GagaVille Pushes FarmVille Toward the Top of This Week’s List of Fastest-Growing Facebook Games by MAU

FarmVille pops into this week’s list of fastest-growing Facebook games by monthly active users on the heels of a massive Lady Gaga promotion for the singer’s newest album. Looks like CityVille also got a lift, according to our traffic tracking service, AppData.

Moving on down the list, we’re still seeing significant growth out of MetroGames’ Auto Hustle a little over a month after the game’s official launch. Zombie Lane and Bubble Saga keep things going as well, and as you may have noticed, Gardens of Time isn’t going anywhere anytime soon.

Top Gainers This Week – Games

Name MAU Gain Gain,%
1. Gardens of Time 10,598,094 +2,593,125 +32%
2. Bubble Saga 5,398,879 +1,366,192 +34%
3. FarmVille 45,714,566 +1,360,360 +3%
4. Zombie Lane 7,613,043 +1,074,044 +16%
5. CityVille 89,746,485 +885,091 +1.00%
6. Diamond Dash 8,384,209 +771,458 +10%
7. Draw My Thing 1,787,132 +581,655 +48%
8. Super Texas Holdem Poker 792,647 +529,949 +202%
9. Auto Hustle 1,333,188 +493,952 +59%
10. Galaxía Online II, Mejor Juego de Ciencia Ficción 1,400,730 +401,247 +40%
11. Jersey Shore 2,236,381 +395,630 +21%
12. Bubble Island 8,216,899 +389,340 +5%
13. King.com 1,833,632 +303,846 +20%
14. Miner Speed 1,595,211 +258,399 +19%
15. Games 7,252,875 +244,749 +3%
16. Country Story 1,744,985 +244,597 +16%
17. Okey Plus 1,045,950 +235,666 +29%
18. Feevo 557,285 +231,513 +71%
19. Puzzle Saga 1,183,155 +230,168 +24%
20. Hero City 444,992 +228,784 +106%

A somewhat surprising appearance on our list this week is Playfish’s Country Story, an older farm sim game that last appeared on our growth charts in fall of 2009 just after its summer launch within the same year. The game puts players in the role of a farmer responsible for tending land and livestock with food and caretaker activities. We’re not exactly sure what’s caused the game’s sudden spike in MAU this week, although we’re aware that a recent update introduced celebrity animal boxes that players can earn for free if they successfully solicit help from 10 friends. At 1.7 million MAU, Country Story still has a ways to go to return its 2009 levels of 8.3 million MAU.

All data in this post comes from our traffic tracking service, AppData. Stay tuned for our look at the top weekly gainers by daily active users on Wednesday, and the top emerging apps on Friday.

The Road to Credits: Mid-Market Developers Experience Technical Difficulties, Experiment With New Promotions

Social game developers have 40 more days of life on the Facebook Platform until new rules requiring the exclusive use of Facebook Credits go into effect. With the exception of the larger developers we explored recently, mid-market developers are mostly on board, with Credits integrated as a means to purchase certain premium items.

Mid-market developers, with cumulative monthly active users across games in the 3 million up to 10 million range, include the likes of RockYou, Cie Games, Funzio, Kabam, and LOLapps, and several others whose games routinely appear in our top Facebook social game rankings charts.

While a few of these developers were early adopters of Facebook Credits after the integration announcement in 2010, many appeared to be dragging their heels in recent months, beyond adding it to an existing list of payment methods. Only in the last three months or so have many of them successfully introduced Credits as an in-game purchasing means for specific items or as the sole means of acquiring the game’s premium virtual currency.

One reason we’ve heard for the sluggish adoption was issues with the software development kit needed to fully utilize certain Facebook Credit features. Most mid-market developers ran or are still running their social games on an older SDK; in order to make steps toward integrating Credits features, they must upgrade to the new SDK. Some developers have told us they’ve experienced performance issues with their games after upgrading, which delayed or deterred certain developers from integrating specific Facebook Credits features.

