Outplay Entertainment Ltd Kicks off Cross-Platform Business on Facebook

Scotland-based newcomer Outplay Entertainment enters the social and mobile game market this month with two games launched on Facebook that will eventually become cross-platform experiences on iOS and Android in the first quarter of 2012.

The term “cross-platform” has been used a lot by developers in the last year as Facebook-spawned devs make their first attempts at mobile games and mobile developers attempt to migrate their apps to Facebook and other social networks. It can mean two completely unrelated games that share a common theme, like CrowdStar’s It Girl for Facebook and Top Girl for mobile. It can mean a game that is identical across all platforms, but not connected by platforms, such as Rovio’s Angry Birds on G+ versus Angry Birds on just about every other device under the sun. It can also mean games that are the same game no matter what device the player users, like Zynga’s Words With Friends — which is what many developers term “true” cross-platform play.

Outplay Entertainment currently falls toward the Words With Friends end of the spectrum with its two games, Booty Quest and Word Trick. When the mobile versions launch, players will be able to initiate games on Facebook and then have that same game immediately available to them on iPhone or Android if they switch devices. For future projects, the developer may lean more toward CrowdStar’s cross-platform model where one platform has the “main” gameplay experience while another platform provides supplemental elements. Similar to what Ubisoft has planned for its upcoming Ghost Recon games, this could take the form of a mobile companion game generating additional currency or experience points for the Facebook main game.

For now, though, Outplay is focused on getting its foot in the social-mobile games door and scaling quickly. Though there is some skepticism that developers cannot use Facebook as a sustainable starting point on which to build a business, the developer feels it has an edge by virtue of experience, compelling gameplay, and ample resources to direct toward marketing. The company was founded by brothers Richard and Doug Hare, two video game industry veterans that have come a long way from 1997 when they first founded a development studio focused on porting Windows games to the PlayStation console. In the following interview, the brothers outline Outplay’s approach to the rapidly shifting market:

Inside Social Games: How two brothers can work together without killing each other?

Richard Hare, Outplay Entertainment Co-Founder (pictured right): It’s probably the fact that we grew up playing games together. It’s been a hobby and then it became a common interest. The first company of scale we created was The Collective, which we formed in 1997 with one other business partner, and focused on console development. We grew that over the course of eight years to 150 people, then we merged with Backbone Entertainment in 2005.

Doug Hare, Outplay Entertainment Co-Founder (pictured right, with child): We merged the companies, created Foundation 9 Entertainment, and then sold the majority of it in 2006. As a result of that investment, we grew to about 800 people in 11 different studios. That’s when we started [researching] Facebook as a platform and at the same time saw the [rise] of Apple with the launch of the App Store. It was difficult to go after those markets from within our company, so it ended up being easier to start a new company. We’re still substantial individual shareholders at Foundation 9, but we have no operational involvement.

ISG: How did you end up back in your native country, Scotland? What’s the development culture like there?

Doug: We started with the idea of doing Outplay in the states as a very virtualized company with lots of different individuals collaborating on the product — after 800 people, we were drawn to the idea of a small company. As we refined our view of the market, it became apparent that games were services rather than products you could fire [off] and forget, so we started realizing that we needed a fairly substantial internal capacity. We started looking at various locations where we could set that up, and [chose] Scotland. We came to that realization around April or May of last year and came back in September to start meeting with VCs and angels investors. We officially opened our doors in April 2011.

We can’t claim to be experts, but a lot of stuff happened while we were away [from Scotland]. But one of the surprising things [about] Scotland is that it’s the home of Lemmings and Grand Theft Auto. Those games originated here and Grand Theft Auto is still developed here. [Video games] is not a huge industry in terms of headcount, but in terms of the size of the country — five million people — the amount of relevance is amazing for such a small country.

ISG: We’ve heard some people say that Facebook isn’t the best place to launch a studio anymore now that Zynga dominates the market and cost per install (CPI) is really high. Where do you see opportunity on the platform?

