New Hires in Social Gaming: Digital Chocolate, iWin, Kabam, & More

After a fairly sizable week of new hires last week, the volume of human resource activity within the social games space has dropped off a bit, according to information from LinkedIn and other sources. Moreover, of all the companies highlighted, the largest hire was Steve DeWarns who joins SocialShield as its new chief safety officer. SocialShield is an online safety monitoring company that protects children within social networks and games.

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:

Digital Chocolate

iWin

  • Gurnam Bedi, Platform Engineer — Bedi starts off a trio of new iWin hires. Bedi was previously a senior programmer for DDS, Inc. 
  • Benjamin Sasson, Senior Product Manager — Also joining iWin is Sasson, a former senior product manager for Tagged.
  • John Harris, Software Engineers — Lastly, Harris joins the team and was formerly an independent contractor for companies such as Atari and Disney.

Kabam

  • Marnie Brumder, Artist — Kabam brings on Brumder this week. She was previously a digital artist for Present Creative LLC.

Metrogames

  • Rober Andriuolo, QA Tester — In a single hire for Metrogames, Andriuolo was previously a playtester lead for Gameloft.

Playdom

  • Rehana Khan, Artist — Joining the Playdom team this week, Khan was previously an artist for Booyah.

PopCap Games

  • Randy Bowren, Facilities Administrative Assistant — While now at PopCap Games, Bowren is still currently a coordinator and office manager for Flying House Productions. He was also previously a company manager for them as well.
  • PJ O Halloran, Software Engineer — Also joining PopCap Games, Halloran was formerly a C and C++ software engineer for Smiths Detection.

SocialShield

  • Steve DeWarns, Chief Saftey Officer — In the largest hire noted this week, online safety monitoring service for children on social networks and games, SocialShield, has brought on Steve DeWarns as their new chief safety officer. DeWarns comes with 21 years of law enforcement experience.

Zynga

  • Manuel Montero, Engineer – IT Platforms — In an internal shift at Zynga, Montero changes roles from an engineering supervisor of facilities.
  • David Collier, QA Analyst — Now at Zynga, Collier was formerly a community manager and social media expert for Sneaky Games.
  • Christian Clough, Senior Software Engineer — In another internal change, Clough was previously a feature developer lead for Zynga.
  • Anna Huerta, Game Designer — Huerta was previously a game designer and integrator for The Walk Disney Company.
  • Simran Chaudhry, Product Manager — Chaudhry was most recently a student at the University of California, Berkeley.

Game Insight Shuns iOS for Android, Prepares to Tell Facebook Crime Story

Russian developer Game Insight is probably best known to Western audiences on Facebook for its 6waves-published titles Mystery Manor and Resort World, but its reach goes well beyond that in the international market and now its expanding onto Android with freemium game, Paradise Island (pictured).

Game Insight’s VP of Business Development, Darya Trushkina, reveals to ISG that Paradise Island is currently generating $1 million net revenue — and that’s with neither ads nor offer walls; just pure organic growth. This convinces the developer that there’s no need to build an iOS version, let alone port any of its social games to iOS. Game Insight instead plans to release another Android game based on its newest social game, Crime Story.

Crime Story is currently only available on VKontakte, one of Russia’s most popular social networks. It’s a mafia themed role-playing game with higher-end graphics than Facebook players are used to seeing in Zynga’s Mafia Wars. Trushkina says there’s still about three weeks’ worth of polishing to be done on the game before Game Insight is ready to bring it to other social networks.

The developer learned from launching Mystery Manor on three social networks instead of 25 that it’s better for a game’s grasp to exceed its reach. For example, Trushkina explains that life simulation game Life Story did well for Game Insight on Orkut, but failed to perform on Russian social networks. Its top Facebook game, Mystery Manor, is doing well on just three networks — monetizing surprisingly well on Latvian social network Draugiem.

As of today on Facebook, Game Insight has four independently publishing titles and four published under 6waves (now 6waves Lolapps). The latter four — Mystery Manor, Resort World, Big Business, and Vegas — make up the bulk of the developer’s traffic with a combined 5.1 million monthly active users and over 668,000 daily active users. Going forward, Trushkina says that Game Insight isn’t planning to publish Crime Story for Facebook with 6waves. Given the company’s success on Android and in other social networks with its games, Game Insight now feels ready to go it alone.

New This Week on the Inside Network Job Board: Spooky Cool Labs, Ubisoft, Kabam 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 Spooky Cool LabsSocial PointUbisoftKabamGlu MobileLeadBolt, Metamoki, Inc. 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.

