Following MySpace Traffic Falls, Some Top Developers Shut Down Games

Since late 2008, we’ve been tracking the top 25 games, or at least game-like apps, each month for the MySpace platform (at least as well as we could, given that MySpace only shares total install numbers). MySpace has never shown the amount of growth that Facebook has, but still offered a good audience for some games. Nevertheless, overall traffic declines on the site, as well as massive layoffs at the company, and plans for a sale have collectively cooled developer interest. And recently, a number of them have shut down titles on MySpace, mainly to focus resources on Facebook, from what we’ve seen.

Thus far, developers Playdom, RockYou, and Zynga have all shut down applications (although there may be more, let us know in the comments). Of the three, Zynga has shut down the least, while RockYou has pulled all of its top titles out completely. As it stands, most of the largest remaining apps consist of lighter games that are generally the simpler style of game from yesteryear, such as text-based role-playing games, and basic sharing/gifting types of apps that allow friends to interact with one another in fun, game-like ways.

Here’s a quick breakdown of top titles that have gone in recent months.

OverdrivePlaydom

Playdom was the second most dominant developer with seven titles within the most recent Top 25 by installs list. Now, however, it is even with BitRhymes, with five apps on the list, having shut down two of its role-playing games, Overdrive and Bloodlines. Both were text-based RPGs.

As it stands, Playdom is still keeping its top Mobsters game, Sorority Life, and WSOP Poker up and running. In addition to these, the merely game-like apps Bumper Stickers and Own Your Friends are still in service as well.

Overdrive — Though the game still appears in the app gallery on MySpace, it was noted to us that the game was, in fact, discontinued. As such, the exact shut down date is unknown, but the racing RPG’s user numbers, as of our last reporting on the 1st of March, tallied 2,709,540 and came in at #17 on our list.

Bloodlines – The vampire RPG, Bloodlines, has also shut down, and likely around the same time as Overdrive. It’s last noted numbers (also from the 1st), were 2,000,332 total users. It was #19 on our Top 25 list.

RockYou PetsRockYou

RockYou was the first major developer to drop out of MySpace. As it stands, every one of the top RockYou titles have been removed completely (meaning they no longer even appear in the app gallery). Likely the removal was due to both the decline of the platform and significant layoffs back in October. In total, the four top titles from the developer are now gone.

Truth Box – A game-like application that allowed for more fun social interaction between friends, its last recorded numbers, from December, were at 7,845,445 total users and was #7 in the top 25 MySpace games. We noted its disappearance in January

RockYou Pets — Formerly #10 on our lists, the virtual pet game of RockYou Pets also disappeared at the same time as Truth Box. Its user count, from December, was 6,063,043.

SuperHug! – Another game-like social interaction app, this time at #14, was SuperHug!. Along with the prior two, this app was gone come January, with the prior month’s user numbers equaling 4,454,609.

Speed Racing – A month later, racing RPG, Speed Racing bit the dust. Before its departure it was #19 and hosted 2,595,852 total users. The numbers were reported in January.

Street RacingZynga

Surprisingly enough, Zynga has not shut down as many MySpace titles as one might expect, considering past Facebook game shut downs. Thus far, it has only noticeably shut down its racing RPG, Street Racing. Like the Playdom apps, it still appears in the app gallery, despite being discontinued several months ago.

Zynga still hosts seven games within the top 25 MySpace games list including Mafia Wars, YoVille, Zynga Poker, Vampires, Fashion Wars, Special Forces, and Friend Factory.

Street Racing – Shut down at the end of November, the racing role-player actually still saw visitors for some time. Before we stopped tracking it, the game was still #11 on the list (despite having been shut down), with a total user count of 4,634,151 as of January. Note that the game also was shut down on Facebook.

How Long Will the Greenfield Days of Mobile Apps Last?

Last week, I was in the strange position of being in Berlin instead of San Francisco’s GDC where all the industry bigwigs were. But luckily, it turned out that the top paid iPhone app and the top free iPad one were by two different rookie developers from Germany.

I met one of them — Berlin-based Chrome Gekko, which is made of two brothers, a sister and a Polish guy. Long story short: they met because of a washing machine and they had the best-selling free iPad app in nearly 40 countries last week. Before creating their apps, Bowmaster for iPhone and later for the iPad, they had never made a game before. They were really quite charming and genuine. Unlike the conversations I have with larger developers, they didn’t — or didn’t know how to — throw around more monetization acronyms than can be counted on ten fingers.

It was bittersweet in a way, because I hope they’re not part of a vanishing constituency at the top of the iOS charts.

When you look at it from afar, Apple’s platform sits at a fascinating nexus within the gaming industry. It attracts top-flight developers hailing from the video game world, social gaming companies that dominate on Facebook and publicly-traded companies like Glu Mobile, which arrived with a pre-iOS wave of mobile gaming startups.