Doug: It’s a question of having the type of product people want to play. Whether it’s the App Store, the Android Market, Facebook, or Xbox Live, they have the same challenges around discoverability — grabbing people’s attention so that they come back. [The opportunity] comes from the quality of the product that we create, the genres that we select, and the part where we can direct a reasonable amount of marketing toward [the games] to get traction. We’re not trying to be Zynga, we’re not trying to compete for the same audience. They’re an atypical outlying phenomenon. We’re making different types of games that will ultimately attract a different audience.

ISG: Booty Quest is a match-3 game and Word Trick is more like more like Scrabble, both very casual older female-skewing genres. Is that the demographic you’re primarily focused on?

Richard: There’s a multitude of reasons why we led with those genres. From our perspective, they’re great games. It’s a style of casual game that we enjoy playing. And because we’re forming a new team in a new country, we wanted smaller scale products with a relatively constrained and focused style of developing. From a market analysis standpoint, they seemed like logical bets to start with [because] even though there are many match-3 games, there’s a large appetite for that style of entertainment. We also felt we could create something that was innovative within those [genres]. These are an exercise in proving out the team and proving out our product. As we move into next year, you’re going to see more complexity in content types and development.

ISG: How do you offset CPI on new games, being such a new studio? Is it all in the marketing or will you integrate an ad platform or hot new viral mechanic no one’s thought of yet?

Doug: We’re moving rapidly and beyond simple raw marketing. We have other secret sauce as to how we [attract] audiences that we’ll be rolling out next year. It’s something along the lines of what you mentioned — only it’s saucier and more secret.

ISG: On the cross-platform side, what’s your approach? Are you using HTML5 or building native apps by platform?

Doug: We built our own technology for cross-platform development. HTML5 is interesting, but the experience that we have on mobile devices is just not something that you’d be able to get on HTML5 right now.

Word Trick and Booty Quest exist very happily on [PC or mobile]; the experience is satisfying regardless of the platform. However, that’s [not the case] for most types of games. Taking another type of game and making the same experience [on multiple platforms], one of them is going to be a pure experience on one of the platforms whether you like it or not. We’re not going to make the games identical all the time; we’re going to have games that you want to play on Facebook, on PC. And then we’ll have another game that’s a different experience [but related to the Facebook game] on a different platform. The two games are standalone, but if you play both, you’ll move faster through the experience. It’ll be a better experience overall.

There are other companies that are doing this. But there will be a change in the patterns that people play [by] and we want to have an approach to where we’ll be there whenever [the player] want us, no matter what the device.

Richard: The key is being sensitive to the context of the platform you’re playing on. There’s certain things that work extremely well or are only possible on mobile. We want to make sure it’s not going to be an exercise in porting between desktop and mobile, but trying to recognize the true experience based on the context. We’re not going to do, “Here’s the Facebook game,” and then a few months later, “Here’s the mobile game.”

ISG: You define your games as “skill-based,” even though they’re not actually related to the concept of gambling — where players compete against one another to earn prizes relative to their skill. What does the term “skill-based” mean in the context of your games?

Richard: One way of looking at it would be that there’s always a level of challenge that can be worked and mastered. That’s something that has a natural appeal and draw over time because it’s not too easy. With gameplay mechanics, we want to make sure that it’s always rewarding and satisfying. It’s finding the right level of skill or challenge. That will be based on the style of product — [Booty Quest] is more reaction-based while [Word Trick] challenges your vocabulary.

Doug: Both games require you to develop [a skill]. It’s rewarding to see your development of that skill, more fundamentally satisfying than games that are based on patience. The term “skill-based” reflects casino gaming, but the idea is really that you’re demonstrating a skill and the evolution of that skill is underpinning the overall enjoyment. There are a lot of games on Facebook that don’t have the requirements for what [we define as] skill. They have behaviors that can be rewarded, but there’s no change in behavior.

ISG: What does the road ahead look like for you, beyond launching new products? Are you in the process of raising funding?
Doug: We raised our seed funding at the start of the year, so we’re not raising money right now. When we pitched the company as an investment opportunity, the idea was that we were going into it [with] the functionality a publisher would have — dedicated community management, dedicated quality assurance, marketing, and public relations. We’re at 32 people right now — we started with two in April — and we grew ourselves in the space of three-and-a-half months. We’ve built these games and mobile versions that are nearly complete. What we’ve accomplished, when you think about it, is quite a lot.