Because these developers enjoy fairly large audiences, it’s likely that many of them have felt they could not risk a hit to their metrics caused by technical performance issues linked to integrating Credits ahead of the deadline. Only in cases where a developer’s audience is new or because its games never featured monetization to begin with have we seen deeper Credits integration in the form of Frictionless Credits or other special features available to developers that adopted Credits as a sole means of purchasing specific items or currency. Among larger developers, CrowdStar and Wooga fit this description.

Some of these technical bumps may have been resolved recently. A developer who wished to remain anonymous tells us that Facebook proactively coordinated efforts to reverse engineer support for Credits features within the old SDK to resolve the performance issues. That developer could not say with certainty that the performance problems were completely resolved.

It’s also not clear how serious these technical difficulties actually are — developers’ desire to not pay out 30% of their revenue to Facebook is no doubt also a motivating factor.

In any case, Facebook has been busy removing reasons for heel-dragging. “We’re working closely with developers that are integrating Facebook Credits in their games,” a Facebook representative tells us. “We’re continually working to address any issues that individual developers may encounter.”

It also seems as though Facebook is also going one step further toward helping developers introduce Credits into existing games with large audiences. For example, about two weeks ago, Ravenwood Fair sent players a Notification that the game had rewarded them with one free Facebook Credit. Clicking on the Notification took players into the game where they were immediately presented with a “discount” pop-up screen urging us to spend our one free Credit on one of three items discounted to the price of just one Credit. A “Play Now” button allowed players to bypass the discount offer without spending the Credit and when players exited Ravenwood Fair for the day, the Credit balance remained.

Neither Facebook nor Ravenwood Fair developer LOLapps had any comment on this one free Credit offer, but it does appear to be a special feature made available for the developer to test on its audience. It also could be a tool for developers looking to educate its audience on Credits usage, knowing that many players are either completely unaware of the impending currency change or not completely certain how Credits will fit into their gameplay experience.

Even with these progressive steps on the road to Facebook Credits, some mid-level developers are still holding out on wide-scale live integrations, even now. Take, for example, Kingdoms of Camelot developer Kabam. When we got an early look at the developer’s newest game, Global Warfare, the game didn’t feature any Facebook Credits integration beyond the one-of-several payment methods for its premium in-game currency, Cash. Its largest game by MAU, Dragons of Atlantis, still doesn’t offer Facebook Credits as a means of purchase at all — although a customer support document for the game says players may see it as a payment option in the future. When we spoke with Kabam about the lack of Credits across its titles, General Manager Bryan Bennett told us that Kabam would comply with the integration guidelines “with plenty of time” to spare before the July 1 deadline.

At the Canaan Partners panel on Credits and payments last week, which included Inside Network’s Justin Smith, Credits product manager Deborah Liu, Kabam vice president Sheridan Hitchens, and TapJoy chief executive Mihir Shah, Liu said that over 80% of virtual currency transactions on the Facebook Platform are already happening through Facebook Credits.

As we draw closer to July 1st, we’ll be keeping an eye on mid-market  developers’ Credits integrations — it’s still not clear that things are going to go smoothly for developers in the short term. Facebook is of course encouraging any developers with specific questions to reach out either directly or through its developer forums.

This Week’s Headlines From Across Inside Network

Here are all the latest headlines from around Inside Network this past week.

IMA LogoInside Mobile Apps

Tracking the convergence of mobile apps, social platforms, and virtual goods.

Monday, May 16th, 2011

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

Monday, May 16th, 2011

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Sunday, May 15th, 2011

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New This Week on the Inside Network Job Board: Sociable Labs, Acquinity Interactive, Daglow Entertainment and 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 Sociable LabsAcquinity InteractiveDaglow EntertainmentMegaZebraA Bit LuckyPopCap GamesDigital ChocolateOpenfeintUbisoft and Kixeye.

Listings on the Inside Network Job Board are distributed to readers of Inside Social Games, Inside Facebook and Inside Mobile Apps through regular posts and widgets on the sites. Your open positions are being seen by the leading developers, product managers, marketers, designers, and executives in the Facebook Platform and social gaming industry today.

Social Gaming Roundup: Lawsuits, Promotions, Funding and More

LawsuitOregon Trail Copyright Owner Sues Zynga — According to Gamasutra, Oregon Trail creator The Learning Company has filed an infringement lawsuit against Zynga in a Massachusetts district court. The suit is over the coming May 30th release of FrontierVille expansion, “Oregon Trail.” A trailer for the expansion can be seen here.

