Uno Boost Gets a Boost From Facebook Credits Integration

Uno Boost is a single player variant of the popular family card game from Mattel developed by GameHouse for Facebook. The game is enjoying steady growth, with a monthly active users north of 1.1 million and daily active users at 110,000, according to our traffic tracking service AppData. GameHouse credits the game’s rapid growth to fully embracing Facebook Credits.

Gameplay in Uno Boost is similar to GameHouse’s companion title, Uno, which we reviewed back in 2009 when the title launched as “Live Uno” or “Uno Live.” Play follows the traditional color or number matching rules of the Uno card game, with the exception of “Boost” cards, a limited resource which can be substituted for cards in the player’s hand at any time when they’re in a tough spot. This keeps play flowing quickly and smoothly, and most games are over in a matter of minutes, if not less. Uno Boost focuses on solo play against computer opponents rather than multiplayer action.

“Uno Boost is in a unique place,” says GameHouse Director of Business Development, Braden Moulton. “In terms of product quality, we benchmark against games like Bejeweled Blitz. While the game is different, the notion of providing a fun, concise experience to our users is similar.”

The game is monetized primarily through the sale of the aforementioned Boost cards, which can be purchased individually or in “packs” using either Facebook Credits or in-game currency. Certain packs are only available using Facebook Credits. There’s also an offer wall powered by TrialPay and a video ad service powered by Live Gamer that nets players individual Boost cards per viewing in exchange for viewing video advertisements.

“Facebook Credits is the hard currency within Uno Boost,” says Moulton. “We are fully embracing Credits and since launching them in Uno Boost in March, we have seen significant improvements in conversion and monetization. [...] We’ll continue to evolve our monetization strategy in parallel with our partners at Facebook.”

Going forward, the developer plans to roll out additional gameplay features planned in collaboration with Mattel over the next four months. Ian Fliflet, Director of Social Strategy at GameHouse, tells us that we can expect player achievement awards in the next month or two. He also says that GameHouse is looking to capitalize on new Facebook viral measures, though he declined to elaborate on what those might be. We know that the developer could implement the Buy With Friends viral discount feature, because the game uses Credits as in-game currency.

GameHouse currently enjoys a total MAU of 3.9 million and 538,000 DAU across all 23 of its Facebook apps. Fliflet tells us that the company has more titles in development that span both original intellectual property and licensed IP. GameHouse recently announced a partnership with Fremantle to bring CBS game show Let’s Make A Deal to Facebook.

You can follow Uno Boost’s progress on Facebook with AppData, our traffic tracking service for social games and developers.

Funzio On $20 Million Funding Round, Cross-Platform Development For Facebook And Smartphone

Crime City developer Funzio announced a $20 million series A investment round this morning, led by IDG Ventures and IDG Capital Partners. The company hopes to put the money toward tripling its 30-member staff and into cross-platform development on Facebook, Android, and iOS games.

Speaking to ISG, Funzio President & COO Anil Dharni says that the company has already started work on two new games, at least one of which is due out “soon.” These games motivated Funzio to seek out funding so that they could hire enough staff to support development.

The big question is how Funzio plans to enter the cross-platform market. The challenge for social games migrating to mobile is threefold across technology, game design, and platform restrictions. With technology, social game developers face the challenge of building an experience — sometimes outside of Flash, the primary social game engine — that can exist offline for phones without consistent network connections. For game design, mobile gamers engage with games at a different rate of play sessions and lengths per day than social games, which requires a different gameplay experience to support their engagement. On the monetization side, cross-platform games are vulnerable to monetization restrictions within platforms, like Facebook Credits in Crime City.

Dharni says that the challenges aren’t as much of an issue in creating games that straddle Facebook and Android, not only because Android supports Flash but also because Android allows daily updates to apps the way Facebook does.

“The three platforms are trying to talk to each other and work out these issues,” Dharni tells us. “But In the short term, we’ll need to come up with workarounds for [these issues]. So the plan right now is to figure out how to create a [shallow] experience built around something like Crime City.”

Another part of the short term plan is developing proprietary technology to support cross-platform games. Dharni says Funzio’s platform will be complete in the next couple of months, probably coinciding with the release of the developer’s next game. Though the platform will simplify the sharing of art assets and other intellectual property between games, Dharni says Funzio is keenly aware that mobile games need to be unique in experience.

