Pet City for Facebook Lets Players Make the Purrfect Pet Pal and Pad

Russian developer Catalyst Apps has made its first foray into full featured Facebook games with Pet City. The game is a marked departure from company’s previous experience on Facebook with gifting apps Drinks for All and Show Some Love.

According to our traffic tracking service AppData, Pet City currently has 90,000 monthly active users and 20,000 daily active users.

Like other pet sims on Facebook, the gameplay experience in Pet City revolves around nurturing and building the best possible home for an anthropomorphic pet friend, either a dog or cat — or something in-between. The game begins with a screen where players can customize myriad appearance options, including their pet’s head shape, various facial features, markings, and color. After naming their pet, players proceed to a mostly empty home to learn the ropes of caring for their new bundle of joy.

Pets can be played with, cared for and fed, with the first two requiring players to complete collections if they’d like to earn more toys (each of which can be played with once daily) and care options. Feeding is actually a multi-step process involving selecting food from recipes, requiring that players have the appropriate ingredients and be of a sufficient level. Caring for and feeding pets once per day rewards players with coins, experience points, and items for collections. Leveling up in the game also awards cash, the premium currency, to players.

A large part of the game is spent decorating the pet’s new home, with deco options available from several virtual stores. Items include living room furniture, bath items, and a wide selection of floor and wall decor. When initially visiting the most basic furnishings store, players are given a several minute shopping spree with a limited budget. From there on out, the prices can be quite high, requiring what would seem to be several months of play to acquire some of the best items without spending real money on them. Once the player has reached a high enough level and amassed enough coins, they can purchase up to three additional rooms in their home to decorate.

Another element of the game that we’ve seen in pet sims before is playing dress-up with the pets. There are several clothing stores, including a seasonal Halloween themed one, where a large number of tops, bottoms, shoes, and accessories can be bought for soft and premium currency. The player’s home has a dressing/closet area for storage.

Pet City relies heavily on visiting friends as its main social feature feature. During these visits, players can interact with their friends’ pets by playing with them in a variety of ways, from tossing a ball around to singing a duet. There are also emotes, such as poking and high-fiving, that can be used. Players can do other things, like prepare and share drinks, and clean up to receive additional coins and XP on these visits. Back in their homes, players can designate which room they want friends to arrive in when they visit. In addition to the usual variety of viral channel brags and invites, players can send free daily gifts to friends and take photos of their homes to share to their Walls.

The game is monetized by players purchasing additional coins and cash using Facebook Credits. Available units are shown in dollar amounts ranging from $5 to $100, but are actually paid for in Credits once players initiate a transaction, so as not to skirt Facebook’s mandate on Credits in games.

You can follow Pet City’s progress using AppData, our traffic tracking service for social games and developers.

Inside Social Apps 2012 Is Coming to San Francisco – February 8th and 9th

February 8 – 9, 2012 | San Francisco

Inside Social Apps is coming back to San Francisco in 2012! We are proud to announce our third conference on the future of monetization on social and mobile platforms.

As of this week, we’re happy to present the following new speakers who will be joining our line-up at Inside Social Apps 2012:

Daniel Terry
Co-founder & CEO, Pocket Gems
Perry Tam
CEO, Storm8
Paul Bettner
GM, Zynga With Friends
Kevin Chou
Co-founder and CEO, Kabam
Michael Lazerow
CEO, Buddy Media
Simon Mansell
CEO, TBG Digital
Anil Dharni
Co-founder, Funzio; Founder, Storm8
Mike Sego
CEO, Gaia Interactive
Tim Chang
Managing Director, Mayfield Fund
Micah Adler
Founder & CEO, Fiksu
Arjun Sethi
CEO, 6waves Lolapps
Brenda Garno
COO & Game Designer, Loot Drop
Bill Jackson
Creative Director, CastleVille, Zynga
Hussein Fazal
CEO & Co-founder, AdParlor
Mihir Shah
President & CEO, TapJoy
Lisa Marino
CEO, RockYou
Rick Thompson
Co-Founder, Playdom, and Investor
Peter Farago
VP Marketing, Flurry
Atul Bagga
Senior Analyst – Video Games & China Internet, Lazard Capital Markets

We’ll continue to announce additions to our 2012 speaker list in the weeks to come, including speakers from Facebook and more, so please stay tuned.

Registration

There is very limited $199 Early Registration pricing for the full 2-day conference pass for Inside Social Apps 2012, available until November 2 only.