TECMO KOEI Announces First Social Title — Game maker TECMO KOEI America launched the beta version of its first social game, Jollywood, for the Facebook platform this week. In this wildlife-habitat virtual space game, players are tasked with the design and decorating of vacation getaways.

Pretty Simple Raises New Funding — Pretty Simple, developer of the Facebook game My Shops, raised €2.5 million in funds from IDInvest this week. The company stated that it will go towards further growing its development team as well as creating new titles.

Lady Gaga & Zynga Promote GagaVille — As we noted last week, GagaVille is now live in Zynga’s FarmVille, but it seems the promotion goes a bit farther than we originally thought. You can view the latest promotional video here.

Kung Fu PandaZynga & DreamWorks Partner to Promote Kung Fu Panda 2 — Lady Gaga isn’t the only thing using Zynga games as a promotional platform. DreamWorks brings Kung Fu Panda 2 to CityVille this week in the form of a drive-in theater object that allows users to collect and unlock themed virtual items.

Playdom Slapped With $3 Million Fine — Playdom is under fire from the United States Federal Trade Commission for violating the U.S. Child Online Privacy Protection Act with several of its older games that did not get appropriate permission to collect and post player information from parents in cases where the player was underage. According to Kotaku, the games in question were originally owned by Acclaim Games before Playdom acquired them.

PopCap IPO Scheduled for November — According to All Things Digital, developer PopCap Games has confirmed that it is preparing to go public this November. The company launched a social version of one of its signature franchises, Plants vs. Zombies, on Renren in China this week.

Jamie OliverJamie Oliver Jumps into Social Games — Celebrity chef Jamie Oliver gets into social games this week by way of Playfish’s Restaurant City. For the next month, players will be able to make Jamie Oliver signature dishes, as well as acquire branded in-game items. This is the first-ever celebrity integration for Playfish.

We R Interactive Raises $5 Million for I AM PLAYR Global Expansion — Online gaming start-up We R Interactive collected a second round of funding from private investors, including former EMI Music CEO Elio Leoni-Sceti and Paul Fitzsimons, an ex-media sector partner at Apax Partners. TechCrunch Europe reports the funds will go toward globalization for the developer’s first-person Facebook game, I AM PLAYR, which puts players in the shoes of a pro soccer player. The game is sponsored by Nike and Red Bull, among other prominent brands.

Fairyland Pairs Cuteness and Complexity

[Editor's Note: The reviews on Inside Social Games tend to focus on new or successful Facebook games that appear on our weekly rankings lists of games by traffic growth, informed by research from our traffic tracking service, AppData. Every so often, however, our reviewers find themselves fascinated by a game that may not be new or may not enjoy any particular advantage in traffic or monetization. Our weekly reviews examine these social games, which otherwise might fly under the radar.]

About two years ago, most Facebook games were simple collection games and what I played were variations of games like African Safari and Lil’ Green Patch — collections games that benefited charitable organizations. I started playing Fairyland because a friend had posted the cutest creatures from the game on her Wall and it turned out that developer Play and Connect, Ltd. donated some of their proceeds to the Nature Conservancy. Nearly two years later, I’m still playing.

Game Overview

Launched in 2008, Fairyland is a virtual farming simulation and collection game. Players buy flower pots, plant seeds, water and harvest the fruit of their labor. Each plant will attract specific wildlife that eats a certain food. Players watering plants have a chance of spotting these creatures and winning diamonds. Players also receive a message that they save one (or more) square foot of rain forest each time they harvest the fruit of a plant.

When players start the game, they receive 175 gold, 25 diamonds and 3 sprinkles of stardust and may have nine items in the garden (five at start), two of which can be feeding tables for wild life. They name a garden helper — a fairy or elf to which ownership of the garden most of the activity is attributed. The game identifies players by garden name as well as by the player’s first name and name of the garden helper. Plants generally take one to two weeks to grow and produce fruit, although higher level plants can take as long as 30 days or more to complete the cycle. The goal is to spot creatures and gain diamonds as these in combination with plants grown are what provide levels and achievements.