“Sending our Facebook traffic ot mobile won’t give the lift that we are looking for,” Dharni says. “The [mobile] game has to stand alone. The scale comes from sharing the assets and the IP [across games].”

Funzio currently enjoys 7.5 million monthly active users and 751,000 daily active users with just one game on Facebook, Crime City. The developer was formed by several social and mobile game developer veterans from Zynga and Storm8. The company was founded and initially funded by entrepreneur and Playdom co-founder Rick Thompson, who serves as Funzio’s chairman. Thompson also participated in this round of funding. IDG Ventures Managing Director, Phil Sanderson will join him on the board.

Zynga, Lady Gaga Launch Massive Cross-Promotion That Spans FarmVille, Words With Friends

Zynga announced a “GagaVille” promotional campaign with pop music icon Lady Gaga today that spans FarmVille, RewardVille, and iOS/Android title Words With Friends. The campaign is timed to coincide with the May 23 release of the singer’s latest album, Born This Way.

Starting May 17, FarmVille players can access a Lady Gaga-branded farm decorated with themes from Lady Gaga’s “Born This Way” music video. Players can also unlock and stream one new song off the album per day between May 17 and 19. Between May 20 and 23, players can unlock and stream “a significant portion” of songs from the album. Non-FarmVille Zynga players can also access Gaga-branded items through RewardVille to display across CityVille, FrontierVille, Mafia Wars, Zynga Poker, Café World, Treasure Isle, YoVille, PetVille, and Vampire Wars.

The promotion continues with Zynga’s $25 game cards at Best Buy. Customers who purchase the card automatically receive an exclusive Gaga unicorn animal, a free download of the Born This Way album when the street date hits, and the chance to win a pass to watch Lady Gaga’ tape her next music video.

The promotion also extends to Zynga’s iOS/Android title, Words With Friends, where the developer will reveal a word-of-the-day that users can try to play within matches for the chance to win free tickets to Lady Gaga’s next tour, plus a signed copy of the Born This Way album. Winners are selected at random at a rate of one per day between May 17 and May 26.

Lady Gaga’s Born This Way has been the subject of much criticism in the music community for the title single’s resemblance to several older songs from pop singer Madonna. Critics also question the high volume of tracks released ahead of the album street date. By May 23, four singles from the album will have been released and Zynga players may well have heard more than that by the time the GagaVille campaign ends.

In any case, we view GagaVille as another step Zynga is taking toward making its games a “weekly release” platform for upcoming media, though this goes beyond the company’s previous campaigns with motion pictures. You can read more about Zynga’s promotional campaign plans in our article series on brand integration within social games.

Little Cave Hero Looks for Niche Gamers and a Good Laugh With Retro 8-Bit Style

Atakama Labs’ Little Cave Hero is a city building game that stands out on Facebook with a retro 8-bit art style and humorous quest text. The game launched April 14 after a short beta period, which began March 24.

The game blends RPG elements by sending the player’s little hero out into the caves to complete missions. Tongue-in-cheek, the game informs players that their existing town was destroyed and that they need to rebuild it. Players can construct farms, quarries and carpentries, as well as social buildings like a town square. The social element to gameplay comes from an invite system where players’ friends can populate farms and assist the king in a number of quests.

Core gameplay comes from exploring caves that are arranged by grids of squares. Clicking a square clears that portion of the cave, netting the player experience points and in-game currency at the cost of the player’s energy per square clicked. Caves also feature monsters and a single treasure chest. The “trick” is to reach the treasure chest using the least amount of energy. The treasure chest provides you a score card and rewards you on your performance. Caves become increasingly complex as players unlock new ones to explore by completing simple “rescue the princess” or “find the treasure” quests.

One of the most interesting features Little Cave Hero offers players is a design studio where players can customize their own 8-bit decorations, or design them from templates. Only two “custom” items can be saved to a player’s game at one time, but the player may build as many of the custom decorations in their village as they like without having to spend in-game currency on the construction.

So far the design studio doesn’t feature any monetization. Little Cave Hero monetizes by selling a premium in-game currency, crowns. Crowns buy equipment that also can be produced in game, single use “super” equipment for clearing out rocks in caves as well as additional energy packs, resources for building and production as well as decorative items.