Previous Inside Social Apps conferences have sold out in advance of event day, so we strongly encourage you to register now.

About Inside Social Apps

Inside Social Apps 2012 will explore new opportunities, as well as emerging risks, in the development, distribution and monetization of social and mobile applications. Inside Social Apps 2012 will span February 8 – 9, and will bring together the world’s leading social and mobile developers and investors for critical discussion and analysis.

Social applications first made their splash in the US in 2007, and have now evolved into a global media ecosystem. Today’s social and mobile apps comprise a profitable multi-billion dollar industry, characterized by vibrant investment activity and newly emerging opportunities on mobile platforms.

Inside Social Apps is Inside Network’s content-focused conference series that investigates the latest trends and challenges for social and mobile applications and the companies that bring them to market.

Past Inside Social Apps events have seen sold out well before conference day, so we strongly encourage you to register early.

A full agenda will be announced shortly. Keep an eye on Inside Social Apps for more information.

Registration

We have made available a limited number of tickets at special $199 Early Registration pricing, and we strongly encourage you to register now.

From all of us at Inside Network, we look forward to seeing you on February 8 and 9 in San Francisco!

Social TV Games Platform PlayJam Scores $5M Round of Funding

Social TV games platform developer PlayJam closed a $5 million first round of investment with participation from GameStop Digital Ventures, Adobe Ventures, Endeavour Ventures, London Venture Partners, and several unnamed “game industry luminaries.”

PlayJam’s platform provides developers an infrastructure similar to what we find in other web games portals and social networks: messaging support, monetization, score tracking, integration with Facebook and Twitter, etc. The key difference here is that PlayJam supplies the games on smart TVs manufactured by Samsung, LG, Panasonic and Sony. This distinction might not change the nature of the games themselves all that much (with the exception of improved graphics), but it could open up a new demographic for social game developers to monetize.

The press release announcing the funding states that PlayJam has seen over 6 billion downloads Pay TV platforms in the last five years, with more than 50% of customers paying for content at an average session time of 23 minutes. The release goes on to cite studies claiming that smart TVs will see an install base of over one billion devices by the end of 2015. According to some — like Crowdstar, which closed a $23 million round from Intel and Time Warner among other investors — smart TVs will be the next major platform for social game developers to conquer.

It’s interesting that GameStop is getting behind smart TV games. For the last year or so, the video game retailer has been proactive in exploring digital distribution options as physical sales of video games have declined and larger audiences have emerged in social and mobile gaming. Adobe’s involvement makes more sense to us, as the newly launched AIR 3 is compatible with smart TVs — making PlayJam’s platform the perfect test partner for the platform native extension support.

PlayJam intends to use this first round of funding to increase growth in Asian and U.S. markets. The company also recently announced partnerships with social and casual game developers Slingo, Puzzler and Relentless Software (longtime developer on Sony Computer Entertainment’s Buzz! franchise).

Reuters: Zynga IPO Due Before Thanksgiving

Zynga’s initial public offering could happen (finally) the week before the November 24 Thanksgiving holiday in the United States, two anonymous sources told Reuters.

According to the report, the two sources have been briefed on the offering, but caution that the plans are not finalized and could change at any time. Reuters speculates that Zynga will proceed on the heels of Groupon, which just launched a roadshow approximately two weeks before its own IPO occurs.

Zynga filed its form S-1 back in July and has since made several updates to the document. The most recent update includes a third-party valuation completed in August, which found that the developer’s outstanding equity was worth $14.05 billion, up from a May $13.98 billion quote. There has been speculation that Zynga would delay its IPO into 2012 due to poor market conditions.

Metrogames’ Coco Girl Glams Up Facebook Fashion Game Scene

Auto Hustle developer Metrogames revisits the fashion genre with its newest game, Coco Girl, for Facebook. The game launched at the end of September and has already overtaken Fashion World as the developer’s top title, thanks to improvements in graphics and aggressive viral sharing features.

According to our traffic tracking service, AppData, Coco Girl currently enjoys 1.8 million monthly active users and 350,000 daily active users.

Like other fashion games on Facebook, Coco Girl’s core gameplay loop involves obtaining clothes that can be mixed and matched to form outfits. Players control a female avatar that functions like a 2D paper doll posing in various environments that the player navigates using the mouse. Also like other fashion games, the bulk of the play session is spent in virtual shops that offer different styles and pieces of clothing in exchange for virtual currency (Rubies) or Facebook Credits. Players can dress their avatar in two outfits per day, creating a Daily Look and a Quest Look that the game stores each day for other players to vote on. Once worn, an outfit is sent to the cleaners, temporarily removing it from the player’s inventory and forcing them to craft a new outfit with different pieces the next day.