> Continue reading on Inside Mobile Apps.

Monopoly, Mafias, and Sororities Lead This Week’s List of Fastest-Growing Facebook Games by DAU

Daily active users is one of the more indicative metrics to measure a game by as it gives a more accurate depiction of what kind of activity a game is seeing than monthly users or other ways of looking at total traffic. While short-term DAU gains can be a result of ad spends, a game that shows a substantial increase in daily traffic over a longer period of time is one with higher engagement and revenue.

This week’s list is dominated by Monopoly Millionaires, which showed a massive 145% increase this week with over 315,000 new players in just one week. According to AppData, our historical metrics platform for tracking the top games on Facebook, EA’s new game is not only bringing in players but also holding on to around 25% of their monthly players each day. This retention number is likely to decrease as is generally the case with maturing Facebook games, but Monopoly Millionaire is making a fast start out of the gate.

Top Gainers This Week – Games

Name DAU Gain Gain,%
1. Monopoly Millionaires 535,313 +316,874 +145%
2. Daily Horoscope 602,675 +201,059 +50%
3. Galaxy Online II – Most Competitive Strategy Game 137,990 +137,852 +99,893%
4. Mafia Wars Game 2,323,704 +104,345 +5%
5. Zuma Blitz 1,109,259 +90,321 +9%
6. Gowalla 113,458 +85,468 +305%
7. Dragons of Atlantis 324,214 +66,967 +26%
8. Sorority Life 362,902 +62,878 +21%
9. Birthday Cards 438,278 +62,287 +17%
10. 小小戰爭 748,206 +43,097 +6%
11. Salon Street 140,758 +42,029 +43%
12. My Shops 227,174 +41,109 +22%
13. Spot The Difference 63,971 +38,490 +151%
14. Slotomania – Slot Machines 208,346 +36,847 +21%
15. 開心農場 1,102,873 +34,696 +3%
16. 無限德州撲克 174,529 +33,552 +24%
17. DoubleDown Casino 302,945 +32,153 +12%
18. แฮปปี้ฟาร์ม ๓ 45,419 +29,085 +178%
19. Okey Plus 41,230 +27,982 +211%
20. PyramidVille 201,568 +26,842 +15%

Galaxy Online II is a new sci-fi themed strategy game by IGG, developers of GodsWar Online. Launched just over a week ago and gaining players quickly, Galaxy Online II is most reminiscent of the wave of Evony-inspired strategy clones such as Kingdoms of Camelot and Dragons of Atlantis. Using very archaic-looking UI and virtually no introductory tutorial to familiarize players with the game, Galaxy Online II starts players out with a series of quests to build a protective city. Players have a 72 hour time period in which they cannot be attacked to give them time to fortify their city. Resources must be collected in order to build buildings and continue to research new skills. The game has many elements that are generally seen in traditional games such as multiplayer chat, friending system, auction system/player trading, mail, and  inventory. It all feels over-complicated and under-explained, but in 7 days Galaxy Online II is already at 138,000 DAU.

Playdom’s Sorority Life is an ancient hit in Facebook terms, having launched in August of 2009. This women-centric game still has 1.7 million MAU and continues to be one of Playdom’s more successful titles despite showing its age. This week, a wave of traffic has been headed towards the game’s new Rio expansion (it gives players the option to study abroad in Rio de Janeiro). Titles that have been around quite a while often see dips in their traffic during lulls between feature releases, and Sorority Life is a content heavy game requiring new quests and outfits to keep players interested.

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

Interview: Majesco’s Jesse Sutton and Matt McEnerney on Parking Wars 2 and Facebook

Publisher Majesco Entertainment’s first foray into the world of social gaming was with Cooking Mama launched in January of this year. With the announcement of Parking Wars 2 to be launched in May of 2011, we caught up with CEO Jesse Sutton on Majesco’s direction in the social gaming space, and with Producer Matt McEnerney on Parking Wars 2. The game was developed together with Area/Code, the New York developer recently acquired by Zynga, who created and self-published the first Parking Wars.

Inside Social Games: What’s Majesco’s take on Facebook and the future of social gaming?

Jesse Sutton: Facebook is really where social gaming started. If you can launch and monetize a game successfully on Facebook, it is your recipe for success. From there you can bring your game to all other platforms. The advantage of the Facebook platform is how quickly we can learn from our players through feedback and analytics. From there we balance the game and iterate.

Inside Social Games: How do you cut through all the noise that’s on Facebook and the number of similar games on it?