The mechanic that gets players coming back is a social one that extends beyond Facebook friends available in-game. Players have to spot creatures in their own gardens as well as other gardens in order to fill the creature spotted page, as well as move forward in certain thematic plant collections. Furthermore, spotting creatures in other gardens rewards the garden owners with the same amount of diamonds that you the spotter receives, encouraging garden owners to attract people to their own gardens. Fairyland gardeners can also set up mini-games in their gardens for visitors to play. The only benefit from having your Facebook friends play the game is that these players can gift each other seasonal seeds.

There are two main types of currency in the game, gold and diamonds. Gold is used every time a player waters a plant and also to purchase seeds, flower pots, food and resources for mini-games. Diamonds are used to shorten plant growing time and to purchase special flower pots and garden games. Five gold can be collected every three hours and other small amounts can be earned through other means, including finding them in friends’ gardens. Stardust is a third and rarely used type of currency in the game that comes in small amounts whenever a player purchases gold. Stardust can be used to purchase super food that attracts twice as many creatures, and special decorations for the garden that accompany in-game actions. For example, you can purchase flying pigs that appear in the background whenever you have plants in your garden out to attract the piglet.

Game Complexity and Development

Although the mechanics are simple, Fairyland is complex enough that fans have formed resource lists to keep track of all the “right” plants and pots and animals players need to advance. Garden lists show friends gardens, favorite gardens that players bookmark and random gardens. Wildlife lists tracks the wildlife you have spotted and links to pages where you can advertise your garden and find other gardens currently attracting that particular creature. Additionally, there are complex side games like alchemy and herbalism that award resources, which the fan pages break down by materials needed to complete the side games and where those materials can be earned or bought.

If growing the right plants in the right pots to attract wildlife with the right food and at the right time isn’t complex enough, there are three grades of food. Regular food costs 5 gold and attracts 5 wildlife in 3 days; organic food costs 10 gold and attracts 5 wildlife in 36 hours; and super food attracts 10 wildlife in 36 hours. From those numbers, players have deduced the time intervals where it is most likely to spot a creature when watering a plant. Complicated player etiquette systems have developed around what is considered polite behavior, such as not “swooping” in to water after a certain time has passed in “first feeds” on a feeding platter if other players have been diligently watering in hopes of spotting a rare creature.

Achievements in the game are understated but recognizable by regular Fairyland players. For example, titles attained from collecting a certain number of diamonds from spotting wildlife are not displayed, but they unlock increasingly higher level magical mushrooms for the garden. These mushrooms not only attract mythological creatures, but also deter common creatures worth, say, only one diamond from showing up in the garden. A regular player would see one of these mushrooms and be able to deduce how advanced that player was. For example, I know a “Fairylander” with an enchanted black mushroom has earned 15,000 diamonds from spotting wildlife and has attained Legendary III. At time of writing, Legendary VI is the highest achievement, worth an unheard of 30,000 diamonds.

Why do I still play it?

I’ve played Fairyland for 20 months now. I call it a substitute for a real garden, but I’ve found it’s an uplifting social experience. A regular “Fairylander” leaves a different haiku on my wall each time he waters my plants; general greetings have turned into friendly “back wall” chats; and the first spot of new and rare wildlife is still a triumph, especially in another player’s garden because I feel like I’ve given that player a gift even as I collect the reward for myself.

The game has gotten more complex over time through content updates that introduce additional plant types and creatures. Although I’ve given up on actively trying to attract and spot the very rare wildlife, I occasionally plop the odd $5 in so I can relax in the evenings by visiting gardens, watering at will…. And just so I can have flying pigs in my garden.

Carolyn Koh is a freelance games journalist covering social games, massively multiplayer online games and children’s games. She is also Vice-President & COO of  Genesis Advanced Technologies, Inc. You can read her stories on ISG here.

The Flirt Game Exemplifies Stone Creek Entertainment’s Focus on Emerging Female Market

The Flirt Game is a brand new MTV-endorsed Facebook dating game from developer Stone Creek Entertainment launched on April 29. It’s a question-and-answer based dating app that aims to show whether users are a “mind and soul match.”