The voting system in Coco Girl is incentivized with Rubies. As part of a daily checklist that can be completed for additional Rubies, players are invited to vote on a number of looks available from a Fashion Expert magazine in the player’s virtual home. Most votes involve a star rating, but there are also alternative votes for “best out of these three” or “thumbs up, thumbs down.” The more closely the player’s vote align with other players’ votes, the more Rubies they earn for participating. Top-voted outfits are made visible to all players from the home location and in the Hall of Fame location.

Where Coco Girl gets interesting is in the player-driven economy, to which the voting process contributes. Aside from the in-game store front and a “catalogue order” location, players can obtain or sell items for Rubies at a marketplace where players determine the price of goods. Prices tend to fluctuate based on which items turn up in the top voted outfits. The developer takes a 10% selling fee, which also impacts price. As many players will sometimes try to offload the same item, the store often features the same item for a variety of prices (see below).

In addition to the fashion economy, Coco Girl also offers a series of mini-games like a slot machine simulation or a connect-the-two-sides puzzle. Players can play these games for free up to three times a day each to earn Rubies as part of the daily checklist. The mini-games also award the player Prize Tickets, which can be spent on bundles of Rubies or on special customization items for your avatar, like a smartphone or guitar accessory.

Social features include an outfit posting system that encourages non-players to vote on Coco Girl outfits both on Facebook Walls, Friend Requests, Twitter, and anywhere the player can post a URL. The player economy is also supported by sharing Wall posts that name which players are ranking with which outfits — and who is buying from or selling to whom. Additionally, players can visit in-game friends’ homes to help speed up their laundry load for outfits at the cleaners.

Coco Girl is primarily monetized through the sale of premium fashion items, which are mixed in on store racks with items available for in-game currency. Players can buy discount cards for Facebook Credits that take a certain percentage off the next 10 items the player buys, regardless of which currency the game charges for that item. Decoration items for the player’s home are also available for Rubies or Credits. Lastly, additional mini-game turns can be purchased for Facebook Credits.

We’ve seen the fashion genre grow quite a bit in the last six months as Facebook game graphics have improved, making for more interesting visual choices. The social aspect of the genre, however, relies on players expression their opinions to other players on what looks good. Coco Girl provides more avenues for expression than most social games — but at times, the steady Wall post and Friend Requests prompts feel oppressive and distract the player from other gameplay objectives.

You can follow the game’s progress on AppData, our traffic tracking service for social games and developers.

Mafia Wars 2, Bubble Witch Saga Top This Week’s List of Fastest-Growing Games by MAU

We’re back with our weekly rankings this week and it’s Mafia Wars 2 at the top the list for fastest-growing games by monthly active users. Bubble Witch Saga and Happy Elements’ 開心水族箱 (the Chinese language version of My Fishbowl) round out the top three.

Thanks to an October 14 update from Facebook on how active users are counted, we suspended rankings posts for a week while the numbers adjusted. A great deal of games appeared to drop dramatically in monthly active users (see Social Empires chart below), but we found that many of the newer games to Facebook seen here on this week’s list were not affected.

Top Gainers This Week – Games

Name MAU Gain Gain,%
1.  Mafia Wars 2 8,000,000 +837,909 +40,072%
2.  Bubble Witch Saga 4,700,000 +566,980 +20%
3.  開心水族箱 3,500,000 +500,000 +17%
4.  Ravenskye City 2,200,000 +442,220 +1,592%
5.  Social Empires 4,000,000 +300,000 +8%
6.  Texas HoldEm Poker 29,300,000 +300,000 +1%
7.  Bubble Saga 5,600,000 +200,000 +4%
8.  MindJolt Games 5,000,000 +200,000 +4%
9.  Spa Life 440,000 +110,000 +33%
10.  JackpotJoy Slot Machines 1,700,000 +100,000 +6%
11.  المزرعة السعيدة 1,800,000 +100,000 +6%
12.  Slotomania – Slot Machines 5,000,000 +100,000 +2%
13.  Tetris Battle 5,900,000 +100,000 +2%
14.  Diamond Dash 10,100,000 +100,000 +1.0%
15.  Miner Speed 1,300,000 +100,000 +8%
16.  Mahjong Saga 3,000,000 +100,000 +3%
17.  Bubble Speed 1,100,000 +100,000 +10%
18.  ไพ่เท็กซัส 1,200,000 +100,000 +9%
19.  King.com 1,500,000 +100,000 +7%
20.  Cafe Life 1,100,000 +100,000 +10%

Read our reviews of…

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.

