Words With Friends, Bubble Witch Saga Top This Week’s List of Fastest-Growing Games by DAU

Zynga games are seeing a bit of the lift this week as Words With Friends claims the top spot on our list of fastest-growing games by daily active users. Bubble Witch Saga and CityVille round out our top three.

While thoroughly integrated with its mobile parent game, Words With Friends for Facebook takes a different approach to monetization. The mobile game gets people to pay for a one-time download mainly as a way to avoid watching video ads between moves. The Facebook version keeps the video ads, but only allows players to opt out of watching them by inviting a certain number of friends. The actual monetization in the Facebook game comes from spending Facebook Credits on one of three gameplay-boosting features, like a “Count” tool that displays a player’s possible score as they place down individual tiles.

Top Gainers This Week – Games

Name DAU Gain Gain,%
1.  Words With Friends 4,900,000 +400,000 +9%
2.  Bubble Witch Saga 2,200,000 +200,000 +10%
3.  CityVille 11,800,000 +200,000 +2%
4.  FarmVille 7,400,000 +200,000 +3%
5.  Ravenskye City 1,400,000 +200,000 +15%
6.  Bejeweled Blitz 2,700,000 +100,000 +4%
7.  Bubble Island 2,200,000 +100,000 +5%
8.  Bubble Saga 1,400,000 +100,000 +8%
9.  Diamond Dash 2,400,000 +100,000 +4%
10.  Games 1,700,000 +100,000 +6%
11.  Monster World 1,800,000 +100,000 +6%
12.  Tetris Battle 1,900,000 +100,000 +6%
13.  Texas HoldEm Poker 6,500,000 +100,000 +2%
14.  المزرعة السعيدة 670,000 +100,000 +18%
15.  Coco Girl 400,000 +90,000 +25%
16.  Zombie Island 230,000 +70,000 +37%
17.  Airport City 390,000 +60,000 +17%
18.  Bubble Speed 310,000 +60,000 +24%
19.  3D Slots 270,000 +50,000 +22%
20.  BINGO Blitz 800,000 +50,000 +7%

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

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Tencent Revenues Up in Q3 Despite Slowing Growth in Older Social Games

Chinese internet portal and social game platform Tencent announced an 11% increase in revenues for Q3 calendar 2011, up to 7.4 billion RMB (1.1 billion USD) from Q2. Year-on-year, this is a 43% from Q3 2010′s 5.2 billion.

The bulk of the growth comes from Tencent’s “internet value added services” segment, which accounts for many of the platform’s online and social games available via the platform’s five gaming portals — Pengyou, Tencent Microblog, QQ Games, Q-Zone and Q+. In particular, the company highlights the games Cross Fire, QQ Dancer, Dungeon and Fighter, QQ Game, QQ Speed and League of Legends. Tencent reports that revenue growth for the segment is slowing down as its long-running social games QQ Farm and QQ Ranch approach their traffic peaks and overall growth in Chinese internet users flags. Going forward, Tencent intends expand its open platform initiative by investing in social networking site Kaixin001, which offers a Friends for Sale social game as well as a farm sim.

In the last year, Tencent has been broadening its third party offerings through publishing partnerships with Zynga and other unannounced partners to bring popular Western social games to its portals. CityVille was the first of these games that we know about, arriving on Tencent’s Pengyou platform as Zynga City. The developer faces competition from other Chinese social networks looking to sign on Western developers like RenRen and its deal with PopCap Games to publishing a hyper-localized social network version of Plants vs. Zombies. There may also be challenges in connecting with Western developers due to misunderstanding around Tencent’s platform restrictions and rules.

New Speakers Confirmed for Inside Social Apps 2012 – February 8th and 9th in San Francisco

February 8 – 9, 2012 | San Francisco

 

 

We’re excited to announce our latest round of confirmed speakers for Inside Social Apps 2012, coming back to San Francisco on February 8-9, 2012.