Inside Network Cocktail Party – Today in Seattle

If you’re in Seattle this week, come join Inside Network and our community of social and mobile developers at The W Hotel for cocktails and some great networking!

All are welcome, and drinks are on us with your RSVP.

Note: we’re expecting the event to be full, so please do RSVP to make sure that you can join, and come early if you can! We’re able to ensure entry and drinks for the first 200 checked-in RSVPs.

Happy hour starts at 5:30 p.m. at the Living Room and Bar, W Seattle. We’ll be right by Benaroya Hall, so stop by after Casual Connect’s panels and talks and say hello!

Inside Network Cocktails in Seattle
Wednesday July 20, 2011
5:30 pm – 8:00 pm
Living Room and Bar, W Seattle
1112 Fourth Avenue
Seattle, WA
Hosted by Inside Network’s AJ Glasser and Susan Su
Please RSVP here

See you there!

Thanks to Our Sponsors:

Rightscale provides cloud computing management for social application and game developers.

Couchbase products, which are built on Apache CouchDB, Membase, and Memcached open source software, represent a comprehensive family of database solutions for building scalable web and mobile applications.

Amazon Web Services Amazon Web Services (AWS) provides businesses with a secure, reliable, easy-to scale, low-cost computing platform “in the cloud.”

Wooga: Building a Successful Social Game by Combining Metrics With Emotion

[Editor's note: In the article below, Wooga product lead Stephanie Kaiser provides an in-depth look at her team's development of successful Facebook game Monster World. Kaiser has also been speaking about her experience at Casual Connect in Seattle this week and in Hamburg earlier this year (you can find slides and video from that presentation here). This article is also being published in the latest edition of the Casual Connect magazine.]

Some games don’t become instant hits right after launch. Such was the case with Monster World, a farming game developed by wooga and launched in April 2010. wooga is the 2nd largest developer of social games on Facebook. And Monster World is wooga’s most successful title today, growing virally and monetizing well with over 1.6 million daily active users.

With this in mind, I will describe some lessons learned during the development of the game, structured along the four topics: engagement, virality, monetization and non-metric related factors. But be forewarned: As you gain insights into relevant key performance indicators, you will more than likely fall in love with at least one of wooga’s monster characters.

Engagement

After launching the game in April 2010, Monster World was not an immediate success, but we were able to enhance the game step by step. Looking at the post-launch growth chart, our release cycles become very visible. Every Tuesday we are launching a new version of the game. And each Tuesday’s enhancements can be seen in the growth curve of the game.

We began by improving features related to engagement, reasoning that without high user engagement, any enhancement to virality and monetization would be useless.

The KPIs related to engagement are one-, three-, and seven-day retention and a game’s sticky factor (monthly active users divided by daily active users). Besides that, we dissected each step of the beginner’s tutorial and observed how many users reached steps one, two, three, and finished the tutorial. By undertaking A/B tests, we enhanced specific steps of the tutorial to help as many users as possible enter progressively higher levels within the first session.

In an A/B test, we send a percentage of our users to one version of the game including a feature we intend to test and the others enter a version of the game excluding this feature (the control group). By analyzing the relevant performance indicators afterwards, we are deciding to continue developing one of the tested versions. These tests need to be undertaken simultaneously in order to keep outside factors (such as weather or Facebook downtimes) from influencing the results.

For example, we tested a version of the tutorial that forced the user to perform exactly the action the tutorial character Mr. Tentacle suggests. Meanwhile, other users saw a version that left the decision to follow directions open to them. In the latter, Mr. Tentacle is still visible and giving tips, but any action was voluntary.

The result was pretty surprising. We had always thought that users would prefer freedom of choice. But looking through the results, we had to accept that users wanted to be guided. A lot more users got to the end of the tutorial when they were guided through it, so we selected that version for all users.

Features don’t get into the game simply because someone thinks they’re cool’; they get in only if they are proven by metrics. A very good example is the “Monster Choose,” which was initially the first screen in the game. Looking back at it today, I still think the screen looks quite nice. But after analyzing the numbers we had to acknowledge that we were losing too many users at this step. Surprisingly, there was no effect on user retention if users were not offered the opportunity to choose their monster anymore. So we cut the feature.

Because we had built quite a large user base (already around 300.000 daily active users at the time), we gained highly reliable data from A/B tests. Consequently, those tests became one of our favorite optimization instruments.

Along with cutting and enhancing existing features, we added new ones aimed at raising our users’ engagement like adding in a missions system. By giving users tasks to complete, they started to return to the game more often to fulfill the quests that were assigned to them.

