Zynga Launches CityVille on iOS With Hometown, Android Version Expected

Following close on the heels of Hanging With Friends’ release last week, Zynga Mobile announces today that its CityVille Facebook franchise will make move onto mobile devices with CityVille Hometown.

The game is a standalone iOS title with some light connectivity to the Facebook version. In Hometown, players are responsible for recruiting neighbors to a small community that they bolster through the construction of houses, farms and industry structures. Though players are free to construct what they want when they want, Hometown features some narrative elements in the form of quests attached to in-game neighbors that players recruit. Players can also recruit real life friends as neighbors. Zynga says the bumber of neighbors a player can have is capped at 500.

CityVille Hometown uses Facebook Connect to find and organize a player’s friends list. If players already have a CityVille game going on Facebook, Zynga says there will be connections through messaging, certain items that can be earned across both games and special help requests mobile players can fulfill for Facebook players. Beyond that, however, Zynga General Manager of Mobility Justin Cinicolo says the goal is to have a mobile product rather than a mobile port of an existing product.

CityVille Hometown will roll out on iOS for the iPhone and iPad as early as this week in some regions. Like FarmVille, it uses in-app purchases as its primary means of monetization. The game will become available worldwide in the coming weeks, available in English, French, Italian, Spanish and German. No region-specific content is planned at this time, Cinicolo says.

Beyond the iOS platform, Zynga is evaluating releases to other platforms, but declined to commit 100% to saying that Android is where CityVille is headed next. Zynga previously shied away from committing to an Android port of Hanging With Friends, however, it has brought several of its other iOS games to Android, including FarmVille — so the chances of CityVille Hometown finding its way there are fairly high.

For a better understand of Zynga’s position in the mobile market, head on over to our sister site, Inside Mobile Apps.

New This Week on the Inside Network Job Board: Peak Games, Xtranormal, Atari, Wild Needle, Voxer 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 Peak GamesXtranormal Inc.AtariWild NeedleVoxerDaglow Entertainment and Context Optional,.

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.

Strategy and Card Games Top This Week’s List of Fastest-Growing Facebook Games by DAU

Newly-released strategy games Empires & Allies and Army Attack are kept apart by Turkish rummy-style card game Mynet Çanak Okey while Kabam’s Global Warfare creeps up behind them on this week’s list of fastest-growing Facebook games by daily active users as tracked by AppData.

This week, we see Zoo World getting a bump to both DAU and monthly active users as developer/publisher RockYou appears to be using the app as a gateway to its sequel, Zoo World 2, which launched yesterday. It’s not clear at this time if RockYou has actually cannibalized the old app ID for the new game; the original Zoo World is apparently still available to both existing and new users. We’ll have early impressions of Zoo World 2 later this week.

Top Gainers This Week – Games

Name DAU Gain Gain,%
1. Empires & Allies 7,763,413 +7,410,400 +2,099%
2. Mynet Çanak Okey 886,368 +348,029 +65%
3. Army Attack 648,248 +187,549 +41%
4. Zoo World 361,693 +113,778 +46%
5. Global Warfare 174,230 +108,495 +165%
6. Akvaryum 67,758 +67,746 +564,550%
7. Gardens of Time 2,508,941 +61,508 +3%
8. Texas HoldEm Poker 6,927,305 +54,849 +0.80%
9. Glory of Rome 167,616 +53,605 +47%
10. Feevo 92,811 +53,425 +136%
11. The Price Is Right Game 177,832 +45,401 +34%
12. Country Story 252,935 +39,008 +18%
13. 英雄遠征-開心農場 47,986 +38,314 +396%
14. Okey 559,320 +34,690 +7%
15. HotShot 110,427 +33,567 +44%
16. Draw My Thing 132,230 +31,438 +31%
17. Tetris Battle 817,774 +30,575 +4%
18. WAYN – Map Your Friends 47,731 +21,633 +83%
19. PetVille 521,869 +20,971 +4%
20. Mynet Çanak 101 Okey 141,431 +20,809 +17%

Meanwhile, the strategy genre on Facebook continues its rapid expansion. It’ll be interesting to see how close in total growth Global Warfare can come to Empires & Allies and Army Attacks in the long run. Like other Kabam titles, the game is targeted to “hardcore” hobbyist players in that it rewards those who spend the maximum amount of time organizing bases and collecting resources. In contrast, Empires & Allies is more accessible to the casual gamer that only wishes to spend a few minutes on preparing an army unit and attacking an enemy. Army Attack is similarly accessible to non-hardcore players, but developer Digital Chocolate recently told us that the game was meant to be a full commitment to the strategy genre.