Vostu is Betting In-Game Radio Service for Social Games Will Be A Chart Topper

Latin American social gaming company Vostu is taking to the airwaves with new in-game radio stations for its two most popular social games, MiniFazenda and MegaCity. The service — the first of its kind in social games — is now available for players on Facebook and Orkut.

The in-game radio is the result of four months of rapid development, testing, licensing, and a highly successful beta period Vostu Co-Founder and Chief Scientist Mario Schlosser tells us. The idea was born after the Vostu team started to realize how much of a premium on-screen real estate was at.

“The way social games work and how they become a good business is not by having one breakout hit, but by understanding how to make users move between your games to keep churn on your userbase low,” explains Schlosser. “[We were implementing] chat and messaging between games and we suddenly realized that anything we jam into these games takes away from the real estate on the screen. But one channel that’s totally underexploited is the audio channel. All social games seem to have this ridiculously cheesy elevator ‘muzak’ running in the background, so we thought, why don’t we do something with that channel?”

Audio-visual content had already proven to be a big hit with MegaCity players after a spring campaign with with Brazilian singer/actress Ivete Sangalo, so the plan quickly came together to create an in-game radio station with continuous content and music.

The in-game stations are updated with three new hours of custom content every day that plays on a loop, meaning the overwhelming majority of players will be able to tune in and hear something new every day. While most of the in-game radio content is Brazilian country and pop music, 20% to 30% of the airtime is devoted to in game statistics, tips, trivia, anecdotes, and the most popular feature so far, audio-visual quests.

The quests are an extension of a fairly standard social game mechanic; instead of being given explicit instructions on what to do and how to do it, players in MegaCity and MiniFazenda will now encounter quests that will require players to tune in, with half the instructions being seen on screen and the other half only revealed by the DJ.

About 25% of users in the beta test completed an audio-visual quest, but according to Schlosser the new content quickly began to take on a life of its own. “You had to be a specially selected test user to see the radio when you were playing the game,” he says. “But even though only a small number of users could learn about the audio-visual quests, all of their friends also participated in them and got the rewards — the people who had access to the radio went out and told their friends about the quests.”

According to Vostu, 95% of players in the beta test reported that the in-game radio made playing the game better. While new features added to social games typically start off with a trickle of new users, 35% of players started listening to the in-game radio right away — a high number according to Schlosser. Even more importantly, players who listened to the in-game radio played for 30 percent longer on average.

“The biggest goal we have for the radio is increasing engagement,” says Schlosser. “One of the most sticky things we generally see in the games is the login behavior people have. You’re not building your day around the games, you’re building the gameplay around your day, so you have people that play at 8 o’clock in the morning before they go to work and 8 o’clock at night when they come back from work. People have these patterns and they stick to them, so increasing session times is tremendously hard. This was an incredibly powerful thing when we realized it made people stick around longer in the game. We realized we had to get it out as soon as we could.”

Vostu already has plans to incorporate it into both of the new social games it has slated for release in the first quarter of 2012, rolling it out after the games have launched in order not to overwhelm players with new features. That said, in-game radio won’t be coming to GolMania, or Vostu’s upcoming female-focused casual-social game though, as players don’t tend to play those kinds of games for long enough at a time to make a service like in-game radio worthwhile according to Schlosser.

While the company didn’t reveal exactly how many users MegaCity and MiniFazenda have on Orkut, the developer did tell us the game are about 10 times as popular Orkut as they are on Facebook. According to AppData, MegaCity currently has 940,000 MAU and MiniFazenda 300,000 MAU on Facebook. Schlosser reveals that, overall, Vostu has between 18 to 20 million MAU. It currently enjoys 46 million registered users on Orkut, Facebook, MSN, Google+ and its own proprietary platform.