Jesse Sutton: As platforms mature, like you say, there is a lot of chatter on the market. As far as Majesco is concerned, it’s all about the brands. We took one of our top titles to the Facebook platform. Without any marketing, Cooking Mama went viral to 800,000 monthly users. We had not expected it to blossom quite that quickly without any advertising, and showed us what brands could do.

Parking Wars was a little game that Area/Code created in partnership with A&E (and self-published on Facebook) as a marketing tool for the TV show prior to its launch and it topped 500,000 monthly users at its peak. The game works well as a viral loop to bring players to the show and back to Facebook. After three years and the experience under our belt, we went to A&E and proposed Parking Wars 2, and I’ll let Matt here tell you more about the game.

Matt McEnerney: The core mechanic in Parking Wars 2 is the same as the original game and the show. It’s about parking and ticketing. You park your car or cars on your friends’ streets and ticket your friends’ cars when they are over parked or parked illegally on yours. We’ve taken the same core mechanic and added more depth. The player will be able to customize their streets and cars. We’ve got a whole new catalog of cars and we have plans for daily and weekly challenges and leader boards. We’ve also got a special bonus planned if you played the first game.

Inside Social Games: Why are Facebook games successful and what do you think makes some Facebook games more successful than others?

Jesse Sutton: It’s the social dynamics that these games inherently have. They are also free to play, micro-transaction and ad-based so most of the game is free. The simple and addictive game play mechanics is the well known “secret sauce” but the utility features such as filtering your friends list so that you know which friends are already playing the game also count for a lot. Further, evergreen brands also have long term viability and relevance. In Cooking Mama, we extended the brand to gardening and crafting in the DS and Wii versions.

Inside Social Games: There is criticism about Facebook games requiring you to “friend” many other players or spamming your friends list. Does Parking Wars 2 resemble this remark?

Matt McEnerney: You won’t need a hundred friends all playing Parking Wars 2 to advance in the game. Yes, it’s about parking on your friends streets, but we’ve brought a little more of the empire building aspect into Parking Wars 2 with the cars and street customization, and will have more features that capitalize on the social aspect of the game. For example, a player will be able to move a friend’s car if it’s in danger of getting ticketed, and a player can place surveillance cameras to send them email messages if a car is parked illegally on their streets. There are also AI “friends” for Parking Wars 2 to help players who don’t have many friends playing the game and who would rather not befriend strangers.

Inside Social Games: To close, what is Majesco’s plans in social gaming world?

Jesse Sutton: One of the unique aspects of Majesco is that we are developers as well as publishers. We are one of the few publicly traded companies that are involved in the publishing of social games. Our strategy is to create games that are platform agnostic, demographically focused, brand focused and our goal for social games to make the top twenty list of Facebook publishers this year.

Can Dragon Age Legends Hook Core Gamers With Console Tie-Ins?

Dragon Age LegendsBioWare and Electronic Arts have launched Dragon Age II today for core consoles and PC. To go along with the release of the epic role-playing game, purchasers of the title can gain access to the closed beta version of Dragon Age Legends, on Facebook, from EA2D. Once in, users that play far enough into the game will be able to unlock items accessible through the Xbox 360, PlayStation 3, or PC versions.

While we’ll have a full review of the game coming later, this is one of the key points of interest to the game as it has been dubbed a “Facebook game for people who hate Facebook games.”

Using their EA account information, users that log into Dragon Age Legends will have their accomplishments on Facebook linked to that of Dragon Age II. As they progress through the Facebook app, they will unlock up to five (at least only five are displayed initially) powerful items, that look to be equipable rings, charms, and other such items, for use in the core counterpart, as pictured below. Moreover, each item is unlocked by completing specific quests deeper within Legends. A tooltip noting the quest requirements is available for all but the last item: Dura’s Blue Flame.

Account UnlocksIt’s an interesting incentive, but not one that hasn’t been done before. Fall of last year, Ubisoft did a number of tie-ins for some of its major franchises, such as Assassin’s Creed with Project Legacy, but the level of implementation was limited. Moreover, this title, and others, have often been more of a marketing catalyst for the primary console game. At best, they weren’t very social (like Project Legacy, which in turn, led to low user numbers), and others were simply laughable.

However, the key difference now is that Legends is both highly social, and a decent game in its own right. The idea, it seems, is to utilize the implementation of unlockable items in the main game to attract core gamers to the Facebook app, and use the app’s quality of it to hook them.

It’s a good idea, but still a tall order. Many core gamers, especially players of BioWare games, are extrodinarily enthralled by deep role-playing game play and epic storylines. Even as a good social game, these appetites may not be sated within Legends.