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

Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience 2011, Is Here

If 2010 is remembered as the year that games on social networks became a billion dollar business, 2011 is quickly becoming the year that the industry is starting to mature. Facebook is mandating Credits effective July 1st, creating massive changes in the monetization ecosystem, last year’s hit games are fighting for their lives, and new developers and games are climbing the leaderboards. At the same time, larger players are consolidating smaller studios and teams, and large media companies and traditional game developers continue to plot their social gaming strategies.

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That’s why we’re excited to announce today the release of a new original study in our Inside Virtual Goods series by co-authors Justin Smith and Charles Hudson that is exclusively focused on spending and usage patterns in the social gaming market, entitled Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience 2011. The second annual installment of this report.

Most of the studies on player spending and usage patterns in social games over the last year have actually been conducted by industry vendors. Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience 2011 is our exclusive independent look at the virtual goods spending and behavior patterns of social game players on Facebook — data you won’t find anywhere else.

About the Report

Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience 2011 gives you an inside view of the market at this critical juncture in the intersection of social networking and online games.

We have surveyed nearly 2,000 players of social games on Facebook from around the world and across the demographic spectrum. Inside Virtual Goods: Spending and Usage Patterns of the Social Gaming Audience 2011 is the most in-depth independent survey of player behavior and spending patterns in the social gaming market.

What We Cover

  1. Spending Habits and Payment Methods in Top Games – It’s easy to compare games based on audience numbers, but which games monetize better? What payment methods do players use most often in top games? How is the shift to Credits affecting player behavior? We investigate how spending patterns compare across top social games.
  2. Frequency of Play and Methods of Game Discovery - As Facebook has cut down on developer access to viral channels, designing an engaging and viral game is becoming both increasingly important and challenging. We investigate which games people play most frequently, and which methods of social game discovery are most effective for top games.
  3. Demographic Differences by Region, Age, and Gender – While the social gaming market is increasingly global, the audience is also becoming increasingly diverse by age and gender. How do different segments of the audience differ in terms of spending and usage patterns inside social games? We take an in depth look.
  4. Brand Recall for Social Games – How important are brands, and how well can users identify developers of top games? We investigate brand recall amongst social game players.

See the full table of contents below:

Table of Contents

I. Methodology and Respondents

1. Introduction
  • About Inside Virtual Goods
  • About the Authors
  • Survey Objectives
2. Research Methodology
  • Target Population
  • Respondent Acquisition Method
  • Survey Structure
  • Potential for Bias
3. Survey Respondents
  • Description of Total Respondent Population
  • Total Number of Respondents
  • Overall Breakdown

II. Overall Results

4. Favorite Game
  • Distribution of Favorite Game
  • Frequency of Play
  • Favorite Game Discovery
  • With Whom Do You Play?
  • Spending on Favorite Game
5. Payments
  • Frequency of Payment Methods
  • Consumer Perception of Facebook Credits
6. Play Patterns, Spending, and Brand Recall for Top Games
  • Frequency of Play in Top Games
  • Spending in Top Games
  • Aided Brand Recall for Top Games

7. Mobile Platform and Game Adoption by Social Game Players

  • Smart Device Ownership
  • Mobile Games Played by Active Social Games Players
  • In-Game Mobile Purchase Activity by Active Social Gamers

III. Demographic Differences in Usage Patterns and Monetization


8. Regional Differences

  • Game Discovery and Spending
  • Favorite Game
  • Payment Types
9. Age and Gender Differences
  • Who are the Social Gaming “Whales”?
  • Spend Across Games

Appendix

  • Survey Questions

More Data, More Actionable Insights

In 2009 and 2010, social games began to show what kind of value can be created on top of social networks. 2011 will be an even more important year as the industry continues to mature.