In addition to our 19 previously confirmed speakers, we’ll be welcoming the following new speakers to Inside Social Apps:

  • Carl Sjogreen, Director of Product Management, Facebook
  • Cory Ondrejka, Director of Engineering, Facebook
  • Charles Hudson, Co-founder and CEO, Bionic Panda Games
  • John Earner, GM European Studios, EA/Playfish
  • Will Harbin, Chairman and CEO, Kixeye
  • David Katz, VP of Digital Media, Starz
  • Clara Shih, Founder and CEO, Hearsay Labs
  • Mike Ouye, Founder and CEO, Red Robot Labs
  • Suchit Dash, Co-founder and VP of Product, Ifeelgoods
  • Suleman Ali, Co-founder and CEO, TinyCo
  • Riz Virk, Co-founder and CEO, Gameview Studios

If you’re considering attending Inside Social Apps 2012, take advantage of limited early registration pricing and register now.

Space will be limited, and both previous Inside Social Apps conferences have sold out in advance.

A very limited number of passes are available at the Early Announcement price of $299. This price will be good through Wednesday November 16th only, so we encourage you to register now.

Who’s Speaking?

We’re excited to present the following 30 confirmed speakers at Inside Social Apps 2012:

Carl Sjogreen
Director of Product Management, Facebook
Cory Ondrejka
Director of Engineering, Facebook
Charles Hudson
Co-founder and CEO, Bionic Panda Games
John Earner
GM European Studios, EA / Playfish
Clara Shih
Founder and CEO, Hearsay Labs
Mike Ouye
Founder and CEO, Red Robot Labs
Suleman Ali
Co-founder and CEO, TinyCo
Will Harbin
Chairman and CEO, Kixeye
David Katz
VP of Digital Media, Starz
Suchit Dash
Co-founder and VP of Product, Ifeelgoods
Daniel Terry
Co-founder & CEO, Pocket Gems
Atul Bagga
Senior Analyst – Video Games & China Internet, Lazard Capital Markets
Perry Tam
CEO, Storm8
Peter Farago
VP Marketing, Flurry
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
Riz Virk
Co-founder and CEO, Gameview Studios

We’ll continue to add new speakers to our 2012 lineup, so please check Inside Social Apps in the weeks to come.

Registration

There is very limited $299 Early Registration pricing for the full 2-day conference pass for Inside Social Apps 2012, available until November 16th 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 $299 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!

6Waves Lolapps on Smartron5 Buy, Future M&A Prospects in Asia

Facebook publisher-developer 6waves Lolapps is increasing its presence in Asian markets while curating Chinese-developed games for Western audiences through a series of acquisitions and publishing partnerships.

Late last month, the company announced the acquisition of Smartron5, a Beijing-based social game developer that is only just now launching its first original IP on Chinese social game network Tencent. This increases the total headcount of 6waves Lolapps in the region to over 75 and brings two new games to the company’s portfolio, with the recently-launched Tencent title headed for Facebook and mobile platforms in Q1 of calendar 2012.

6waves Lolapps CEO Rex Ng (pictured) says the acquisition was based on the strength of the Tencent title and its potential to appeal to a Western audience, as well a desire to accelerate mobile development on 6waves Lolapps titles.

“In China there’s a lot of developers quickly adapting to the mobile side of things — iOS stuff, a lot of Android stuff coming out of Beijing,” he tells us. “So it was actually a perfect opportunity for us to go there and fast-track mobile for us. There are not many Chinese language games on iOS yet. I think there’s a lot of opportunity there.”

As a market, China presents social game developers and publishers a challenge as Facebook is banned in the mainland. Tencent dominates the industry in the region, but developers find it difficult to transition to the network due to closed platform restrictions on APIs and other red tape. Chinese developers also find it difficult to transition their games from Tencent and similar Asian social game networks to the West, both because of platform differences on Facebook and iOS and because of different cultural expectations from games.

