowd of clones, games of today and tomorrow look very different from one another and players are choosing what to play by comparison.

So what are today’s social game companies to do?  What kinds of games will resonate with consumers, and what kinds of games will no longer work?  Many of these answers can be provided by history, during a time when the game console market seemed very similar to today’s Facebook ecosystem.

Positioning in Early Console Days

In the early days of console games, developers for the original Nintendo Entertainment System were in a commodity-state as well.  Development was cheap, the platform and market was new, and ideas were easily copied and resold as new ideas.  All kinds of companies made all kinds of games, and early players were happy to try out whatever was in front of them…for the time being.

It’s interesting to look back and play some of the games from this era.  Many of the companies names you may recognize: Konami, Capcom, Enix.  But there are many other names you wouldn’t recognize: SOFEL, Electro Brain, or Bullet Proof Software.  While one group lives on, producing products that players love twenty years later, the other group has disappeared into obscurity, either through reluctant acquisition or bankruptcy.

Of course there are always outside factors to the success of a company, but it is telling to look at the lists of games that each group of developers made.  One group learned to focus their products into one type of game design they could be the best at, while the others continued to explore new genres with every release.  Companies that learned how to create a specific type of a game, with a style of gameplay, a common fanbase, a unique art treatment, these were the companies that survived.  They learned how to transition from a commodity-style game market to a positioning-style game market.

Companies that were unable to position themselves fell away.  ”What kind of games does XYZ make?”  ”Well, we make all kinds of games.”  This isn’t what a mature player wanted to hear.  While that absence of positioning worked during the early days of a platform, when players were still exploring and learning about their own preferences, the strategy no longer worked as the platform grew older.

Mature players wanted a positioned product, they said, “I want to play an action side-scroller; I’ll go play a Konami game.”  Or a slightly different type of player said, “I want to play a competitive fighting game, I’ll go play a Capcom game.”  Each of these positions were taken up by a company that became dedicated to their differentiation, and captured large numbers of players in the process.  And by training their development teams with each title to be able to deliver the best in that position, they allowed themselves to evolve successfully with the platform.

Commodity to Positioning Case Study: Blizzard

Blizzard is a company that is often cited as one of the most successful game companies in the world, citing massive success for titles like World of Warcraft, Diablo and Starcraft.  However, even Blizzard wasn’t always successful; in the early days of Blizzard, it was a “me too” company just like many of the others. RPM Racing, Battle Chess, MicroLeagues Baseball, and Blackthorne were all early Blizzard titles which barely managed to keep the company afloat.  These commodity titles all had similar game designs to competitors; Blizzard was mediocre at everything and master of none.

What made the difference?  Blizzard learned to position their games.  With the best selling “WarCraft: Orcs and Humans”, the game was a smash hit, far outselling any Blizzard title before it.  A less wise leadership team may have decided that it was marketing, advertising, or business strategy that had resulted in the success.  And while those undoubtedly played a factor, the key that made all the difference was the game design: what the game was, how it worked, and how players loved playing it.  And Blizzard’s team understood that.

Thus, after a string of mild successes from 1991-1994,  once WarCraft came out the company pivoted hard to focus entirely on creating one type of title: online competitive games.  Warcraft II in ’95, Diablo in ’97, Starcraft in ’98.  All competitive online titles.  By focusing on one style of gameplay and mastering it, Blizzard created a development team that was the best in the world at what they did, and a rabid fan base that loved what no one else could deliver.  By positioning themselves as the best developers of online competitive games in the world, they found their niche.  The rest is history.

The Cycle Repeats with Facebook

The cycle of platform release, commodity products, and differentiated products has repeated many times.  Each time, developers and designers that hit it big in the early stages but fail to evolve and differentiate themselves fall victim to the cycle and are forgotten.  Companies that learn to develop their specialty, their core experience, and their specific type of player find wild success in the later stages.

You can see much of this playing out now, as many social game companies are learning to find their niches and deliver experiences that no other company can.  Zynga is striving (and succeeding) to be king of the mass-market casual titles, simple games with great depth that focus on building, nurturing, and growing.  PopCap is continuing its tradition of elegant games that involve only a few player actions and lead to great depth and high scores.  Causal Collective is aiming to become a Facebook game company for violent and more male-oriented titles.

Other companies, on the other hand, have yet to understand what their “special sauce” is, the type of game that they are the best suited to make.  And until they figure their position out, DAU’s will continue to drop as players migrate to more targeted experiences.  As time goes on, more and more developers that try to copy others will burn through millions in dev and advertising costs without much to show for it.  While those strategies worked in a commodities market, it will not work in a mature market, where players are ready to settle down with their favorite game franchises and give their loyalty.