Social gaming, powered by virtual goods, is this year’s industry to watch. If you’re involved, or are considering jumping in, Inside Virtual Goods will be one of your most important tools.

One year of original data and exclusive in-depth reports delivered on a quarterly basis is $2,495 and contains:

  • A detailed overview of the current state of the industry
  • Specific estimates on market size by segment
  • Diagnosis of key opportunities and issues by segment

Get The Annual Membership

Get Annual Membership (Includes Report + 3 Additional Quarterly Issues): $2,495


OR Buy Single Report: $995

The one year subscription includes three quarterly updates on key developments in the space, including future editions of our annual reports, Inside Virtual Goods: The US Virtual Goods Market 2010-2011 and Inside Virtual Goods: The Future of Social Gaming 2011.

Or, you can download just this report. The price is US $995.

About the Authors

justin-smith-headshotJustin Smith

Founder, Inside Network

Justin Smith is the founder of Inside Network, the first service dedicated to providing news and market research to the Facebook platform and social gaming ecosystem. Justin leads Inside Network’s analyst services, manages Inside Network’s AppData service, and serves as co-editor of Inside Facebook and Inside Social Games. Inside Network was acquired by WebMediaBrands (NASDAQ:WEBM) in May 2011.

Prior to Inside Network, he was Head of Product at Watercooler, now Kabam, a leading social game developer on the Facebook Platform. Prior to Watercooler, Justin was an early employee at Xfire, the largest social utility for gamers, which was sold to Viacom in 2006.

Justin holds a degree in Computer Systems Engineering from Stanford University, where he was a Mayfield Fellow and a recipient of the Terman Award in Engineering.

charles-hudson-headshotCharles Hudson

Venture Partner, SoftTech VC, CEO and Co-Founder, Bionic Panda Games

Charles Hudson is a Venture Partner with SoftTech VC and the CEO and Co-Founder of Bionic Panda Games, a mobile games company based in San Francisco, CA.

Until February 2010, he was the VP of Business Development for Serious Business, a leading producer of social games. Zynga acquired Serious Business in February of 2010. Prior to Serious Business, Hudson worked at Gaia Interactive, Google, IronPort Systems, and In-Q-Tel. Hudson also founded Third Power LLC, a conference and events company that was acquired by WebMediaBrands. Charles holds an MBA and BA from Stanford University.

The Maturing Market For Brand Integration With Social Games: Medium Integration

This week, we examine brand integration in social games at the medium level, where license-holders of popular brands coordinate extended in-game campaigns with sizable social games on Facebook. The past four weeks have highlighted these types of integrations, with a sports brand and two celebrities partnering with big name social games for extended campaigns. Join us now for a look at NASCAR in Car Town, Jamie Oliver in Restaurant City, and Lady Gaga in FarmVille.

For the purposes of this analysis, we limit our definition of medium level brand integration to partnerships between social game developer and license-holders built around preexisting social games for the purpose of promoting a brand through a targeted series of items or quests. These campaigns usually have a specific time limit, often coinciding with a real-world event like a film release. In some cases, the campaigns have an additional live component where players watching a TV event receive special codes to unlock items in-game as part of the campaign.

Medium level brand integrations so far have been targeted affairs where the brand is a very obvious “fit” for the social game. For example, Zynga’s FrontierVille campaign for the film Rango seemed a natural blend because the game and film shared a Western-themed setting. Very recently, however, Zynga deviated from this “natural fit” approach to medium level integration with its extensive Lady Gaga promotion run through FarmVille. We’ll explore that campaign in a section below; for now, however, we name the Lady Gaga promotion as an anomaly among medium level integrations.

NASCAR Rolls Into Car Town

The most recent medium level integration campaign we use as an example is NASCAR.com and Sprint’s partnership with Cie Games for a NASCAR Pro Championship event in Car Town. It’s one of the longer medium level brand integrations we’ve heard of, stretching from mid June through the conclusion of the 2011 NASCAR Sprint Cut series in late November. For the duration of the event, Car Town is featuring special virtual drivers against which players can race on three different tracks and participate in various missions as part of a virtual enactment of the NASCAR Pro Championship. Also, Sprint has its own branded vehicle, race entrance, victory lane, leaderboard and virtual item set in Car Town as part of the campaign and players can earn said item set through watching video adds on Miss Sprint Cup’s Facebook page. Lastly, special codes for in-game rewards will appear during TNT’s coverage of the 2011 NASCAR Sprint Cup series.