This raises the concern as to whether or not this hook will be measurably effective. With BioWare games being highly replayable, quality items that can be reused time and time again is a huge plus, but how they compare to other items in the console game will be the big question. Moreover, once a Facebook player has unlocked these, will they continue to play? As noted, Legends is a much bigger effort that previous core franchisetie-ins, and hosts a convenient HTML5 mobile companion for minor game play elements, so this is also very possible.

Despite the questions hovering about, Dragon Age Legends, in its closed beta state, still earns over 106,000 monthly active users and has continually grown over the past month. Now, with purchasers of Dragon Age II able to access it, that will likely grow further. As it seems, the plan is to attract core gamers with the promise of quality items, and hook them with quality social game play. In theory, this has potential, but only time will say for sure.

The Red Ocean of Social Games

[Editor's note: How can social game developers create unique new products? In the first of a two part series below, guest author Tadhg Kelly discusses how the social gaming industry fits into the "red ocean/blue ocean" business framework -- basically, why social games are so often copies of each other and what developers can do differently in order to succeed. He covers the red ocean aspects below, and will get into the blue ocean part in a follow-up post.]

I was inspired to write this article by Blue Ocean Strategy. In the book, authors W. Chan Kim and Renee Mauborgne explore methods that companies can use to understand how everything that their competition is doing falls into well-defined types, and then create completely new ways to overcome them and consequently new markets.

Most companies, they contend, are locked into competition with each other in the red ocean (i.e. bloody) side of the economy. This means that most of the time they are trying to compete along well-understood existing lines, and that the results of this kind of competition are angry and merciless. In studying red ocean companies, they observe how they all tend to study competitors’ tactics and then emulate or attempt to differentiate themselves. Such tactics seem to be the main way that red ocean companies think and act, as though they are at war, and this leads to a lot of very similar products created, marketed and sold in much the same way.

One particularly effective example that the book cites is the US wine industry: Wine is sold along two lines, premium and budget, and all of the participants in the market tend to compete using the same factors. Premium wine makers talk about heritage, complexity of taste and image. Budget wines also use image, but they talk less about complexity of taste and more about price. While each wine works hard to differentiate itself, Blue Ocean Strategy argues that most of it tries to differentiate itself in the same way. Wine X has 12% more medals than Wine Y, while Wine A has 50 years more heritage than Wine B.

The authors produce a diagram to illustrate the strategic profile of the wine industry, called a Strategy Canvas. The horizontal axis shows the various factors, whereas the vertical reflects the offering level for buyers (meaning the amount invested by the winemakers in the factor, or the price to the buyer).

Their wine canvas looks something like this:

The book’s conclusion about red ocean markets is that they are a result of focusing on competition for existing customers, or existing types of customer. Red ocean companies offer better solutions for existing problems rather than alternatives solutions for new problems, so wine makers try to win medals and plaudits for the complexity of their product in order to win existing customers away from their competitors. Their customers, consequently, are educated enough in wine to look for more and better of those traits, and wine makers by and large ignore non customers entirely.

Facebook Games

I think that Facebook game developers find themselves in a newly red ocean. While it was blue in all directions a few years ago, increasingly it has become dominated by key factors and competition that are analogous to the wine industry. It may not be blood red yet, but it is certainly a reddish purple.

There are a lot of games from a lot of developers, some heavy hitters, one huge hitter in particular (Zynga). While many of the smaller developers (championed by Inside Social Games and others) certainly have grown to interesting audience sizes, the top of the end of the market outside Zynga has actually been declining for a while, with no obvious new competitor to shake things up. The Facebook market seems to reward financial muscle more than anything else in terms of raw marketing and distribution power.

Yet at the same time even the smallest developers are competing along much the same lines as the big boys. Like small wine makers talking up their own heritage and complexity, smaller Facebook developers commonly make games that are very similar to those of their larger brethren.

99% of the developers in the market are convinced that they are hunting after the same customer, and most of the successes are happening purely because the tide is still rising. Facebook itself is still growing, so in those conditions many clone games will still do well. A rising tide may raise all ships, but the problem with high tides is that they do eventually peak, leaving many boats stranded on the rocks.

Most of the games in the Facebook ocean are virtually identical as a product category. They look identical, are marketed the same way and try to engage the player in the same sort of relationship. They are also branded very similarly. Like wine, they seem to be trying to differentiate in the same way.

If true, then that would mean that Facebook games are also competing along well defined lines. So what would the lines be on the Facebook canvas, and what would the corresponding factors for those lines be?

Types of Games and Apps on Facebook

Broadly speaking, I think Facebook games fall into three easily-understood lines:

* Social apps
* Casual games
* Extended games

Social apps can achieve very high MAU for short periods of time, but even at their height they rarely see more than 5% DAU/MAU engagement from users. Early social apps featuring a single quiz or a top-movies list have long since given way to aggregator applications that allow users to create their own content. Aggregator applications are much more sustainable than their forebearers, but still pretty un-engaging on a DAU/MAU basis. They primarily monetize through advertising or cross-promotional activities.

