RockYou Asia Rolls Out Happy City To Taiwan With High Hopes, Steep Competition

Though focused primarily on mobile development, RockYou subsidiary RockYou Asia is experimenting with releasing a PC-based social game across multiple social networks in the region. Happy City — or Top City as its known in Japan — debuts in Taiwan this month amid heavy competition from other city-building social games.

In Happy City, players construct a town from a combination of residential housing, commercial buildings, production infrastructure, and decorations that increase the productivity of each. Like all city building games of the day, the comparison to Zynga’s CityVille is inevitable. However, RockYou co-founder and RockYou Asia head Jia Shen tells us development on Happy City began well before CityVille was released. In the post-CityVille social game environment, the Asian market is full of city building games.

“Taiwan is pretty competitive, but growth and retention look good from our initial tests,” Shen says. “There are a lot of city games, now. Most of them are clones — everything down to the game mechanics. Ours tries to differentiate with a different design and very high presentation value.”

RockYou Asia also takes care to tailor Happy City’s gameplay progression to specific regions and their social networks. For example, Shen explains that the leveling system was completely redone in Happy City for Taiwan.

“People never talk about the balancing, leveling part,” he says. “But that’s something we spend a lot of time on to make sure the grind is appealing.”

Shen says that when Happy City released in Japan (as Top City), the developer did a lot of fine-tuning to make player progression feel comfortable both for short-session casual players that spend only a few minutes in the game and more dedicated players with longer session times. When migrating the game to Taiwan, the developer added content specific to the region, but mostly left the level progression alone — at first.

“[In] Taiwan, we ran it through initial set of users and they basically thought it was too easy,” he says. He anticipates that they’ll need to make a similar progression adjustment for Korea when Happy City debuts there in the coming months. “Korea’s another world, the country of grind,” he jokes.

The trouble with customizing a game by region comes from alienating sections of the game’s fanbase. For example, some developers with international social games express anxiety about releasing content for one region and not another — because the fans might essentially get jealous of another region’s content for what’s supposed to be the same gameplay experience.

We asked Shen if RockYou Asia had similar concerns when releasing Top City as Happy City with different level progression. Shen acknowledged that fan jealousy is something to be mindful of, but that with Happy City, the game is just so different between regions that it’s practically a different game. At the same time, though, the actual gameplay differences between Happy City in Taiwan and Top City in Japan are so subtle that players need to have played both titles to an advanced level to experience the difference.

“They are localized differently, names are different, characters change…” Shen says. “We may eventually roll stuff across [countries], but its all operated differently. I can’t say its a good defense [against fan jealousy]. If users talk, then they may notice differences.”

Looking ahead to Korea and to a wider release in China, where Happy City currently only runs on one social network that Shen would not reveal, RockYou Asia must figure out a more methodical way to tailor the game to the different regions. Shen says that China in particular is difficult because it’s essentially five countries rolled into one and spread across multiple social networks. When pressed to reveal which social networks Happy City might be on in China, he said, “Not much to be talked about there,” and clarified that the Facebook release is for Taiwan only.

“We haven’t been very methodical there yet,” Shen says. “It’s such a crazy market. We haven’t done a satisfactory job there in my opinion. There are some big movements in China right now [in the social games market]. I’ve always been skeptical about the space there, but it’s really starting to grow up [...] and actually create a viable economy for an ecosystem.”

As for expansion into mobile or into the U.S. through Facebook, Shen says Happy City’s future will be determined largely by how well it does in Taiwan. You can check the game out for yourself via Facebook and on AppData, our traffic tracking service for social games on the Facebook platform.

New Boyz: The World Experiments With Fan-To-Celebrity Engagement

New Boyz: The World is a virtual world social game hybrid built around New Boyz rap duo of Ben-J and Legacy. Launched on May 2 just ahead of the group’s new album release, The World is a promotional vehicle developed by Funtactix in conjunction with Warner Brothers for Facebook.