The cost of a medium integration like this is a complex calculation. In a report published by our sister publication, The Facebook Marketing Bible, Cie Games CEO Justin Choi said that in cases where a flat fee is used to cover the costs of integration, a mid-sized game can fetch prices in the low hundreds of thousands of dollars to cover multiple branded game features and virtual goods. Beyond that, however, there’s likely a revenue share model in place, or even a cost-per-engagement or impression payment attached to specific components of the campaign, like the Miss Sprint Cup video ads. Prior to this NASCAR event, Car Town hosted campaigns for Honda, State Farm and Toyota.

Celebrities as Engagement Tools

Apart from the revenue earned through a campaign, a social game exploring medium level integration is often looking for a brand that will either deepen its connection to existing players or potentially attract new ones to its game. Deepening user engagement was the goal for EA Playfish’s partnership with celebrity chef Jamie Oliver for a month-long medium level campaign started in late May 2011 for the game Restaurant City.

This campaign just barely meets our definition of medium as opposed to light integration by virtue of its duration and features external to the actual gameplay. For the duration of the campaign, players can unlock special Jamie Oliver recipes to complete in-game. Doing so earns them a link to the real life recipe for the dish on Oliver’s website. Unlocking and completing all four recipes unlocks a Jamie Oliver-branded pasta maker item.

In an interview with ISG, Restaurant City Producer Joe Raeburn tells us that the key ingredient for the campaign’s success was the alignment between the brand’s creative goals and the game’s creative goals.

“Our recipes [in the game] are made up with four ingredients. We had to have recipes that were tied together with this one common ingredient so that we could make the gameplay work for our players,” he explains. “Something that’s easy to cook, something that Jamie Oliver is well known for — that’s where the Italian pasta theme came from.”

Though the campaign is still running, it seems as though Jamie Oliver hasn’t necessarily attracted new users to Restaurant City. The game’s traffic across monthly active users and daily active users is down a little over 3% in MAU to 5.3 million and down 14% in DAU to 1.2 million since the start of the campaign, according to data from our traffic tracking service, AppData.

Note that this is Playfish’s first-ever celebrity integration at the medium level in any of its games. It may be that the developer refines its approach to this type of integration based on the results of the Jamie Oliver campaign.

Social Games as Celebrity Tools

Now we come to the odd situation of Lady Gaga’s medium integration into Zynga’s FarmVille. The Lady Gaga campaign included in-game components like a special farm players could visit to see Lady Gaga-specific virtual items and avatar goods as well as streaming tracks from the artist’s then-unreleased album, Born This Way. Outside the game, players could purchase $25 Zynga game cards at Best Buy to receive a Gaga unicorn animal for FarmVille, a free download of Born This Way when the album released, and the chance to win a pass to watch Lady Gaga tape her next music video. The campaign also extended to Zynga’s iOS/Android title, Words With Friends.

On the one hand, it’s not that strange of an integration. Zynga’s Global Director of Brand Advertising Manny Anekal previously told us that the developer saw itself doing more regular brand promotions within FarmVille, say for major media property releases like films.

“We’ve turned Zynga into essentially a new launch platform for Friday releases,” Anekal says. “I think that’s going to be a huge medium for entertainment companies moving forward. I think we’re going to continue to explore the mid-level integration. No announcements or plans or anything to speak of — but imagine an offline component coming to entertainment properties. Imagine what we could do to connect that like what we did with [FarmVille Slurpee drinks at] 7-Eleven.”

On the other hand, Lady Gaga doesn’t immediately seem like a natural fit for the FarmVille brand as the pop singer hasn’t previously connected herself or her music with the social game or with farming. Even more of a stretch is the streaming music from Born This Way; prior to the campaign, the album had come under fire from critics for being too similar to older songs from pop icon Madonna. Incorporating unreleased tracks from the album exclusively into FarmVille didn’t immediately make sense.

