How bootstrapped Serbian startup Nordeus beat EA’s FIFA at its own Facebook game

Of all the sports games on Facebook, soccer-themed games reign supreme, accounting for more than half of the 40 most popular sports games on the platform.

The leader of the pack is Nordeus — a bootstrapped Serbian developer founded by three former Microsoft employees. Its game, Top Eleven – Be a Football Manager is a detailed football management sim, and despite its complexity, has 3.6 million monthly active users and 1.2 million daily active users, far above its closest competitor, the officially licensed title EA’s FIFA Superstars, which currently has 1.9 million MAU and 300,000 DAU according to AppData.

However, what may be most interesting about Top Eleven is the game’s slow burn. Unlike the average Facebook game, which typically sees most of its growth in the first six months, Top Eleven is still adding players 21 months in and is the most popular its ever been. Since the game’s launch in May 2010, Nordeus has taken Top Eleven cross-platform to iOS and to Android and introduced a raft of new features and updates, but has so far been silent about upcoming projects.

Inside Social Games had a chance to interview Nordeus’ co-founder and CEO Branko Milutinović and ask him about the success of Top Eleven, and what’s next for Nordeus.

Inside Social Games: Top Eleven is the most popular sports game on Facebook right now. Why do you think the game has been so successful despite the fact that its competing against officially licensed games like FIFA Superstars?

Branko Milutinović, Nordeus co-founder and CEO (pictured right): As well as double the MAUs, Top Eleven also has over four times more DAUs. That’s really important for us because it means our users are engaged and coming back to play regularly!

But to answer your question, we took the risk of developing a technically very advanced platform that enables rich gameplay, synchronous multiplayer experience and truly cross platform gaming (i.e. it’s exactly the same game on Facebook, Top Eleven.com, iPhone and Android). This gave us the opportunity to offer our users a game they find challenging and exciting to play with their friends.

Another thing we’ve focused on and think is crucial is the level of realism. We’ve tried to be as close to the real world of football management as possible, including a complex match simulation engine based on English Premier League stats. Actually, the only thing missing to bring us to the absolute realism is licensed brands, everything else we’ve covered.

ISG: When you released Top Eleven in 2010, Facebook was a very different platform. Since then user acquisition costs have risen quite dramatically — what are the challenges you’re facing now and how has Facebook changed as a platform?

Milutinović: The platform has changed a lot in the previous two years. We know the Facebook team is working hard to improve the platform for everyone, both users and app developers and most of the changes we find really positive.

From a developer point of view it is true that user acquisition has changed dramatically with viral growth channels narrowed, but I can understand that Facebook had to do that to preserve user experience on the platform. User acquisition is becoming a big obstacle for newcomers and companies that cannot rely on cross promotion from their other games, which is why we think publishing other studio’s games is going to become more common. At Nordeus we look at the changes as challenges we need to overcome. It’s evolution. We improve ourselves every day and try to adapt to the new conditions.

ISG: In September you revealed your relationship with Facebook was “very close” – can you reveal more about how Nordeus and Facebook work together?

Milutinović: Some time ago Facebook launched an initiative to strengthen the collaboration between platform and the developers. We were recognized as one of the brightest examples of how to leverage the platform, build a great product as well as a successful company around it. Since then we’ve been working with Facebook to implement new updates the platform, building the best possible experience for our users. That probably helped Top Eleven to be voted as The Best Sports Game of 2011 by Facebook based on user satisfaction.

The Facebook team is also doing great job in fixing bugs we report and we’re proud that we’ve helped the platform to become better, especially when it comes to Android and iOS support.

ISG: Are you interested in taking on partners for any reason such as publishing, acquisitions, etc?

Milutinović: We’re always open to new opportunities, but on the other hand have full belief in our own capabilities. When it comes to publishing I can say that we are considering the idea of publishing others’ games, but given that developing games is in our DNA we will probably focus all our effort on getting our titles that are under development right now to the market as soon as possible.

ISG: You’ve said before you want to be “the Zynga of Europe” and that you wanted to consolidate the talent in Southeast Europe. What is Nordeus’ long term strategy around this?

Milutinović: When it comes to hiring our long term strategy is actually to continue doing what we’ve been doing in the previous two years, especially in the last few months. We want to combine best young talent of the region with the most experienced experts from the industry. Examples of that effort include our new Head of Business Development who joined us after over 5 years of running sales and user acquisition for Eve Online, as well as a college hire from Caltech, both relocated to Belgrade. (If you’ve ever been to Belgrade you’d understand why ;)).