New Boyz: The World asks players to create human avatars inside a modern-themed setting where they can interact with other fans via chat or with animated emotes, like dancing. Beyond that, players get simple delivery and collection quests from the rap duo (as non-player characters), play mini-games, watch music videos and get a chance to preview soon-to-be-released music. Players will also get a chance to chat with Ben-J and Legacy during live events.

New Boyz: The World monetizes with the sale of premium currency, New Boyz cash, which is used to buy clothing for your avatar and a premium dance move. Whatever you can’t buy with New Boyz cash in-game is free. As players explore the world or play mini-games, they are also treated to New Boyz music as a sort of soft currency. Additionally, mini-games are themed to New Boyz music; such as Piggy Bank Smash, where players click on targets to smash a piggy bank while New Boyz single “Break My Bank” plays in the background.

The interesting concept New Boys: The World introduces to Facebook is the exclusive digital release of albums in-game. Funtactix and Warner Bros. announced the exclusive release of Too Cool To Care in New Boyz: The World less than a week after the game went live, so it’s difficult to determine how much of the first week growth in monthly active users can be attributed to the album itself. Furthermore, we’re not sure how many users the game will direct to physical purchases of the album outside of the game. New Boyz: The World currently has 20,000 MAU while the New Boyz official fan page has over 2 million Likes. For the time being, the in-game album feature is the only way fans can act as consumers of the album. Players who preview the album in-game receive New Boyz cash to customize their characters.

New Boyz’ Too Cool to Care is on sale in physical form as of today. You can track New Boyz: The World’s progress on AppData, our traffic tracking service for social games and developers.

Popular License and Historical Accuracy Keeps Pawn Stars: The Game Players Engaged

Pawn Stars: The Game is an adaptation of The History Channel’s popular reality TV show produced by A&E Television Networks. The game launched in late January and has since broke the 1 million mark in monthly active users just one week after appearing on our top 20 list of emerging Facebook games. Daily active users reached just over 250,000 in that same time frame.

Gameplay in Pawn Stars: The Game revolves around the player running their own personalized pawn shop. Players can choose from a selection of sales clerks to be the face of their shop and then must deal with a continual stream of incoming customers who want to sell their possessions. Haggling is done with a sliding-scale system, and offers that are too low will cause the customer’s mood meter to drop. When that happens, the customers will provide a clue that makes it a little easier to work out how much they’re willing to pay. Purchased items can then be displayed on store shelves, and new offers come in for them regularly. The player can accept these offers at any time, but many of them are far lower than the prices they will have paid for the item in the first place, in which case they’re better off waiting.

The game also provides a series of facts about the items that come into the store, including historical context of antiques and related trivia. All items are taken from past episodes of the show, so there’s the possibility of learning while playing, making it particularly suitable for players with an interest in history and antiques.

Pawn Stars is monetized through Facebook Credits in several ways. Firstly, players who don’t want to wait for new offers on their displayed items can purchase “candies” with Credits in order to attract new customers — and, by extension, offers — immediately. Credits can also be spent on a “premium appraisal” service, which teaches the player how much all items of the same type are actually worth. Standard appraisals can also be purchased using the game’s soft currency, but this only teaches the player how much the specific item is worth. Finally, soft currency “cash” can also be purchased for Facebook Credits and then spent on certain in-game items and on new store clerks.

We weren’t able to reach the developers for comment on the future of the game, but it’s clear that a “Decorations” feature is soon to be added, allowing the player to customize and personalize their own store. At present, the player can name their own store and hire a clerk of their choice, but the visual style of the store itself is fixed. New items, avatars and store clerks are also added weekly, with more outlandish characters making an appearance for higher level players. The game’s Facebook page also keeps the community updated on what to expect from each new update and encourages players to interact with one another.

Pawn Stars: The Game seems to have staying power in terms of growth. Its DAU as a percentage of MAU is also fairly high for the month of May at over 20%. You can follow its progress using AppData, our traffic tracking service for social games and developers.