Even so, the campaign appears to have successfully attracted new users to FarmVille for a short time. When players were allowed to unlock unreleased tracks two days after the campaign’s May 17 start date, the game saw a spike in DAU on May 19, up almost 14% to 13.5 million. FarmVille’s MAU also increased during this time period, up 4% to 45.8 MAU on the day of Born This Way’s release. Following that date, both MAU and DAU declined toward their pre-campaign levels over a period of 10 days.

Note that this campaign was extensively promoted both by Zynga within its social game network and by Lady Gaga herself in radio ads, where she delivered special keywords that players could use in Words With Friends. By successfully playing Gaga keywords in matches, Words With Friends players received the chance to win free tickets to Lady Gaga’s next tour, plus a signed copy of the Born This Way album.

The Possible Future of Medium Integration: Plug-and-Play Models

An interesting direction medium level integrations could take as brands and social game developers explore best practices is the idea of do-it-yourself integration for specific brands. This idea was suggested to ISG by CrowdStar CEO Peter Relan when discussing Old Navy’s original integration with the developer’s leading game, It Girl.

In that game, players control an avatar whose primary objective is to visit stores and spend virtual currency on virtual clothes. Relan explains that it was easy to activate on Old Navy’s brand in the game by building a virtual store with Old Navy-branded goods for sale — and naturally, the goods sold produced revenue split between the brand and the developer. To cut back on integration flat-fee costs, Relan says it’d be ideal for CrowdStar to release developer tools to brands that they could then use to build their own virtual stores within It Girl, even down to setting the cost for individual goods.

“We would love to do something like a branded store of the month with rev share,” Relan says. “It’s a low cost way for brands to explore [social games]. The real criteria is fit, interesting [gameplay], and balancing the game’s economy.”

Stay tuned for a look at deep level brand integration in the coming weeks. To find out more about specific branded campaigns within social games, sign up for The Facebook Marketing Bible.

PyramidVille on Facebook Sees Strong Growth After Round of Funding

PyramidVille is a city building Facebook game from French social game developer Kobojo, which recently secured $7.5 million in funding to put toward expansion and acceleration plans. Since that time, PyramidVille has shown rapid growth for the month of June that puts it toward the top of our fastest-growing Facebook games both by monthly active users and daily active users.

According to our data tracking service AppData, PyramidVille currently has 2.4 million monthly active users and 466,747 daily active users.

The premise of PyramidVille is simple and similar to other city-building games. Set in ancient Egypt, the player is given a plot of land that has to be cleared and cultivated for urban growth. Players build homes, workshops and functional decorations called wonders, as well as grow crops and tend to animals. There are additional decorations such as pots of flowers and fences for players to customize their city. Everything takes both in-game currency and raw materials to build, which is where the game adds in social features through trade.

While the game starts players off with a small cache of supplies for building, it eventually asks players to craft their own materials for more complex quests. Any material that can be crafted is added to the player’s inventory, which the game dips into for friend gifting. This is a contrast to other city-building games that create giftable items whenever the player wants to send a gift or answer a request for a gift. Additionally, friends cannot rescue withered crops’ while visiting a friend’s city. These choices create a deeper sense of community instead of the simple “click-fests” of some city building games.

The most remarkable feature in PyramidVille is the level of polish in graphics, such as the ripple of water in a trough, bees buzzing around hives, as well as animated workshops that appear active while in production. The polish also includes all the functional perks that players of Facebook games seek such as the sorting of friends who play the game, a timer which informs the player when a friends city is ready for a visit for the player to earn rewards, as well as the ability to use the scroll wheel of the mouse to zoom and out of the game.

PyramidVille monetizes through its premium currency, Gemmes, which can be spent on special items or on gameplay acceleration. The game’s standard currency, gold, can be bought with Facebook Credits or earned in-game. A third currency, Orbs of Anubis, is only available for purchase with Gemmes and it is spent on super powers that can do things like revive all your wilted crops or collect all the taxes in your city in one click. The super powers feature was only recently added to the game.