Even so, 6waves Lolapps has found some success in bringing Chinese language games for Chinese audiences to Facebook — where Ng estimates there are about 1.5 to 2 million potential players. The most recent example Ng points to is mid-core citybuilding and combat game, 胡萊三國 (Hoolai Sanguo). Like many Chinese social games, Hoolai Sanguo is set in the Three Kingdoms era of Chinese history and features player versus player combat. The art style is cutesy in a way that appeals to a broader audience than just the mid- to hardcore players, which may be why it’s one of the top-grossing games on Tencent. Despite its success as a social game in Asia, however, Ng says it would be unwise to localize Hoolai Sanguo in English because the game wouldn’t resonate with a Western audience.

“There are times when we want to look for content that’s purely for the Asian audience,” Ng explains. “A lot of the time, the Chinese culture style of game works really well in Korea or Japan, because the students study the same textbooks and watch the same movies, so they are well aware of the culture. That’s what we look for. These games won’t make it to English and the rest of the world and that’s by design. We don’t try to bring Kingdoms of Camelot to Taiwan and Hong Kong, right?”

With Smartron5, the plan is to guide the developer toward creating casual games for both the Asian and Western market on a individual basis, only sharing games between hemispheres when the cultural nuances suit both audiences or are completely irrelevant due to the genre type (e.g. puzzle games and bubble shooters).

As for tapping into the well-established hardcore gamer audience in the broader Asian market, Ng says the company is exploring more options.

“The midcore stuff is something we just started to look at,” he says. “We feel that there might be other teams, other studios out there that might be more adequate for it. We might actually be looking to do more [merger and acquisition activity] around that.”

According to our AppData traffic tracking service, 6waves Lolapps currently enjoys 32 million monthly active users and 5.4 million daily active users across both its published and developed applications on Facebook.

The Sims Social: Revenue Forecast and Growth Potential

While it looks like The Sims Social may have lost its chance to pull ahead of Zynga’s CityVille in traffic during 2011, the game could potentially be one of the top-grossing Facebook games of the year.

EA Playfish’s life simulation game has captivated the media with its massive growth, but as the game enters the mature part of its lifespan — where traffic decreases as average revenue per user rises — we turn our attention to the revenue potential, estimating an annual run rate of at least $82 million to $163 million. Our bullish estimate is based on the game’s current demographic spread and monetization activity, EA Playfish’s probable expansion plans in the next few quarters, and the overall strength of the Sims franchise brand. This report will explore key factors behind this revenue forecast in greater detail.

Demographics of Sims Social

Tom Mapham, executive producer for The Sims Social, reports that the game’s largest player demographic is between 25-35, slightly skewed female. Mapham believes a significant percent of these players were PC or console gamers who became familiar with the Sims franchise in their teens.

This demographic pattern contrasts significantly with the bulk of previous Playfish games, such as Restaurant City, which is 65% female and a majority of players 25 and younger. Compared to these and many popular social games, The Sims Social appeals to an older, more gender-balanced playerbase. This has important implications for monetization: According to data collected for our Inside Virtual Goods report series, male gamers between the ages of 18 to 34 tend to monetize in freemium games at higher rates than most other demographics. If Mapham is right, it’s probable this segment will contribute significant revenue to The Sims Social, joining the “Facebook moms” segment who are already prone to monetize at high rates.

Monetization: Revenue Estimates and Virtual Goods in The Sims Social

Our forecast of The Sims Social’s $82 million to $163 million annual run rate is based on two key assumptions:

- That The Sims Social game generates $1 to $2 in revenue per month per daily user, per month. This is a typical revenue pattern for a well-monetized simulation game, according to Inside Virtual Goods.
- That EA Playfish can sustain or exceed the game’s current levels of engagement for a full year.

The Sims Social currently has 6.8 million DAU, and therefore, we estimate it to be earning $6.8-13.6 million in revenue per month, which annualizes to $82-163 million. However, it’s probable that total revenue will be closer to the high end of this forecast, due to the game’s very monetizable user demographics (see above), and EA Playfish’s expansion plans and merchandising (see below).