Game of Thrones Hits Social Media Mainstream With New Game, Interest-Targeted Advertising From Other Media

Popular fantasy series A Song of Ice and Fire, more commonly known as Game of Thrones, expands its social network grasp this week with a social game launched from the television series’ fan page and with an interest-targeted ad campaign from another game developer looking to cash in on Game of Thrones fever.

The game, called Battle for the Iron Throne, is broken into levels scheduled to release one by one on a timed basis. The tutorial level is available now, with level 1 slated to go live Thursday. The tutorial level is broken into three parts — a first-person sword combat section, a real time strategy combat section, and a multiple choice trivia section that appears to draw trivia from the book series as opposed to the HBO series. Players must achieve a minimum score before advancing to the next level when it becomes available.

The ad campaign, meanwhile, is something social game players on Facebook may see if they’ve Liked the HBO Game of Thrones fan page. Massively multiplayer online game developer, Heatwave Interactive, is running an interest-targeted ad campaign that uses images from and references to the Game of Thrones TV series to direct users to the fan page for its MMO, Gods & Heroes: Rome Rising. We’ve seen these interest-targeted ad campaigns used for other media or artists like Lady Gaga, but this is the first we’ve seen of an off-Facebook video game attempting to attract users with fantasy genre appeal alone.

So far, the HBO Game of Thrones fan page has over 343,000 Likes. The Gods & Heroes fan page has 33,000 Likes. Stay tuned for a full review of the Battle for the Iron Throne social game once all levels of the game are live.

New Texas Holdem Poker Game On This Week’s List of Fastest-Growing Facebook Games by MAU

Super Texas Holdem Poker appears almost out of nowhere at number six on our list of fastest-growing games by monthly active users this week. The top five, meanwhile, stays mostly untouched with Gardens of Time leading the list yet again, according to our traffic tracking service, AppData.

Further down, we see games portal site King.com gaining some significant growth while the developer’s other games hang onto top 20 spots for an overall growth pattern that validates King.com’s cross-platform strategy. We recently caught up with Miner Speed, the first of the developer’s titles to get a cross-platform iOS app.

Top Gainers This Week – Games

Name MAU Gain Gain,%
1. Gardens of Time 8,004,969 +1,807,324 +29%
2. Zombie Lane 6,538,999 +893,017 +16%
3. Bubble Saga 4,032,687 +683,189 +20%
4. Gourmet Ranch 5,965,466 +486,292 +9%
5. Diamond Dash 7,612,751 +417,527 +6%
6. Super Texas Holdem Poker 262,698 +258,844 +6,716%
7. Auto Hustle 839,236 +241,919 +41%
8. Bubble Island 7,827,559 +218,993 +3%
9. BOSS維加斯 1,692,459 +208,770 +14%
10. Bizim Çiftlik 1,229,001 +193,951 +19%
11. Mynet Çanak Okey 3,149,635 +190,738 +6%
12. Mahjong Trails 3,078,735 +170,832 +6%
13. Monster Galaxy 11,927,399 +166,063 +1%
14. Who Wants To Be A Millionaire 1,796,233 +154,960 +9%
15. King.com 1,529,786 +154,285 +11%
16. Top Eleven – Be a Football Manager 2,576,247 +135,109 +6%
17. Buddy Rush 433,348 +132,161 +44%
18. Miner Speed 1,336,812 +131,893 +11%
19. Monster World 7,143,652 +128,529 +2%
20. Puzzle Saga 952,987 +123,245 +15%

Super Texas Holdem Poker comes from Turkish developer Soft Reklam. We’ve seen the developer’s not-quite-social-game app, Daily Horoscope, hit growth lists both on ISG and on our sister site, Inside Facebook. Its version of Texas Hold ‘Em poker seems fairly standard compared to other poker games of the same type, but we note an aggressive use of Wall post prompts that make the game difficult to play. Additionally, the app requests permission to access player data while the player is offline, which is more than most poker games ask of players. Super Texas Holdem Poker launched just over a week ago.