Representatives from Kobojo were unavailable at time of writing to discuss future plans for the game. When we last spoke with the developer, VP product and strategy Vincent Vergonjeanne told us that Kobojo would invest most if its newly-acquired funding into marketing its games on Facebook and into expanding its localization efforts. It looks like both have brought in new users to PyramidVille, with the game’s traffic leaping from about 1.4 million to past the 2 million mark in just the last week, during which time the game was localized in Italian and Spanish. Vergonjeanne also mentioned a piece of proprietary technology that would be used to port PyramidVille and other games to mobile platforms, but we cannot confirm if that has happened yet.

Interested readers can follow the progress of PyramidVille with AppData, our traffic tracking application for social games and developers.

Facebook Social Game Dev MetroGames Partners With Chillingo for iOS Games

Auto Hustle and Fashion World developer MetroGames are announcing a partnership with mobile developer Chillingo to develop new games for the iOS platform. MetroGames plans to kick off its iOS offerings with a game based its Facebook game, Pixel Ranger.

Speaking to ISG, MetroGames founder and CEO Damian Harburger says the new iOS game will be built entirely from the ground-up despite the shared intellectual property with the 2009 game. Harburger says the Facebook product would be left alone for the time being, as it’s “too old” to do much without a complete reimagining. For other iOS games in its Chillingo partnership, MetroGames intends to create new IP specific to the platform. Previously, the developer experimented with ports of Plock and Typing Maniac.

On the Chillingo side, this is the first time the mobile games publisher has ever partnered with a social game developer. The publisher is best known for its top-selling games, Angry Birds (developed by Rovio), Cut the Rope (developed by ZeptoLab), and mostly recently Feed Me Oil (developed by HolyWaterGames). Chillingo was acquired by Electronic Arts in October 2010.

Levi Buchanan, Senior Manager of Developer Relations at Chillingo, says he expects MetroGames’ to perform well on mobile, despite the developer’s limited experience with the platform.

“They are great developers who’ve had extremely successful social games,” Buchanan says. “I suspect it’ll be a shallow learning curve [for their fans]. Folks who play social, folks who play mobile are already used to playing outside the previously defined borders of what is a video game.”

As for monetization, MetroGames is still experimenting with what works best for its games on mobile. Pixel Ranger will be a one-time purchase app, but Harburger says MetroGames isn’t averse to in-app purchases for future games or the idea of ad-supported free versions of its games. Once it masters the iOS platform, the developer will evaluate Android releases for the games it develops under Chillingo. Pixel Ranger is set to arrive on iOS “in the coming months.”

On Facebook, MetroGames enjoys 7.7 million monthly active users and 982,000 daily active users on Facebook across all its games and apps. On iOS, Chillingo maintains several games in the top 10 paid apps.

inFamous Anarchy Looks for Life on Facebook Beyond Console Game’s Launch

Console game developers and publisher are getting more confident about releasing social game tie-ins for their blockbuster products. The latest entry in this type of social game to see launch is inFamous Anarchy, a tie-in game developed by Mob Science in conjunction with Sony Computer Entertainment for the PlayStation 3 game, inFamous 2, which launched June 7. inFamous Anarchy  is off to a slow start in traffic and cross-game promotion thanks to a security breach that took Sony’s PlayStation Network offline for a significant period of time in the weeks leading up to inFamous 2’s release.

According to our traffic tracking service, AppData, inFamous Anarchy currently has 55,826 monthly active users and 25,507 daily active users.

In inFamous Anarchy, players take the role of a citizen within a post apocalyptic city besieged by militia forces. These citizens have the ability to manipulate electricity either to do good or harm, depending on what actions the player takes. The core gameplay loop involves exploring sections of a destroyed city by clicking on buildings to either “break in” or “examine” them for items, currency and energy drops and also by clicking on non-playable characters to fight them with lightning powers. To resupply a character’s powers, players must maintain an “amp farm” of minerals to harvest in their “home” city block. Players can earn addition in-game currency through a bonus bar that fills as the player clicks on dropped items. The in-game currency mainly goes toward player equipment and decoration items for the city block, although the aesthetic remains firmly post-apocalyptic.