What makes this a game more so than a dating service app with gamification elements is the division between singleplayer and multiplayer. The singleplayer version allows players to answer questions with the role of the second person being filled by a character archetype. Members of MTV’s Real World program also appear as characters in singleplayer and Wood tells us the real life cast members did answer all of the 468 questions available in singleplayer. Multiplayer mode features additional questions, and the ability to play synchronously with friends, friends or friends, or other players currently online in the game. There’s also asynchronously play with the “date offline” mode. In total there are 678 questions in The Flirt Game.

“It’s very deep,”explains Sharon Wood, Founder and CEO of Stone Creek Entertainment. “We wanted to offer different ways to connect to others, and make it as player-friendly as possible.”

The game is monetized via the sale of premium avatar items using two levels of currency. Flirt Coins can be acquired through gameplay or via Social Gold, while Flirt Cash can only be acquired through Social Gold. Wood notes that the game is currently in the process of implementing Facebook Credits, and that the game will offer more Facebook Credits features as time goes on, as well as partnering with an ad network.

“Over time, we’ll add more questions and features,” says Wood. “We’re thinking of adding more game elements as well, but as with all social games, we’re most interested in finding out what the players want. Dating in real life is fun, often an adventure and always a mystery — so we have a lot of options. In the long run, we see The Flirt Game becoming a new way to meet and greet potential new friends or sweethearts on Facebook.”

What’s perhaps most interesting about The Flirt Game is its targeted appeal to female digital gamers. Though long considered the main audience of Facebook, the platform’s growth in the last two years has convinced most social game developers to branch out to gender neutral gameplay or even explore games made for a mostly male demographic. Stone Creek Entertainment, however, is betting on the possibilities both The Flirt Game and its upcoming iOS decision-making app Karizmac Luminous offer when considering how to tap into the market of female digital gamers.

“Very few companies can claim that their games are for women, by women,” Wood says. “Stone Creek Entertainment, however, can rightfully make that statement, as we’ve developed a suite of online, social and mobile games for the largest emerging digital gaming group — women!”

The Flirt Game  has just launched, and it currently has 828 monthly active users and 685 daily active users on Facebook; you can follow the game’s progress using AppData, our traffic tracking application for social games and developers.

Game Portal Apps on Facebook by Traffic: New Winners and Losers Emerge This Year

Games portal apps on Facebook have seen some success in terms of traffic over the last three years, climbing into tens of millions of monthly active users in the early days of third party development on the platform. In the 12 months or so, however, several of the larger games portals have struggled to retain their audiences as more sophisticated gameplay experiences dominate Facebook. Here are the leading games portal sites on Facebook by present-day traffic levels.

For the purposes of this analysis, we limit our definition of a games portal app to Facebook apps that launch playable games from within an app as opposed to those that redirect players to off-Facebook sites for individual games. We also examine only the top trafficking app out of a group of identical apps spread across various regions in several languages.

Games, GSN Games

MAU: 7.1 million
DAU: 1.7 million

GSN Games offers casino style games and some branded intellectual property titles like Wheel of Fortune, which GSN also has developed as a separate Facebook game. The portal monetizes through virtual currency and Facebook Credits, both of which are used in game to purchase tokens to spend on individual games. Games are sorted by genre and popularity.

*Note: Games was previously left off this list.

MindJolt Games, MindJolt

MAU: 6 million
DAU: 1 million

MindJolt is best known for being the San Francisco casual gaming studio that former MySpace chief executive Chris DeWolfe bought last year. Two months after the buy, the MindJolt Games portal climbed to its all-time high levels of 21 million MAU and 3.5 million DAU before gradually declining in the last 12 months. The portal features video and pop-up adds and sorts its games library mainly through new, popular, and sponsored games as well as by individual players’ high scores and friends’ high scores.

King.com, King.com

MAU: 1.7 million
DAU: 259,000

King.com draws its origins from a casual games portal built for high score tournaments between players. The Facebook app went live just last summer and has seen excellent growth so far in 2011 following a strong performance at the end of 2010. The portal only features ads for other King.com games and has recently introduced banner ads for its cross-platform play experiences on iOS. The Facebook portal sorts its games by tournament results, popularity and genre.

