Aquarium Games Fishing for Traffic in International Waters

Aquarium simulation games are another old hat genre for the Facebook game platform, much like the restaurant simulation genre we examined earlier this week. Even with its “been there, done that” status, however, developers seem to be finding traffic for new aquarium games in the international market.

Aquarium games are like pet simulations, but confined to the pet type of fish. Players are usually tasked with attracting fish to a virtual space by using food, cleaning up debris generated in the space, and by decorating the space to make it more alluring to different types of fish. This type of game lends itself to the asynchronous Facebook audience as it doesn’t require quite as much time-management as a farm or restaurant simulation and the ambiance of a virtual aquarium is more soothing, much like the classic screen savers from Microsoft Windows.

Games By Genre: Fish (Aquarium)

Name MAU
1. Happy Aquarium 5,786,283
2. 開心水族箱 3,664,519
3. FishVille 2,604,989
4. Fish World 777,397
5. Akvaryum 508,999
6. My Fishbowl 256,821
7. Ocean Party 197,735
8. 開心魚塘 182,728
9. Mi Pecera 169,575
10. Fish Isle 84,399

Top Tier: Declining Everywhere But China

The largest aquarium games by monthly active users — CrowdStar’s Happy Aquarium, Happy Elements Ltd’s Chinese language version of My Fishbowl, Zynga’s FishVille, and TallTree Games’ Fish World — all have long histories on Facbeook dating back to fall and winter of 2009. These games found success throughout the first half of 2010, in the days when the Facebook games platform still offered extensive viral channels through which games could attract new users. As an example, Happy Aquarium and FishVille at one point each boasted more than 25 million MAU and 7 million daily active users during their first three months in contrast to their present-day levels.

After the first three months of growth, each of our top tier aquarium games slowed in growth, creating a gradual downward slope. The beginnings of these slopes happen to coincide with the period of time in which Facebook clamped down on viral channels available to developers — spring 2010. While one could argue that the loss of growth in our aquarium games could be connected to the loss of the viral channels, we’re can’t necessarily reach that conclusion as the downward slopes remained gradual throughout spring and summer of 2010 as opposed to showing a sharp drop-off. Moreover, most social games in any genre see growth in three to four months followed by a period of decline as players simply run out of things to do in-game and move on to other titles. Even so, it’s not hard to imagine that once the viral channels were restricted, each developer faced an uphill battle to bring growth back to the games.

The exception here is the Chinese language version of My Fishbowl, which appears to be on a long-term upward trend begun in early April of this year, up 33% in MAU over the last two months. The reasons for this trend are not immediately clear; other international versions of My Fishbowl aren’t performing nearly as well.

Mid Tier: Declining Everywhere but MENA

In the mid tier of aquarium games, we see the original My Fishbowl still stuck in a decline slope, but we also see a notable newcomer. Akvaryum is a Turkish-language aquarium sim from Peak Games, a developer that’s seen success in the Middle Eastern and North African (MENA) region where other developers tend to struggle. The game launched only in the last two weeks and is already number five out of all fish games with over 500,000 MAU and 100,000 DAU.

Also in this tier is Gaia Online’s Ocean Party, an older aquarium game with an interesting history. It was the developer’s first Facebook game built off of a similar activity in its successful virtual world, Gaia Online. Based on its experiences with Ocean Party, Gaia Online went on to create monster collection and combat game, Monster Galaxy, which is shaping up to be a Facebook success story. Ocean Party hadn’t seen much activity in the last nine months, but a small spike in MAU and DAU in early June hints at signs of life in the otherwise dead-in-the-water game.

Lower Tier: Small Fish in Big Ponds

At the bottom of our aquarium spectrum are more language variations of My Fishbowl, several decaying clones of Happy Aquarium, and a slew of games that don’t exactly fit the aquarium genre. The two that make our top 10 — 開心魚塘 (Happy Fish Ponds) and Fish Isle — do actually fit the genre, but like their siblings in tiers one and two, they haven’t seen significant growth of late.

Conclusions

While the Chinese language version of My Fishbowl and Akvaryum’s sudden popularity suggest that there is still an audience for the aquarium genre in the international market, most of these games tell a sad story for aquariums on Facebook. We don’t think it’s going to completely discourage developers from attempting new aquarium games, however. Already we see mobile developer Jirbo actively try to port its successful iOS aquarium sim, Tap Reef, to Facebook; and other developers like HitGrab are seeing success with variations on the “collect fish” theme of aquarium games as applied to the actual sport of fishing in games like FishHunt.

