Repair the Flow of Time in Playdom’s New Gardens of Time on Facebook

Gardens of TimeSocial developer Playdom is moving into the hidden-object style of game with its most recent release, Gardens of Time. Though the company’s games enjoy a combined total monthly active user count of nearly 18 million and a daily active user count of 2.2 million, according to our AppData service, this choice of genre seems risky as we have yet to see hidden object titles perform well on Facebook — although Playdom isn’t the only company launching this type of game now.

Here’s our Early Look at the title’s first weeks online.

Following closely on the heels of Game Insight’s own hidden object game release, Mystery Manor, Playdom is seeking to add an extra decoration element to the game, increase socialization within the game using a series of established social elements, and introduce power ups unique to the hidden object genre.

In Gardens of Time, players join the Time Society, a group charged with the protection and preservation of history. However, upon entering this world, players discover that something is amiss within the flow of time. Using a time machine mechanic, players travel to different time periods which offer hidden object puzzles. Like Mystery Manor, each puzzle requires a set amount of energy to play, thus restricting the number of times a player can try a for free puzzle per day. In each puzzle, players search for objects that are not native to the time period. The list is finite, and players are scored based on how quickly, and accurately, they find them all, with extra bonuses by finding them in quick succession. The better they score, the higher their Star Rating goes at the end of the puzzle. Each puzzle’s Star Rating is cumulitave, encouraging players to revisit puzzles frequently to gain the max rating of four stars.

Time GardenThe Star Rating is put toward leaderboards scored between in-game friends, one of several social elements included within Gardens of Time. Friends can also share bonuses after completing a level or earning a reward via a Facebook Wall post, which nets your friends the game’s basic currency, Silver.

Gardens of Time differs from other hidden object games in that it offers players a decoration/builder experience in the form of the player’s garden. Far from being just an aesthetic element, players unlock decorations as they play through time periods. The decorations are tied to a reputation score within the Time Society, and as reputation increases, more levels are unlocked. The garden also functions as a social feature where friends can send gifts and visit between gardens. Friends that appear in your garden can be clicked on to enter a mini-game that Playdom calls “blitz mode.” Here, players try to find as many hidden objects as they can in 60 seconds, earning Silver based on how well they do.

Hidden ObjectThe other way in which Gardens of Time stands out is in the power ups players can use to complete puzzles. Unlike Mystery Manor, which charges players virtual currency for hint or time-extension objects, Gardens of Time gives players a zoom-in-on-object feature that can be used for free as many times as a player wants during a puzzle. The catch is that the zoom has a cool down period between uses, costing players valuable time that could otherwise earn bonuses. Three other puzzle help tools become available after a player reaches a certain level, but they must be bought with virtual currency. An example is a pair of special goggles that highlight specific objects when moused over them.

The monetization comes primarily from buying these special items and from buying premium decorations for gardens. Besides the standard Silver, Gardens of Time offers a premium currency called Gold that players can purchase in quantities ranging from four to 500 at the cost of $0.99 to $99.99, respectively. Gold can also buy energy refills, unlock levels early, or be exchanged for Silver.

Considering the choice of game type, Playdom will be hard pressed to make Gardens of Time grow. There have been very few hidden object games on Facebook that did especially well. Examples include Bounty Quest Mystery, from Nimbus Games, which only hosts around 1,000 MAU, and Big Fish Games’ hidden object mini games in Treasure Quest, which ultimately was shut down due to low user numbers. Still, Playdom is betting that these games declined due to a lack of truly social play and that Gardens of Time’s existing features and future features will succeed where the other games did not. In the immediate future, Playdom plans to roll out different styles of hidden object gameplay in Gardens of Time, such as a “spot the difference” mode.

You can see whether or not Gardens of Time pans out into a successful hidden object title via AppData, our social games and developer tracking service.