Casual games are games which are meant to serve as single-play experiences. They may retain high scores, but their focus is largely based on skill. Bejewelled Blitz, Texas Hold’Em or the variety of games offered by Mindjolt are all in the casual ballpark. They monetise with a combination of virtual goods for things like chips, play bonuses or advertising for the game aggregators.

Extended games are the farm, mafia, city and pet simulators. They are the largely time management games that encourage players to creatively invest in them, but also meter play out to encourage virtual economy participation. Most of the very successful games on Facebook are extended games, mostly because they invite a considerable quantity of daily visits and just-checking-in behaviour. Early versions of this kind of game were PHP-built role-playing games, but in the last 24 months they have moved over into isometric sim games instead. This category also includes sports sims like Bola and FIFA Superstars.

Factors

So if those are the strategic lines, then perhaps these are the factors:

Virality: Social games, goes the conventional wisdom, are built on virality. What this pretty much means is that they are hooked into the Facebook graph, and they use whatever free marketing channels are available to publish, notify, email or otherwise message new and existing users on a constant basis. This makes virality a high priority for all social applications, and virtually every game on Facebook prompts its users to Publish at least once every 5 minutes, usually to announce a high score or ask for help.

Gameplay: Casual games use skill-based gameplay the most, social apps the least, and extended games are somewhere toward the bottom of the middle. What’s interesting within these three categories is how similar the gameplay is. Casual games will typically have a minutes-length gameplay with tight actions and dynamics (Poker may count as a bit of an exception here). Extended games are entirely based on timed activities such as spending energy, acquiring levels and completing gated tasks, requiring neither strategy nor skill. And social apps may have a simple test (like a quiz) with the objective of creating a socially relevant viral publishing action. There really are very few games outside those types.

Character: Facebook games are almost universally friendly. There is no bad language, no violent imagery, and a surfeit of cute characters. They generally have no dark side, nor much of a sense of humour. Both are unusual traits in comparison to many other kinds of video game but may well make sense given the tone of the site itself and the international nature of its audience. Certainly in comparison to many other kinds of game, the character of social games could at best be described as mainstream, or at worst bland. Regardless, it doesn’t seem to be of high concern to most of the existing players in the market.

Play Area: All Facebook games operate within a constricted page of 760 pixels width, and most are between 600 and 700 pixels tall. Most social apps are built with standard Facebook API components, while games are built in Flash. There are a very large number of commonalities across games, including isometric landscapes, social friend bars, lower action bars, right-side high scores tables, upper bar level and energy meters, and purely mouse-driven controls. Very few games (if indeed any) make innovative use of the play area, however, with games simply squashed in to the available space.

Financial Model: There are, broadly speaking, three distinctive business models in social games: Advertising (which is low value), Power-ups (medium) and Property (high). Social apps focus on the former, casual games on power-ups with some property, and extended games on property with some power-ups. Financial innovations were a big feature of why social games took off in the first place, and considerable investment is made by many companies in making sure that they are on top of their e-commercial activities

Branding: The game concepts in Facebook are generally describable by their names (in what the British call Ronseal marketing), and require the audience to understand nothing beyond that to immediately grasp the game idea. Level of recognition is based more on visibility than through marketing stories. More typical game branding (celebrities, licenses, movies and TV shows) are mostly not effective, yet at the same time the brands that have come through from Facebook are largely not well regarded nor sought after. FarmVille is probably still the most famous social game by brand, but it’s not exactly loved.

Advertising: Most companies (thought not all) take advantage of as many advertising channels as possible. Given the nature of the Facebook advertising space, advertisements tend to have to be immediate and blunt, with a variation of a Come Play Now message. Advertising content tends not to be too broad in terms of tone. Extended games tend to feature more heavily in advertising than any other, most probably because they can afford it with their revenue model.

Cross Promotion: Nearly every Facebook application cross-promotes. Cross promotion is conventionally held to be the best way to create visibility within the platform because of the positioning and the largely visual content. Big developers learned to cross-promote early, while later or smaller developers use Applifier or Appstrip to cross promote among one another. The positioning and type of cross promotion in all Facebook games is virtually identical, consisting of a long strip across the top of the game (this makes sense because of the width restrictions) showing 5 or 6 icons of other games. Social apps’ primary purpose is arguably to cross promote into other games, while extended games have used tactics to encourage audiences to move from one game to another. Casual games cross-promote, but feel like they don’t entirely want to send users away.