All data in this analysis was compiled with our social game traffic tracking service, AppData. If you believe a game has been left off this list in error, please reach out to us in the comments.

Aquarium Games Apparently Still Get Growth on This Week’s List of Emerging Facebook Games

Peak Games‘ Turkish-language aquarium sim, Akvaryum, tops this week’s list of emerging Facebook games just one week after debuting at number two. And here we thought the genre was saturated with well over 30 different variations on the theme logged in our traffic tracking service, AppData. Of that list, Akvaryum is already at number five in terms of monthly active users.

Getting back to our list of emerging Facebook games, we see several newcomers to the list including several Spanish-language Social Point-developed games that also appeared on our top 20 fastest-growing games by daily active users this week. We also see The Sims Social still ramping up in users despite the fact that the game isn’t even to the closed beta phase yet so far as we know. At number two is inFamous Anarchy, Mob Science’s tie-in game for the recently-released PlayStation 3 game, inFamous 2.

Top Gainers This Week – Games

Name MAU Gain Gain,%
1. Akvaryum 486,806 +298,752 +159%
2. inFAMOUS Anarchy 484,198 +293,445 +154%
3. My Country 306,830 +259,947 +554%
4. The Sims Social 430,032 +243,268 +130%
5. City Wars 810,940 +192,712 +31%
6. Planet Domo 838,590 +180,538 +27%
7. HotShot 778,708 +162,212 +26%
8. Pet Tales 269,320 +149,874 +125%
9. Mad Games 254,279 +147,719 +139%
10. Revienta el teclado 827,155 +142,505 +21%
11. Tavla 818,172 +142,473 +21%
12. Samurai Dynasty 416,461 +137,850 +49%
13. FishHunt 224,414 +127,294 +131%
14. MMA Pro Fighter 530,108 +126,558 +31%
15. Perro Saltarín 953,103 +125,030 +15%
16. Shadow Fight 598,564 +122,157 +26%
17. Super Billares 800,407 +111,223 +16%
18. Trial Madness 951,537 +105,106 +12%
19. Crazy Taxi 913,753 +93,984 +11%
20. Galaxy Online II Philippines – Best Sci Fi Game 127,823 +92,056 +257%

At number six and seven this week are two games we had the opportunity to review recently. First up is Planet Domo, an adventure/treasure-hunting game from Barn Buddy developer TheBroth based on the popular Japanese TV mascot. The game features a player-versus-player mode that adds a layer of depth to the core gameplay.

Next is HotShot, an arcade-type game from developer PlayQ that is notably similar to PopCap Games’ popular casual title, Peggle. In both games, players shoot a ball from the top of the screen into a cluster of “pegs” arranged below the cannon. The goal is to strike certain-colored pegs with the ball to clear them from the board. At present, PopCap does not have a version of Peggle available on social networks.

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.

City Wars Fights a War on Two Fronts With City-Building and Military Combat Gameplay

City Wars is a military-themed city-building game from Funstar Studios. The game launched in late February and since that time has seen steady growth in its monthly active user figures.

According to our traffic tracking service AppData, City Wars currently has 810,940 monthly active users and 53,690 daily active users.

City Wars has two main components to its gameplay: city-building and attacking other players. The game is introduced via a brief tutorial which walks players through how to build structures for their city and attack other players, then the player is left to decide how to proceed — whether this is following the regular goals which appear at the side of the screen or taking their own route to conquering the regions of the world through defeating other players.

Buildings fall into three types: production, commercial and decorative. Production buildings allow players to produce units and protect themselves against enemy attack, commercial buildings provide income and decorative buildings are purely there for aesthetic value. Most buildings can be purchased using the in-game soft currency, but some buildings in all three categories can only be purchased through hard currency.

Other players can be attacked by calling up a strategic world map from which various destinations can be attacked — the precise number of which available to a player being determined by their level. Players work their way across a hex-based regional map populated by other City Wars players in an attempt to conquer as many territories as possible. Scattered across the map are a number of strong opponents who require certain numbers of troops to be trained in order to attack them. Combat is resolved automatically, with results determined by each player’s level, number of allies (friends playing the game) and the best troops and equipment they have. This part of the game is similar to the player vs player gameplay in text-based RPGs such as Mafia Wars.

The social element of the game comes from the familiar ability to visit other players’ bases. Experience and other rewards are offered for “repairing” friends’ buildings, with greater numbers of friends helped leading to larger temporary attack bonuses. Gifts can also be exchanged between players.