More Details on Inside Social Apps 2012 – February 8th and 9th in San Francisco

February 8 – 9, 2012 | San Francisco

 

 

 

 

Inside Social Apps 2012, is coming back to San Francisco on February 8-9, 2012, and we hope you’ll be able to join us.

What do industry leaders view as today’s most formidable challenges affecting social and mobile apps and games? How are top developers of all sizes overcoming obstacles to growth, and what can the industry expect in 2012?

Inside Social Apps 2012 is our third conference on the future of monetization on social and mobile platforms. Leaders from social apps and games industry will share their insights on the key uncertainties, and new opportunities, facing social games and applications in 2012.

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 limited number of passes are available at the Early Registration price of $399. This price will be good through this Wednesday, December 21st only, so we encourage you to register now.

Who’s Speaking?

We’re excited to present the following 38 confirmed speakers at Inside Social Apps 2012:

Jens Begemann
Founder and CEO, wooga
John Earner
GM European Studios, EA / Playfish
Paul Bettner
GM, Zynga With Friends
Kevin Chou
Co-founder and CEO, Kabam
Dennis Ryan
EVP Worldwide Publishing, PopCap
Will Harbin
Chairman and CEO, Kixeye
Carl Sjogreen
Director of Product Management, Facebook
Cory Ondrejka
Director of Engineering, Facebook
Arjun Sethi
CEO, 6waves Lolapps
Brenda Garno
COO & Game Designer, Loot Drop
Anil Dharni
Co-founder, Funzio; Founder, Storm8
Mike Sego
CEO, Gaia Interactive
Tim Chang
Managing Director, Mayfield Fund
Bill Jackson
Creative Director, CastleVille, Zynga
Haining Wang
CEO, Happy Elements
Sho Masuda
VP Marketing, Social Games, GREE
Clara Shih
Founder and CEO, Hearsay Labs
Mike Ouye
Founder and CEO, Red Robot Labs
Daniel Terry
Co-founder & CEO, Pocket Gems
Perry Tam
CEO, Storm8
Rick Thompson
Co-Founder, Playdom, and Investor
Riz Virk
Co-founder and CEO, Gameview Studios
Charles Hudson
Co-founder and CEO, Bionic Panda Games
Lee Linden
Founder, Karma Science
Suleman Ali
Co-founder and CEO, TinyCo
Eric Goldberg
Managing Director, Crossover Technologies
Clay Kellogg
Head of App Dev. Sales, AdMob
Terry Angelos
Co-Founder and CPO, TrialPay
David Katz
VP of Digital Media, Starz
Suchit Dash
Co-founder and VP of Product, Ifeelgoods
Atul Bagga
Senior Analyst – Video Games & China Internet, Lazard Capital Markets
Peter Farago
VP Marketing, Flurry
Hussein Fazal
CEO & Co-founder, AdParlor
Micah Adler
Founder & CEO, Fiksu
Mihir Shah
President & CEO, TapJoy
Lisa Marino
CEO, RockYou
Michael Lazerow
CEO, Buddy Media
Simon Mansell
CEO, TBG Digital

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

Registration

Our limited $399 Early Registration pricing for the full 2-day conference pass for Inside Social Apps 2012, available until December 21st 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 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

Early registration tickets are available at $399 through this Wednesday December 21st only. Past events have sold out in advance, so 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!

How Words With Friends for Facebook is Growing Through Ads

Zynga’s Words With Friends for Facebook has grown steadily since the developer launched the cross-platform experience over the summer. In the last few months, however, the game has really ramped up growth thanks to an ad-based viral mechanic and cross-promotion alongside Zynga’s “traditional” Facebook games.

According to our AppData traffic tracking service, Words With Friends currently enjoys 13.5 million monthly active users and 5.6 million daily active users. Note that this figure also accounts for mobile users that link their apps with Facebook Connect.

The viral mechanic is based on the ads that the original iOS game leveraged in its free version. A player would make a move, and the game would generate a pop-up video or banner, but players could upgrade to the paid version of the game in order to avoid any ads. Zynga’s Facebook take on this model has been to show players ads after the moves, and prompt them to invite a minimum of two friends in order to play the game ad-free for a certain amount of time (currently one week). Players can also pay 36 premium currency units (which comes out to a little less than $5) to make the game permanently ad-free. The ad box can be exited about five seconds after opening.