Facebook Testing “Facebook Credits for Websites” That Helps Third-Party Sites Sell Virtual Goods

Facebook has just announced a closed, limited test in which for the first time it will allow websites to process payments for virtual goods using Facebook Credits. Facebook’s virtual currency is currently the mandatory payment method for all Facebook games on the web, a payment option for Facebook apps, and became available as a payment option to mobile app developers last week. The only initial launch partner for “Facebook Credits for Websites” will be online and downloadable games site GameHouse that until now only accepted payments through credit card and PayPal.

During the test, Facebook will closely monitor the demand for Credits as a payment method and the user experience of those that pay though its virtual currency. If a high enough percentage of users make purchases through Credits and feedback is positive, Facebook may expend additional resources to let more websites add Credits as a payment option.

Eventually, Facebook might open the option to all web developers selling virtual goods or digital media, allowing the social network to earn a 30% cut on transactions across the web. In exchange, sites will be able to provide an easier way to buy their goods and media than punching in credit card or PayPal details. Facebook has provided a signup page for developers that want to try Facebook Credits for Websites if the test is expanded.

GameHouse users that sign in to the site with their Facebook login and play Collapse Blast or UNO Boost will only see Credits as a payment option, not credit cards or PayPal. If they choose to buy virtual goods or proprietary in-game currencies, Facebook Credits will be deducted from the same account that Facebook canvas and mobile games pull from. Similar to how it works within Facebook, users without an existing balance of Credits will be able to purchase a bundle within the payment flow.

Unlike on Facebook where Credits are the exclusive payment method for games, GameHouse may still offer other payment options. However, Ian Fliflet who handles corporate strategy for GameHouse tells me that those signed in through Facebook won’t see the option to pay with a credit card or PayPal account. This could anger some long-time GameHouse users that try signing in through Facebook for the first time only to find their preferred payment options missing in the two test games. That in turn could negatively skew feedback on Credits for Websites.

If the test does indicate a demand for Credits as a payment option outside of Facebook.com, its unclear whether Facebook would require developers to use its virtual currency exclusively. It could simply make them an additional payment option, the way Credits currently work for Facebook.com apps as well as mobile apps and games. However, it might extend this test model so that sites that want to use Facebook as an identity and login provider will also need to use its taxed virtual currency.

The impact of Facebook Credits for Websites could be significant. It could assist independent game developers and digital media merchants with monetization, as customers might be able to quick make purchases rather than having time to reconsider while enduring the friction of entering their credit card information or logging in to PayPal.

Currently, many independent game developers have to distribute through portals like GameHouse that have built a base of users that have already provided their credit card details. Facebook Credits for Websites could give them the opportunity to distribute directly to fans in way that gives them more control over branding. The tax that third-party game portals take on credit card or PayPal transactions may vary widely, so Facebook’s 30% cut could be less or more than developers are used to paying.

Facebook has much to gain from Credits for Websites, though. The more places they’re accepted, the more users that are likely to buy and maintain a balance of Credits, and the more transactions Facebook will get a cut of. A user might buy a bundle of Credits to spend them on a gaming portal or to buy a band’s album, but then spend then become a paying customer of a freemium game on Facebook.com.

More users maintaining a balance of Credits also makes Facebook a more lucrative platform for developers. Typically only a few percent of gamers ever pay to play, but if they already have a balance they may be more likely to spend. Facebook may need to initially reduce its tax or not demand any exclusivity as a payment method to get websites hooked on Credits. With time, though, Facebook Credits for Websites could become a significant revenue source and powerful way to attract developers.

This Week’s Headlines From Across Inside Network

A roundup of all the news Inside Network brought you between October 17th and 22nd.

Inside Mobile Apps

Tracking the convergence of mobile apps, social platforms and virtual goods. 

Monday, October 17th:

Tuesday, October 18th:

Wednesday, October 19th:

Thursday, October 20th:

Friday, October 21st:

Saturday, October 22nd:

Inside Social Games

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

Monday, October 17th:

Tuesday, October 18th:

Wednesday, October 19th:

Thursday, October 20th:

Friday, October 21st:

Saturday, October 22nd:

Inside Facebook

Tracking Facebook and the Facebook platform for developers and marketers.