The game is, at the time of writing, monetized via its own proprietary hard currency of Gold. This is to be replaced with Facebook Credits on June 30, however, and all players have been informed that they must spend their Gold before then as it will not be converted to Credits. Premium items include decorative buildings, high-efficiency production and commercial buildings, strong “Hero” units, energy-restoring items and temporary “boost” items which provide a bonus to attack power for a set number of battles. Soft currency can also be purchased directly. Since the game starts by providing the player with a relatively low income, many players are likely to take this option early in their careers.

We didn’t hear back from Funstar Studios prior to the time of writing, but judging by the game’s Facebook page, Funstar intends to continue support for the game through daily bonus items, regular overhauls of existing content and the addition of new maps and challenges for high-level players. The company makes an active effort to engage the community with daily wall posts and special offers, and the growing MAU and DAU figures suggest they are having some success with this strategy.

You can follow City Wars’ progress with AppData, our traffic tracking service for social games and developers.

New Hires in Social Gaming: Booyah, Digital Chocolate, GSN, & More

LinkedIn and other sources showed a wide range of companies making small numbers of hires, with KlickNation and Zynga adding the most people. There were no executive additions.

As always, if your company is hiring new people or making a notable promotion, please let us know. Email editor (at) insidesocialgames (dot) com, and we’ll get it into this or next week’s post. Also, please note that the information about most new hires, below, comes directly from company updates from LinkedIn, and is only as current as people’s profiles.

Looking for new opportunities? The Inside Network Job Board presents a survey of current openings at leading companies in the industry.

Here’s this week’s full list:

Booyah

Digital Chocolate

GSN

  • Joshua Robinson, Segment Producer — In an internal shift for the GSN team this week, Robinson’s prior role was as an editor.

MegaZebra

KlickNation

  • Eric Lodge, Assistant Content Specialist — Kicking off the new hires for KlickNation this week is Lodge, a former intern for Technikon.
  • Jacob Wade, 3D Animator/Rigger — In an internal shift, Wade changes roles from an intern and contractor.
  • Maz Golestanehzadeh, Artist — Now at KlickNation, Glestanehzadeh was previously a freelance artist and illustrator for Warner Bros Interactive, American Apparel, and WildStorm Comics.
  • Ryan Payton, Junior Systems Administrator — Payton was an overnight logistics specialist for the Target Corporation.
  • Damian Schouweiler, Senior Artist — Schouweiler was previously a character artist for Trion World Entertainment.

LOLapps

  • Brandon Pike, Jr. Illustrator — LOLapps also shows hiring activity this week, bringing on Pike. He was previously a production artist for a student film, “The Swan,”and is also an illustrator for Jon Colton Illustration.

Playdom

  • Jay Embry, Test Lead — Now at Playdom, Embry was previously a test lead at Zipper Interactive.
  • L. LaRae Brim, Program Manager — Also joining Playdom, Brim was most recently an associate producer at NetDevil.

Playfish

PopCap Games

RockYou!

  • Denis Hammond, Sr. Systems Administrator (Contract) — A new team member for RockYou!, Hammond was formerly a senior systems administrator for Mixercast.

Wooga

  • Cindy Weng, Product Management — Developer wooga makes its first new hire in a while. Weng was most recently an intern for RedAtoms.

Zynga

  • Danny Duong, Community Relations — Duong starts off the string of new Zynga hires. He was previously a special events and private dining management intern at Spruce.
  • Cherie Gardiner, Learning & Development — Now at Zynga, Gardiner was previously a director of leadership development at Microsoft.
  • Rajesh Gopinadhan, Artist — Gopinadhan was formerly an artist for Tata Elxsi.
  • Andre Ogden, Mobile Game Developer — In an internal change at Zynga, Ogden moves from his prior role as a software engineer.
  • Michael McLean, Product Management Intern — McLean was most recently an associate for Institutional Venture Partners.
  • Ilya Abyzov, Product Management Intern — Also joining Zynga this week is Abyzov, a former financial analyst at HBK Capital Management.
  • Jean-Paul Bondy, Senior Artist — Bondy was previously an assistant at Rachel Waniewski Photography as well as a digital background painter at Nickelodeon Animation Studio.
  • Richard Senft, Software Developer Intern — Senft was previously a tech design co-op at Vicarious Visions.

Tea4Friends Sees Strong Growth Even In Crowded Restaurant Sim Genre

Tea4Friends is a Facebook restaurant sim from MetroGames. The game launched in the first week of June with a gradual promotional campaign within MetroGames’ network of other titles. The game had the 4th fastest-growing MAU this week, bumping up its numbers by over half a million users.