Reward-Drivers: Social apps have almost no real reward drivers, which is why their retention is generally very low. Casual games tend to make rewards all around skill, which is a compelling way for many players to pass some time, but has its limits as most players will reach their maximum mastery with most casual games early unless the game has a particularly good game dynamic. Weekly high scores competitions and special upgrades help. Extended games, on the other hand, use time as a factor to make players wait, obliging them to keep returning to tend their gardens, kill mob bosses or perhaps acquire more energy to do more of the same. It’s very clever, but also copied by many games in an identical fashion to the point that energy-and-levels are regarded as de-facto parts of making social game retention work.

The result is something like this:

Why Has the Red Ocean Developed?

While Facebook developers may talk a good game about using metrics to validate users and develop minimum viable products, the reality is – like most businesses – they tend to just copy each other. It’s simply faster and cheaper for companies to ape each others’ products where possible because successful standard bearers take all the risk, while more risk averse investors simply hang back and wait to see what’s a proven idea or not. We see this all time in technology, from tablets to netbooks, and also in games.

Conventional wisdom forms around the leaders in the market, and the choices that they make become baked in regardless of whether they actually are a good idea or not, nor whether later metrics then tell the developers that the idea doesn’t actually work. Red oceans develop because companies become convinced that their job is to compete along existing lines and for existing customers, so the market tends to calcify around certain ‘known knowns’ because it makes the business easier to understand.

In social games, my favourite example of this is the use of isometric perspectives. Since Restaurant City and Farm Town, almost all extended games from FarmVille to Crime City have incorporated isometric perspectives to give a sense of three dimensionality to their games. But if you stop and look at some of the more silly examples, such as Monopoly Millionaires, it simply makes no sense from a user perspective.

The Facebook environment is the most constricted in terms of screen real estate, and the most competitive in terms of distracting content around a game. And yet these developers go ahead making isometric games in which the players cannot see any meaningful amount of game real estate. Why? Because that’s just what everyone does, so there must be some reason to do it that way. Right?

In the real world of course, nobody knows. And that’s where Blue Ocean thinking first begins.

Tadhg Kelly is the author of a challenging book about, as he describes it, “Reclaiming games as an art, craft and industry on its own terms”, entitled What Games Are. The blog for the book is whatgamesare.com. You can also follow his tweets on Twitter (@tiedtiger).

DDTank: A Worms-Style Facebook-Integrated MMOG

DDTankFacebook-integrated massively multiplayer online games have been done before –titles like City of Eternals have made use of the social network as a sort of portal leading to a stand-alone site. Such is the case with an app by the name of DDTank. On our emerging list a few weeks ago, the game currently garners only around 300,000 monthly active users. Nonetheless, both this number, and its daily active users (around 46,000) continue to grow at a steady pace.

Developed by 7th Road, DDTank is almost like a massively multiplayer rendition of or the classic Worms franchise. Sounds interesting, yes, but the game has a number of shortcomings, only somewhat made up for by its visual style and the addition of MMO-style features, such as equipment.

Planted in the middle of a very chibi-anime-style of world, players are immediately engaged in a basic tutorial. Unlike other MMOGs, DDTank doesn’t have users milling about an entire world, but blasting opponents with a rocket launcher within isolated matches. The basic idea of the game is to join matches and beat other players in a Worms-style bout.

ItemsTaking turns, players move about a destructible terrain and lob shots at each other using similar physics to the predecessor. With each shot, players must take into consideration elements such as wind, angle, and firing power, with the winner taking home the most experience. Even when losing, however, players are able to choose from a deck of overturned cards with each containing a random amount of coin.

With each battle, varying numbers of people can join, depending on how many the game creator allows, but in context, the MMO aspect of the game feels somewhat lost. Regardless, it can be amusing to play as players make use of various special abilities to do extra damage, fire more shots, or even fire more missiles. Unfortunately, the resource that governs these abilities is a bit vague, so it’s hard to determine what limits it uses (usually we can only combine two, but have seen other players use more).

It’s part of the natural growth that many MMOGs have. Such games often only explain the basics, and leave it to the player to resolve the rest on their own. Unfortunately, this tends to be a problem as many users are not going to take the time to figure it all out and can often be overwhelmed when it is all available at once. Which is the case here.

Of the MMOG-style mechanics, players can actually perform quests that will reward the user with random items and gems. In one of the few aspects of this explained, these can be augmented with bonus stats through an in-game armory. However, this section of the game actually has five different things the player can use to improve items; only one of which is explained.

SpaWhat makes matters worse, is that not only are many features available right away, but each item comes with a slew of tooltips displaying half a dozen or more different statistics, none of which are explained. For veteran role-playing players, the stats will be logical (e.g. Luck probably factors in to a critical strike rating), but such will not be the case with everyone.

