Social Gaming Roundup: Hackers, Dragons, Revenue, & More

EA Digital Revenue Grows — While Electronic Arts revenue was down for Q3 of last year, VentureBeat notes that revenue grew 47%, to $195 million and is expected to reach $750 million for the fiscal year.

Dragon Age LegendsBioWare to Bring Dragon Age to Facebook — EA and BioWare are bringing Dragon Age to Facebook. Dubbed Dragon Age Legends, the game is noted to be a 2D companion title for Dragon Age II, with which players will be able to earn special items for the console counterpart. Currently the game is in closed beta, but the console title is slated for release on March 11th.

MySpaceMySpace Up for Sale Soon — Continued rumors that MySpace is going to be up for sale soon, this time from paidContent.org. News Corp. chief operating officer Chase Carey said earlier this week that a “plan to allow MySpace to reach its full potential may be best achieved under a new owner.”

Hacker Steals $12 Million in Virtual Zynga Poker Chips – According to thisisSouthDevon.com, a British man has been convicted of stealing $12 million in virtual Zynga Poker chips. Ashley Mitchell admitted to stealing 400 billion chips withthe total value being worth around £184,000. He is noted to have sold £53,000 worth.

Zynga Files Complaints Against ZyngaGiftCards.com and ZyngaWorld.com — According to a post from Fusible, Zynga has filed two domain name complaints against both zyngagiftcards.com and zyngaworld.com with the World Intellectual Property Organization. In the past, the social game developer has had Zynga-oriented domain names transferred back to them through the use of the Uniform Domain Name Dispute Resolution Policy.

MeezMeez Launches Cross-Platform on Mobile — Social entertainment and gaming platform Meez has announced that its virtual community is now available both Android and iOS devices (called MeezNation for both clients). Meez has also stated that it has plans to expand to other platforms such as Xbox Live in the future.

RixtyRixty Announces New Partners — Alternative payment company Rixty has announced new partners this week including MOL Money Online, Ankama Games, NGames/Game321, Snail Games, and Cherry Credits. Additionally, Rixty announced that its holiday revenue for 2010 tripled in comparison to holiday revenue in 2009.

Zynga Brings Words With Friends to Android — Earlier this week, Zynga announced that the popular iOS title Words With Friends is coming to Android. Words With Friends is the popular word game developed by the Zynga-acquired Newtoy.

BlingVille

Quepasa Acquires XtFt — Latin social network Quepasa has acquired the Brazilian developer XtFt Games, says EngageDigital. The total cost is noted at $4 million. The consideration is also noted to include $3.7 million in Quepasa common stock and a brokerage fee of $300,00o.

Zynga Moves in China — In an interesting interview between Andy Tian, co-founder of the Zynga acquired XPD Media, and Gamasutra, Tian extensively discusses the development and expansion of social games in China.

Facebook Posts Implementation Details for Frictionless Payments and Buy With Friends

Facebook has released more details about Frictionless Payments and Buy With Friends — two new ways to spend its virtual currency Facebook Credits that it announced out our Inside Social Apps 2011 conference last week. Buy With Friends stories will only appear to users who play the game hosting the deal, and instructions for how developers can implement the two features has been added to the Credits API documentation.

Frictionless Payments Implementation

Frictionless Payments allows users to spend up to 30 Credits within a game without interrupting play with an “Are you sure?’ dialog. Users don’t have to go through the standard Credits interface, but instead make purchases directly through the game’s UI.

The system is one of the incentives Facebook is offering to developers that exclusively use Credits.Developers are required to display a user’s Credits balance somewhere in their app. If users have insufficient Credits to make the purchase, the app must pop up the Credits pay dialog so users can buy more. The Frictionless Payments API can only be executed within 30 minutes of a user interacting with the app.

The API call for Frictionless Payments is:

POST https://graph.facebook.com/[app id]/payments?access_token=ACCESS_TOKEN&from=USER_ID&to=APP_ID&order_details=ORDER_DETAILS

Monetization Boosts and Concerns

Frictionless Payments allows for impulse buying, and therefore increases conversion rates. Lolapps’ Ravenwood Fair has doubled its monetization, and OMGPOP’s Draw My Thing tripled its conversion rate by by implementing Frictionless Payments. Arkadium’s Mahjongg Dimensions has also implemented the streamlined purchase flow.

Developers may look to price their virtual goods below the 30 Credit cap to take advantage of Frictionless Payments. Users may grow accustomed to paying up to 30 Credits, and begin viewing anything costing more as a serious purchase that requires consideration.