After working on the tutorial and the missions week after week, the game began to grow virally. The users’ engagement was much higher than it was at the launch of the game and we could move on by enhancing and developing virality features.

Virality

Viral channels on Facebook change frequently. They are not what they were a year ago, and a superficial look could lead you to the conclusions that developers are suffering from the changes Facebook has made. But if you look at these changes in more detail, you’ll see that the changes were good from a user’s perspective. And since Facebook and social game developers are both trying to engage and retain users, you would have to acknowledge that ultimately the changes were good for developers also.

More than a year ago, users were able to send out unlimited feedposts from the games they were playing. Many users considered the feedposts spam, which in turn created a negative image for social games. And unhappy users are not sticky.

Feedposts today are only shown to those users that have registered with a game. This change ensures that the content in the users’ stream stays relevant. Relevance as the selection criteria in an always overloaded stream of news. With this change feedposts turned from a viral to a retention feature. As a new viral channel, Facebook has changed the way requests are shown and implemented in the platform. User to user requests are now counted and shown as a red number over the globe icon in the top Facebook menu bar. Requests can be sent to a user’s entire friends list, including those that do not play the game yet. With these functionality changes requests are a strong viral channel today.

Every viral feature needs to be socially acceptable. Therefore, any interaction between users in a game needs to be “share-worthy” and “click-worthy.” If a feedpost is share-worthy, the user is more likely to share it amongst their social circle. It needs to include a relevant message for the sender.

A good example is the Robert feedpost in Monster World. Robert is the customer robot standing at the gate to a user’s garden, asking the user to sell a specific set of plants to him. He pays well. This creates the incentive for users to post a help inquiry to their friends. Any friend clicking this post is sending a plant to the user, who can now finish the deal with Robert faster, gain points and level up earlier. This post is, in that sense, share-worthy.

The counterpart of being shareworthy is being click-worthy which relates to the receiver. Any clickable post that appears in a user’s stream with the intention of being clicked by them should be click-worthy. To generate this click-worthiness we changed all of our posts to include an in-game reward for the receiver. Whenever the receiver clicks a feedpost, he gets a gift, such as coins, some XP, etc. With this change, our response rate on feedposts jumped up.

In addition to these changes, we introduced new features that were intended to impact the game’s virality of the game. One very successful example was the introduction of the monster baby. Users become more engaged with a game once they start to have a strong emotional attachment to the characters in the game. The sad, lost monster baby caused people to feel a certain need to help.

The baby would cry constantly until the user would agree to build the toy the baby was demanding. To build the toy the user needed a certain quantity of varied materials. Those materials could either be found by harvesting plants (this is quite rare), by asking friends for help (through a feedpost) or by purchasing them. In that sense the baby added a social barrier to the game. The number of feedposts being sent increased rapidly when the baby feature was launched. No one could stand to watch the crying thing.

After completing the first toy, the baby would move into a user’s garden and start living there. From then on, it would ask for food and love at least once a day. And if it didn’t get what it wanted, it would start crying again. If users treat their baby well, however, they earn a daily bonus.

Recently we had a visitor at our wooga office in Berlin for a usability test. He was an avid player of Monster World and told us the game was part of his life. He had heard rumors that the baby would die if weren’t fed or hugged once a day. I personally love this rumor, although we would never let the baby die. Our Monster World is a very friendly one.

When Facebook changed the rules of their virality channels we switched from using feedposts to sending requests in order to use the full viral potential. Requests can be sent to all friends, not just the ones playing the game already and therefore invite new possible game users.

Monetization

After optimizing Monster World for maximum engagement and virality, we started to look further into the topic of monetization. By analyzing the number of buyers and their actual purchases, we discovered the obvious: consumables are monetizing much better than purely decorative items. They create a constant purchase cycle because consumables are used up as they are traded for game advantages.

In Monster World one type of consumables is the magic wand. Magic wands can be used in the game to either revive plants or to skip-over their growth time and harvest them immediately. In the real world our magic wands would equal fertilizer. Today wooga is the biggest seller of virtual magic wands in the world.

After understanding the importance of consumables, we added another one to the game: woogoo. Just recently have a series of new features that relate to woogoo been added into the game. We introduced Roberta, a character who has a constant demand for various products that cannot be manufactured without woogoo. Users can gain woogoo by selling to Robert, by harvesting, by asking their friends (via requests) or by buying it.