Words With Friends also seems to be getting a boost from Zynga’s cross-promotion bar, which previously only featured Zynga’s core franchises — FarmVille, CityVille, etc. This cross promotion bar could be driving traffic to other Zynga games on Facebook, as we observe an uptick in Adventure World that seems to coincide with Words With Friends’ rise on the platform. Words With Friends may also be getting a boost from Facebook’s HTML5-based mobile platform, launched this fall, as it was one of the few titles available in the first week — but as the game is still only playable on smartphones as a downloadable app, there may not be much traffic coming from this direction.

Zynga acquired Words With Friends developer Newtoy last November in order form a new studio called “Zynga With Friends.” Regulatory filings made ahead of Zynga’s initial public offering reveal that Zynga spent $53.3 million in cash and stock for the buy. The studio has since produced Hanging With Friends, which currently does not have a cross-platform play option for Facebook users.

Kobojo Opens Berlin Office, Preps New Game Lineup for Facebook and Mobile

PyramidVille developer Kobojo has had a busy December, balancing launching a new Facebook game with opening a new international office in Berlin. The French developer now faces the challenge of growing its core audience in multiple languages and on smartphones with its first standalone mobile game launching in early 2012.

Back in April, the developer closed a €5.3 million ($7.5 million) first round of funding from investors Endeavour Vision and IDinvest Partners (formerly AGF Private Equity). At that time, the developer was relatively new to the social game industry and one of only a handful of European developers producing games in English for the Facebook audience. Kobojo told us that it intended to put the funding toward regional branches, accelerated growth on the Facebook platform, and possible cross-platform releases for its key franchises.

So far, Kobojo has opened offices and Madrid and Berlin, and through these regional branches, the developer hopes to produce hyper-localized and adapted versions of its games for audiences in Europe and Latin America. Its newest Facebook game, Atlantis Fantasy (pictured below), soft-launched in English, French, and Spanish a week or so ago and will go live in Brazilian Portuguese, German, and Italian in the next week. As we’ve seen with other social game developers’ launch strategies, multiple languages is key to gaining traction quickly on Facebook.

As for mobile and cross-platform offerings, Kobojo is looking to produce the majority of its 2012 lineup on Facebook with fewer releases for mobile. A mobile version of PyramidVille — Kobojo’s largest Facebook game — is set for the first quarter of the calendar year. Kobojo’s Vincent Vergonjeanne, VP product and strategy, tells us that the company has an aggressive development cycle of between 3 and 5 months — with a solid month of that given over to beta testing. By investing in research and development, Kobojo hopes to reduce the amount of time it takes to expand a game off of Facebook and onto mobile or other platforms.

“[HTML5] is an interesting area [for] R&D,” Vergonjeanne tells us. “The fact that all three — Facebook, Apple, and Microsoft —  are pushing for it make it a trend for 2012 and 2013, but it’s still an early stage technology. We still think it’s too early, but we’re putting some R&D on the technology.”

Kobojo’s main franchise is GooBox, a casual games portal that runs as a Facebook app, a Windows 7 and Windows Phone 7 app, and now as an iOS app with both iPad and iPhone-specific games. The games available on the service range from match-3 style arcade titles to mazes and word puzzles. On Facebook alone, the portal is available in five languages and accounts for just over 50% of the developer’s total monthly active user count across all its games. Vergonjeanne says that Kobojo’s core audience is currently 70% female and just 30% male, which is why its held back from exploring Google+ as a potential platform for its games.

“Google+ is more competition for Facebook and more diversity for us,” he says. “It’s early adopters are for a more male crowd, so our demographics are not a perfect match. We’re keeping an eye on it, but it’s more for Q2 or Q3 of 2012.”