There are some concerns that Frictionless Payments might lead to accidental purchases, though Lolapps chief executive Arjun Sethi has previously said that his company hasn’t received any refund requests. Others worry that malicious developers could manipulate users with system, such as rendering invisible purchase buttons within their app, causing users to spend Credits without knowing it. However, Facebook is currently only offering developer access to Frictionless Payments via an application process, and may deny developers based on their track records.

Buy With Friends Implementation

Approved developers can allow users who make in-game purchases to share a discount on the same item with their friends who play the game. Users are shown an update composer with the prompt “Unlock a [#]% off deal on this item for your friends by telling them about your purchase.” Friends can either make the discounted purchase in-line from the the news feed or follow a link and buy within the game.

Developers determine which items generate the Buy With Friends prompt when bought, the discount percentage, and the duration of the deal. Developers must configure a product and deal through the Graph API, determine if the user has access to the deal, and then may initiate the Buy With Friends flow. Developers can find sample code and a detailed description of the different purchase flows in the Buy With Friends documentation.

Impact of a New Viral Channel

Facebook says the developers who’ve tested Buy With Friends have found that “more than half of people who were offered a deal in-game decided to share it with their friends, and the engagement and conversion rates on the resulting posts were also strong.”

As there is no per unit cost for creating and selling virtual goods, discounts and sales can be a good way for developers to increase revenues. They can re-engage former players and inspire users who otherwise wouldn’t have converted to make a purchase because of the perceived value they gain from the discount.

As with other game content stories, only friends who play the same game will see Buy With Friends stories in their news feed. The feature may inspire users to form more friendships with people who play the same games as them in order to gain access to the discounts, which could increase the volume of unsolicited friend requests sent and dilute friend lists with people users don’t actually know.

Facebook hopes that the easier Credits are to spend, the more users will buy. As they are proving to support application monetization, Frictionless Payments and Buy With Friends may convince developers to accept 30% tax on Credits, which all applications will be required to use exclusively starting July 1st. Developers can apply for access to the APIs on the Credits Special Incentives support page.

Localization Is More Than a Game

[Editor's note: Christian Arno, founder of translations services company Lingo24, shares his perspective, below, on the different facets of localizing a game around the world. He gives special attention to issues social game developers should be thinking about.]

Japan was always at the forefront of the console and computer gaming industry, with the likes of Nintendo and Sega having their main headquarters in Kyoto and Tokyo respectively.

But with the popularity of computer games growing exponentially over the past couple of decades, there has been a slight shift away from the Japan-centric video game industry, with many of the top publishers and developers now based across the world – such as EA (US) and Rockstar North (UK).

Many of the top video game companies use the services of dedicated localization specialists, who not only arrange for the translation and interpretation of the text and dialogue, but also help them to consider the subtler aspects of the gaming experience: the characters, the story, culture-specific points of reference – key aspects of a computer gaming experience that have often been more of an after-thought in the past.

Layers of simplicity: keep text and graphics separate

When developing a computer game, many of the design aspects can be planned with one eye on adapting the game at a later stage for international audiences.

Layers, for example, should be used to help keep text and artwork separate. The term ‘layers’, in this instance, does not carry the same meaning as it usually does in video game design, which is the various layers of the game, from its basic setting to its plot, core mechanics, meta mechanics, etc.

Rather, ‘layers’ in this instance refers to way the game is designed and programmed. As an example, a website designer might use CSS to design a site with different layers – the framework, text, graphics and images would consist of a series of different layers. This way if the designer needs to change an image or change the language of a piece of text, they need simply change one or two layers, rather than redesign the page from scratch.

As such, when programming and developing a game, it helps to keep this concept of layers in mind. Exactly how you would go about this will depend upon the development software you’re using, but keeping in mind that elements of the game may need to be slotted in and out, like a Rubik’s Cube, for various localized versions will save you time and money down the line.

Additionally, any vocals and voiceovers should be kept separate from the visual or musical elements, meaning that separate vocals can be recorded and included in the game with ease.

Space considerations

Some languages require less space than English to express a message. The word ‘information’, for example, needs only two characters in Japanese. The same is the case with many Asian languages. In contrast, European languages tend to be longer than English.

The specifics of how much more/less space one language needs over another is difficult to convey, given that there are 101 ways of saying something in many languages. However, it’s possible to give some general direction on which languages are typically longer/shorter than English.

Let’s start with the four main European languages: French, Italian, German and Spanish (FIGS).

French is generally longer than English by anything up to 20%, whilst Italian requires about 15% more space, German 20% and Spanish 25%. So whilst German has a reputation for being a particularly ‘long’ language, it is about the same as French when compared to English. And Arabic is typically about 25% longer than English. As a general rule, English is at the lower end of the language-length spectrum.