Major Titles Show Major Gains On This Weeks List of Fastest Growing Facebook Games by DAU

This week’s list of fastest growing Facebook games by daily active users is utterly dominated by Wooga’s Diamond Dash. We’ve been talking about this game for several weeks now as it started a mad rush up the charts in late March and hasn’t looked back since. This colorful match 3 gem game has an above average monthly retention percentage of 24%. Along with Wooga’s other games Monster World, Bubble Island, and Happy Hospital, Diamond Dash has helped move Wooga into the fourth position on the Facebook game developer leaderboard. According to AppData (our metrics service for analyzing the trends and performance of the top games and developers on Facebook), Social Point is now in fifth place with Playdom falling to sixth.

Also showing a large increase in traffic this week is Kabam’s strategy game, Dragons of Atlantis. This core game seems to be struggling a bit to hold on to its DAU and continue growing — after a large dip in activity earlier this month it has pushed its way back to just above its previous all-time highs but now appears to be plateauing. Dragons of Atlantis’ DAU as a percentage of monthly active users is only around 13%; a number that is quite a bit lower than the top games on Facebook right now.

Also, many other large developer have titles that are making appearances on this week’s list. Zynga’s CityVille is still showing growth and great engagement at 19.7 million DAU, while the Chinese version of FarmVille grew to 433,000 DAU this week and Texas Hold’Em Poker has crested over 7 million DAU. Other large and familiar favorites this week include PopCap’s Bejeweled Blitz and EA’s Monopoly Millionaires.

Top Gainers This Week – Games

Name DAU Gain Gain,%
1. Diamond Dash – by wooga 735,608 +202,244 +38%
2. Texas HoldEm Poker 7,024,929 +91,229 +1%
3. Dragons of Atlantis 406,558 +78,830 +24%
4. 開心水族箱 1,277,045 +74,713 +6%
5. Monopoly Millionaires 873,908 +69,013 +9%
6. Tetris Battle 502,423 +65,594 +15%
7. 開心農場 1,131,361 +54,564 +5%
8. Wild Ones 582,564 +47,792 +9%
9. Pet Society 1,552,520 +39,949 +3%
10. Social Empires 150,616 +39,648 +36%
11. Zombie Lane 300,578 +33,935 +13%
12. FarmVille 中文版 433,098 +33,740 +8%
13. Lionside Football: Play Free Football & Soccer! 60,730 +30,982 +104%
14. Komşu Çiftlik 788,224 +30,460 +4%
15. TrainCity 110,010 +27,099 +33%
16. King.com 131,601 +26,480 +25%
17. Mall World 807,311 +24,195 +3%
18. Clash of Kingdoms 29,323 +21,876 +294%
19. My Shops 303,617 +21,299 +8%
20. 小小戰爭 687,043 +17,575 +3%

Tetris Battle is the official multiplayer Tetris game developed by Tetris Online. This interesting rendition of Tetris follows a typical “versus” style gameplay, in which the player is paired up with random strangers (or their Facebook friends) and attempts to beat them at a game of Tetris. Players earn higher ranks, Tetris Cash, and additional perks for winning battles against people. Though the game is rather fun and polished, it seems to lack real motivation to spend money. At this time, Tetris Cash is used to buy alternative styling for the game pieces themselves or to refill energy (which is used to initiate games). Tetris Battle launched in July of last year and is currently at its all time high DAU of 502,000.

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

MegaZebra On Ad Spend, Localization and Facebook-Only Development

MegaZebraTwo weeks ago, German social game developer MegaZebra announced a second “multi-million Euro” round of funding to put toward hiring more staff and development on new games. Inside Social Games follows up with CEO Henning Kosmack on how MegaZebra’s strategy will evolve in 2011.

Inside Social Games: In addition to launching a new game this summer, we understand that you’re using this second round of funding to tweak your existing games Nuzzle Puzzle and Magic Islands. What do you plan to do for those games in the coming months?

Henning Kosmack: Moving forward, we always want to, on the one hand, take things that have proven successful in the past and do more of that, but we also like to venture into slightly new areas. So we will continue to further develop Mahjong Trails and bring out new features. We have a whole bunch of ideas we’re going to be working on with the new guys we are hiring.