This estimate is within range of forecasts from two leading video game industry analysts. The first, M2 Research Senior Analyst Billy Pidgeon, estimates that Sims Social will earn $110 million in annual revenue or fall somewhere in a range of $100 million to $120 million. His forecast assumes that 3 to 5% of the playerbase will convert to paying customers, with 3 to 5% of that monetized segment becoming “whales,” (defined here as users that spend in excess of $25 per month on at least one game). Pidgeon’s revenue estimate also takes into account a certain percentage of churn-out after eight months, and relatively strong overall conversion rates. In this, he cites an October analysis by Raptr, a consumer-facing gameplay tracking service, which reports strong conversion of its userbase to EA Playfish’s Facebook game. Pidgeon stressed that $110 million is a conservative estimate, “and it could certainly over-perform,” even taking into account the volatile market of social gaming.

The second analyst, Wedbush Morgan’s Michael Pachter, estimates The Sims Social to be earning $80 million to $160 million in annual revenue. “Electronic Arts said at a recent conference that it expects 2 to 4 cents per DAU,” he tells us. “So roughly 10 million DAUs time 365 days times $.02 equals $73 million at the low end and $146 million at the high end.” For his published estimate, he rounds up to the $80million to $160 million.

Again, the more bullish forecast which approaches or exceeds $163 million in annual revenue is due to the high number of male gamers 25-35 playing The Sims Social, who tend monetize at higher rates than most other age/gender segments. On top of this, recent and upcoming additions to the game will also increase Sims Social’s revenue potential.

What Sells in Sims Social: Categories and Trends

In terms of the particular virtual goods that generate the most revenue in The Sims Social, Playfish’s Tom Mapham reports two categories:

Gameplay or consumable boosts — One-use items that expand or enhance a player’s gameplay, like energy refill items.

Durable virtual goods — Items that are persistent in the game environment beyond a single use. In The Sims Social, this is largely decoration items for the player’s Sim, the Sim’s virtual home, or items with functional benefits that satisfy the Sim’s needs. As the needs mechanic is a core gameplay element to The Sims Social, this provides a unique revenue stream for the game where players are more or less required to purchase items like beds or toilets to achieve winning conditions in the game.

Durable virtual goods that enable new gameplay experiences — Building off of the needs-satisfying items described above, this category of virtual good allows the player to engage in different gameplay activities when purchased. For example, a single-bed allows the player’s Sim to perform sleeping or napping actions while a more expensive double-bed item allows the Sim to engage in sleeping, napping, and sexual intercourse actions (referred to in-game as “WooHoo”). Other items — like a stereo or a gazebo — allow Sims to dance. These item-based interactions also feature a viral component where a player can share the activity on other players’ Facebook Walls, thereby attracting more users to purchase the item.

Near-Future Growth Potential for Sims Social

As our AppData chart below indicates, The Sims Social has recently entered a period of decline across monthly and daily active users as the game transitions into the mature part of its lifespan. (Note that the mid-October sharp drop in MAU reflects a Facebook update to its accounting methods for active users across all apps.)

It is typical for most social games to experience a tapering off effect in their third or fourth month as users with lower lifetime value exit the game and high lifetime value users remain. However, during EA’s Q2 FY2012 earnings call in late October, executives hinted that the company planned to drive second stage user growth in The Sims Social with “expansions.” This term can be applied to small-scale content updates or larger gameplay experience adjustments or additions that run within the app.While declining to detail specifics, EA Playfish’s Mapham indicates that these new features would be similar to the Sims franchise’s popular expansion packs, which tend to offer new gameplay experiences — for example, the recently-released Pets expansion for The Sims 3 PC game. Based on both past performance of Sims expansions and social games currently experimenting with similar content, these additions will likely drive a new growth curve that lasts approximately one to two months.