Though the game doesn’t make direct use of Facebook for its social elements, it doesn’t mean that there isn’t social stuff going on. One aspect of the game that is of interest is that there are actually scheduled activities for users to participate in, and in a virtual world type of fashion, even a Japanese hot spring space to visit and chat within. Aside from these, however, the social is all standard to MMOGs, meaning chat, guilds (called “Leagues” here), and synchronous play.

The real issue with DDTank, however, is that it just doesn’t feel all that special. It’s basically a classic game, put online, painted with new artwork and called an MMOG. The new title isn’t ‘bad’, but it doesn’t really do anything that stands out at all. The virtual world integration of a Japanese spa is nice, but even this is underused and actually seems expensive (10,000 coins) to enter. Of course, coins seem to be easy to come by, but while on the topic of such, we actually had to search quite a bit to find out where the amount we had was shown. That’s a usability issue, as it was within a backpack that was lost in a sea of stats, tooltips, and features.

Overall, DDTank feels bloated with a myriad of superfluous features that feel more tacked on to the core Worms-style combat rather than integral to it. In that, the core of the game is lost and watered down, and time spent on these could have been spent on making everything feel more unique. Again, the game isn’t terrible, but it’s not all that exciting either. With underused Facebook elements, shallow additions, and seen-before-gameplay, DDTank just feels average, at best.

Playdom’s Deep Realms Brings Classic RPG Play to Facebook

Though recent months have seen a flood of traditional MMORPGs inside the Facebook canvas, a true role-playing game has yet to break through. Social RPGs such as Frontierville, Ravenwood Fair and the like do include an avatar but the progression, stats, and choices that define an RPG are attached to the simulation not the character. Playdom’s upcoming Deep Realms looks to be the first to meet the textbook definition with the quality needed to succeed.

Described by Raph Koster and Alex Ou as having a “somewhat normal ‘something bad has happened in the world and it’s partly your fault and you just don’t know it…’” storyline, the title follows many standard jRPG tropes: it is isometric; exploration is tile based (visibly so); there is a collection system to create better items than can be purchased; areas are both replayable and scale; and there is character progression. The list goes on.

Character progression is achieved through five classes – warrior, thief, ranger, sorcerer, and priest – their attendant skill trees, and unique items.  Players are not locked into decisions; re-specialization is available. And after level 37 multi-classing comes into play.

Of special note is the elixir system. Along the skill tree is a class-specific bonus that appears as an elixir beginning with a 5% bonus. It is a permanent bonus to the player (I played a thief and received a bonus to my dodge ranged attacks skill). These same elixirs can be sent to friends who then receive the same bonus for 25 hours. If said friends receive one of elixir from all five classes, the effect is increased. Elixirs are not only particularly functional, but they also serve as a positive social incentive.

Unique among Facebook titles today, Deep Realms is built on a height map. Rather than build the world with an overabundance of obstacles to force the player to take the path “suggested,” the angle of inclination/declination is just made impassable. It also makes the world rather pleasing to look at.

With a complete inventory system, crafting/collecting system, store, allies (friends), maps, and personal statistics, the UI could quickly become cluttered. But this has been solved by placing most information inside only a few panels including a personal information view reminiscent of a collectable trading card.

The social aspect of Deep Realms is particularly important as the player’s allies serve a critical function beyond gifting both useful items and daily elixirs. Due to the exceptionally high health of boss monsters, allies are critical not just to winning, but to winning in a reasonable amount of time.

As a player explores each tile on a landmass, that tile becomes “used” or no longer explorable until the player reaches a certain level and the game begins to scale. Boss fights are the exception. Fought in rounds of seven attacks, if the boss isn’t defeated it retreats a few squares away. Energy is needed to activate each tile but in this case the tiles reset. What’s more, a third vital – courage – determines just how often you can fight the boss. Run out of courage and you will have to wait for it to recharge (or pay a fee for a potion).

This is where allies come into play. Through asking for help or via visual cues when a player logs on, allies are made aware of friends in need. Allies can aid in the attack of a boss by simply joining the fray. The attacks may be made concurrently or not, but if allies are fighting during the same round they can send messages to one another. Once the fray is completed the loot will even be split according to damage.

A final component is the arena. Intended as a player-versus-player option, it contains up to six opponents: two from three increasing levels of experience (determined by successive wins which give bonuses thereby making the player stronger). Choose an opponent and the player will compete in a turn-based combat. Win and the player will receive bonuses to help continue the climb to the next tier.

Like every RPG, Western or Eastern, Deep Realms has a story – or rather it claims to. It does a fantastic job at ensuring that upon first play there is at least an hour’s worth of gameplay if not more. Potions drop at a steady rate allowing the player to experience a full tutorial over an expanded time rather than a very short and inefficient instruction session.