Nuzzle Puzzle, that is something [where] a lot of the elements of the core engine are kind of the same as Mahjong Trails, so we’re trying to build on something that proved successful. And we are taking a concept, a genre that actually draws inspiration from the Nintendo DS, and putting out a game we haven’t seen on Facebook yet. Trying new stuff.

On Magic Island, when we started with that game, Kingdoms of Camelot wasn’t out yet. We thought that, given the browser gaming background that Germany has, we wanted to see if some of those elements could be transported into Facebook. Because obviously all the big browser game companies here [in Europe] have tried. Bigpoint tried, Gameforge tried, Ubisoft tried. So we thought, OK, let’s give it a try and see if we can’t be more successful given the learning we have. While we were working on [Magic Islands], Kingdoms of Camelot came out and some other titles, proving that there is sort of a demand for more traditional gaming genres on Facebook. And that’s why we think we want to continue and explore that genre.

I think in 2008 or 2009, when we [released] out our first mahjong game, I think it was the first mahjong game on Facebook at that time. So we are always trying to do something, push the industry a little bit further. Sometimes we have been successful. Sometimes not so much.

ISG: What can you tell us about your new game, due out in summer?

Kosmack: Not so much yet. Again, this is something that, to my knowledge, hasn’t been done on Facebook yet, but we are super excited about it. It will mix some known Facebook elements but brings something to Facebook that isn’t there yet.

ISG: Since 2008, you’ve transitioned all your game development to Facebook alone. Can you walk us through that process?

Kosmack: When we started in 2008, we spoke to all the social networks in Europe and the [initial] plan was “OK, let’s get onto all of these and Facebook.” Then, as we started doing that, we realized very early on that the kind of game experience and gameplay that we have as our goal would require a whole lot of work [to make it cross-platform for all the networks]. Then we thought we either had to compromise gameplay and user experience, or we had to have a lot of people and a lot of resources to adapt each game to individual networks. Because we didn’t want to compromise the user experience and at that time we weren’t in the position to hire four times as many people, we decided to focus everything on Facebook. If you can do it there, you can do it anywhere.

Looking back, this has been a good strategy for us. Since then, Facebook has kind of taken over not only the whole world, but the continent here in Europe.

ISG:Facebook has changed since then. Do you think you’ve grown your network of users large enough to support cross-promotion within your user base for the new game? Or will you have to invest in advertising?

Kosmack: So far, I think we have done quite well. Until this year, we hadn’t spent anything on marketing. We reached 4.4 million MAU at [our peak]. We reached that without any spending, just through viral and cross-promotion. Now we are going to make some changes because I have the feeling that Facebook has changed their algorithms, so we are going to bring out some more [viral type] features.

Going forward, we are definitely going to have to commence marketing for the games to make them bigger and that’s also one of the things we want to do with this financing round. But still I think if you really have a good game and you’re smart with how you develop your viral channels, Facebook still offers a lot of value that you can actually build upon.

ISG: Your viral growth seems particularly successful across various regions. We were surprised to see how big your French audience is.

North AmericaKosmack: So were we. [Laughs] Since we grew completely through viral measures, I think that’s why we’re so very big in western Europe, Turkey, and North America because that’s where our friends worked and we sent the games to them and the [audience grew]. Mahjong seems to be extremely popular among French women. We didn’t know that beforehand but, quite frankly, this is obviously good. We do love our user base. And we do like the fact that we have users from Western Europe and North America, which allows us to monetize [effectively]. I think there are other developers with more monthly active users, but since we don’t have so many users in countries that are more difficult to monetize, I think that’s an advantage that we have.

ISG: You also seem to have the upper hand on localization. How did you get ahead of other games so quickly?

Kosmack: When we started in 2008, we had our games live in multiple languages. I’m not aware of any Facebook developer that had something like that [at launch]. From the very beginning, we developed an in-house tool that we use for all our games that’s very efficient to localize the games. Then we have native speakers for the games we have going — for English, Italian, French, German, and Spanish — that we focus on. If you start out of Europe, you focus on localization from day one because it’s a big topic here in Europe.