There is a player-versus-player component that ties into a good vs. evil dynamic directly lifted from the inFamous franchise where players must choose whether to be good or evil throughout the course of the game. In inFamous Anarchy, players earn goodness or evilness depending on whether they attack players in the Good or Evil factions. Clicking a fight button brings up a list of inFamous Anarchy players with whom the player is not friends to choose from, sorted both by player level and faction. Fighting Good player earns the attacking player evilness points while fighting an Evil player earns them goodness points. The combat itself is asynchronous where artificial intelligence controls the defending player and player statistics primarily determine the outcome of the fight.

Players can have a more significant impact on combat through equipping special clothing items, which is the primary revenue stream inFamous Anarchy. Players can either buy the items outright or earn them through a crafting game where they hunt for materials in the world or receive said materials as gifts from in-game friends. Aside from premium clothing items, inFamous Anarchy also monetizes through the sale of energy recharges and special decoration items. Both are available for purchase with the game’s standard in-game currency of Cash or with Facebook Credits, which functions as the game’s premium currency.

Mob Science co-founder Michael Witz walked us through some of the long-term plans for inFamous Anarchy now that PSN is back up and inFamous 2 has enjoyed a successful launch to favorable reviews.

“There’s going to be a lot of unlockable content [in the console game] from the social game,” he says. “There were plans for deeper integration, but the PSN experienced temporary issues, so they kind of got derailed. Right now you earn voucher codes [to unlock content].”

Further out, Witz says Mob Science is looking to flesh out the good vs. evil element  to the point where players earn special items and rewards for being especially good or especially evil. No matter how far a player progresses down one side of the spectrum, however, Witz says it will always be possible to “earn” your way back to neutral or all the way over to the other side of the spectrum. Mob Science also wants to experiment with more under-the-hood calculations that affect the outcome of PvP matches, like weighting the number of friends a player has that align with their faction. We’re already beginning to see facitons play a larger role in the game as inFamous Anarchy asks us to recruit for one faction or the other.

Though the future of inFamous Anarchy is directly tied to the health of inFamous 2 through consistent downloadable content releases for the console game, Witz says the goal with Anarchy was to create a social game that had “legs of its own.” This is challenging, as many players attracted to the social game will have already spent up to $60 on the console game and therefore be reluctant to spend more money on microtransactions.

“The only way we can justify people spending money [in Anarchy] is if we give them a benefit for it with fun gameplay,” Witz says. “That’s what we’re trying to achieve.”

You can follow inFamous Anarchy’s progress with AppData, our traffic tracking application for social games and developers.

Empires & Allies Launches Strong Thanks to CityVille’s Influence

Zynga’s newest Facebook game, Empires & Allies, got off to a strong start in monthly and daily active users, landing at the top of our fastest-growing games by MAU within 10 days of launch. This is easily one of Zynga’s fastest-growing Facebook games to date.

Note: All figures in this analysis are collected from our social game traffic tracking service, AppData.

When Empires & Allies launched June first, Facebook experienced some reporting delays that obscured the very early launch picture. Even when traffic number reports came back online, the game appeared sluggish in growth for the first full week of June 2011, not quite breaking 1 million MAU. It wasn’t until the weekend of June 10 that the game took off, reaching its present-day levels of 9.6 million MAU and 6.9 million DAU as of June 11.

Empires & Allies’ growth pattern is like an abbreviated version of CityVille’s first 30 days of life on the Facebook platform. CityVille soft launched just ahead of the Thanksgiving 2010 holiday, giving it not much of an audience to connect with in its first two weeks. By early December, however, the game officially launched and found traction, shooting up to 12.9 million MAU and 8.5 million DAU by December 11. CityVille only kept growing from there, reaching its all-time highs of 101 million MAU in January 2011 and 21.5 million DAU in late December 2010.

Though Empires & Allies technically had the stronger launch, it’s clear that the game benefits from several key CityVille influences. For one thing, CityVille launched in five languages on day one, which clearly gave the game an early growth advantage. For Empires & Allies, Zynga upped the day-one language launches to 12, increasing the game’s overall reach. For another, Empires & Allies did not launch ahead of a major holiday that would take regular Facebook users off-platform. Lastly, and perhaps most significantly, Zynga made a point to capitalize on the similarities between CityVille and Empires & Allies as a means of attracting new users — something its never been able to do before between any of its games.