A new direction with which the developer is experimenting involves increasing the amount of strategy within their games. Atlantis Fantasy, for example, makes use of a worker mechanic similar to Trade Nations or Smurf’s Village on iOS that limits the amount of structures a player can build and maintain at one time. Players can also choose to spend their own energy accelerating build times, as opposed to spending virtual currency.

Kobojo currently enjoys 2.3 million monthly active users and over 445,000 daily active users on Facebook, according to our AppData traffic tracking service.

Google+ Adds Staff Picks, New Games, and Top Games Filters

The G+ Games platform now has a set of filters that highlight new games, top games, and “staff pick” games, underscoring just how divergent Google+’s approach is to games from Facebook’s.

While the criteria for the new games filter is clear — each of the games listed below arrived on the G+ platform in just the last month — the top games and staff pick filter criteria are bit more obscure. Top games is perhaps the most interesting, as we do not know if these are the games that are played the most, or the ones in which players spend the most money. Staff picks, meanwhile, is as ambiguous as the App Store’s “staff picks” — it could be one employee with a strong opinion, or a voting pool among a larger product team. In any case, the filters currently produce a mix of titles from major developers like Kabam and Rovio, as well as some games from smaller indie devs like Spry Fox. Interestingly, there are no Zynga games in staff picks or top games.

Since launch, Google+ has made it a point to confine games to their own tab in the main navigation bar of the social network. No game notifications or requests ever appear to G+ users unless they are viewing the Games tab. This has led some developers to worry that there won’t be much viral growth for games on the platform. Indeed, we observe that of all the games currently available, many already had established audiences on Facebook and mobile platforms.

Tetris Battle Squeezes in Amongst Zynga Games on This Week’s List of Fastest-Growing Facebook Games by MAU

Tetris Battle works its way into the top three amid a score of Zynga games on this week’s list of fastest-growing Facebook games by monthly active users.

Developer Tetris Online Inc. tells us that in the coming year, it hopes to grow the competitive puzzle game through user acquisition and ad spend. Up to now, the game has grown primarily through organic means like brand recognition and word-of-mouth hype passed on from Facebook itself. As for the developer’s other games on the platform, it looks like Tetris Online Inc. is experimenting with variations on Tetris that appeal to specific audience demographics.

Top Gainers This Week – Games

Name MAU Gain Gain,%
1.  CastleVille 37,100,000 +4,500,000 + 14%
2.  Adventure World – An Indiana Jones Game 9,400,000 +600,000 + 7%
3.  Tetris Battle 8,800,000 +500,000 + 6%
4.  Words With Friends 13,500,000 +500,000 + 4%
5.  FarmVille 31,900,000 +400,000 + 1%
6.  Galaxy Life 800,000 +350,000 + 78%
7.  Bubble Witch Saga 9,900,000 +300,000 + 3%
8.  開心水族箱 3,200,000 +300,000 + 10%
9.  Men vs Women 740,000 +250,000 + 51%
10.  Bayou Blast 490,000 +200,000 + 69%
11.  Diamond Dash 11,700,000 +200,000 + 2%
12.  Magic Land 2,400,000 +200,000 + 9%
13.  Zoo World 2,100,000 +200,000 + 11%
14.  المزرعة السعيدة 3,600,000 +200,000 + 6%
15.  Slots Farm – Slot Machines 940,000 +140,000 + 18%
16.  Storage Wars: The Game 550,000 +110,000 + 25%
17.  Triviador Mundo 230,000 +110,000 + 92%
18.  Bejeweled Blitz 8,800,000 +100,000 + 1%
19.  BINGO Blitz 2,800,000 +100,000 + 4%
20.  DoubleDown Casino – Free Slots, Blackjack & Poker 4,400,000 +100,000 + 2%

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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This Week’s Headlines From Across Inside Network

A roundup of all the news Inside Network brought you between December 12th and 18th.

Inside Mobile Apps

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

Monday, December 12th

Tuesday, December 13th 

Wednesday, December 14th

Thursday, December 15th 

Friday, December 16th 

Saturday, December 17th

Sunday, December 18th

Inside Social Games

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

Monday, December 12th

Tuesday, December 13th 

Wednesday, December 14th

Thursday, December 15th 

Friday, December 16th

Saturday, December 17th

Sunday, December 18th

Inside Facebook

Tracking Facebook and the Facebook platform for developers and marketers.