The game’s inherent woogoo supply is balanced to be below sufficient, but still the user has a chance to get woogoo without paying for it. It is just never enough. To fulfill all of Roberta’s demands or for example to use the auto-harvester the user needs more woogoo, than he finds by harvesting. He will always be able to sell some products to Roberta, but if he wants to sell more, he needs to either be viral or pay..

Consumables in that sense either help the user to progress faster in the game or allow him to prolong the playing sessions.

The Report Guy

As stated above, to enhance a game like Monster World you really need to know your metrics and need to analyze them on a daily basis. We are in the privileged position to look into the KPIs of over 1.2 million users daily and we do. An in-house reporting tool, built by wooga, is offering us a valuable insight into our games. Our “report guy” sends out automated report mails on defined KPIs, that we are interested in tracking daily.

Aside from all the metrics, there is a whole universe of non-metric related factors that have helped us to make Monster World a successful game.

Usability testing

From the very beginning of the development we invite people outside of our project teams to participate in usability tests at wooga. My first test on Monster World was done on a paper prototype, with a pen, which served as a mouse. I showed the prototype to possible users and asked them to use the pen and “click” as if it were a computer screen. The page behind the click would be the next step in the user flow and was also prepared as a paper prototype. By testing early and often, we tried to avoid conceptual mistakes at a very early stage, before we even began development.

During the development of click-prototypes, we started to test with real computers. Most of the time, we would just watch our test users. Not answering their questions or directing them would help us a lot in understanding the current iteration’s design flaws. The well known: “We listen to our users!” is changed to ”We look at our users.”

We test our games every two weeks. Product staff is always in attendance. Right after a test the “watchers” immediately discuss their findings and decide upon priorities for the next development cycle. We regularly invite everyone from the team to join a test. For developers and graphic people in particular, those sessions give a very deep insight into the world of user behavior.

Release Cycles

We work in weekly release cycles using a mixture (or, as we say: the best) of Kanban and Scrum. Every Tuesday we release a new version of the game on Facebook. The next development cycle begins on Tuesday and continues until that Friday. Over the weekend we refresh our minds and prepare to fix the bugs found in the new version that Monday.

These short release cycles are tough, and every team member must work in a very disciplined manner to avoid delays caused by inter-team dependencies.. But it pays off. We move fast, but we are still flexible enough to change priorities on a daily basis. Once a feature is finished, we usually release it while still maintaining the weekly cycle on top of that. Therefore, if someone in the team has an idea (or a finding of a usability test) today, it can be included in the next version—if its priority is high enough. In my experience, this direct impact on a game really motivates everyone on the team.

Localization

We localize our games in seven languages: English, Spanish, Italian, French, Portuguese, Turkish and German. From the early days of development onwards, we support different languages in the game via XML. Supporting accents is as important as the solution to the problem that some languages just need more space than others. Consequently, no text is embedded in images. wooga offers localized customer support, localized fan pages and virtual goods localized within the game. For example, during the soccer world championship last year, we had French, Italian and Spanish tricots hanging on washing lines in the game.

Emotions

As stated previously, users will be more engaged more in a game if they build a relationship with its characters. We focus a lot on all the little details in the game that make Monster World very loveable. The robot in Monster World is called Robert. Robert stands in the users’ garden waiting to make a deal. While he is waiting, he jumps rope, plays on his PSP, and flirts with Roberta. Users can visit their friends’ gardens and invite Robert to enjoy a bottle of oil. If Robert has too much oil, he gets drunk and will pay the user’s friend more coins in their next deal.

There are a variety of monsters in the Monster family, including the monster baby mentioned previously. Whenever we tested the baby with women in usability tests, they just went crazy when the baby appeared. Who can resist the happiness that comes after building a brand new rocking horse for a baby?

The Team

wooga is organized into dedicated game teams, with one product lead. All team members—developers, graphic designers, project managers and additional product managers—are dedicated resources that work on just one game. Each team has an individual office room which establishes a concentrated working environment with very short communication distances.

wooga was lucky enough to find a group of people wherein every single person is committed to building the best products they can imagine. With the love and dedication of every single monster on our team, we were able to work through the still ongoing optimization process of our game and transform it into a real Monster World.

Stephanie Kaiser is the Product Lead of Monster World at wooga (world of gaming), a top 15 social game on Facebook with over a 1,6 million daily users and over 8 million monthly active users. She is responsible for the design and development of Monster World, leading a team of 15. Prior to joining wooga, Stephanie worked as a Product Manager at Jamba/Jamster and as Manager of Product Development at MTV Networks where she was responsible for the development of clubnick.de, a subscription-based learning platform for children. Stephanie attended the Humboldt University Berlin (French Philologies and Information Science). She has a passion for dance and robots.