In terms of tongues requiring less space, Japanese and Chinese generally consume less room, but it really does vary quite a lot as the writing system is completely different to English.

From a game design perspective, this has massive implications. Dropdown lists, menus and other textual elements will require the necessary space to grow or shrink depending on the language, without worrying whether it will overlap a graphic or if it will in some way be displayed incorrectly.

In the design phase, enough space should be allowed for translated text, including any text-boxes for user-input, menus and buttons. Where feasible, try to avoid ‘static sizing’ and if some elements do require strings of a set size, include a comment to this effect so that translators know the limitations during the translation process.

Another point worth considering is that the layouts on many international keyboards differ, so this should be taken into account with hotkey mapping.

Cultural considerations

Culture plays a massive part in how someone perceives a computer game. In Japan, for example, games have a tendency to be rather linear, whereas in the US, UK and across Europe, games have gravitated towards a more ‘sandbox’ style of game.

Social games are typically ‘horizontal’ applications – in that many social games are the sort of games that everyone enjoys playing, from your friends to your mum to your boss. The ‘vertical’ industry in social gaming – i.e. games designed to appeal to a specific demographic – is still developing.

However, even with ‘horizontal’ social games, it’s important to take into account cultural considerations when undertaking the localization of a game. Zynga, which can lay claim to the two most popular social games on Facebook – FarmVille and CityVille – has recently localized both games for international audiences, and while CityVille has seen only localization for European languages, FarmVille has been localized for China, which involved rebuilding the game from the ground up.

This localization process involved taking into account cultural considerations including changing the color palette to be brighter and increasing the size of the farm plots, to appeal to Chinese aesthetics and cultural experience.

With a fairly innocuous game such as FarmVille, you can imagine that the cultural considerations in localization would have been fairly mild, but with a more controversial social game such as Mafia Wars, which involves such nefarious dealings as violence, swearing and drug dealing, the cultural considerations for localization would be significantly larger, especially for a country such as China, where the government has declared increased regulation of online games.

Beyond cultural considerations such as the appropriateness of references to sex, drugs and violence, however, you should also be careful of gestures/icons you use in your game, as meanings can vary across the globe. To illustrate this point, a ‘thumbs-up’ means ‘OK’ or ‘fine’ in the west. However, in other regions of the world a ‘thumbs-up’ hand gesture can be offensive.

Other considerations

So, it’s clear that app and game localization involves more than simply getting the language right. Other considerations include getting formats correct with dates, numbers, currencies, weights and measures.

Whilst the UK is technically metric, ‘miles’ and ‘pounds’ are still widely used and understood, so a US developer would probably be fine leaving such units of measurement in place. But when localizing for elsewhere in Europe then unit conversion would be necessary.

And if user input is required anywhere, then forms should be flexible enough to cater for subtle regional nuances, such as zip codes/post codes and address formats of a specific country or region.

With that in mind, it can be useful to plan well in advance. Even if you have no immediate intention of localizing a game for other markets, it may be worth thinking what countries you would like to target, and factor this into the original game/app design.

As a game developer, you probably won’t be able to cater for all cultural tastes, and it will often be too impractical or expensive to completely overhaul your game for other audiences – some games will simply be more successful in some countries than others. But thorough planning will help maximize the chances of cross-cultural success.

Going local: costs?

Of course, proper localization will probably cost you at least some money – how much depends on how much is required and how professional you want it.

If you’ve followed all the steps above and it’s literally just a case of localizing the text for other languages, then the charges will more or less be the translation costs. Again, these vary from language-to-language and by company, but here are some ball-park figures for translation – and always check that they include full project management costs:

· English to French, Italian, German and Spanish: $160-$275 per 1,000 words (depending on the type of text and the expertise required from the translator)
· English to: Danish, Dutch, Finnish, Icelandic, Japanese, Korean, Norwegian and Swedish: $190-$325 (same conditions as above)

Other languages are in a similar ballpark to the languages above and the price will vary depending on the exact language combination (e.g. translations between two unusual languages, one of which isn’t English, may cost a bit more).

In addition to the translation costs, there may be associated file-management and DTP costs attached, these are normally charged per-hour. Again, depending on the nature of the technical requirements, these could be anywhere between $75 and $150 per hour.

Christian Arno is the founder and Managing Director of global translations service Lingo24, specialists in website translation and creative localization. Launched in 2001, Lingo24 now has over 150 employees across three continents and clients in over sixty countries.

Familiar Titles Dominate This Week’s List of Emerging Facebook Games

From time to time, games with new and unique themes and game mechanics show real promise on Facebook. This week, however, the fastest emerging games (defined by games under 1 million monthly active users) are mostly iconic existing games or clones of familiar favorites.