Monday, December 12th

Tuesday, December 13th 

Wednesday, December 14th

Thursday, December 15th 

Friday, December 16th 

Saturday, December 17th


What Does Life After IPO Look Like For Zynga?

With shares dipping 5%, Zynga’s $1 billion initial public offering Friday shows that there’s still a long way to go for the company that legitimized free-to-play social games in Western markets.

Following South Korea’s Nexon, Zynga is the second initial public offering from a gaming company in the last week that has seen its shares dip below the initial price. Unlike coupon site Groupon, which is still trading above its offer price, both Zynga and Nexon have comparable publicly-traded companies like video game publishers Activision, EA, and Ubisoft, against which revenue and profit multiples can be benchmarked. (Nevermind the fact that Zynga is profitable and Groupon is not.) Given that those companies have struggled to maintain investor in the last three years as confidence as mortar-and-brick retail sales dip, it’s easier to understand how Zynga is facing skepticism over more than just its free-to-play model. On top of that, uncertainty about the stability of the European Union has rattled investors in broader equity markets.

The consolation from Zynga’s day-one performance may be that the developer and its underwriters priced the offering effectively enough that the company didn’t leave money on the table for investors to pocket by immediately turning around and selling shares.

The real question is, where to next? The key to life after IPO for Zynga will be growth — on mobile, in international markets, and on alternative social game platforms outside of Facebook.

Mobile: Will There Be a Zynga of iOS or Android?

The most promising opportunity for independence from Facebook lies on iOS and Android, where Google and Apple have built attractive, fast-growing ecosystems for the same kind of games that are the heart of Zynga’s original business. Zynga started the year as an underdog with Storm8′s Farm Story and Playforge’s Zombie Farm beating the companion to its blowout hit FarmVille and a group of Siberian developers running circles around their poker app.

But with gradual optimization, a savvy and cheap acquisition of Words With Friends-maker Newtoy, and a promising launch in Dream Zoo have helped Zynga come around. It has 13 million daily actives on Android and iOS — a number that is sure to grow with the fracas around Alec Baldwin’s addiction to Words With Friends. Although there is no data to know for sure, Zynga probably has more daily active users on mobile devices than any other developer except for Rovio Mobile, which says it has 30 million daily actives across all platforms.

In 2012, we’ll find out if that becomes a big enough business to help the company diversify outside of Facebook in a meaningful way.

Ballpark figures have us putting high-grossing iOS games at between $1 and 3 million a month and there are several publicly traded mobile gaming companies that pulled in between $7 and 19 million in the quarter ending in September. That gives us a handful of privately-held companies with similarly-ranked games that are likely bringing in between $50 and 100 million in annualized revenue.

At this point with six titles in the iOS top grossing 100 in the U.S., Zynga is probably one of those. Then you have to consider that Android and iOS may be poised to have a larger combined footprint than Facebook in the next 12 months. The two platforms have 450 million cumulative device activations or sales behind them. (That number doesn’t deduplicate consumers who have replacement devices.)

One drawback, however, with mobile platforms is that neither Android or iOS seems structured to produce a winner-take-all environment in the way that Facebook has been. Apple certainly isn’t going to sign a five-year agreement guaranteeing Zynga the same kinds of advantages and growth targets that Facebook has. Plus, a variety of games can flourish on the iPhone from casual, resource management games to console-quality RPGs and first-person shooters.

International: Looking Toward Asia

Zynga is also starting to experiment with pushing its titles abroad into Asia. But those markets are extraordinarily competitive with homegrown incumbents and very different rules and regulations. This is especially true in China, where Facebook is banned and Zynga has had to go with Tencent instead. (Not that Tencent is unattractive –  its network of platforms boasts 700 million monthly actives to Facebook’s 850 million and the company told us in September that its top title is earning $1.6 million per month.) Sina Weibo, the new social networking darling that has quickly captured China’s white collar and college educated class the way Facebook originally did, is only just beginning to build its third-party platform.