GooBox – Jeux Gratuits, Kobojo

MAU: 1.2 million
DAU: 278,000

French developer Kobojo sees a great deal of success from a multi-regional release approach, enough so that it recently secured $7.5 million in funding to expand its regional branches. There are actually five different GooBox apps on Facebook localized for different languages; the French language app here being the largest. Like MindJolt, GooBox has seen steady decline after an early growth period experienced in late 2009 that peaked at 3.1 million MAU and 621,000 DAU. The portal appears to monetize through video ads and banner offers that award in-game currency.

AddictingGames, AddictingGames

MAU: 444,000
DAU: 65,000

Like GooBox and MindJolt, the AddictingGames portal got a head start on the Facebook platform that at one pointed yielded 1.7 million MAU and 440,000 DAU before falling off. The portal has seen a recent resurgence in the last month, recently landing on our fastest-growing games by DAU list. The portal features a mix of indie developed games and media branded intellectual property, like a Kung Fu Panda 2 game. Games are sorted by genre, newness and popularity. The portal seems to monetize through video ads.

MiniPlanet, MiniPlanet

MAU: 289,000
DAU: 46,000

While never as large as the other games portals on our list, MiniPlanet experienced a similar rise-and-fall pattern throughout its long life on Facebook. Where the game differs from other games portals is in the house decoration meta-game attached to the games portal. Players earn currency to spend on decorations by winning in the various games offered through the portal. They unlock more games within the portal by leveling up with earned experience points, purchasing game tokens with real money, or by inviting friends at a rate of one token earned per friend invite accepted. Games within the portal are sorted by the player’s level.

Zapapa Games, SPIL Games

MAU: 212,000
DAU: 30,000

Like King.com, Zapapa Games was spawned by a casual games portal that exists off of Facebook. SPIL Games claims to be the largest social games site in the world at 130 million unique monthly users. Its Facebook component is not as robust as its origin site, however, and the portal does not feature any clear monetization. The portal sorts its offerings by singleplayer or multiplayer game types and by popularity.

All data in this analysis was compiled using AppData, our traffic tracking service for social games and developers. If you know of a Facebook games portal app that was left off this list, let us know in the comments.

Super Texas Holdem Poker Tops This Week’s List of Emerging Facebook Games

Less than two weeks after launch, Turkish developer Soft Reklam’s Super Texas Holdem Poker tops our list of emerging Facebook games with over 739,000 monthly active users gained, according to our traffic tracking service, AppData. This growth was strong enough to earn it a spot on our fastest-growing games by MAU earlier this week.

Moving down the list, we see some familiar favorites like N.O.V.A. Elite and the unofficial Super Mario 3 app. We also see Kabam’s latest strategy-focused offering, Global Warfare, debuting at number seven.

Top Gainers This Week – Games

Name MAU Gain Gain,%
1. Super Texas Holdem Poker 739,982 +604,203 +445%
2. Feevo 495,123 +170,762 +53%
3. Hero City 351,397 +153,356 +77%
4. Battle Pirates 545,226 +145,088 +36%
5. Super Mario 3 706,855 +135,208 +24%
6. N.O.V.A. Near Orbit Vanguard Alliance: ELITE 574,018 +135,018 +31%
7. Global Warfare 350,501 +133,423 +61%
8. 英雄遠征-開心農場 204,996 +119,815 +141%
9. Okey Plus 946,247 +118,159 +14%
10. 《夢想三國》臺灣,新馬,港澳全面開打,新服《諸葛亮》火爆開啟,戰火不斷蔓延! 281,699 +102,902 +58%
11. JEOPARDY! 241,323 +101,617 +73%
12. Enrique Iglesias, Play with it! 317,423 +96,970 +44%
13. 開心城市(中文版) 265,535 +85,882 +48%
14. AddictingGames 444,081 +80,818 +22%
15. Buddy Rush 501,540 +78,679 +19%
16. Hero 938,468 +73,655 +9%
17. CROWDPARK – Betting Game 577,020 +71,539 +14%
18. Farkle Pro 452,024 +71,070 +19%
19. Mynet Çanak 101 Okey 854,483 +57,431 +7%
20. Go Fishing 164,218 +55,812 +51%

Global Warfare is a science fiction themed strategy game where users build up a base and then explore the surrounding region for resources to mine. The resources contribute to a light crafting system where players construct advanced combat units to send into battles against other. Like Kabam’s other strategy games such as Dragons of Atlantis, Global Warfare eases players into gameplay by making them invisible to other players for seven days while the player advances through the tutorial and builds up their base.