Additionally, EA is currently exploring merchandising options that could bring new users into the game. For example, in October, the company launched a $15 Facebook Credits gift card branded with The Sims Social that also included a special Sims Social item included in the purchase. Good through Christmas, these gift cards will be sold at Walmart, placing The Sims Social in one of the world’s largest retail chains. Our “Future of Social Gaming 2011” Inside Virtual Goods report estimated the total market opportunity for prepaid cards to be $200-250 million in 2010 revenue, with compound growth rates of 50% to 100% expected for 2011. Much of this revenue will be earned by top Facebook games like The Sims Social. For a rough and conservative estimate, assume 3-5% of The Sims Social’s monthly 36.5 million users purchase one of these Walmart cards (or are given them as gifts). This would translate to $16 to $27 million in revenue on top of revenue earned directly through the game.

In addition to the Walmart prepaid card, the existing brand awareness of The Sims franchise cannot be overstated. The Sims has sold over 140 million copies, including sequels and expansion packs across multiple platforms since the original game launched in early 2000, with the latest expansion, Sims 3: Pets, just released for PC, Mac, PlayStation 3, Xbox 360, Nintendo 3DS, Wii, and Nintendo DS. As awareness and sales of this expansion and other Sims offerings continue over the holidays and beyond, expect some carry over interest to benefit The Sims Social. Whereas most social games rise or fall on the strength of the game experience, EA Playfish’s offering also has over a decade of market awareness and broader franchise strength to draw from.

Final Thoughts on The Sims Social’s Place in Social Gaming History

The Sims Social is unique among social games both in its PC game franchise origins and in the massive growth achieved on the Facebook platform. Given the both the game’s size and the clout of its developer, it’s inevitable that comparisons to Zynga’s CityVille will dominate media discussion as EA continues to release games on Facebook and Zynga moves closer toward its IPO. This discussion lacks context, however, as The Sims Social is a completely different gameplay experience and a much younger product with just 83 days of life on Facebook so far. Rather, we learn more from examining the revenues of The Sims Social, finding that as new game types are adapted to social network platforms, games kind find new — and more profitable — ways to monetize.

Report: Nexon Looking to Raise $1.3 Billion with IPO

South Korean game publisher Nexon is eying an IPO on the Tokyo Stock Exchange that would raise $1.3 billion dollars for the company according to TechCrunch’s translation of Japanese newspaper Nikkei. The offering is scheduled for next month.

If Nexon meets its goals, it would be the biggest IPO Japan has seen this year. The announcement comes days after Nexon America reported its third quarter revenue was up 29% over 2010’s numbers, the ninth consecutive quarter of year-over-year growth for the company.

While Nexon may best known as an online gaming company responsible for its hugely successful multiplayer online games (MMOs) like MapleStory, the company has been making an aggressive push into social gaming this year.

So far the company’s biggest hit has been MapleStory spin-off MapleStory Adventures. While still be in beta, the Facebook game peaked with more than 3 million MAU and almost 500,000 DAU in early September. However, since then the game has begun to lose steam, dropping to 1.6 million MAU and 210,000 DAU according to AppData. Nexon has said it plans to bring the game out of beta this month. Below is the traffic trend for MapleStory Adventure for the 30-day period between August 30 and September 30:

The transition to developing Facebook games has not been entirely smooth for Nexon. In September it was rumored that the company would be debuting a cruise ship management sim called Wonder Cruise, but the game failed to launch and has since stagnated. The game is technically still in pre-beta testing, but has dropped from 6,000 MAU to just 248 according to AppData.

KartRider Rush has fared much better than Wonder Cruise with 110,000 MAU and 20,000 DAU, up from 70,000 MAU and less than 10,000 DAU a month ago. Even so, the game is still eclipsed by MapleStory: Adventures and nowhere near as popular as its parent game, KartRider, which sees as many as 230,000 thousand people playing at once in its native Korea.

Nexon’s most recent game, Zombie Misfits, launched in October and is still in beta. The a tower defense title was co-developed with Antic Entertainment and has seen strong growth according to AppData, hitting 100,000 MAU and more than 20,000 DAU in just over two weeks.

Nexon has also solidified its commitment to the social gaming space in recent months through strategic funding. The company invested an unspecified amount in developer and publisher 6waves Lolapps in August and $5 million in social gaming company A Bit Lucky in March. Overall Nexon, currently sees 1.8 million MAU and just over 250,000 DAU across all its Facebook games.