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.

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 9th, 2011

Tuesday, May 10th, 2011

Wednesday, May 11th, 2011

Thursday, May 12th, 2011

Friday, May 13th, 2011

ISG LogoInside Social Games

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

Sunday, May 8th, 2011

Monday, May 9th, 2011

Tuesday, May 10th, 2011

Wednesday, May 11th, 2011

Thursday, May 12th, 2011

Friday, May 13th, 2011

IF LogoInside Facebook

Tracking Facebook and the Facebook platform for developers and marketers.

Monday, May 9th, 2011

Tuesday, May 10th, 2011

Wednesday, May 11th, 2011

Thursday, May 12th, 2011

Friday, May 13th, 2011

New This Week on the Inside Network Job Board: MocoSpace, Pop Cap Games, Lolapps & More

The Inside Network Job Board is dedicated to providing you with the best job opportunities in the Facebook Platform and social gaming ecosystem.

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: Trademarks, Funding, Earnings, & More

Diamond DashPlayFirst & Wooga Reach Agreement Over “Dash” Trademark — Earlier this week, PlayFirst announced an agreement with wooga over the use of the word “Dash” in wooga’s Diamond Dash Facebook game. The exact compensation wooga makes to PlayFirst remains undisclosed. PlayFirst says its “Dash” trademark was filed back in April of 2008 and awarded in December of 2009.

Howard Marks Focuses In on Social-Mobile Startup Gamzee — Activision co-founder and ex-Acclaim CEO Howard Marks is turning his attention to social-mobile gaming startup Gamzee, says VentureBeat. According to Marks, the developer will be focusing on cross-platform games built with HTML5, in theory allowing them to make games that run on social networks, mobile devices, and the web.

We R Interactive Secures $5 Million in Funding — London-based online games publisher and I AM PLAYR creator We R Interactive announced a second round of funding closed from private investment worth $5 million. The funding is allegedly going towards supporting the international expansion of their I AM PLAYR title.

Gameloft Makes Its Own “FarmVille” for iOS — Mobile developer Gameloft has released a new game for iOS this week by the name of Green Farm. The new title is essentially a mobile-social rendition of Zynga’s popular Facebook title, FarmVille.

DominateIGN Launches Game Check-In App — Gaming network IGN is entering the social-mobile check-in space with the launch of its free app, Dominate. Players can “check-in” the games they are playing and become the “Dominator” of the games they play the most. It’s a very barebones app and it sounds like this might be a little late considering recent big ticket acquisitions in the space of companies like OpenFeint, which offers similar mobile game ranking features.

Live Gamer Partners with Skrill — Online game monetization solutions provider Live Gamer has partnered with payment company Skrill, according to VentureBeat. Through the partnership, online games publishers will more easily be able to incorporate both the former’s virtual goods platform and latter’s Moneybookers payment system.

Konami LogoKonami Reports Fiscal Earnings – Social Games Grow – Core games publisher Konami reported its fiscal earnings this week, noting growth in its social games sales, increasing from $156.7 million to $195 million. Gamasutra reports that the company will be putting greater effort into its social gaming portfolio over the course of the next year.

Social Games May “Crash Very Hard” — In an interview with Industry Gamers, game developer and Silicon Knights founder Denis Dyack forecasts a bleak future social games, stating that “it’s probably going to be one of the biggest bubbles and explosions that our industry’s seen in a long time and I think when it crashes it’s going to crash very hard.” His reasoning, in a nutshell, is that social games feel more like marketing rather than “real gaming,” and thus the market isn’t all that sustainable.