The social aspect of Little Cave Hero is set to develop beyond building farms and inviting friends to inhabit them. Atakama tells us that it’s tweaking the feature so that friend population affects production time, which will encourage players to invite others to play. Players can also visit and assist each other in the clean up their cities of blocks that respawn in the town like trees do in Ravenwood Fair. Keys to treasure boxes that spawn in town are also obtained by visiting friends.

You can follow Little Cave Hero’s progress on AppData, our data tracking service for social games and developers.

Chinese FarmVille Tops Chinese-Language Facebook Games, But Struggles to Grow as Well as Others

Despite a dearth of Chinese-language Facebook users — at under 15 million throughout the world, out of more than 675 million — Chinese language games have been gaining ground in our weekly and monthly leaderboards of top Facebook games by growth. Here are the top five by size as of May 2011:

Chinese FarmVille, Zynga

MAU: 4.1 million
DAU: 408,000

In core gameplay, the Chinese language FarmVille game is what it sounds like: a translated experience where users maintain a farm and harvest crops and animals. The game, however, runs as a separate app with a different visual style that uses extra-large farming plots and bright colors similar to other Chinese farming games on Facebook. All of the music and some art assets are identical between both games, notably avatar and animal items.

Happy Fish Bowl, Happy Elements

MAU: 3.1 million
DAU: 1.4 million

With the largest daily active user count of the top five, Happy Fish Bowl shares some common elements with CrowdStar’s Happy Aquarium, though Happy Fish Bowl came out two months before Happy Aquarium in mid to late 2009. Notably, both games feature a gambling element where users either play a slot machine or spin a wheel for a prize. The core gameplay in both titles is about caring for fish by decorating and cleaning a tank and also feed and collecting fish. Interestingly, Happy Fish Bowl is currently running a cross-promotion pop-up that directs users to Happy Element’s other top-trafficking Chinese language game, Boss Vegas.

Happy Farm, Elex

MAU: 2.5 million
DAU: 1.1 million

At almost two years old, Happy Farm hit Facebook within days of Happy Fish Bowl. It appears to be the model from which the Chinese language FarmVille drew its large-plot and bright color palette. Players primarily plant and harvest crops, but there are other gameplay mechanics around caring for animals. Like Happy Fish Bowl, players can “gamble” for items by spinning a wheel. The game appears to have an app for mobile devices; we were unable to determine what, if any, cross-platform play is available between the Facebook game and the mobile version. Assuming there is a high level of connectivity, it could explain the game’s extremely high DAU figure.

Little War, Five Minutes

MAU: 1.7 million
DAU: 680,000

By far the most original game of the top five Chinese language Facebook games, Little War combines city-building with statistics-based combat where players can fight other villagers or dinosaurs to protect their village. Regrettably, the more complex gameplay mechanics escape us as the language barrier gets pretty steep midway through the tutorial and there aren’t any English language Facebook games to which we can make a direct comparison. The game will turn a year old this August.

Chinese Boss Vegas, Happy Elements

MAU: 1.5 million
DAU: 480,000

Like Chinese FarmVille, the just-launched Chinese language of Boss Vegas is a direct translation of core gameplay. Unlike Chinese FarmVille, Boss Vegas doesn’t use any visual elements to differentiate itself from the English language version of the game. Players build up and run a casino that attracts patrons, combining a city-building element with a bit of business micromanagement. This game topped our list of emerging Facebook games just two days after launching.

Conclusions

A few of the games on our top five got off to a rough start, with Chinese FarmVille struggling to grow its audience after an initial spurt up following December 2010 launch. A notable success story is Little War, which grew very slowly over the last nine months to reach its present-day levels.

Without getting unblocked in China, Facebook is going to have a slower time gaining more Chinese-speaking users to bolster the market. Taiwan and Hong Kong appear saturated, with around half their populations using the site every month (this and other data available in our Inside Facebook Gold traffic tracking service). Meanwhile, many other Chinese speakers in Asia and around the world access the site in English.

Inside of China, Facebook will have along way to go to catch up with other Chinese social networks like RenRen — along with all the many other issues associated with that move. Still, we expect Chinese language social games on Facebook to gain more ground as the platform grows around the world. Beyond traffic, a key motivation for developers is that the virtual goods business model has that people are used to the free-to-play virtual goods business model, and have proven themselves quite willing to spend in games on Facebook as well.