Nexon America could not be reached for comment on a possible IPO as of press time.

GameDuell’s Puzzler Bubble Speed is a Pop Hit with Facebook Gamers

Taito’s classic bubble popping puzzle game Puzzle Bobble (sometimes called Bust-A-Move) serves as the inspiration for Bubble Speed from GameDuell, developer of casual titles Jungle Jewels, Fluffy Birds Flash. Launched one year ago, the title is currently the publisher’s most heavily used, according to our AppData traffic tracking service.

According to our traffic tracking service AppData, Bubble Speed currently has 1.5 million monthly active users and 280,000 daily active users.

Bubble Speed has players launching bubbles of various colors upwards into a mass of multicolored bubbles which are slowly moving towards the bottom of the screen. Bubbles can be fired directly or banked off of the walls of the “well.” When the fired bubble sticks to at least two more of the same color, they pop, awarding points to the player. Any bubbles “hanging” from the popped bubbles fall off the screen, with players receiving points for them, as well.

Players have 60 seconds to pop as many bubbles as possible. The game offers boosts (power-ups) to aid them, including bombs, point multipliers, added time, and line-clearers. These appear in colored bubbles and are activated if matched.

When the timer runs out, the game tallies the player’s score and rewards them with gems if they’ve managed a new high score or passed the high score of a friend. Gems are used to purchase boosts. On occasion, the game will reward players with free boosts, which are stored in a stockpile for later use. Up to four boosts can be used per game; three can be purchased, while a fourth must be requested from a friend.

Social features include bragging about new high scores and passing friends’ high scores via viral channels, as well as requesting boosts from friends. The game features a weekly drawing for free gems that players are entered into once their group of friends has amassed more than a specific number of points for that week. Player scores and those of their friends are displayed in a real-time scoreboard during gameplay and in-between games.

Bubble Speed is monetized by players spending Facebook Credits on additional gems. They are available in bundles of 25, 250, 1000, and 2000 for 5, 30, 120, and 199 Facebook Credits, respectively. Boosts cost between 15 and 35 gems per use.

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

Disney Playdom Staffs Up at Dream Castle for Social Games Based On Disney IP

The Walt Disney Corporation is ready to release social games based on its core intellectual properties through Sorority Life developer Playdom, more than a year after the $563.2 million acquisition.

Ever since the buy, it’s been a question of “when” Playdom would release Disney branded games more so than “if.” At the time of the acquisition, brands hadn’t seen much success on Facebook in the form of social games, but in the last six months they’ve come onto the platform from almost every direction — film, TV, music, core video game franchises, etc. During this time, Playdom was active on Facebook with big releases like Gardens of Time and ESPN Sports Bar & Grill, plus under-the-radar games like Deep Realms and Gnome Town. It didn’t, however, release any social games based on original Disney IP.

“As you can imagine, The Walt Disney Company is very protective of certain assets,” Playdom CFO Christa Quarles tells us. “There are things that have to have the right artists and art direction that can actually fit within [preset] standards. There’s an appreciation of that particular IP that’s required.”

Quarles explains that Playdom’s current development structure is what she calls a “federation of startups” that contains almost a dozen different studios, each working on different projects — not all of which are Disney-branded. Of this group, the San Francisco-based Dream Castle is likely the first that will make it to Facebook with traditional Disney IP. The studio already has ESPN Sports Bar & Grill under its belt and is now staffing up to tackle an unnamed social game that will leverage a familiar Disney brand.

“We’re not talking about specifics yet,” DreamCastle Vice President & Executive Producer Kenny Dinkin says. “We’re trying to get the word out there, though, that if you love Disney and you want to work on social games and you’re in San Francisco, there’s a team doing some really cool stuff here.”