Tiny Speck Closes $10.7 Million Second Round on Social MMO Glitch, Entering Closed Beta

Flickr co-founder Stewart Butterfield’s startup game studio, Tiny Speck, closed a second round of funding today to the tune of $10.7 million. This brings the developer up to $17 million total in funding.

Tiny Speck is developing a free-to-play game called Glitch that uses both Facebook and mobile components to supplement its core browser gameplay. Players enter a world that lives inside the minds of eleven giants and must shape it using the tools that the game provides. Glitch relies heavily on its animation style and, like Flickr’s community-oriented APIs, the developer plans to roll out APIs from Glitch to its players so that they can incorporate the game’s art in other mediums.

Glitch has been in development for 18 months. Tiny Speck’s second round of funding will go toward developing the game as it enters closed beta next week. This round was led by venture capital firm Andreessen Horowitz with participation from Accel Partners. The first round came from Accel with participation by Andreessen Horowitz and angel investors.

Find out more about Glitch on the game’s official site and track its Facebook component’s progress on AppData, our traffic tracking service for social games and developers.

Some Casino Games Find a Home on Facebook but Zynga Still Runs the House

The casino genre is a fickle field for social games. With the exception of Zynga’s Texas HoldEm Poker, which seems to have a death grip on a spot in our top games on AppData, not many other ever break 1 million monthly active users or 200,000 daily active users. Those that do are often alternative language variants of Texas Hold ‘Em poker. Here’s a quick look at the top casino games by size and their overall growth trends.

Texas HoldEm Poker, Zynga

#1 in MAU and in DAU
MAU: 35.9 million
DAU: 7 million

Zynga cornered the market on poker games early with Texas HoldEm Poker hitting Facebook in 2008. Since that time, the game grew steadily through early 2010 and then jumped 10 million users to an all-time high of 38 million MAU in August of that year. The DAU graph shows a similar climb toward a high of 7.7 million in February of this year. Interestingly, despite the game’s semi-permanence on our top games list, Texas HoldEm Poker has been losing users in both MAU and DAU over the last 30 days (pictured above). Zynga recently hired a team from poker industry service provider MarketZero to improve Texas HoldEm Poker.

德州撲克(中文版), Boyaa

#2 in MAU, #3 in DAU
MAU: 3.7 million
DAU: 353,000

This is a Chinese-language version of Texas Hold ‘Em poker and we’re not surprised to see it on our top casino games list given the steady increase of Chinese games on Facebook. Interestingly, it’s one of three Texas Hold ‘Em poker games from developer Boyaa — the other two being English-language and Spanish-language versions of the same game with much smaller audiences. Boyaa’s Chinese Texas Hold ‘Em debuted almost a year ago to 1.5 million MAU and 500,000 DAU, growing to all-time highs of 7.8 million MAU and 1.3 million DAU in January 2011. Since that time, the game’s been in decline, losing around 1 million MAU and over 200,000 DAU in the last 30 days.

Mynet Çanak Okey, Mynet

#3 in MAU, #2 in DAU
MAU: 3.1 million
DAU: 460,000

This is a Turkish-language game that appears to be another Texas Hold ‘Em poker title; however, the language barrier and the spam-heavy nature of the game where it wants permission to access your information even when you’re not using the app make it difficult for us to confirm this. The game hit Facebook in July of last year and has kept its MAU on a steady rise toward a high of 3.2 million last week, while DAU fluctuated sharply in the past two months, maxing out at 788,000 in mid March.

Casino City, DNA Games

#4 in MAU, #6 in DAU
MAU: 2 million
DAU: 223,000

This is one of only three casino games in our list that’s not a Texas Hold ‘Em game. Rather, it’s more of a builder sim where players run their own casinos, however the gambling component applies in the form of a straightforward slot machine simulation you play when visiting friends’ casinos. The game turns a year at the end of this month, but experienced its all time highs of 2.4 million MAU and 356,000 DAU in February 2011. In the last 30 days, Casino City’s seen a modest decline of around 200,000 MAU and over 70,000 DAU.