But key to the jRPG genre is engagement in why the player should follow the journey. This is not the story of the player but a linear path to be followed. Story elements in that first hour are few and very far between. Deep Realms does many things right and just may be the first true RPG title to become successful on Facebook. Hopefully, by launch Playdom will have added a bit more of the RP into the RPG.

EA to Launch Dragon Age Legends Simultaneously on Facebook, HTML5 Mobile

We’re seeing more and more social gaming titles build out a presence onto mobile devices. But we’ve yet to see one come to Facebook and mobile at once.

Electronic Arts’ EA2D, a younger studio focused on building cross-platform games, is bringing Dragon Age: Legends to Facebook and mobile devices through HTML5. The title has been in beta last fall, but is opening up to the public throughout this coming week.

With both the Facebook title and its mobile companion plus EA’s console and PC game Dragon Age II arriving on March 8, this amounts to an aggressive and fully cross-platform marketing play by the gaming giant. However, EA stresses that Dragon Age Legends doesn’t just exist to upsell gamers to the $60 console version.

“This is a standalone game. It’s seen as an extension of the franchise, not as a marketing tool for other Dragon Age products,” said spokesperson Cindy Lum. “This game is going to have a life of its own.”

> Continue reading on Inside Mobile Apps.

EA Has a Monopoly on This Week’s List of Fastest-Growing Facebook Games by MAU

The largest increase in monthly active users this week among social games came from EA’s Monopoly Millionaires. The title takes the iconic competitive board game and turns it into a social experience that works well with the Facebook platform. According to AppData, our metrics service that monitors and ranks the leading social games and applications on Facebook, Monopoly Millionaires gained 952,225 MAU — a 118% percent over their previous all-time high. EA currently has two big games in Pet Society and Restaurant City, but two of its latest titles — My Empire and Pirates Ahoy — have fallen substantially since peaking last year.

Ravenwood Fair is number 3 in this week’s list of fastest growing Facebook games by MAU, as it gained over 600,000 players in the last week. The game is LOLapps’ only full social game, and boasts more players than the rest of its 200+ social applications combined. It is important to note that though the game is attracting players at a rapid pace, only 10-11% of its MAU are playing each day. At some point, this pace will slow as Ravenwood Fair will bleed players faster than it can acquire them.

Top Gainers This Week – Games

Name MAU Gain Gain,%
1. Monopoly Millionaires 1,762,130 +952,225 +118%
2. Zuma Blitz 4,916,963 +948,922 +24%
3. Ravenwood Fair 11,230,285 +612,003 +6%
4. Daily Horoscope 2,021,152 +561,641 +38%
5. Diner Dash 1,895,467 +450,293 +31%
6. Gourmet Ranch 1,417,210 +419,945 +42%
7. Glory of Rome 1,684,801 +415,042 +33%
8. Wild West Town 1,124,769 +344,826 +44%
9. Birthday Cards 7,290,843 +300,259 +4%
10. Mynet Çanak Okey 2,677,995 +280,930 +12%
11. 無限德州撲克 605,060 +265,123 +78%
12. Coins Dozer 525,000 +257,966 +97%
13. 麻將-台灣麻將 310,430 +221,794 +250%
14. Sanal Okey 1,380,801 +206,106 +18%
15. Pirates Saga 419,699 +199,077 +90%
16. Monster World 6,212,259 +197,729 +3%
17. Fantasy Kingdoms 978,891 +184,886 +23%
18. Footy! 631,932 +182,652 +41%
19. Bubble Island 6,341,646 +181,722 +3%
20. Happy Hospital 2,662,890 +172,480 +7%

Wild West Town is a new game by Clipwire Games that launched at the end of February. It should feel familiar to anyone who has been watching the social game space closely, as it resembles Zynga’s FrontierVille in both gameplay mechanics and Wild West theme. Each player has their own plot of land that has to be tended to, including clearing debris, planting crops, and building structures. A combination of a quest system and friendly fictional characters guide the player into a fairly linear process of building up their homestead. Wild West Town is a very polished game that doesn’t necessarily bring anything new to social game design, but surely something is working as it has shot up to 1.1 million MAU in a few short weeks.

Zuma Blitz is the Facebook version of another popular PopCap puzzle game. Following in the footsteps of Bejeweled Blitz, the objective of Zuma Blitz is to get the highest score possible within a one minute time frame. Long chains of multicolored pieces gradually move towards the center of the game where a frog awaits to consume them. Shooting like-colored puzzle pieces cause them all to disappear and gain points, so players have to quickly match colors and multipliers to get the high score. Zuma Blitz has leaderboards to encourage competition between friends, and the high level of polish that PopCap is known for. Zuma Blitz has been on a gradual decline the last several weeks but started to grow again at the end of February.

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

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