[image credit]

A game designer who has worked at EA and CrowdStar, Brice Morrison is the editor of industry game design website The Game Prodigy and has been with teams for major titles like The Sims 3, Happy Aquarium, and It Girl.

Highlights This Week From the Inside Network Job Board: Ubisoft, NaturalMotion, Bulbstorm & 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 Ubisoft, NaturalMotion, Bulbstorm, Nextive, Digital Chocolate, Disney, and 6waves.

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.

Slaying Oblins With Your Friends in Buddy Rush for Facebook and iOS

Buddy RushA developer by the name of Team Sollmo is attempting to bring it’s version of the action-role-playing game genre to the social-mobile space in the form of Buddy Rush — it’s simplified, asynchronous and ultra-cute. Available cross-platform for both Facebook and iOS, we got to take an early look at the Facebook half, but watch for it in the app store very soon.

An action RPG, Buddy Rush pits players into a cartoonish world filled with goofy looking characters that apparently came straight from the bobble-head store. With its bizarre art style and simple point and click play, it’s a game that ought to be appealing to many social users. Along with the prospect of playing asynchronously with friends’ avatars, this simplistic app is actually a good deal of fun for the short amount of times players can play; which is especially useful with its iPhone and iPad counterparts.

Players start out by selecting one of seven different character classes, each of which set the stage for the game’s satirical nature (e.g. a “warrior” is now a “worrier). Depending on one’s play style, users can become everything from armor clad knights to some sort of skimpily dressed hula girl with each one boasting very different abilities, and they can create more than one.

Basic QuestsOnce created, users are then able to accept missions that send them out into a world of a highly geometric and color saturated nature, reminiscent of older games such as Animal Crossing.

Once in the mission space, players battle with random enemies in order to complete whatever goal it sets forth. Thus far, however, most of the missions have been of a “fetch” variety, meaning that they consist of collecting X item or killing Y monsters. Nevertheless, the game has very literally just released, thus new iterations will be coming, and this may change at higher levels. In fact, when players wander about town, they will come across a pair of non-player characters that offer special challenges and dungeons for users that are level 40+.

The combat itself is a bit basic, so it may not appeal to social game players that lean more towards the core gaming demographic. Essentially, players point and click to automatically attack enemies, and eventually begin unlocking upgradable special abilities that can be cast periodically (for example, the ranger-type character class will unlock an ability that shoots multiple arrows at once). Thus far, however, only three skill slots appear to be available in battle, so players will have to pick and choose what is best for the mission at hand.

Party SelectIt’s also worth noting that many enemies require a bit more attention to contend with. It’s not always point and click. As an example, there is an early enemy called an “oblin” (a goblin), that will target a player and toss a large bolder. Should the user not move once it is thrown, they will suffer significant damage. Granted, this isn’t that extravagant, but it does suggest that more interesting enemies may appear at higher levels. Additionally, with each successive mission, larger swarms of creatures also becomes a standard.

This is where the primary social play comes in. Players are actually able to form a party with any two friends who are also playing, and are roughly the same level as them (NPC characters are also available). The system works very similarly to the iOS game, Gun Bros, but the key difference is that if enough friends play, users can pick and choose classes that best complement the class choice they are playing (e.g. if the player is a ranged class, using friend avatars that are melee is a prudent choice). Furthermore, friend avatars will make use of all of the skills they have learned, come with all the equipment said friend is wearing, and will even earn bonus experience for being used.

Party with FriendsTruthfully, the biggest downside is that there is no synchronous option for this. That isn’t to say the asynchronous element is bad. It’s not. In fact, it’s better than most social gamers. But the option for synchronous play would still be great. Other than that, the game is a bit simple and repetitive, but game sessions are gated by slowly recharging stamina (which is consumed with each mission), so play doesn’t really last long enough, at any given time, to cause boredom all that quickly.

It’s also worth noting that with the ability to quickly do all the missions one’s stamina can handle in a short burst of time, it is an ideal, on-the-go game for a mobile device. All that said, players can always recharge their stamina by purchasing potions from an in-game vendor with in-game currency. Still, it’s worth noting that currency is slow to earn; at least early on (but it can be bought with Facebook Credits).

Overall, Buddy Rush is a pretty fun game with a cute visual style. Of course, if you are looking for something terribly deep, it’s not going to be found here. All the same, this new title does make for a guilty pleasure in its simplicity, and is especially addictive with more friends. It could be a little more interesting with its mission system though, and its hard to say how interesting monsters will become at later levels due to the stamina gating. Nonetheless, early impressions of the game are positive, so here’s hoping it does well.