Draw My Thing (a Pictionary clone by OMGPOP) and Dog Show Friends (a Purina branded pet game by 4mm Games) both doubled their MAU this week with impressive gains. Cooking Mama, the Facebook version of the successful Nintendo DS game covered extensively here, is still going strong with another 169,000 MAU added this week.

Top Gainers This Week – Games
Name MAU Gain Gain,%
1. Draw My Thing 804,964 +402,278 +100%
2. Dog Show Friends 529,517 +273,305 +107%
3. The Pokerist club — Texas Poker 715,672 +230,414 +47%
4. Cooking Mama 583,802 +168,962 +41%
5. Miner Speed 382,911 +130,680 +52%
6. Farm Bonuses 482,783 +125,130 +35%
7. Gambino Poker 749,526 +124,228 +20%
8. Wildlife Refuge 272,470 +112,953 +71%
9. 鋤大地(大老二) 764,861 +112,893 +17%
10. Glory of Rome 457,918 +112,407 +33%
11. Bubble Party 532,688 +104,654 +24%
12. Puzzle Saga 434,190 +86,997 +25%
13. Bingo Charms 207,587 +86,675 +72%
14. Slot World 580,067 +77,278 +15%
15. My Shops 583,970 +74,203 +15%
16. NanoStar Siege 274,267 +67,035 +32%
17. Legacy of a Thousand Suns 378,221 +66,404 +21%
18. 黃金德州撲克(Golden Texas Hold’em) 205,971 +59,334 +40%
19. Football Life 217,469 +57,878 +36%
20. 麻將─新明星3缺1網頁遊戲 免費的麻將遊戲 465,555 +57,257 +14%

Miner Speed is a new Bejeweled Match 3 clone that doesn’t really bring anything new to the social gaming space. Originally debuted on King.com’s gaming portal, the game has familiar features such as leaderboards, multipliers, boost upsells, and neighbors. Miner Speed gained over 130,000 new players this week for a total of 382,000 MAU. King.com also developed Puzzle Saga, another match 3 game on the emerging list this week down at the number 12 position.

Football Life by 109studio debuted in late November of last year and has been slowly gaining a modest amount of traffic. In Football Life, you create a football (soccer) team and train rigorously for matches by spending energy through clicking on buttons to increase your attributes. Matches consist of a game played out in front of you which can be skipped, slowed down, or sped up, though it doesn’t appear a player can affect the outcome. The gameplay does not feel particularly unique or compelling, but Football Life gained 36% more players this week bringing the total MAU to 217,469.

Finally, a slew of RPGs and strategy games have made their way onto this week’s emerging list. Legacy of a Thousand Suns is an older title by 5th Planet with a rich narrative that we reviewed last year. Though we noted that it feels evolutionary in depth for a Facebook game, it topped out at 500,000 MAU. It’s now creeping back up the charts after what appears to be a marketing push earlier this month and is currently sitting at 378,000 MAU.

Digital Chocolate’s NanoStar Siege is now poised for a comeback after reaching a height of 1.2 million MAU in its primetime. It has dwindled down to a mere 274,000 MAU, but Digital Chocolate seem to be applying some resources to the game to bring life back to the title. Kabam’s Glory of Rome also a major increase in traffic this week. We reviewed this strategy game back in December.

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

Zabu Studios and Reiner Knizia Roll the Dice with Pickomino

Few members of any entertainment medium in the United States can boast of more than 500 published creations in their field; certainly no board or card game designer. Not so of Reiner Knizia, a household name in Germany and most of Europe. Dr. Knizia has been creating board and card games since he was a child. In 2008, he made the leap to interactive media when card game Lost Cities was published on XBLA. Original titles for the Nintendo DS and iPhone soon followed. With the release of Lost Cities in November of last year, Knizia entered the social game space. In early January, publisher Zabu Studios followed up with the release of one of Dr. Knizia’s fastest selling titles ever, Pickomino, and a promise of more to come.

Pickomino (known originally as Heck Meck) feels like a mash-up of Bunco, Yahtzee, and Farkle. Using eight 6-sided dice numbered one through five with the sixth side a dragon worth five points, the goal is to earn the most pearls. This is achieved by rolling the dice and earning 21 through 36 points; each score is represented on a tile. Pearls are earned for each tile, for doing so with as many dragons as possible, for completing scores in numerical order and so on. If a dragon is not rolled or the needed score is not achieved before all eight dice are used, the most valuable tile is removed.

The game is simple to learn, the UI clean and intuitive, visuals are pleasing, and the sound reinforces positive achievements.  There are three different modes: Classic – trying to roll for tiles worth 21 to 36 points; Random – six random tiles are placed in a bonus pile with the remaining ten that will be pull from as the player tries to clear five (the ten can be numbers 23-32); and a newly released Progressive mode that uses both fewer and greater quantities of dice, dice with greater numbers, lower and higher valued spectrums and vary the rules with each successive round.