According to our traffic tracking service AppData, Tea4Friends currently has 1,856,536 monthly active users and 153,713 daily active users.

Tea4Friends, as the name suggests, revolves around tea. The player runs a small tea shop and is tasked with pleasing customers through the preparation and display of tea and snack foods, which customers enter the store to buy. Customers will continue to purchase products even while the player is not actively logged in to the game, so returning to the game after a break will often see some healthy profits waiting for the player — along with some empty shelves. Players progress in the game by earning “Tea Points” (experience points) and growing their tea shop’s popularity by satisfying customers. Having a wide range of products available and in stock will make customers happy, while empty shelves will cause them to leave, disgruntled.

Tea and food products are prepared on the stove with several clicks, and then each product requires a certain amount of time to pass before it’s ready to display on the tea shop’s counters. This process can be sped up by using Facebook Credits, but the Credits cost-per-speed-up doesn’t decrease based on the time already spent on the product, making the purchase of a speed-up something of a waste if not purchased immediately.

Julian Lisenberg, COO of MetroGames, believes that the game offers a more challenging alternative to many other restaurant sims already on Facebook, as well as a distinctive aesthetic and theme.

“We are focusing the theme around tea,” he says, “something more distinctive than the usual coffee and restaurants. Our game rules are more difficult than those in other games. It’s really tough for users to progress in the game, so it is targeted to experienced players in search of a challenge.”

The game is monetized through the sale of virtual goods in exchange for soft currency and Facebook Credits. The goods run the gamut from decorative (shop props and furniture) to functional (new stoves and equipment for the store). Lisenberg says he feels Credits have an added benefit for users, increasing the number of players.

The future of the game holds some interesting developments that Lisenberg believes will be firsts for the genre. “One of [the new features] will be the addition of multiple floors, so users can have 2, 3 and even 4 levels besides the ground floor,” he says. “This is a cool feature no other type of this game has. We are also releasing real-time multiplayer interactions between the users to make the game even more engaging.”

According to Lisenberg, Tea4Friends has a small, full-time team dedicated to the game, allowing them to focus on regularly adding new content and features to the game as it grows. If the game continues to grow at the rate it has this week, MetroGames could have a successful title on their hands.

You can follow Tea4Friends’ progress with AppData, our traffic tracking service for social games and developers.

Game Company Accelerator YetiZen Set to Release First Crop of Candidates to the Wild

YetiZen is a start-up accelerator dedicated exclusively to video game companies in the PC, mobile, social, and network download space. An accelerator is a company that educates or reorganizes an existing company or product and then connects it with sources of funding for long term growth. While we’ve seen one or two social game developers practice acceleration — notably Rocket Ninja Games and its relaunch of Wrestler: Unstoppable — YetiZen is the first platform-agnostic accelerator for games that we’ve ever heard of, taking in social, mobile, PC, and Xbox Live Arcade or PlayStation Network indie game start-ups.

At present, the company boasts a network of venture capitalists, advisors and angel investors that include a lot of big names in the larger video games industry. Playdom investor Tim Chang of Norwest Venture Partners, for example, sits on YetiZen’s board of advisors along with Jeremy Liew, Managing Director at Lightspeed Venture Partners and several other established investors. Full disclosure: Inside Virtual Goods researcher and ISG contributor Charles Hudson also sits on the board.

YetiZen is set up as an intensive three-month program of workshops and networking events for groups of around 10 game companies ranging from game developers and game tools services to publishers and even platform creators. The accelerator is currently closing its first session and wrapping up candidate interviews for its second session, which begins in August. YetiZen plans to maintain a biannual session schedule.

Below, we interview CCO & Co-Founder Japheth Dillman (pictured) on what YetiZen looks for in a candidate and what it expects to see from the games space in the future as the Facebook and mobile markets become saturated.

Inside Social Games: Why is it that YetiZen focuses on all game companies except those targeting consoles?

Japheth Dillman: Console [development] is difficult to accelerate. For example, it takes maybe $20 million to make a successful title these days and if one out of four of them succeeds, that means you need to make a few of them to find success, which means you need $100 million. How in the hell are you going to find that from a VC today? It isn’t going to happen. So [console] is not even on our radar at all.

ISG: As a contrast, how much does it take to get a social or mobile game off the ground?