Tapjoy Launches Pay-Per-Action Mobile Advertising as Installs Get Crowded

Tapjoy, which rehabilitated itself by shifting its attention onto mobile platforms from Facebook, is looking to keep its edge in the app promotion space as new competitors emerge.

The San Francisco-based company has launched a pay-per-action advertising network that lets developers promote their work to new users and only pay when they make certain actions or reach a higher level in a game.

It’s a more refined approach to how the company’s advertising has worked in the past. Tapjoy built its name and network by letting gamers earn extra virtual currency in mobile apps if they installed apps from other developers. Unlike other mobile advertising, they charge per install, not per impression or click.

Pay-per-action goes a step further, ensuring that when new users download an app, they actually play it. (We’ve seen variants of this model in the past on the Facebook platform through another company, Nanigans.)

With thousands of apps in the company’s network, the accumulated purchasing power of Tapjoy’s users can push a new app into the top echelons of the charts.

>> Continue reading on Inside Mobile Apps.

CityVille Back on Top in This Week’s List of Fastest-Growing Facebook Games by DAU

Zynga’s newest game CityVille is back in the number one position this week after seeing a growth of over 633,000 daily active users. The game’s DAU count has been the important number to watch, as it — not monthly active users indicates long-term health, and monetization. So, according to our AppData tracking service, CityVille is seeing pretty fantastic engagement numbers with 20% of its MAU logging in to play each day.

Top Gainers This Week – Games

Name DAU Gain Gain,%
1. CityVille 19,881,055 +633,628 +3%
2. AddictingGames 440,182 +412,700 +1,502%
3. Ossuary 186,680 +186,576 +179,400%
4. Loan Consolidation 186,319 +186,088 +80,558%
5. Germz 185,736 +185,315 +44,018%
6. Zip-Zap 184,713 +184,522 +96,608%
7. Bubble Shells 184,641 +184,500 +130,851%
8. Baldy Dash 184,027 +183,909 +155,855%
9. R.I.P. 178,301 +178,171 +137,055%
10. Under the sands 177,188 +176,898 +60,999%
11. It Girl 1,384,031 +172,698 +14%
12. Monster Galaxy 807,945 +164,511 +26%
13. Ninja Saga 1,024,814 +155,876 +18%
14. mein Klub – Bundesliga 111,369 +104,751 +1,583%
15. Mafia Wars Game 2,579,091 +86,641 +3%
16. FrontierVille 5,412,357 +78,688 +1%
17. Dragons of Atlantis 291,811 +74,718 +34%
18. Ravenwood Fair 961,839 +67,260 +8%
19. Texas HoldEm Poker 7,606,842 +63,450 +0.84%
20. Games 1,502,395 +62,112 +4%

Mafia Wars is a game that we haven’t been hearing from too much lately, but Zynga’s popular role-playing application has had a resurge in activity. An extra 86,000 DAU logged in to Mafia Wars this week, which was most likely due to the release of the 6, 7, and 8 regions of the Italy expansion. New missions have also debuted for players over level 10 within the past week along with a series of improvements to the gameplay. Mafia Wars still sees over 2.5 million daily players, thanks in part to a strong mobile presence and a consistent release schedule bringing new activities to the game on a regular basis.

Ninja Saga is an older title that we reviewed back in January of last year. Borrowing heavily in theme and details from the popular anime Naruto, the game is a combination of an action RPG combined with the Mafia Wars-style mission based questing system. Players level up their ninjas through turn-based combat and quests, purchase pets, increase the size of their team by recruiting friends, and train with a dojo. Ninja Saga has been hovering between 700,000 and 900,000 DAU for the last few months but is gradually working its way back up to its all-time high of 1.2 million DAU.

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

KlickNation Moves to Space With Starship Command on Facebook

Starship CommandIt looks like KlickNation is moving out of the fantasy realm and into science-fiction. Though we recently took a look at their top title, Age of Champions, we’ve now come across a new, space-age concept by the name of Starship Command. Stated to only be an early beta version, the new Facebook title is already looking fairly complete.

A sort of cross between Facebook role-playing games and automated fighters, Starship Command is a game that tasks players with the defense or invasion of Earth. Utilizing older concepts such as energy, repeatable missions, and upgradable equipment, the game steers away from the text-based nature of social RPGs to grant users a much more visual presentation as they witness their ships broadside with enemies on a galactic scale. Nevertheless, while the game is certainly on the right track, and a tremendous improvement over Age of Champions’ visual style, there is still a bit of polish left to be desired.

Apparently, Earth is being invaded by a race of aliens known as the Zigonians. However, players are given a choice, right from the beginning, to either become part of Earth’s last line of defense or spearhead the interstellar invasion. Moreover, this choice of faction is a factor that affects both the player versus player aspects of the game (to be mentioned later), as well as the mission storyline. Thankfully, players do not have to worry too much about their choice, as the game allows for multiple accounts to be created.