Doomsday Defense Offers “Unrivalled” Tower Defense Gameplay in English Market

Doomsday Defense is a graphically-polished tower defense game for Facebook from free-to-play massively multiplayer online game developer IGG Inc., which began aggressively launching social games a year ago. The game launched in February and enjoyed a brief period of growth with an all-time high of 737,000 monthly active users and 103,000 daily active users, but then lost momentum after about a month. Recently, the game clawed its way back into our weekly growth lists of fastest-growing games with present-day users clocking in at 229,000 MAU and 32,000 DAU.

Gameplay in Doomsday Defense has several modes. There’s Player vs Environment (PvE), which tasks the player with building tower defenses against computer-controlled enemy units. There is also Player vs Player (PvP), where attacking forces are sent by opposing players instead of the computer. Lastly, the game incorporates a castle-building element that grants the player advantages in both PvE and PvP gameplay modes.

“From the beginning we wanted to make the gameplay easy enough for casual players to jump right in, yet also deep enough for more advanced users to have fun,” says Mark H. Zhang of developer IGG Inc. “With diversified maps, gorgeous towers and ‘ugly’ monsters, we have higher quality graphics than other tower defense games on Facebook. The unique combination of PvE and PvP also sets us apart. While there’s a similar [tower defense] product in the Taiwanese market, there’s no direct rival in the English market.”

The game is monetized through the sales of resources, blueprints for towers, workers and numerous boost items. The game features two types of in-game currency: vouchers and cash. Cash is the premium currency which players can acquire by paying with credit card or PayPal. Currently, Facebook Credits are not a payment option in the game, though Zhang says that this is a “work in progress” and should find its way into the game soon. Cash is also available via an offer wall.


Doomsday Defense is still under active development, but Zhang and his team are currently focusing their efforts on Galaxy Online II, IGG’s second-most successful Facebook game after GodsWar. Zhang tells us that future plans for Doomsday include enriching the quest system and adding a wider variety of monsters and towers to make the game “more challenging and engaging.”

You can follow Doomsday Defense’s progress with AppData, our traffic tracking service for social games and developers.

King.com’s Miner Speed Sees Growth On Facebook With Cross-Platform Strategy

Miner Speed is the first of King.com’s games to receive the cross-platform treatment from the developer on iOS. The match-3 title has grown steadily in the last 30 days to a high of over 1.3 million monthly active users and its numbers continue to climb.

Gameplay adheres to the match-3 formula of switching two tiles to create a match of three or more of the same color gems in a row. This game is played on an eight by eight board with a sixty second timer. Players can see where they rank on three different leader boards that are reset each week; their standing among their friends, their country and across all Facebook players that play the game. Friends can gift each other a bomb boost that clears the board completely and inform their friends when they surpass their scores by posting a message on their wall in a little friendly “trash talk” not unlike Bejeweled Blitz’s Jabber.

Players earn coins with each game they play with scores also earning experience points, and badges are awarded for high scores. With coins, players buy boosts which are unlocked by consecutive days playing the game. The final two boost types are earned by inviting friends to play the game.

The game monetizes via Facebook Credits which is used to buy coins and also to unlock a permanent fourth booster slot so that four boosters may be used at a time. Players can also spin a wheel to win a number of coins after watching a promotional video at the beginning of the game.

Because Miner Speed maintains a shallow mechanic and quick pace well-suited to mobile players, the game was a natural choice for King.com’s cross-platform strategy. At present, the only things that are shared between the Facebook game and the iOS game are top scores, which the iOS app tracks by syncing players with Facebook Connect. Wallets of coins are kept completely separate.

Miner Speed is a very fast game compared to other match-3 games like Poseidon’s Realm by Reiner Knizia, which is a decidedly deliberate game. It is also faster than Bejeweled Blitz or Fortune Stones’ Frenzy mode. The blasting and swooshing sound effects and upbeat music are also unique style choices, evoking images of classic cartoon shows like Looney Toons. This and a user base already familiar with King.com’s games likely contribute to the rapid growth of the game in an increasingly crowded match 3 space.

Readers can continue to follow the growth of these games on our data tracking service, AppData.

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