In Empires & Allies, players build up an island town to supply military units that go into battle against other players and against AI-controlled opponents. In the latter, players construct metropolises that largely supply their own flow of goods and services in exchange for virtual currency. The citybuilding mechanic between the two games is identical, something that’s not lost on the developer. Zynga made it a point early on to introduce CityVille players by using Empires & Allies’ gifting and friend invite mechanic with a CityVille Friends filter that the game still defaults to even today.  As yet, there is no Empires & Allies Friends filter in the gifting or friend invite menus.

The big question for Empires & Allies overall growth is whether or not it can reach CityVille’s massive all-time high numbers. The game is, ultimately, fundamentally different from CityVille with its player-versus-player combat mode and narrative-driven story arc. While the combat mechanics are simple enough to be mastered by even the most casual of Facbeook players, the core gameplay may still fall outside the comfort zone of Zynga’s existing user base that’s more accustomed to less aggressive gameplay types. It may be instead that Empires & Allies attracts a new kind of player to Zynga’s user base, one that’s sure to be more easily found as the strategy genre swells on Facebook.

Zynga currently enjoys 249 million MAU and 56 million DAU across all its Facebook games and applications. The developer is expected to make an initial public offering sometime in the coming weeks.

ETA: As a clarification, Zynga soft-launched CityVille on November 17, 2011 and then officially launched December 2. In contrast, Empires & Allies ran in closed beta and received no official announcement until the day before its official launch on June 2.

Empires & Allies Conquers This Week’s List of Fastest-Growing Facebook Games by MAU

Zynga’s newest game, Empires & Allies, makes its first appearance at the top of our 20 fastest-growing games by monthly active users as tracked by AppData, just 10 days after launching on Facebook. Kobojo’s PyramidVille almost muscles its way up the list after a pronounced growth spurt started around June 5; we’re assuming some of the developer’s newly-raised $7.5 million in funding might have something to do with it.

Also notable on this week’s list is Empires & Allies sibling game, CityVille. Developer Zynga made a concentrated effort to attract CityVille users to Empires & Allies using the friend invite and gifting system in the latter to target players of the former. It’s a good strategy, considering that a large part of Empires & Allies consists of a citybuilding mechanic (pictured) almost identical to the one found in CityVille.

Top Gainers This Week – Games

Name MAU Gain Gain,%
1. Empires & Allies 9,655,503 +9,655,438 +14,854,500%
2. Monster Galaxy 14,689,968 +2,159,988 +17%
3. Army Attack 2,587,595 +1,747,953 +208%
4. PyramidVille 2,244,292 +697,959 +45%
5. Bubble Saga 6,796,398 +565,115 +9%
6. CityVille 90,348,826 +558,741 +0.62%
7. Games 8,290,637 +514,785 +7%
8. Zuma Blitz 5,587,739 +513,446 +10%
9. Zombie Lane 8,328,445 +446,547 +6%
10. Gardens of Time 13,283,369 +435,328 +3%
11. Diamond Dash 9,364,188 +307,359 +3%
12. Tetris Battle 3,235,855 +280,711 +9%
13. Planet Domo 522,106 +280,442 +116%
14. Happy Hospital 3,433,866 +245,498 +8%
15. Slotomania – Slot Machines 2,830,832 +244,678 +9%
16. World Series Superstars: Baseball with MLB teams! 746,672 +241,447 +48%
17. Super Texas Holdem Poker 1,265,743 +239,434 +23%
18. Global Warfare 768,444 +232,496 +43%
19. Dragons of Atlantis 4,165,239 +224,180 +6%
20. TinierCafe 627,226 +220,563 +54%

Though it incorporates CityVille’s citybuilding element, Empires & Allies is primarily a turn-based strategy game where players build and command individual army units in both player-versus-player and player-versus-AI battles. The game shares similarities in combat with Digital Chocolate’s recently-released Army Attack, although Army Attack doesn’t currently have a PvP mode. It also has elements in common with Kabam’s lineup of strategy titles, including Global Warfare, where players need to master resource management in order to produce army units. With Playdom soon to enter the strategy genre with its upcoming game, City of Might, we’re interested to see what each game does to differentiate itself from the others.

Look for our early impressions of PyramidVille later this week.

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.

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