Slotomania – Slot Machines, Playtika

#5 in MAU, #3 in DAU
MAU: 1.6 million
DAU: 386,000

Slotomania is a straightforward slot simulation with a cartoon art style. The game launched late last year and so far shows a steady growth patter in MAU and DAU.

*Note: Due to a miscategorization, Slotomania was previously left off this list.

DoubleDown Casino, DoubleDown Interactive

#6 in MAU, #5 in DAU
MAU: 1.2 million
DAU: 326,000

Of all the top casino games, DoubleDown presents the most interesting picture between its growth pattern and gameplay design. At just over a year old, we can see that DoubleDown got off to a slow start, only reaching it’s stride in February and so far continuing to grow in MAU and DAU. The audience is largely female and the gameplay offers several different types of casino games, including virtual poker, slots, blackjack and roulette. In the last 30 days, the growth pattern continues for both MAU and DAU.

Those are the top casino games by size in terms of MAU and DAU. If we were to look at casino games in terms of DAU divided by MAU to see which ones retain the most users, we come to the interesting conclusion that only DoubleDown Casino and Slotomania break 20% retention. As for how well each of these games monetize, Inside Virtual Goods: The U.S. Virtual Goods Market 2010-2011 tells us that poker games tend to monetize incredibly well, with a successful title hitting an average revenue per users of $2 to $3. A simulation/city-builder like Casino City, meanwhile, has an average ARPU of $1 to $2.

All data for this article was collected from AppData, our traffic tracking service for social games and developers.

Correction: An earlier version of this story incorrectly stated that none of these games broke the 20% mark of DAU/MAU.

Wooga’s Diamond Dash Still Leads This Week’s List of Fastest-Growing Facebook Games by MAU

Wooga maintains its top spot on this week’s leaderboard of fastest growing Facebook games by monthly active users with Diamond Dash, a variation on the match-3 gameplay made popular by Bejeweled. Interestingly, Bejeweled Blitz fell out of the top 20 this week.

According to AppData, our traffic tracking service for the top games on Facebook, Diamond Dash is on a steady increase that doesn’t seem to be slowing down any time soon. Hot on its heels, however, are gainer list favorites FarmVille, Zoo World, and Monster Galaxy.

Top Gainers This Week – Games

Name MAU Gain Gain,%
1. Diamond Dash 2,976,891 +1,238,621 +71%
2. FarmVille 48,225,103 +719,775 +2%
3. Zoo World 7,653,913 +622,046 +9%
4. Monster Galaxy 9,461,639 +597,876 +7%
5. Daily Horoscope 4,973,236 +469,185 +10%
6. Zombie Lane 1,403,061 +396,260 +39%
7. Video Galerisi 717,388 +391,948 +120%
8. Car Town 8,204,505 +321,511 +4%
9. Monopoly Millionaires 6,170,949 +296,403 +5%
10. TrainCity 651,926 +294,682 +82%
11. Ninja Saga 5,302,334 +292,767 +6%
12. Okey Plus 1,241,049 +246,541 +25%
13. แฮปปี้เบบี้ 397,742 +217,992 +121%
14. Flutter 388,487 +204,035 +111%
15. Slotomania – Slot Machines 1,651,200 +185,745 +13%
16. CSI: Crime City 2,027,837 +147,731 +8%
17. Jersey Shore 1,297,007 +141,874 +12%
18. Social Empires 968,115 +140,618 +17%
19. Treasure Land 614,912 +130,970 +27%
20. Boss Vegas 253,570 +121,519 +92%

Returning to this list after a long absence is Jersey Shore, the TV show tie-in game for MTV’s popular reality series. This may or may not have something to do with the end of the show’s third season; we’ll keep an eye on this and other TV tie-in games to see if fans are more likely to return to a game when a show isn’t actively airing as a way to stay engaged with the brand. Read our review of the game here.

Facebook to Hold Webinar Discussing How Developers Can Migrate to Facebook Credits

Tomorrow, April 12th at 11am PST, Facebook will stream a webinar explaining why developers should migrate to Facebook Credits as their payment method, and featuring a technical demo of how to handle the migration. For those few developer who are not familiar, Facebook is requiring all apps using paid currency to make Credits the exclusive option by July 1st, 2011. As the event tomorrow shows, the company is trying to get as many developers as possible to migrate early to ensure a smooth transition this summer.