Lisa Marino on RockYou’s Publishing Partners, Ad Platform Growth in Gourmet Ranch And Zoo World

The last time we spoke with RockYou’s Lisa Marino, she’d just been made CEO after a wild ride from chief revenue officer to chief operating officer in a two-year period. Now that some of the dust has settled and RockYou is releasing games again after an empty 2010, Marino is ready to reveal the developer’s new role as a social games publisher and ad platform.

In a way, neither role is “new” to RockYou. In 2011, the company announced a publishing deal with John Romero and Brenda Brathwaite’s Loot Drop studio for its new game, Cloudforest Expedition. The company’s also been selling ad inventory as far back as 2008 when RockYou didn’t really have a games portfolio. Now, however, the company’s different components have gelled in a way that allows RockYou to formalize a publishing partners program that leverages its ad platform and social games experience gleaned from Zoo World, Zoo World 2, Gourmet Ranch, and now Cloudforest Expedition.

Inside Social Games: So how’s that CEO position working out for you?

Lisa Marino: Well RockYou is never short of surprises, but things in general are going quite well. We’ve got four game launches in about four and a half months, so we’re busy little bees. In addition, we’re in the process of launching our ad platform and working on case studies with Gourmet Ranch. Those will be done in the next six weeks or so. At that point, not only will it be integrated in all of our games, but we’ll be able to work with third-party developers to help them monetize better through brand advertising.

ISG: Gourmet Ranch has been going through a lot of changes lately. We’ve seen it spike on our growth charts against after falling off sometime after the royal wedding campaign ended. Can you talk about what’s going on there?

Marino: We were marketing it pretty aggressively through June, took a bit of a break to work on a couple of key new feature launches that we had — one of them will be out on Thursday; it’s exotic animals. We tested a variety of new features and functionality in the last 30 days and what came out of that was some really interesting user engagement and a really stable player base. So now we’re actively marketing the game again as of about three weeks ago.

ISG: And the ad platform you mentioned? How has that evolved into something you plan to integrate with Gourmet Ranch?

Marino: [Brand sales] have been core to our DNA for a very long time. Previously we were selling inventory on our reach apps — but it wasn’t until we started getting game inventory with Zoo World and now Gourmet Ranch and Zoo World 2 that the ad platform was able to make its full migration from reach apps to core gaming executions.

So we’re just finishing up a lot of new products for that platform and we’re integrating them into our games. We definitely still have Deal of the Day — Facebook is rolling that out with TrialPay, it did such a good job on tests we’re doing with them. So we’ve got that unit, we’ve got standard display… But the difference between [then] and now is, when you think about display in-game, it’s not just an ad for Toyota, it’s not just an ad for psychic reader network. It’s very much a strategy around how we cross-sell, how we promote and merchandise in our game.

Let’s say Gourmet Ranch was running their Beach Party [campaign] — which ended last week — we could do a lot of merchandising through the display units with the ad platform in addition to serving brand impressions, in addition to doing cross-sell. [There are] all sorts of things we can build channels around and communicate to our user base. What we’re testing right now is how to optimize those experiences. So, is there a difference between paying users and non-paying users? Do certain types of placements respond better than others? Like, if I show an impression for merchandising through virtual goods five times and they don’t click on it, maybe I shouldn’t show it again, maybe I should show a Toyota ad, maybe I should show them a cross-sell opportunity? We’re going through all that optimization right now, but it’s going to be a really powerful ad platform. We’ve seen in Zoo World, in each space, an [average revenue per user] of 25%. When you’re talking about the [lifetime value] of a user that’s very substantial.

We haven’t put the platform in Zoo World 2 yet. That’ll definitely be by the end of August. Right now, Gourmet Ranch is going to be the guinea pig, for lack of a better term. We’re going to go through the pain with them to get it right.

ISG: Will the platform also be in Cloudforest Expedition when it launches this summer? How did you work that in as part of the publishing deal with Loot Drop?

Marino: [Yes.] Loot Drop’s game is in the process of being brought in-house. We’re not acquiring them, but once the game is done, we’re going to run the live environment. The game is getting close enough that some functions are beginning to come over. As part of the things that we can take care of early on are the message center, integration to the analytics, working through the ad platform and what types of integrations we want to do — so that work’s all being done right now while those guys are finishing up the game.

Going forward, we’re probably going to work with them on a lot of design and feature elements for the first several months after launch, and a lot of the tuning. But we will definitely be the ones largely responsible for the game and it’ll finally shift.