Mission SpaceOnce a choice is made, users are able to begin undertaking missions in order to progress a basic storyline. With each mission, preempted with a Ken Burns-affected cut-scene, the player is whisked off to a top-down quadrant of space which is peppered with various items to collect and enemy ships that can be interacted with at the cost of recharging energy. Typically, the ships are the primary threat, and thus the core goal is to wipe each of them out.

This is where the automated fighting game element comes into play. Players have absolutely no direct control over the battles. Instead, players watch the engaging capital class ships broadside one another until one is defeated. In order to improve one’s chance of winning, however, users can purchase various ship components such as weaponry and equipment (some can also be found in random debris floating about a mission battlefield).

Weapons consist of things such as missiles, beams, and other projectiles that come with a myriad of stats and special features such as quick reload time, extra damage to hulls, ignoring shields, and so on. As for equipment, this is a bit more basic, only boosting shields or hull health. Likely, however, more interesting boosts will be available at higher levels. Regardless, with each capital ship one buys, different numbers of equipment spaces are available, granting the player a means to customize — at least to a limited degree — their play style.

Weapon LoadoutsIn addition to arsenal, as players level up, they will be able to add more fighter class ships to their fleet. Automatically equipped as they are purchased or found, these little pests do no direct damage to enemies but do boost the evasion and accuracy attributes to the player’s primary capital ship. Additionally, it is somewhat gratifying to watch them fly around in the middle of a battle sequence.

On the social side of things, Starship Command is a bit disappointing from a friend point-of-view. There doesn’t seem to be any noted benefit to playing with friends, aside from leaderboards, and the majority of social play is tailored toward a player versus player element. Of course, there is nothing wrong with this, and users are able to enter a battle space littered with enemy faction players that users can attempt to defeat. With the ability to choose opponents based on relative level (“Safer Matches” to “Toughest Matches”), players can test their ships in battle, earn experience, and even win some coin from rivals’ virtual wallets if those players are unwise enough to not bank it periodically.

From a core game play perspective, Starship Command is nothing terribly new, and even the faction concept is something we’ve seen before with Exorcists vs. Demons. Nevertheless, the game is certainly on the right track as far as visual appeal goes. With any sort of automated battle/fighting game, it can be very rewarding to watch one’s creation duke it out in some epic fashion. That said, this early version of the game still feels like it needs a bit more spit and polish in this department.

PvP Space BattleThe two elements that stand out most are the animation frame rate and distinctly layered look of many visual elements. In terms of the latter, this refers to the fact that even though the game is top-down 2D, many elements, like the ships on the star field, look as if they are simply laid atop it rather than feel a part of it. Individually, everything looks fine, but together, many visual elements just don’t fit. Additionally, a lot of the animations and effects move at a slower frame rate than what you’d expect they should be. In many cases, such as the Home screen, or even some battle sequences, its easy to discern individual frames. It just doesn’t feel fluid.

Nevertheless, it is still a beta version for Starship Command, and the complaints to be had are those that fairly superfluous and easily fixable with time. Granted, the core concepts have been done before, but Starship Command allows for a greater level of visual reward for the player beyond mere text. That said, it would be nice to have more customization for each ship (both visually and functionally), but thus far, the game seems on the right track. Of course, some of the cut scene and mission dialogue could be a little less cheesy…. Okay “double gulp” was kind of funny.

LiveJournal Launches New Hub for Social Games

LiveJournal has just launched a beta version of a social game portal on its website in partnership with Russian game publisher and distributor i-Jet Media.

For those not familiar, LiveJournal is a blogging network that has been in existance since 1999, offering up personal blogs for its members and communities for active discussion around special interests. The introduction of a social gaming network is a step in a different direction.

This new partnership brings a select amount of existing social games onto the LiveJournal Games site. The starting selection consists of Sim Hospital, Farm Frenzy, Crazy Cars, and City Gangs, however more are slated to be released. Each game has its own LiveJournal community for asking questions and finding friends who play. Games are installed as applications and require access to your personal information such as your friends lists, profile data, birthday, location, and contact information. Games can then send notifications through LiveJournal’s inbox messaging system. Utilizing the messaging system, the games include viral features such as neighboring and gifting.

States LiveJournal general manager Anjelika Petrochenko says that “many of our users are gamers, so we’re pleased that our users will now be able to enjoy their favorite social gaming activities without leaving LiveJournal.” Earlier this year, former LiveJournal acting CEO Sean Ryan joined up with Facebook as their Director of Game Partnerships.

LiveJournal sees around 5 million unique monthly visitors, and has had over 21 million accounts registered historically.

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

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