As a dice game in and of itself, Pickomino is pleasing but not particularly outstanding. What Zabu Studios has done to integrate the title with its first release, Lost Cities, and its upcoming releases (all Knizia titles) is where this truly shines.

Like Lost Cities, at the end of each game, the player receives gems as a reward. There are four different gem colors, and three win options available: a chest with a red gem and one other, a chest with 2 to 3 gems, and a third with one to five gems. These gems can be used in wildly varying combinations to purchase power-ups in both Pickomino and Lost Cities. Additional energy to continue playing requires using Facebook Credits. As Zabu Studios and Knizia continue to publish, the gems will be available in Lost Cities, Pickomino, Ra, Take it Easy, Poseidon’s Realm, Buccaneer, Deck Buster Poker, and Tower Tycoon.

The mitigated risk behind the design is rather impressive. As proven titles that work well in single- as well as multi- player the risk of designing a bad game is very low; board/card/dice games require a far less rigorous development schedule and allow for greater polish; and in using the same designer to create a network of games with a shared currency, building a sticky player base is much simpler task. Zabu Studios could still fail, but I for one, would be surprised.

ISA 2011: The Future of Social Gaming, Key Questions for 2011 & The Emerging Media Landscape

Social gaming will be a mature billion-dollar industry in 2011, with more on offer for game players and more at stake for developers. What will social gaming’s continued growth mean for the future of relationships between platforms and developers? How do emerging market trends in 2011 affect media companies considering whether to build, buy, or license? Inside Social Apps InFocus 2011 tackled these questions along with others that included the distribution landscape for games, the potential for continued consolidation among developers, and the importance of brands.

Kristian Segerstrale, CEO & Co-Founder, Playfish (now part of EA), Peter Relan, Executive Chairman, CrowdStar, Vish Makhijani, SVP Business Operations, Zynga, and Rick Thompson, Co-founder, Playdom (now part of Disney) joined Inside Network’s Justin Smith to discuss social gaming’s key challenges this year. View the full panel below.

ISA 2011: The Future of Social Gaming, Key Questions for 2011 & The Emerging Media Landscape from Inside Network on Vimeo. To download an mp3 version of this talk, please email us at info (at) insidesocialapps (dot) com.

Other videos currently available:

Photos of the event are viewable on our Facebook Page.

New Hires in Social Gaming: Digital Chocolate, GSN, Loot Drop, & More

The hiring trend continues on strong in 2011. Last week, 11 social developers brought on new team members, and this time nine are making new hires, according to data from LinkedIn and correspondence from a few companies. All that said, most of the developers in question kept the total number if individuals hired to only a handful.

As for major hires, Kabam has announced a few in the form of Ted Simon and Jen Silverstein who come on board as the new vice president of brand marketing and communications and director of business intelligence 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.

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

GSN

  • Matthew Rockoff — Now a TV and digital sales planner for GSN, Rockoff was previously a media buyer for Johnson & Johnson at Universal McCann.

Kabam

  • Ted Simon — As noted already, Ted Simon joins Kabamas their new vice president of brand marketing and communications. Prior to this, he was VP of marketing for two previous consumer startups.
  • Jen Silverstein — The other major Kabam hire is Jen Silverstein, the new director of business intelligence. Before this, she was working in analytics at Google; most recently as group manager of quantitative modeling.
  • Heidi Perry — Perry joins Kabam this week as their newest executive producer. Before Kabam, she was vice president of product marketing at PlayFirst.

Loot Drop

  • Christopher Burke — Loot Drop filled us in on the hiring of Burke as a lead programmer. His prior experience comes working with mobile and gaming companies such as Motorola, Backbone, and Foundation Nine.
  • Steve Woita — Woita joins Loot Drop as a senior programmer this week. His experience stems from companies such as Apple, Atari, and Sega.

Nordeus

  • Shay Hugi — Hugi is now ”BizDev” at Nordeusthis week, according to LinkedIn data. Before this, Hugi was co-founder and CTO at MPT Systems.
  • Ivan Stanojevic — Nordeus also filled us in on the hiring of Stanojevic, their new software development engineer in testing.

Playdom

  • Jeannie Lee — Lee joins Playdom as an art lead and producer this week. Before this, Lee was a colorist and effects artist at Udon Comics.
  • Bernadette Cabada — Previously a front office coordinator at Option 1 Staffing, Cabada is now a recruiting coordinator for Playdom.