For more details on the Chinese social game market, read up on our Chinese social games series. All data in this analysis was compiled using AppData, our traffic tracking service for social games and developers.

Zynga Picks Up iOS Game Engine Developers Through Partial Acquisition of Sapus Media

Zynga brought on two major contributors to an open source 2-D game engine for the iPhone today through a partial acquisition of Sapus Media. Ricardo Quesada and Rolando Abarca, two South American developers from Argentina and Chile, are joining the company.

They both were very active in building cocos2d, an iOS gaming library that’s used by large game developers like ngmoco, South Korea’s Gamevil and Atari.

Zynga has actively been trying to improve its performance in mobile gaming. It not only hired Yahoo executive David Ko to run its mobile division, but it’s also made a series of mobile acquisitions in the last year including Words With Friends maker Newtoy and the U.K.’s Wonderland Software.

> Continue reading on Inside Mobile Apps.

Gourmet Ranch Cooks Up Some Growth On This Week’s List of Fastest-Growing Facebook Games by MAU

Not much movement over the last week in the top slots of this week’s list of fastest-growing games by monthly active users, but we are impressed by Gourmet Ranch’s steady climb up the rankings to number three after first debuting on the list in February of this year. Gardens of Time, meanwhile, continues its reign in the number one spot with Zombie Land, Diamond Dash, and Bubble Saga rounding out the top five.

Top Gainers This Week – Games

Name MAU Gain Gain,%
1. Gardens of Time 6,197,645 +2,154,407 +53%
2. Zombie Lane 5,645,982 +1,576,756 +39%
3. Gourmet Ranch 5,479,174 +1,035,618 +23%
4. Diamond Dash 7,195,224 +921,723 +15%
5. Bubble Saga 3,349,498 +853,485 +34%
6. BOSS維加斯 1,483,689 +428,664 +41%
7. Tavla 1,087,255 +380,556 +54%
8. Mynet Çanak Okey 2,958,897 +377,360 +15%
9. Auto Hustle 597,317 +322,834 +118%
10. Monster Galaxy 11,761,336 +314,216 +3%
11. Dragons of Atlantis 4,080,521 +291,977 +8%
12. Mystery Manor 2,167,041 +276,186 +15%
13. Who Wants To Be A Millionaire 1,641,273 +266,553 +19%
14. Fashion World 2,528,800 +265,877 +12%
15. Bubble Island 7,608,566 +262,286 +4%
16. TrainCity 1,899,849 +250,846 +15%
17. Mahjong Trails 2,907,903 +237,613 +9%
18. Bizim Çiftlik 1,035,050 +233,215 +29%
19. King.com 1,375,501 +201,246 +17%
20. UNO Boost™ 1,064,694 +176,021 +20%

We took a closer look at Gourmet Ranch’s aggressive growth spurt, finding that under parent studio RockYou‘s guidance, developer Playdemic had released a fishing expansion to the core game and run a successful seasonal promotion timed with the real life event of the royal wedding between England’s Prince William and Catherine Middleton.

An interesting addition to this week’s list is Mahjong Trails, an older title from German social game developer MegaZebra. Speaking to ISG in an interview last month, CEO Henning Kosmack told us that the game would get some new features as a benefit of a multi-million Euro investment closed in March. The developer also plans to spend some of that money on tweaks to existing games Nuzzle Puzzle and Magic Islands; we’ll be keeping an eye out for both on this list in the coming months.

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: Top 5 Developers Set a Slow Pace

As the July 1 deadline for Facebook Credits integration across all microtransaction-based social games looms, we turn our attention to the top game developers and the steps they’ve taken toward integration two months out from the day it becomes mandatory.

Facebook has said that while the games are required to make Credits the only means of purchasing premium items and content (the primary revenue stream for most developers), they are not required to offer Credits as the game’s premium currency despite Facebook strongly encouraging developers to do so. This is an important distinction, as games that maintain their own currencies keep control of inflation within their virtual economies while games that use Credits as an in-game currency are vulnerable to adjustments Facebook might make with Credits over time.