Dillman: A really, really good social game? Maybe $300,000. It really varies depending on the type of game, the genre, the platform. If you’re doing mobile, you could do a really good game for $80,000 to $120,000. If you’re doing social, it’s maybe double that. Of course, the higher your production values are… some social games now are costing up to half a million to roll out.

ISG: Do you look for startups that have a cross-platform strategy in place? Maybe a game already built in Unity or HTML5?

Dillman: Oh, yes. HTML5 is one of my favorite tools to use right now because it’s true cross platform, anything can use HTML5. Even smart televisions, which is probably the next wave. We actually have relationships with Sony, Panasonic, Pioneer, Samsung — and they all are desperate for game developers to come onto their platforms and make native games to their platform. They know if they come to market and others have it when they don’t, they’re going to fail. Right now there’s no game developers focusing on smart televisions. So we’ve been approached by a lot of them to find that as the next platform for development.

ISG: But you don’t create a cross-platform strategy for your startups? You only focus on providing education based on the product that the startup already has?

Dillman: There are three components that we provide. One is the educational component, that comes in the form of workshops and advisors that get packed around the studio. The second is [distribution] partnerships. We actively seek partnerships with TapJoy, Super Rewards, W3i, all those and other types of partnerships. The third is the touch points to the investment community. Companies can spend a year or two in the bay trying to talk to these guys and never get an opportunity. We set six or eight of them up in a single dinner to do pitches.

ISG: What criteria do you use to select companies for the program?

Dillman: My background is in games, so I do all the interviews with the companies. If their vision as a designer excites me, they don’t have to have had success [to be selected]. So for example, some of the most amazing games on iOS that take advantage of the touch mechanics in a very unique way have done terrible in the store. These are very gifted game designers, but they don’t understand the distribution model. They don’t understand how to get millions of installs. We take on those types of people and give them the education so they can have massive distribution and all those other things.

ISG: We’ve heard YetiZen described as an incubator, but what you’re describing sounds a bit more like a boot camp. Can you characterize the difference between an incubator and accelerator for us?

Dillman: An incubator works with early stage companies where they have an idea on paper, but nothing in development. They help them get very early seed stage funding and they help them find co-founders. An accelerator works with companies that have a product on the market or at least in development. Generally those types of companies might’ve already had some seed funding maybe even some angel funding. I’d say that about half the companies that we’re currently working with have had an angel round, maybe a half a million average. All of them have something either on the market or in production right now.

ISG: So when you’re shopping for candidates, what in particular do you look for? Are you trying to fill quotas for a certain number of mobile developers or for different types of game genre?

Dillman: Ideally what we like to do is have companies that represent all the different components of the games industry in a single round. We’d like to have a publisher, a platform, a developer, and a tools company — where they could have synergy working with each other in each round. As far as genres go, that’s a little less relevant to us as long as its [...] a mass marketable game, casual experience. We definitely avoid the triple-A world because it costs too much funding to make those kinds of games in this ecosystem today.

The other issue with traditional games versus non-traditional games is discoverability and marketing. With traditional games, you’ve got Joystiq, Kotaku, Destructoid — you cover those three channels and you’ve got the entire gaming market covered. You don’t need to get reviews anywhere else. However, let’s take Angry Birds — who’s your market? Everybody! How do you reach out to that audience? Everywhere! It’s almost impossible. So the only way you can do that is with discoverability on the App Store. It’s an entirely different world for these games where we have to seek distribution from distribution channels — TapJoy, Super Rewards, W3i, etc. — those types of distribution channels are the only way to find discoverability in the App Store.

ISG: What about for games on Facebook?

Dillman: Facebook has even larger issues with discoverability. There is no App Store that represents Facebook. So discoverability of games there is even more difficult. For a new developer in the landscape of Facebook today, it’s nearly impossible. Not totally impossible, but very, very, very difficult. On the App Store or Android, it’s not so difficult. The discoverability is there — you just have to pay for it.

ISG: Sounds like a social game developer wouldn’t make an ideal candidate. What would they have to do to convince you to take them on if what they want to do is make Facebook games?

Dillman: Someone would have to really convince us with their background or some interesting metrics to take them in if they’re new to Facebook. They’d have to show us that they really understand the ecosystem of Facebook itself.

For example, one of the companies we have in this round has half a million monthly active users on Facebook currently. That already shows they’ve established themselves and now they’re looking for bigger success. But a company that has absolutely no traction on Facebook, it’s going to be really hard to get into [YetiZen’s] program just because that particular platform is starting to become saturated. We’re starting to see that a little bit on mobile devices as well. That’s why we’re looking at new platforms like smart televisions.