Playfish

  • Bonnie Ho — In an internal Playfish change, Ho moves from her role as an email marketing strategy consultant and email lead to manager of customer insights and research.
  • Adam Gutterman — Playfish hires a new producer with Gutterman. His prior experience stems from being a product marketing manager at Three Rings Design.

SoshiGames

  • Christopher Gilbert — First in a trio of new hires for SoshiGames, Gilbert joins the team as a technical manager. Prior to this, he was an online games programmer at Sumo Digital.
  • Lewis Roden — Previously a concept artist for exDream, Roden now fills the same role at SoshiGames.
  • Adam Russell — Russell joins SoshiGames as a social game designer. Before this, he was a QA tester at Realtime Worlds.

Zynga

  • Serena Lam — Now a producer for FarmVille at Zynga, Lam was previously an associate producer at Electronic Arts, Maxis.
  • Hope Pettway — Pettway joins Zynga as a producer as well. Before this, Pettway was an associate production manager for LucasArts.
  • Mahadad Ansari — Zynga gains a new Sr. producer with Ansari who was S/W Eng Sr. Prin. – content model team at L-3 Communications.
  • Matt Winalski — Previously the co-founder and chief creative officer at Portable Zoo, Winalski is now a senior art producer for Zynga.
  • August Guadamuz — Guadamuz joins Zynga as a customer service analyst. Prior to this he was a project manager at A&A Guadamuz Construction.

Designing Games with Massive Social Data

[Editor's note: This is a guest post by Brice Morrison, former CrowdStar designer and editor of The Game Prodigy, a new site for game designers.]

“No no, you don’t understand. Most players don’t even get to level 22. Most of them drop out before then. We need to release the feature earlier.”

“That’s not true! A lot of our players are at that level, which is why we need to focus on more gameplay at that stage.”

I can’t tell you how many design discussions I’ve been in during my career. Discussions over what players want, what is the best way to spend our engineering and art resources, and what the spirit of our game is. When working on consoles and retail PC titles, we only had only limited feedback available to make decisions. Playtests, surveys, and playing the game ourselves before it was on the shelf were really the only ways to back up claims. And once the discs were out the door, then it was all said and done.

With social games however, it is a much different world. On Facebook or MySpace, the launch of a game title is just the beginning. Today the amount of data that developers are able to mine and manipulate is massive. How many players are at each level today. How much money players spend on what items. How long they play, when they play, and what they all do when they’re playing. Whereas other platforms require developers to adopt a “set it and forget it” attitude towards their games, social games spew mountains of feedback to their developers from launch day, allowing them to tweak and improve their social games based on player behavior.

Developers who understand and know how to make use of this data will have incredible perception into the behavior of their players and a leg up over their competitors. Let’s look at some of the advantages that data mining can provide.

Better Researched Decisions

For years, “classically trained” game designers in the industry have relied on their gut instincts to make decisions as to what players want. Much of this was based on intuition, imagining that yes, of course players would enjoy attacking other spaceships more than building and upgrading their own. Or a whiteboard discussion revolving around how long an average session is – a few minutes, for an hour, or for hours at a time. Or maybe an argument about player’s play styles – do they prefer to level up in order to improve stats, or do they like to spend money on items?

In the past, discussions and arguments like this are usually resolved by whichever designer can make the best points and steer the conversation towards their personal conclusion. While this approach is often effective if the development team is a talented one, it is often faulty and can produce decisions that don’t reflect player’s actual behavior.

By being able to pull live data from a game, arguments like this can be resolved almost instantly. In the middle of a shouting match on whether or not players like to upgrade their buildings every time they log in, someone can say, “Hey, guys, I looked it up, and yes, actually players level 1-30 upgrade 4 buildings on average every time they log in.” Everyone nods their head, makes the decision, and moves on. Or in a heated discussion of whether or not players need to be given more money in the game, someone can say, “Hey everyone, here is a graph showing the amounts of soft currency that people have right now. You can see that actually, most players have three times too much.” Income is slashed, expensive items are put on the market, and the job is done.

Sometimes knowing a key stat is just what the doctor ordered. By filling in the blanks as to what players are actually doing (not just what it seems like they’re doing), developers can learn to back up their decisions with data.

Experimenting

One of the best capabilities of data and instant user feedback is the ability it gives social game designers to experiment. There are often many options for the next feature that could be implemented in a game, and the right choice as to which will lift DAU, increase monetization, or improve retention to the greatest degree is not always clear.

By being able to get feedback quickly, developers can see how players react and change, tweak, or can the feature in no time flat. Releasing a new upgrade system that will give an advantage to paying users? No problem, let’s try it out on a few, watch them, and see how it affects their games. Wondering whether the unicorn fountain would sell better as a constructable viral item or a Facebook Credit purchase? Do an A/B test and look at the results tomorrow. Designing an experiment, putting it out into the wild, and then looking at the results is the best way to rapidly develop a hit title.