Migrating to Facebook Credits for Developers will air on the Facebook Live Page, and then be archived on the Page for future viewing. Developers can submit questions to the webinar’s Facebook Event ahead of time, or use the Livestream-powered app’s question interface to pose questions during the session.

Facebook announced in January that developers would have to migrate to Credits as their exclusive payment platform by July. 22 of the top 25 game developers have already migrated, including Zynga, Disney/Playdom, and EA/Playfish. To encourage hold-outs concerned with the 30% cost, Facebook launched a page of statistics and testimonials recently that touts increased revenue and decreased costs as reasons why the migration will be good for developers. Facebook also announced a new set of rules surrounding in-game offers and rewards that will go into effect alongside the migration.

Developers who use use Facebook Credits as their premium in-game currency rather than requiring users to buy proprietary premium in-game currency with Credits can access a number of special incentives including Frictionless Payments, Buy With Friends, and the getBalance API. These allow developers to earn more money through quick, small transactions and group deals for virtual goods, as well as learn how many Credits a user currently has in the account.

Navigating these rules and incentives can be tricky, so rather than wait until the deadline when delays can cost developers money, Facebook is seeking to address questions now. By signing major developers early and assisting attentive developers with this “Migrating to Facebook Credits for Developers” webinar, Facebook should receive fewer frantic support emails or claims of negligence come late June.

Pocket Gems Passes 28 Million Downloads, Largely On Tap Zoo Hit

Birds aren’t the only animals that can make a top-grossing mobile game.

Pocket Gems, one of the handful of mobile game developers that has recently taken funding from a top-tier venture capital firm, just passed 28 million downloads with its casual, free-to-play title Tap Zoo leading the way. While the company has five apps out, Tap Zoo is one that’s been a fixture at the top of the charts for virtually all of its seven-month existence.

The game, which lets players manage a virtual zoo by buying and breeding animals, has been in the Top 10 grossing games for 27 out of the last 31 weeks. It’s the #1 highest-grossing app today in the U.S. (The company isn’t disclosing other metrics like MAU or DAU.)

“We like to think about games that are going to have a universal appeal,” said chief executive Daniel Terry. “They have to be easily accessible and attract a huge audience with a lot of diversity.”

There are a couple factors that have led to Tap Zoo’s success. First, it’s a free game that monetizes with in-app purchases of virtual currencies, meaning the game’s downloads are probably at least ten times what they would be if Tap Zoo were a paid app. The game doesn’t use in-your-face pressure to get its players to buy currency with invasive interstitials. But there are a number of animals and items that a player simply cannot get without having “Stars,” a virtual currency in the game that they can only get through in-app purchases or downloads of other apps. Pocket Gems constantly refreshes the content with new animals. Plus there are other unique features like cross-breeding, which leads to entirely made-up animals like ligers and more.

> Continue reading on Inside Mobile Apps.

Kiip’s Novel Take on Mobile Gaming Advertising: Rewards When Players Hit Achievements

When Kiip announced its $4 million round of funding last week, we were wondering what new could be added to the mobile advertising table if it wasn’t incentivized installs, classic mobile banner or interstitials ads or branded virtual goods.

But Kiip’s take is very novel indeed. The San Francisco based mobile advertising network gives gamers real-world rewards when they hit certain achievements in a game. Companies like group deals startup Homerun.com can offer free goods from local businesses while Sephora can give make-up samples to gamers when they level up. The company has rounded up other big brands like popchips, Sony Dash, Vitamin Water, 1-800-Flowers, Dr. Pepper, GNC, Carl’s Jr and Hardee’s.

It’s a nice way to capitalize on the psychological boost a gamer gets when they unlock a new item or level up.

> Continue reading on Inside Mobile Apps.

This Week’s Headlines From Across Inside Network

Here are all the latest headlines from around Inside Network.

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Covering all the latest developments at the intersection of games and social platforms.

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