ISG: Do you plan to model the publishing partners program after your interactions with Loot Drop? Will all developers eventually have to shift their games over to RockYou’s care?

Marino: Absolutely not. We’ve got a couple different levels of opportunity. Something like a Cloudforest is an extreme version of publishing for us. There’s a lot of other games that are already complete, or getting close to completion and the developer wants to leverage RockYou’s distribution capabilities and still wants to run the game themselves. Other developers say “Hey, I just want to build games, I want to leverage not just your distribution, but your analytics platform, your Q&A, your community support.” All the infrastructure that we have for games. So it really depends on the partner that we’re talking to and what makes sense from a deal perspective for both of us.

ISG: The publishing model is definitely picking up speed in 2011. Why do you think more developers are seeking out partners now than they were a year or so ago?

Marino: Distribution is incredibly difficult and expensive. We’re going through four game launches in four months and fortunately we had a war chest in the bank. Had we not had that and a strong infrastructure around analytics, and the ad network, which provides additional distribution for us, we’d be in a similar position to a lot of developers. That’s been a really core area of focus for us in the last 90 days now that we’ve got some games coming out. A big focus for us is acquiring users that we don’t have to pay for. If you read the Zynga S-1 they were really clear that the majority of their users, they don’t pay for. That said, they’ve got a very large marketing budget as well.

So [publishing] is definitely more of an art than a science in terms of how we can creatively go after users — not necessarily in the viral capacity but in the organic capacity. Part of it’s how you optimize Facebook channels. Part of it is things that we can do as RockYou on our own ad network — we still serve almost 300 million impressions a day. Some of it is that we still have reach apps [to bring new players into the network]. At the end of the day, in the Rock You network, the games are incredibly important. The quality of them needs to be extremely high and competitive.

ISG: Are there any concerns from potential developer partners that RockYou might steal ideas for its own in-house game development?

Marino: Our philosophy on publishing is, we want to bring what we know how to do well to the publishers. We’re pretty open and transparent. We also look at these deals, we want to treat them like our own owned & operated. It wouldn’t make sense for us to sign a publishing deal that we don’t want to actively promote from an ad spend perspective. I don’t see us publishing 20 games a year, I see us publishing four to eight. And the four to eight for me means that we’re actually going to be spending money on those and supporting them just like we would an owned & operated game.

For me, it’s a much more compelling model not just for us but for the developer as well. And there’s just as much secret sharing from RockYou to the dev as there is the other way around. Every one of our publishing partners is getting a product manager. We’re going to teach them what works in message center, we’re going to teach them how to optimize virals. We’re going to teach them, potentially, game mechanics. We’re going to give them access to our analytics so they can see “Hey, users are falling off at level 4, how do we punch through that?”

ISG: When do you expect to see RockYou’s first official publishing partners game release?

Marino: We haven’t announced any [partners] yet. We’re currently building the pipeline. We’ve got about eight to 10 that we’re looking at. We just started talking to developers in earnest about this opportunity about four weeks ago. Whenever you’re talking any sort of deal execution — whether it’s an acquisition or brand sales, it does generally take 90 days to work through it. So, we’re optimistic that we’ll have a game published probably late this year, maybe a little earlier. Our goal internally is Q4.

For us, this year was a big [release] year. We didn’t get any games out in 2010 which was somewhat challenging for our company… that’s an understatement. Because games are always late, we ended up with a lot of games coming at once. We didn’t intend for that to happen, but it’s [good] that it is happening because we’re able to build out the player network and the scale particularly in a demographic around 40-year-old moms this summer very aggressively. We’ve got Gourmet Ranch, Zoo World 2, we’ll have Cloudforest… and a fourth game that’s in that demographic, but not the same genre, that’s coming out in about October.

ISG: 40-year-old moms and it’s not about pets, huh? Does that mean it’s a puzzle game?

Marino: Possibly. We’re not talking about it.

Mad Respect for Mahjong on This Week’s List of Fastest-Growing Games by DAU

You’d think with only so many ways to play mahjong that Facebook would really only see success with one or two titles — but apparently there’s still room for more as two compete mahjong games make our list of fastest-growing games by daily active users.

And if just now you’re wondering where PopCap Games’ new Facebook title, Pig Up, is on this list, don’t. The game was in a stealth beta state that was either leaked to or tripped over by the press this week, resulting in early reviews that are only just now attracting users to the game. It has about 500+ monthly active users as of press time; we expect to see it pick up enough traffic in the next seven days to make our emerging games list next week, now that PopCap has publicly acknowledged the game’s existence and can leverage cross-promotion with Bejeweled Blitz and Zuma Blitz to drive more players to Pig Up.