Dinkin comes to Playdom from PlayFirst, where he worked on the Diner Dash casual games franchise. Through that IP, he developed a passion for storytelling in the casual games space — which is something he brings to Dream Castle’s unnamed Disney project. Currently, about half of his team at the studio is made up of existing Playdom employees and he tells us that the company is structured in a way where he can reach out to other Playdom producers at other studios for guidance on social game development.

“For me this is a really seductive opportunity to work with Disney, the mother lode of intellectual properties,” Dinkin says, “and to learn from Playdom, the experts in business analytics and social gaming.”

The appeal of working on a Disney video game has attracted several developers in the industry, most recently Deus Ex creator Warren Spector with Wii game Epic Mickey. Despite the draw of the brand, however, it’s difficult to create a product that both leverages Disney’s IP while still standing on its own as an enjoyable gameplay experience that consumers want to pay for. Brands are a stigma in the traditional video games industry where consumers have come to expect poor performance from games based on movies and comic books — which is why the success of games like Batman: Arkham Asylum or the original Kingdom Hearts comes as something of a shock. In the social games space, the marriage of branded IP and games is only barely consummated as brands based in film, TV, and even other video game franchises are just now finding success on Facebook with titles like The Smurfs & Co., The Sims Social, and the slew of newly-launched TV-based social games.

“You can’t just slap any [game] mechanic on any IP and think it’s going to work,” Dinkin tells us. “The IP is a leg up that gives you that emotional engagement [with the player], but at the end of the day, it’s all about the gameplay. You often see these inauthentic mash-ups of some character IP and some game mechanic. [Like] Sleeping Beauty and Aurora — I love my first person shooters, but that’s probably not a good match for that property. You have to think about what fits from the consumer’s perspective, but if what you picked isn’t fun, you’re broken. The gameplay has to drive it.”

Working with Disney brands is a double-edged sword for Playdom. On the one hand, user acquisition is cheaper and easier because everyone presumably recognizes at least 10 Disney brands on sight, so there’s no need to spend as much on advertising. On the other, these brands are so old and spread across such a wide range of mediums that developers have to collaborate with many branches of The Walt Disney Company to satisfy standards set for that brand. On top of that — almost as a third edge — Playdom is still actively learning best practices in social game development even as the Facebook platform continues to evolve.

“A lot of this is about how you de-risk projects,” Quarles says. “This is a hits-driven business and there’s tons of risk every time you embark on a new project. [A brand] increases the likelihood that more people are going to be exposed to that game, [so] it’s an opportunity in the sense that you can reach a much wider audience often for less money. [But] it’s a risk in the sense that you’ve got to get it right.”

Take, for example, the sale of Mickey Mouse ears. In real life, this head ornament is something you can only find at official Disney retail stores in major cities or at the theme park gift shops. It’s easy enough to recreate a set of Mickey Mouse ears to sell in a social game — perhaps as a premium item for Facebook Credits — but the presence of Mickey Mouse ears in a Disney-branded social game could actually wreck the authenticity of that game. It could also unbalance the economy of virtual goods, depending on the scarcity of Disney-branded items in general.

“Virtual goods like limited edition items is a big component of the game we’re building,” Dinkin admits. “I think it goes beyond Mickey Mouse ears. You can imagine buying different movies, rides… there’s so many different things in the world of Disney IP that you can imagine collecting, buying, unlocking. You want to take care that things that become common don’t lose their allure in real life.”

That’s about as much as Dinkin was willing to reveal about the mystery Disney game at Dream Castle, though he did say it wasn’t DuckTales. Based on those clues and on Facebook’s current demographics (with its lack of a 13-and-under audience), our best guesses are Pirates of the Caribbean, Toy Story, a “Disney Town” city-building style of game with various Disney characters, or something completely off-the-wall like Fantasia. You can find job listing for positions at Dream Castle here.

Facebook Hit Monster Galaxy Expanding to the Big Screen

Gaia Online’s hit social game Monster Galaxy is expanding again, but not to Google+ or Android. This time, the monster training and collecting franchise is making the leap to the big screen as a feature-length animated movie produced by Radar Pictures.