Experimenting is especially important in social games, where many of the designs that are now standard in the industry didn’t even exist several years ago. As Facebook and other social platforms have exploded in popularity, new designs needed to be created, tested, and discarded in darwinian fashion in order for companies to succeed. Without being able to look at the numbers quickly and decide what is and isn’t working, it would have been unlikely that the industry would have matured as quickly as it has.

Optimizing Where It Counts

Few game platforms have the luxury of being able to tweak their game to perfection. Sometimes just a few simple tweaks, a few numbers changed, or a few tuning values moved is all it takes to go from an also-ran to a blockbuster hit. There are so many numbers in social games that it can be overwhelming: the amount of XP to get to level 5. The amount of daily income that players receive at level 3. The cost of the in-game car. The exchange rate of 200 coins to Facebook Credits. It can be intimidating to realize that setting those numbers to 120, 17, 700 and 10 could result in $100 in revenue, while setting them to 115, 12, 900 and 12 could result in 10x that amount for your company.

Luckily, by being able to tweak different numbers endlessly and monitor the results, social game developers are able to optimize the tuning of their game until it’s nearly perfect. If players are making too little money, then the developer can just tick up their income a bit and see the results. If players are going too slowly, then they can increase the XP given or give out a bonus to see the effects. Watching these metrics and measuring them against the lifetime value indicators for players is one of the primary uses of massive data.

While these are all wonderful advantages to being able to mine massive data from players in real time, there are also many dangerous pitfalls. Teams who are suddenly blessed with being able to look at their players activity in detail without the experience of how to handle it can run into trouble. Let’s look at some of the common missteps that data can cause for social game teams.

Data Paralysis

Data is great for helping social game developers to make optimizations. However, game development isn’t just about making small optimizations. Sometimes for games that are doing mediocre or downright poorly, what’s really needed is a large new feature, a fundamental design change, or a reboot that better captures the essence of the game.

For example, let’s say we know that players consistently log in to get money from their city buildings twice a day, but we also see that the city building gameplay is causing long term problems, such as players becoming fatigued, racking up huge amounts of currency, or dropping out. This puts us in a tough spot: the right thing to do is to remove the feature from the game and try something else. But then what if they just stop logging in altogether? We have the data, and the data is telling us that is a bad idea. The downside is clear; the upside is fuzzy.

Changes like this aren’t easily quantified. But if DAU or ARPU are dropping like a rock, then something needs to be done. In cases like these, dependency on data can lead to paralysis, with designers not knowing what to do either way. They are able to easily quantify the problem but not the solution.

In cases like these the remedy is to use other traditional tools of the game development trade. It’s important to have someone on the team with a strong vision, an understanding of what players want backed up by playtests, surveys, and focus groups, and the leadership capabilities to lead the team into unknown territory. By not being completely dependent on data to make decisions, experienced developers will understand that sometimes the numbers aren’t there to help make the decision, but a decision will still need to be made. Having a robust system beyond data for making the best decision can help keep the team going.

Vanity Metrics

In social games, there is such a thing as too much information. When the numbers are something that you care about, then everyone likes looking at a graph. Any graph. A graph showing how many cultural exchanges players lost versus the week before. A graph showing the trend of raspberries farmed on average by level 55 players. A graph that shows the percentage increase of 25+ day users who built a chop shop week over week.

Ok, that sounds interesting, but what can we do with that? Does any of that actually matter? Does knowing it actually increase our bottom line, our DAU, or our players’ lifetime value?

Graphs are pretty, they make you feel like you know something, and they give you a concrete number to hold onto, giving the impression that you know and understand your game very well. However, not all numbers, graphs, or tables are actionable. I like to call these “vanity metrics”. They’re cool to have, and developers are willing to spend enormous amounts of time mining, producing, and debating them, but they don’t provide truly useful action items.

A good test for whether something is a vanity metric is for developers to ask themselves this question: if this number was radically different, would we act any differently? If the answer is no, then the data is useless and focus should be shifted to more important matters.

Vanity metrics are dangerous for two reasons. One, by spending time analyzing data that is actually useless, it takes away from time that could be spent developing features or improving the business. Second, by constantly sinking time into numbers that don’t matter, teams may begin to lose faith in data all together, eventually missing out on the metrics that do matter.

So when going to mine massive amounts of data, teams need to make sure that they know what they would do with the data first. Drowning in numbers is no way to improve your decision making.