Top Gainers This Week – Games

Name DAU Gain Gain,%
1.  Gardens of Time 3,905,781 +215,882 +6%
2.  Mahjong Saga 391,190 +208,814 +114%
3.  Gourmet Ranch 405,582 +128,890 +47%
4.  Addicting Games 177,095 +69,392 +64%
5.  Zoo World 533,698 +64,895 +14%
6.  Slotomania – Slot Machines 965,626 +44,439 +5%
7.  小小忍者 – 動漫主題網頁遊戲巔峰鉅作 64,257 +37,906 +144%
8.  Tetris Battle 1,063,532 +33,641 +3%
9.  101 Oyna (KAMERALI) 76,040 +31,177 +69%
10.  BINGO Blitz 379,405 +31,156 +9%
11.  Mahjong Trails 423,233 +28,856 +7%
12.  Diamond Dash 1,735,265 +27,785 +2%
13.  HotShot 251,218 +27,389 +12%
14.  「南帝北丐」 – 2011最新金庸武俠網遊♥不刪檔正式開啟♥ 31,607 +24,496 +344%
15.  DoubleDown Casino 523,640 +23,322 +5%
16.  麻將─新明星3缺1網頁遊戲 免費的麻將遊戲 80,516 +22,728 +39%
17.  Bubble Saga 1,332,895 +22,717 +2%
18.  Monster World 1,624,257 +21,860 +1%
19.  Tavla Oyna (KAMERALI) 35,289 +19,198 +119%
20.  Cafe Life 290,213 +19,165 +7%

Gourmet Ranch, meanwhile, continues to climb in users across MAU and DAU as RockYou rolls out new content to the game while experimenting with its ad platform. Stay tuned for an interview with RockYou CEO Lisa Marino for more details.

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

Wooga Moves Into Mobile Gaming With Forthcoming iOS Version of Diamond Dash

Europe’s Wooga is becoming the latest social gaming company to make a leap to mobile with an iOS version of Diamond Dash slated to come out later this summer.

Up until now, the Berlin-based company had been laser-focused on the Facebook platform and gradually grew its base of monthly actives to overtake EA’s Playfish and Playdom earlier this year. They’re now at 34.9 million monthly actives, according to AppData. Now the company is planning to add iPhone and iPad games this summer and launch a brand-new experimental HTML5 title later this year. Diamond Dash is its biggest game on the Facebook platform with 10.1 million monthly active users.

> Continue reading on Inside Mobile Apps.

Bingo Blitz Grows on Facebook Through Focus on the Game’s Fundamentals

Bingo Blitz is the latest game to join Facebook’s growing cadre of Bingo games. Created by independent studio Buffalo Studios in Santa Monica, CA, it is also their first venture into Facebook games.

According to our data tracking service AppData, Bingo Blitz currently has just over one million monthly active users and over 342,000 daily active users.

Although billed as “not your grandmother’s bingo game” Bingo Blitz closely follows the same skill-based mechanics. Players select to play up to four cards and daub the numbers on their cards if they are called, by row and number, and call Bingo when they have daubed five in a row or all four corners of the cards. The difference from straight-up church hall Bingo is the powerups, which are earned as you daub numbers. These have to be activated and range from daubing random numbers on your cards to adding treasure chests to numbers on your cards to earn additional coins if daubed. The other difference is progression. Players earn experience with every game played and as the level up, open up new cities where the Bingo cards are more costly but also earns higher rewards. In this game, players earn experience points and coin even without winning. Calling Bingo gains the player more XP, coin as well as collection items and progresses players faster through the levels.

Credits are required to purchase Bingo cards and these are collected as players log in every day. Coins buy items in the store which includes custom daubers, powerups and keys, which are used to open treasure chests that players earn at the end of each game. The game monetizes by selling credits which can also be converted into coin, a slots game to win additional coins for a Facebook credit and Buffalo Studios also recently integrated Adknowlege’s Social2Web monetization solution into their game.

Social features in the game include a chat bar for players to want to chat and some players do and the ability for friends to gift each other powerups. Players with more active friends playing the game also earn team bonuses of extra credits.

Buffalo Studios may have found the secret to “stickiness” in Facebook Bingo games by adhering to the essential skill and mechanics of Bingo for Bingo Blitz. This stands out in the field among other Bingo games such as Bingo Adventures reviewed here, Bingo Derby reviewed here, Bingo Charms reviewed here, and Big City Bingo, which all deviate from the skill-based core Bingo play in one way or another.