As each platform matures, it becomes saturated. Which means two things: it’s more difficult to gain a new users — more costly. And you make less revenue per users. Right now on Facebook, it’s about a dollar per install and the monetization is low. Whereas on mobile, it’s about 35 cents per install and monetizaiton is high. So which platform are you going to go after?

ISG: What about social game developers targeting more than one social network? Are all of them equally saturated?

Dillman: All of those are just less interesting these days. The nice thing is developing for Facebook means your game can easily [be ported] to those networks. And a lot of them are hungry for content. In fact, we’re talking to [hi5] about a preferred network program for developers. So they are hungry for content, so we can bring a lot of developers their way. But for our developers to spend resources managing that when it’s a smaller space, it has to make sense. We have to look at the market that’s on that platform and look at the market for the game to see if it’s worth it.

ISG: Speaking of “worth it,” how did you manage to convince so many big-name VCs to YetiZen if the social games market is starting to look saturated?

Dillman: There is no other accelerator in the games space as far as I know. There’s a small handful of somewhat related incubators to the games space — but overall, incubators are quite hostile towards game companies. Game companies have a very difficult time getting into incubators because most people are baffled by the ecosystem of the games space. VCs in the games space have been dying for something like [YetiZen] to exist for a while. VCs know that a company that goes through an incubator or an accelerator have astronomical chances of success. So they’ve been dying for something like this to exist, and that’s how we easily attracted our board of advisors.

ISG: What kind of interest do you see from YetiZen applicants? Are they mostly local game developers, or have you seen a broader range?

Dillman: We’ve had a lot of companies apply from overseas for this upcoming round. Out of the five to 10 companies [in second session], we’ve already got maybe five or six international studios.

ISG: How are you funded?

Dillman: We run the San Francisco Video Game Developer’s Workshop series [for a fee], but the three-month program has no application fees or anything. A lot of incubators will take a percentage of investment and a percentage of equity. We don’t want to do that; we don’t want to take a piece of the investment because that would encourage us to give them dumb money. Dumb money is somebody who doesn’t have a background in games and then a year later if that company is in trouble, they want to touch the product and ruin what they have. Whereas a smart investor knows how to help companies overcome issues a year down the road [using their network of contacts]. We don’t want the incentive to give [game companies] just any sort of money. We want to be dedicated to only bringing smart investors to the table. So we only take a piece of the equity.

ISG: So when a company “graduates” from YetiZen’s three-month program, what happens? They pay you equity, but do they get anything more from the program after those three months?

Dillman: We only take equity, which means we care about the companies ‘til the very end — when they find a successful exit someday. Because we’re not taking a piece of the investment, it means we want to continue to help them. We plan to have some “graduate” benefits, so they might be able to attend a certain number of classes post-graduation. We’ve been video taping all the different session, so those videos are also available. There are forms online where they can communicate with their class and future classes. Once they go through the program, if they need more advisors, we’ll help them. If they need more investors, we’ll make introductions. If we’re not burning through resources, we’ll help them. Because we only get paid out in the end if they’re successful.

ISG: If and when it comes time for a company to exit, what role will YetiZen play in that?

Dillman: There’s actually a fourth component to our program I forgot to mention. We are forming merger and acquisition exit partnerships. We’re forming relationships with Microsoft, Google, Qualcom, Visa, Zynga, Sony, EA, maybe a half dozen others. Two years down the line when these companies [in this current session] are ready to exit, we can facilitate that partnership. LIke I said, we care about them all the way to the end. We’re not forcing an exit on anyone, but when they’re ready, we help facilitate that exit.

ISG: How much education does YetiZen do on exit strategies?

Dillman: Part of the interview process involves cross-examining applicants for exit strategies. There’s maybe four major strategies for an exit. There’s talent acquisition — which a lot of people want to avoid because you get locked into a contract for two to four years at some place. And it’s usually the smallest type of exit. Zynga’s major buyout right now is on the talent side. Another is IP acquisition. So if you build a strong IP, you get companies like Disney interested in you because they want to expan their IP universe. Distribution is another exit. So that’s Zynga again or companies like Ngmoco, Gree, DNA — they want to expand their distribution network, so that’s why they buy companies like OpenFeint. Number four is really a technology exit. Maybe some of our tools companies might go for that. This is where Google would come into play.

So let’s say you want to go after an IP exit and you make games in this IP, but if you’re sloppy you start making games outside of that circle of IP and now you’ve kind of lost interest from Disney and other places maybe looking for that strong IP exit. Companies should really consider their exit because that forms how they direct themselves from the start. Again, we don’t force anybody to form an exit strategy, but we try to help them see how it can help them with their overall business strategy.