Another Tool in the Toolbelt

Being able to pull instant data from games is a wonderful tool for developers to have in their belts. Flying blind may have worked in the past, but today the bar is higher than ever before, and if a game is designed or tuned poorly, there are plenty of high-quality competitors to flee to, competitors who have studied player behavior and chiseled the experience for maximum enjoyment. It’s important to remember that massive data on player behavior is a supplement to good design practices, not a replacement. But when used well, data can give invaluable insights into a company’s players and game.

A game designer who has worked at EA and CrowdStar, Brice Morrison is the editor of game design website The Game Prodigy and has been with teams for major titles like The Sims 3, Happy Aquarium, and It Girl. You can find more resources on game design from Brice and other industry designers at http://thegameprodigy.com/.

Redundancy Squelches Potential in Knight’s Quest on Facebook

Knight's QuestMost games nowadays try to take on a sleek and modern look, but there’s nothing wrong with taking the classic approach. There’s a level of nostalgia to be had with the classic, Super Nintendo style, but when such is the case, the game play must work significantly harder to make up for it. Well, a small London-based outfit by the name of Utinni is attempting to do so with a new title by the name of Knight’s Quest.

An isometric, role-playing-hack-and-slash game players travel about a town granted to them in search of quests. Comprised of basic “fetch quests” the game leaves the user disappointed with the level of repetitiveness and the sheer lack of reason behind doing them. With quests dull in their own right, the key issue is the tremendous amount of untapped potential in the sense that players own an entire town yet do nothing with it.

Players take the role of an unnamed knight that has returned to their home and taken the leadership role no one has wanted since the death of the previous town leader. From here, players move about a grid-based world, speaking with non-player characters to accept, what appears to be, randomly generated quests that take them down to the caves below.

CavesIt’s actually one of the highlights to Knight’s Quest, in that each time the user accepts a new quest (and only one can be done at a time), the dialogue and the cave is all procedurally generated, meaning that it is technically different. Well, different in terms of layout. For the most part, the look is still identical and the objectives consist of mundane tasks such as “kill this” or “find that.” Even the threats within the caves don’t feel all that threatening.

Thus far, we’ve encountered nothing but spiders, and as enemies attack, combat consists of clicking on them. Furthermore, of the three character classes to pick from (warrior, wizard, or thief), none feel distinctly different. Then again, the experience grew tiresome after a short while, and that may change at higher levels. It is also worth noting that, yes, eventually players do visit new areas beyond caves, but by then, the redundancy has taken its full effect. That’s simply because there just isn’t anything to do in the quests that is all that much fun, and these obviously make up the core mechanic of the game.

This is actually where Knight’s Quest appears to miss its potential as a social game. Users own an entire town! Yes, virtual spaces are common, but they’re common because players enjoy being creative. Furthermore, if you’re worried about being cliché, then adapt the system to do things in new and more interesting ways. Players like creative tools, and repetitive action can be mitigated by those tools (simply look at the Minecraft phenomena). Such is not the case here, as even all the gold found doing quests does absolutely nothing for this wasted town space.

StoreIn fact, all the items that one can purchase in the game’s store consists of weapons, potions, and a single shield. This will likely change as one levels up enough, but currently, all items available are listed on a single page. There are no other categories. Essentially, this means that the whole purpose for doing these simple quests, is to buy slightly better equipment and make them even easier.

The only other significant element that could give users motivation is a basic leaderboard system in which players can try to make more gold than others or try to have a more successful village (there is also an achievement system).

This marks yet another untapped mechanic. Extra monetary revenue for the player comes from friends. Each village in the house can contain one friend (though, as a side-note, the prompt to invite never showed up for us). As they move into the village, 10% of everything they earn for their character goes to the user in the form of taxes. Of course, that is not actually taken from the taxed player. Still, with the only things to buy being weapons and potions, the point becomes rather moot.

In the end, Knight’s Quest has a lot of moments in which we can see potential for something very interesting, but falls significantly short of that hope. Centered around quests that are “technically” different, each one takes users to the same place, to engage in the same dull combat, to complete the same basic objectives. If quests are the core of the game, they need to be more fun, as does the combat system. That said, if there were more of a more collection element to them or a way to let players be creative with their town, then more users may be more forgiving with the redundancy.

Highlights This Week from the Inside Network Job Board: Ubisoft, Gaia, Meteor Games, & 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, Gaia Interactive, Meteor Games, Games Cafe, and Digital Chocolate.

Listings on the Inside Network Job Board are distributed to readers of Inside Facebook and Inside Social Games through regular posts and widgets on the sites. That way, you can be sure that your open positions are being seen by the leading developers, product managers, marketers, designers, and executives in the Facebook Platform and social gaming industry today.

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