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

Upcoming Facebook API Changes Bring Back Virality By Sorting Game Genres

Sean Ryan, Director of Games Partnerships at Facebook, delivered a keynote speech at Casual Connect in Seattle today detailing the future of the Facebook games ecosystem following many changes to the platform’s communication channels, and the complete integration of Facebook Credits.

“There is a massive amount of value creation still going on here,” he says, defending Facebook’s games platform against arguments that the social games market is dying. “Social games are driving the revenue on mobile, the revenue on web. If you’re not building social games on a platform, you’re building for a shrinking market.”

Ryan breaks out key examples from the top 10 to 12 game developers that Facebook pays special attention to. Aside from the usual suspects of Zynga, Playdom, Crowdstar and Playfish, there were shoutouts to 6waves (now 6waves Lolapps), Kabam, Kixeye, PopCap, GSN, Digital Chocolate, Wooga, Double Down Casino and Playtika. Ryan characterizes most of these — with the notable exception of PopCap — as young companies that didn’t even exist four years ago, and now many of them are making successful exits or raising large amounts of capital. So clearly, he argues, there’s still a lot of growth to be had on Facebook and other platforms for developers looking to enter the social games space.

The key is how developers should approach entry. Ryan breaks it out into four points: massive/relevant scale, multiple discoverability options, efficient monetization and continued improvement over time. Ryan says that a game can still find success with hundreds of millions of general users (massive scale), but the emerging trend Ryan wants to see more of is developers succeeding by attracting a smaller, more dedicated audience (relevant scale). Multiple discoverability options is a bit harder because developers have to spend on advertising, at least on Facebook. Ryan says that advertising accounts for one-third to half of all users in a game. However, if you’re buying advertising, Ryan surmises that your game is already profitable.

Efficient monetization and continued improvement are areas where Ryan sees Facebook stepping up its game to help developers. To the first point, there’s Facebook Credits, which Ryan says is a logical improvement over fragmented payments systems of the old platform. As for continued improvement, Ryan says that Facebook is always looking to improve — which is why the terms of service and APIs change frequently in the games space.

Going forward this year, Ryan says that Facebook hopes to restore a lot of the virality that games lost following the crackdown on the news feeds and other channels from last year. By working with developers, he hopes to help games find better ways of generating the kinds of news stories that players’ friends will want to click on. On Facebook’s side, the team is looking into sorting games by genre in a way that allows the platform to suggest games of similar genre to dedicated players. For example, by playing hidden object games, Facebook would know to show you ads for other hidden object games instead of ads for fashion games.

Ryan’s plea to developers is simple: Make more games in more genres, and stop copying each other. The days of monetizing by making a clone of a clone are over, he says. He broke out some areas where genre-specific games have succeeded — notably “midcore” and “hardcore” games like Zynga’s Empires & Allies or Kixeye’s Battle Pirates — and then listed some genres where there’s almost nothing on Facebook so far:

Fishing — There’s only one actual fishing game on the platform so far.
Christian — An untapped market, as 42% of the United States is evangelical.
Urban — By which Ryan means games that speak authentically to that audience.
Role-Playing Games — Here, Ryan characterizes RPGs as Diablo (not Mafia Wars)
Fighting — A genre that’s just starting to take off.
Romance — A very big literary category, and yet there are no social games for it (we’re not sure if It Girl counts)
First-Person Shooter — So far, there are only two, but Ryan admits that there are limitations on this genre that come from the browser.

A final point raised during the Q&A dealt with where Facebook sees the Asian and Turkish markets going. Ryan responds that Facebook sees Asia as the fastest-growing market for the platform, but there’s still the challenge of being banned in China. Other countries in the region, however, are currently expanding — such as Korea. As for Turkey, Ryan says Facebook struggles with payment options for developers. The platform is working with Peak Games, however, to improve user acquisition in the region. Brazil is also an emerging market for Facebook games, which is why there’s a big push to localize games in Portuguese.

Inside Social Games Sponsors
Kontagent Addmired Frima 6waves TinyCo Peak Games maudau
Featured Company
Jobs of the Day

GOOD/Corps
Los Angeles, CA

Creative Circle
Los Angeles, CA

MTV K
New York, NY

More Research & Information from Inside Facebook

Sign up for free email updates beyond today's news.

 

WebMediaBrands
Mediabistro | All Creative World | Inside Network
Jobs | Education | Research | Events | News
Advertise | Terms of Use | Privacy Policy
Copyright 2012 WebMediaBrands Inc. All rights reserved.