An interesting appearance on this week’s list of emerging games is Crowdpark – Betting Game, which is essentially what it sounds like. Players place bids of virtual currency on the outcomes of real life events, like the outcome of a sporting event or an election. Players can also craft their own bets around personal events and invite friends to place wagers. The primary gameplay motivation seems to be bragging rights in the form of a rankings board and virtual trophy awards. It’s a very simple gameplay premise with a slick interface, making it a unique entry in this week’s list of emerging games.

All data in this post comes from our traffic tracking service, AppData. Come back next week for our top weekly gainers by monthly active users on Monday, our daily active users on Wednesday, and the top emerging apps on Friday.

Trade Nations Replicates Character-Driven Mechanics and Dynamic Economy of iOS Original

Trade Nations is the Facebook version of the popular iOS game of the same name that suffers some confusion over its parentage. It was originally published on iOS by Seattle’s Z2Live, which hired Canada’s Bight Games as a contractor to design artwork and gameplay for the title. Both companies subsequently claimed ownership of the intellectual property, but came to an agreement where Z2Live owns the rights to distribute Trade Nations in perpetuity on iOS while Bight maintains the Facebook title.

According to our traffic tracking service, AppData, Trade Nations currently has 9,000 monthly active users and 2,000 daily active users on Facebook.

Gameplay in Trade Nations is faithful to the original iOS game where players build a small town that will eventually become self-sufficient. Players acquire resources, workers and coins — the game’s standard in-game currency — through the construction of relevant buildings. For example, players may acquire wheat after they’ve built a farm, built a villager’s hut and then hired a farmer to live in the hut and harvest the farm. Anything the player cannot produce themselves through this gameplay loop can be purchased through a market building given to the player during the tutorial.

While the iOS game can be compared to other town-building games on the platform like Smurfs’ Village, the Facebook game faces a different lineup of competing games within the city building genre, like CityVille. Trade Nations can differentiate itself from these titles both with its medieval setting and with what Bight Interactive calls “character-driven” gameplay.

“Trade Nations is unique in several respects,” says Stuart Duncan, CEO of Bight Interactive. “Importantly, we see it as a character-driven game as opposed to a building-driven game. Additionally, there is the global online market concept for trading goods. This lets players decide what kind of town they would like and whether, for example, to import lumber or produce it locally.”

The “character-driven” aspect comes from the use of workers in the game. Rather than simply clicking on buildings and assigning tasks directly to the premises, Trade Nations requires the player to assign specific, named workers to tasks that produce necessary resources. This helps the player feel more like they are building a virtual community, rather than a production machine.

The trade portion of the game is where Trade Nations feels like a natural fit for the Facebook platform. In both this version and the iOS original, the global market forms the main social aspect of Trade Nations. Resources can be traded with the global market or directly with other players, and in this way, players can put together cooperative communities, working together to produce the resources that they all need, and sharing the rewards. Players can also visit each others’ towns to make use of their facilities — but only if they ask permission first.


The game is monetized entirely through Facebook Credits, which are used to purchase Magic Beans, the game’s premium currency. Magic Beans are used for two main purposes: to “hurry” timed events such as creating buildings or collecting resources, and also to purchase premium items from the in-game marketplace. Additional Magic Beans are awarded to the player on each level up, however, so there is no requirement for any monetary outlay if a player wishes to play for free.

Bight Interactive has a long-term expansion plan for Trade Nations, and intends to introduce new content to the game on a weekly basis. In the next few updates, Duncan says the developer plans to add expanded tourism that leverages the Inns and Travel Agencies currently in-game. He did not elaborate on any additional features that might distinguish the Facebook game from the iOS game.

You can follow Trade Nations’ progress using AppData, our traffic tracking application for social games and developers.

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