South Korea and Japan also have a very mature social and mobile games industry. To succeed there, Zynga will need local studios and hyper-localized versions of its core franchises. It may even need to launch completely new franchises, as Zynga’s current wheelhouse of games covers genres that are already saturated on Asian networks like city-building and farming. Other Zynga games, like FrontierVille (a.k.a. Pioneer Trail) or CastleVille, would probably be too hard to adapt to an Asian audience given the heavy Western cultural influences in both games.

So far, Zynga has established studios in Europe and Asia but we still see the company relying primarily on Facebook for distribution. For example, the developer’s last three major launches — CastleVille, Mafia Wars 2, Empires & Allies — were all localized in more than 10 languages on Facebook from day one. Meanwhile, social networks in Asia are only just now getting releases of older Zynga games and in some cases, those games are failing.

Case in point: Zynga Japan — currently led by former Tecmo Koei CEO Kenji Matsubara — reportedly sunsetted both FarmVille (Farmvillage) and Treasure Isle (Treasure Island) on Japan’s Mixi social network and has yet to make any major game announcements for networks other than Facebook. In China, where Zynga has a studio in Beijing, the developer launched a version of CityVille called Zynga City on Tencent’s Open Platform, first with the Pengyou and Q-Zone game networks. But this game is one among many city-building games. Zynga’s Beijing studio, formed through the acquisition of XPD Media, is also more Western-facing for now.

As far as we know, Zynga has made no moves onto other international social game networks like Orkut or VK.net. The developer has made acquisitions in Europe, but hasn’t formally announced a regional office to oversee expansion in the region.

Alternative Platforms: Will Google+ Work?

The third area of new growth could be on alternative platforms like Google+. While early Facebook rivals like MySpace have declined so much so that Zynga has pulled its games off those platforms, other networks have been gaining traction. For example, Google+ already has two of Zynga’s larger franchises — Texas HoldEm Poker and CityVille. We don’t have any data though on how well those games are actually doing compared to Facebook, but the increasing number of social game developers launching on the platform suggests that G+ may be viable.

Zynga is also trying to grow its own platform off Facebook by launching a games platform, Zynga Direct (also called Project Z or Z-Live). But we see Facebook’s influence there too, as Zynga made an effort to point out the service’s integration with Facebook Connect at its Unleashed event this fall. However, it may be possible to play Zynga games on Zynga Direct without a Facebook account, which would be another step toward independence. The success of an independent Zynga platform depends on how much of its existing Facebook and mobile audience the developer can take with it when the service launches — and we don’t even know if that will be in 2012.

Facebook: Is it Still Possible to Grow?

Facebook — Zynga’s greatest ally and number one weakness — is the one place where future growth is largely out of Zynga’s control. As a games platform, the social network no longer provides developers an ecosystem that can consistently sustain rapid growth. Though new social games still continue to launch on the platform, we’re not seeing the kinds of traffic Zynga enjoyed on Facebook in 2008 and 2009. Rising costs in development and user acquisition have led some to believe that the platform is no longer a place where new developers can find success by copying what Zynga has done in the past.

Developers’ strategies on the platform are starting to adapt to these changes, which could open up new growth areas. For example, Zynga rivals EA and Ubisoft have used it to leverage major video game franchises by creating companion and standalone social games married to those franchises (e.g. The Sims Social, Ghost Recon Commander, etc.). Ubisoft and others are exploring licensed media properties like TV shows as means of generating traction for new social games. Lastly, mid-market and small developers are producing niche genre social games with very loyal audiences and much higher monetization rates than Zynga’s games.

Zynga has explored all three of these areas with its game releases in the last year: The company has used the Words With Friends franchise to launch a growing companion social game. It also experimented with content releases for major media brands and celebrities to drive engagement in its existing games. Zynga has also launched some games in new genres, like strategy combat game Empires & Allies. Zynga will likely experiment more with these approaches in 2012, perhaps even migrating new users gained in mobile and international markets back to Facebook or onto its own games platform.

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