Monday, October 17th:

Tuesday, October 18th:

Wednesday, October 19th:

Thursday, October 20th:

Friday, October 21st:

Saturday, October 22nd:

New This Week on the Inside Network Job Board: Games Cafe, King.com, TinyCo 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 LolappsSociable LabsGames CafeStorm8Acquinity InteractiveKing.comNatural Motion GamesTinyCo and CrowdStar.

Listings on the Inside Network Job Board are distributed to readers of Inside Social Games, Inside Facebook and Inside Mobile Apps through regular posts and widgets on the sites. Your open positions are being seen by the leading developers, product managers, marketers, designers, and executives in the Facebook Platform and social gaming industry today.

Social Gaming News Roundup: Google+, Rovio and Toyota

Google Narrows Social Focus - Google is now a little less social after axing Google Buzz, Jaiku and the social features on iGoogle. The move, according to an official post by Bradley Horowitz, Google’s vice president of product, is in order to allow the company to focus on Google+.

Social and Mobile Pushing up Gaming Investment -  According to a report issued by British investment bank Digi-Capital, games investment has shifted to online and mobile companies thanks to the prospects of high revenue growth and healthy profit margins. The report also found that due to the growth of social and mobile gaming, investment in the industry is increasing, with funding nearly doubling between 2010 and 2011.

Matsuyama: I Dislike Social Games - In a candid interview with Gamasutra, Hiroshi Matsuyama, CEO of Japanese developer CyberConnnect 2 heavily criticized social games, saying most social titles are “not fun at all” and that he only plays them for business reasons.

John Belushi Comes Back to Life in Social Game – Entertainment Games has signed a deal to bring John Belushi to their as yet, unannounced social game. The Pennsylvania based company has acquired the rights to use Belushi’s likeness in the game and in virtual goods, according to Entertainment Games president, Gene Mauro.

Wizardia to Make Social Games More Social - Lithuanian developer Yummi Apps is hoping that their upcoming game Wizardia, a GPS based game for both Facebook and smartphones will bridge the gap between the social and real worlds. In Wizardia, users build their kingdom on Facebook, but will also need to complete quests and track down opponents for battle in the real world using the game’s mobile app.

Fake Names OK on Google+In a presentation at the Web 2.0 Summit, Google+  boss Vic Gundotra said the social network will soon allow users to go by their online handles if they choose, but did not give a firm timeline as to when pseudonyms would be integrated into the network.

Angry Birds Even More Popular – TechCrunch is reporting that during the Web 2.0 Summit, Rovio’s North American general manager Andrew Stalbow updated the audience as to just how popular the franchise is now. According to Stalbow, Angry Birds is now up to 400 million cumulative downloads, 120 million MAU and 30 million DAU.

Black Rock Becomes West Pier - Five former employees of Black Rock, a studio closed by Disney Interactive Studios have reformed under the banner of West Pier Studio. According to studio’s website, the team will be focusing on online and mobile titles.

Egyptian Social Startup Gets $1 Million in Funding – Egyptian developer Nezal Entertainment has received $1 million in series A funding from Arab firms Ideavelopers and Tamkeen Capital to develop games for the growing Middle East and North African market. Nezal has released one game for Facebook thus far, tower defense title Defender of Arabia.

House of Fun Proves Popular – Earlier this week Pacific Interactive touted that over a million people had already tried its new Facebook game House of Fun. According to a press release from the developer, the game has attracted almost 700,000 MAU since its debut on September 13th. Our full review of House of Fun can be found here.

[Launch] Toyota Promotes Car with Social Game - Toyota is drumming up interest for its latest concept car with a social game on Facebook according to All Things Facebook. Social Network Racer turns a user’s Facebook page into a 3D race course, and users can compete with their friends to become the fastest racer on the social network. The promotion runs until the Tokyo Motor Show opens on December 31st and the winner receives a free trip to Japan.

[Launch] Woodland Heroes Debuts on Facebook – Florida based startup developer Row Sham Bow launched its debut game this week, action/strategy title Woodland Heroes. Row Sham Bow was founded by a group of former EA executives.

Inside Social Games Sponsors
Frima Addmired TinyCo Peak Games maudau 6waves Kontagent
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.