YetiZen’s second acceleration session begins in August 2011. Interested parties are encouraged to apply here.

Report: PopCap May Hold Off the IPO In Favor of an Acquisition

PopCap Games, an early mover on both the Facebook and iOS platforms with hits like Bejeweled Blitz and Plants vs. Zombies, is the rumored target of what may be a $1 billion-plus acquisition. TechCrunch first reported that the company may be fielding offers north of a $1 billion valuation from candidates like Electronic Arts.

We heard late last week that Electronic Arts may have been looking at a big-ticket acquisition, but were unsure of the target. TechCrunch says that Zynga bowed out because PopCap’s asking price was too high. Tencent is another cash-rich possibility with a valuation of $48 billion. Electronic Arts’ current market capitalization is $7.49 billion and the company reported about $1.57 billion in cash on its balance sheet in the first quarter.

PopCap, which was founded in Seattle in 2000, pulled in just over $100 million in revenue last year, with the bulk of it coming from the Bejeweled and Plants vs. Zombies franchises. It was planning to file for an IPO in the latter half of the year, so acquisition talks are somewhat surprising. The company is also expanding an arm in Asia, which is largely independent from Western operations.

The company said in a statement, “Per company policy, we do not comment on rumors and speculation of this nature.”

> Continue reading on Inside Mobile Apps.

New This Week on the Inside Network Job Board: Tagged, Sneaky Games, Acquinity Interactive, Wild Needle and More

The Inside Network Job Board is dedicated to providing you with the best job opportunities across social and mobile application platforms.

Here are this week’s highlights from the Inside Network Job Board, including positions at Tagged, Ace Studios/Tetris OnlineSneaky GamesAcquinity InteractiveContext OptionalT-Mobile, and Wild Needle.

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.

Despite Stale Concept, New Restaurant Sims See Growth

rcityRestaurant simulation is one of the oldest Facebook game genres we can think of behind pets and variations on what eventually became Mafia Wars. You’d think after three years, the market for this kind of game would be completely saturated to the point where no new restaurant sims could find an audience — and you wouldn’t necessarily be wrong. A few 2011 entries to the restaurant sim scene are making some headway, however, leading us to examine the top restaurant sims by traffic.

Most restaurant sims put players in the role of a chef or store owner charged with cooking, cleaning, and serving customers in a semi-customizable virtual restaurant. Gameplay progression is tracked through character level, number of recipes unlocked, or via a customer satisfaction rating that fluctuates depending on how well players perform the primary game tasks. Social features in restaurant sims usually come in the form of gifting where friends may send each other energy refills or decoration items; a few restaurant sims also allow friends to visit each other’s restaurants as patrons or hire friends as additional staff. All restaurant sims monetize mainly through premium decoration items. A few differentiate by blending other gameplay genres like farming or treasure hunting into the core experience.

Games By Genre: Restaurant

Name MAU
1. Café World by Zynga 11,800,714
2. Restaurant City 5,281,857
3. Gourmet Ranch 3,792,636
4. Baking Life 2,170,320
5. Cafe Life 1,977,110
6. Tea4Friends 1,750,266
7. Diner Dash 1,618,609
8. TinierCafe 641,791
9. Cooking Mama 604,396
10. Cupcake Corner 519,453

Top Tier: In Decline

Zynga’s Café World, EA Playfish’s Restaurant City, RockYou Playdemic’s Gourmet Ranch and PopCap ZipZapPlay’s Baking Life are some of the longest-lived restaurant sims on Facebook stretching back as far as early 2009. Each game at one point held well over 5 million monthly active users and 500,000 daily active users in its prime, and each has seen a somewhat steady decline in the last six to eight months.

The exception appears to be Gourmet Ranch, which experienced its largest growth spurt to date at the beginning of 2011 not long after Playdemic was acquired by RockYou; at that time, the developer launched a content expansion that included a new gameplay mechanic is a themed in-game event timed to coincide with the wedding of England’s crown prince. Since that date, however, Gourmet Ranch also appears to have slowed down, losing nearly half its peak-level MAU and DAU.

Mid Tier: On the Rise But Still in Danger

As the old restaurant games decline, new ones appear to be taking their place. Since the beginning of 2011, we’ve seen newcomers like Diner Dash and TinierCafe climb the charts at a rapid rate, reaching peaks of 1 million+ MAU and 250,000+ DAU in some cases. We’ve had two entirely new restaurant sims, Cafe Life and Tea4Friends, debut in our top 20 lists of fastest-growing games by MAU or overall growth in the last two weeks alone.