When Playfish recently announced its move to phase out its cross-game Playfish Cash currency in favor of individual game currencies, the developer explained that this was a consideration for them in deciding to maintain its own premium currencies within Playfish games. Surrendering inflation control to Facebook in essence is the same problem Playfish already dealt with when Playfish Cash was the premium currency across all its games: coordinating any kind of in-game promotion or discount was too difficult.

“If you’ve got one currency and you offer a promotion in one game, that means you’re offering a promotion in all your games and maybe it doesn’t make sense [to do that],” Playfish VP of publishing and product management C.J. Prober told us in an interview about Credits.

Games that do choose to integrate Facebook Credits as an in-game currency, however, enjoy some features that other games don’t. In particular, these games have the option to implement Frictionless Credits into gameplay, where a user can purchase an item worth less than $3 with one click that does not take the player out of the game to a Credits purchasing screen. These games can also use Buy With Friends, a feature where a Wall post is created when a user purchases something in-game. Players that click on a friend’s BWF Wall post receive a discount on the in-game item, potentially increasing the overall revenues from sales of that item and certainly restoring some of the viral sharing Facebook games lost when game posts were restricted in the News Feed.

Early adopters of Facebook Credits are already enjoying some of these features. When we spoke with PlayFirst last month, vice president and general manager of social games Eric Hartness told us the game had already implemented Frictionless Credits; the Buy With Friends feature went live in Diner Dash just this week. We also observe some games using an apparent loophole as a means to access Frictionless and Buy With Friends — if the game has only one in-game currency, but at the same time offers certain items for purchase only with Credits, it seems they meet the requirements to use these features.

Regardless of individual games’ success or challenges with Facebook Credits, how the top five social game developer on Facebook approach integration could set the tone for all other developers in the coming weeks. Of the top five social game developers on Facebook, only two use Facebook Credits as in-game currency: CrowdStar and Wooga. CrowdStar in particular was bullish on Credit, signing a five year deal with Facebook last year in which the developer would use Credits exclusively as its in-game premium currency. Wooga followed suit only one month later, introducing Credits as the only means to buy its in-game currencies. Wooga, notably, had nothing to lose by integrating Credits at the time because it didn’t have any monetization in any of its early games.

The remaining three — Zynga, Electronic Arts (which includes PlayFish games) and Playdom — have all taken at least one step toward integrating Credits within their games by offering Facebook’s currency as one of several means for acquiring individual game currencies. Each company still offers credit card and PayPal payments as a means to acquire in-game currency. Additionally, Zynga and Playdom use offer walls powered by TrialPay as a means of distributing currency. Zynga also offer up currency in exchange for watching video engagement ads powered by SocialVibe.

While we expect the alternative payment options to disappear from the three developers’ games in the next two months, the offer walls and video engagement ads look like they’re here to stay: Facebook announced an expansion of its partnership with TrialPay this week that enables the service to pay out Credits for watching videos. Representatives from SocialVibe tell us Facebook also extended Credits to it as a payout option for its video ads. We’ve also seen a trend with both Zynga and Playdom where the developers seem to be building their own games portals off Facebook, which would allow them to maintain payment options with PayPal and credit card for users that access their games via the developer-maintained portal instead of Facebook.

It could be that integration with TrialPay and SocialVibe is the next step on the road to Credits for mid-level social developers that don’t wish to integrate Facebook’s currency directly into their game economies. As for bigger steps from the big social game developers, we’ll likely have to wait at least until mid June to see any significant moves toward (or away from) Facebook Credits.

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 2nd, 2011

Tuesday, May 3rd, 2011

Wednesday, May 4th, 2011

Thursday, May 5th, 2011

Friday, May 6th, 2011

ISG LogoInside Social Games

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

Monday, May 2nd, 2011

Tuesday, May 3rd, 2011

Wednesday, May 4th, 2011

Thursday, May 5th, 2011

Friday, May 6th, 2011

IF LogoInside Facebook

Tracking Facebook and the Facebook platform for developers and marketers.

Sunday, May 1st, 2011

Monday, May 2nd, 2011

Tuesday, May 3rd, 2011

Wednesday, May 4th, 2011

Thursday, May 5th, 2011

Friday, May 6th, 2011

New This Week on the Inside Network Job Board: Blue Fang Games, Idle Games, Kabam & 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 Blue Fang Games, Idle GamesKabamSharkius GamesSynapse Games, and Loot Drop.

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.

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