Gaia Online is not the first developer we’ve seen recently with silver screen aspirations. Rovio is currently working on an Angry Birds movie and Outfit7 have stated they want to turn the Talking Friends series into an entertainment franchise; however, as far as we know, this marks the first time a Facebook game will become a movie.

Monster Galaxy quickly became one of the most popular games on the Facebook platform this year, peaking at just over 19.2 million MAU and 15 million DAU in June. As the game is apparently reaching the end of its lifespan, these figures have fallen more than 80% to its current level of 1.8 million MAU and just under 200,000 DAU according to our AppData traffic tracking service. Gaia Online released a free-to-play spin off of the game on iOS in September, but it hasn’t seen the same level of success as the Facebook version of the game did after it was released. In the last month Monster Galaxy: The Zodiac Islands peaked at the 90 spot on the top grossing apps chart, but has since declined and is currently ranked in the lower 200s.

Gameplay wise, Monster Galaxy takes heavy inspiration from Nintendo’s Pokémon franchise. Much like Pokémon, in the Monster Galaxy games, players start off as a trainer traveling the world to battle and capture intelligent monsters called Moga. Monster Galaxy’s move to the movies also mirrors Pokémon’s development path. Nintendo grew the franchise, which started life as a pair of Game Boy games into a multimedia empire through anime and movie tie ins that promoted the games and their associated products all over the world.

Despite its lagging popularity, where Monster Galaxy has a leg up on Pokémon is in its availability. While it was reported this summer that Nintendo would finally be bringing a Pokémon spin-off title called Pokémon Snap to iOS in Japan, so far Nintendo has been resisting pressure from investors to put any major effort into iOS development, fearing it would cut into the company’s hardware business. In September Nintendo president Satoru Iwata said iOS development was “absolutely not under consideration.”

Incidentally, there are 14 Pokémon movie adaptations to date.

Bubble Witch Saga Slipping on This Week’s List of Fastest-Growing Games by MAU

Bubble Witch Saga slips down our list of fastest growing games by monthly active users this week, leaving Mafia Wars 2, Ravenskye City and FarmVille standing in the top three.

As Facebook has updated its method for counting active users in applications, it’s also started rounding total number of users. This creates a bit of confusion on our rankings as many games will tie in total number of users gained — the metric by which we normally rank this list. In the interest of transparency to our readers, we’re looking into updating our rankings system in various ways to produce meaningful analysis of weekly growth. One example of a possible change we are considering is reordering our rankings by total growth percentage as opposed to total number of users gained.

If any of our readers have suggestions or strong opinions on these weekly rankings posts, please leave your thoughts in the comments.

Top Gainers This Week – Games

Name MAU Gain Gain,%
1.  Mafia Wars 2 15,200,000 +2,800,000 +23%
2.  Ravenskye City 6,100,000 +1,600,000 +37%
3.  FarmVille 29,100,000 +1,000,000 +4%
4.  Bubble Witch Saga 6,600,000 +900,000 +16%
5.  Texas HoldEm Poker 30,300,000 +500,000 +2%
6.  Zombie Island 1,200,000 +480,000 +77%
7.  Social Empires 4,700,000 +400,000 +9%
8.  DoubleDown Casino – Free Slots, Blackjack & Poker 4,100,000 +400,000 +11%
9.  المزرعة السعيدة 2,200,000 +300,000 +16%
10.  Words With Friends 11,200,000 +300,000 +3%
11.  Diamond Dash 10,500,000 +300,000 +3%
12.  PetVille 2,700,000 +300,000 +13%
13.  Bubble Island 9,500,000 +300,000 +3%
14.  Slotomania – Slot Machines 5,200,000 +200,000 +4%
15.  Bubble Saga 6,000,000 +200,000 +3%
16.  Tetris Battle 6,200,000 +200,000 +3%
17.  Bubble Speed 1,500,000 +200,000 +15%
18.  Car Town 4,500,000 +200,000 +5%
19.  Monster World 6,900,000 +200,000 +3%
20.  Gol Mania 830,000 +140,000 +21%

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

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