This suggests that while players have become bored with the old titles, there’s still enough interest in the genre to support new games in the market. That interest, however, might not support a restaurant sim longer than three months; we observe that the oldest of these “new” restaurant sims, Diner Dash, is apparently going into a period of decline that began about 30 days ago.

Lower Tier: Specialty Stores Struggle

While the top and mid tier games in this analysis offer a comprehensive restaurant simulation experience, the games showing up in the lower tier are more focused gameplay experiences that usually limit players to creating a specific food. Cupcake Corner, for example, follows the same pattern as all other restaurant sims but only allows players to craft sweets instead of a wider array of foods. (An exception here would be mid-tier game Tea4Friends, which does limit players’ menu planning to drinks and cakes.) Another approach we’ve seen to restaurant sims coming out of the lower tier is shifting the focus of the gameplay. Take Cooking Mama, for example, where gameplay is more about the tactile act of cooking than it is about pleasing restaurant customers or decorating a restaurant patio.

Though Cupcake Corner once saw mid-tier range MAU and DAU figures, most games in the lower tier of restaurant sims stay below 1 million MAU and 100,000 DAU. These games can still show steady growth, however; in the last 30 days, we’ve watched Cooking Mama claw its way back toward its peak MAU and DAU levels perhaps due in part to Arkadium Stadium mini-games that players can viral share onto each other’s Walls.

Conclusions

No matter what’s on the menu for restaurant sims, each seems to struggle with a limited shelf life. Adding new content at a deeper level as Gourmet Ranch did with fishing seems like a good strategy for temporarily reviving older restaurant sims. The newcomers, however, will have to take other approaches to stand out from the crowd of restaurant sims that came before.

All data in this analysis was compiled with our social game traffic tracking service, AppData. If you believe a game has been left off this list in error, please reach out to us in the comments. Note that Nightclub City was omitted due to the fact that the game focuses more on simulating a celebrity lifestyle than on simulating the food service industry.

Social Point Steals Several Spots on This Week’s List of Fastest-Growing Facebook Games by DAU

Barcelona-based developer Social Point has a slew of titles on this week’s list of fastest-growing Facebook games by daily active users as tracked by AppData, but it’s familiar favorites like Diamond Dash and FarmVille that dominate the top 10.

Note that Zoo World is still reflecting a strong spike as developer RockYou is currently running the game’s sequel, Zoo World 2, via the same app ID. You can read our review of the new game here.

Top Gainers This Week – Games

Name DAU Gain Gain,%
1. Monster Galaxy 1,480,777 +840,899 +131%
2. Gardens of Time 2,711,831 +202,890 +8%
3. FrontierVille 3,885,336 +93,513 +2%
4. FarmVille 10,058,626 +91,100 +0.91%
5. Tetris Battle 900,504 +82,730 +10%
6. Diamond Dash 1,498,749 +73,636 +5%
7. Akvaryum 140,023 +72,265 +107%
8. Zoo World 432,608 +70,915 +20%
9. TrainCity 230,714 +59,246 +35%
10. Texas HoldEm Poker 6,984,180 +56,875 +0.82%
11. My Country 61,129 +54,943 +888%
12. Revienta el teclado 64,679 +54,665 +546%
13. Perro Saltarín 77,648 +54,309 +233%
14. Super Billares 65,359 +52,012 +390%
15. Mahjong Zen 66,299 +45,726 +222%
16. Super Crayon 87,432 +44,533 +104%
17. Trial Madness 72,546 +44,192 +156%
18. Pool Master 2 97,944 +42,931 +78%
19. Bubble Paradise 66,846 +42,371 +173%
20. Pool Master 78,112 +42,031 +116%

Social Point is perhaps best known for its medieval-themed city-building strategy game, Social Empires, which is still the developer’s number one game in terms of its overall Facebook traffic. The Spanish-language apps featured on today’s list — Revienta el teclado, Perro Saltarín, Super Billares — range from simple arcade style games to pool simulations. Social Point also has a few of its English-language titles making appearances this week, like Mahjong Zen and Super Crayon. While we can’t know for sure the exact origins of this influx of users across all Social Point games, an ad campaign or cross-game promotion could be a possibility.

All data in this post comes from our traffic tracking service, AppData. Stay tuned for our look at the top emerging apps on Friday.

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