We’ve also organized initiatives to attract the best talent, like the game development hackathon we held two months ago. Over 200 of the brightest computer engineering students and graphical designers from the region applied. We’ve already hired ten of the students that took part, with more interviews ongoing. We strongly believe our people and company culture are our strongest assets and we will continue to nurture that.

ISG: What’s next for Nordeus? You’ve released iOS and Android versions of Top Eleven. Are you developing a new game or games? Will they be sports strategy games? Will they be on Facebook?

Milutinović: Unfortunately I can’t share as many details about specifics as I’d like to, but we are working full speed ahead on the next generation of games, which will introduce a lot of new concepts. They will continue to carry on our philosophy of unified gaming experience throughout devices, so they will definitely be available on Facebook, Android, iOS, and other platforms as well.

Zynga’s ad leader Anekal departs for mobile advertising company Kiip

Manny Anekal, Zynga’s Global Director of Brand Advertising, has left the company to help lead reward-based mobile advertising startup Kiip as its new chief operating officer.

During his two years at Zynga, Anekal lead the company’s in-game advertising and brand integration efforts in its main titles, and was behind some of Zynga’s biggest in-game promotions, like Lady Gaga’s “GagaVille” promotion for her album Born this Way, as well as recent deals with Farmers Insurance.

Like his peers Barry Cottle and John Schappert, Anekal came to Zynga from EA, where he worked as the company’s senior manager of in game advertising and its global director of ad operations before leaving to join the social gaming giant. According to Zynga’s fourth quarter earnings results, the company earned $27.3 million from advertising revenue, a 230 percent increase year-on-year. It is not yet known who will replace Anekal at Zynga.

Kiip made its debut last April and works with more than 65 mobile developers to incorporate advertising into a game’s existing achievement system. Founded by then 19-year-old Digg alumni Brian Wong, the company has so far received $4 million in funding from Hummer Windblad Venture Partners, Crosslink Capital and True Ventures. In December, the company unveiled its latest product, limited-time promotional tournaments called Swarm campaigns.

This week’s headlines from across Inside Network

A roundup of all the news Inside Network brought you from Feb. 13 to Feb. 19.

Inside Mobile Apps

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

Monday, Feb. 13

Tuesday, Feb. 14

Wednesday, Feb 15

Thursday, Feb 16

Friday, Feb 17

Saturday, Feb 18

Inside Social Games

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

Monday, Feb. 13

Tuesday, Feb. 14

Wednesday, Feb 15

Thursday, Feb 16

Friday, Feb 17

Saturday, Feb 18

Inside Facebook

Tracking Facebook and the Facebook platform for developers and marketers.

Monday, Feb. 13

Tuesday, Feb. 14

Wednesday, Feb 15

Thursday, Feb 16

Friday, Feb 17

Saturday, Feb 18

 

Social gaming news roundup: Zynga, the BAFTAs and Nexon

Zynga to get into publishingBloomberg is reporting Zynga will soon unveil a publishing program that will allow other developers to advertise their games within Zynga’s games and on a Zynga games portal.

Former LucasArts devs launch social game platform – Game industry veterans Randy Farmer, Chip Morningstar, Noah Falstein and Gary Winnick have teamed to create a new cloud application platform for social games called Suddenly Social.

Bossa Studios, We R Interactive get BAFTA nods — Bossa Studios’ debut game Monstermind has received two BAFTA Video Game Award nominations for best online browser game and best debut game. In other BAFTA news, We R Interactive’s soccer game I AM PLAYR has also been nominated for best online browser game. The awards ceremony will be held on March 16.

Large Animal Games partners with King Features for comic strip tie-in — New York-based Large Animal Games has struck a deal with King Features Syndicate to use King comic characters in its Facebook game Picturiffic. The first premium pack with King Features content will feature Popeye.

Vostu named a most innovative Brazilian company — Fast Company has named Vostu as one of its 10 most innovative companies in Brazil for incorporating in-game radio into its social games. For more information, read our full article on the in-game radio feature here.

Nexon revamps Wonder Cruise – Nexon America has rolled out an extensive series of updates to its Facebook game Wonder Cruise, adding daily bonuses, wildcard events and updating the game’s citybuilding Tycoon System. The game is currently in open beta.

Zynga legal roundup — SocialApps is suing Zynga for breaching an implied contract with MyFarm developer SocialApps. The company is claiming Zynga used the source code for MyFarm to create FarmVille, despite a 2009 letter of agreement between the parties, according to Develop. In other Zynga legal news, Personalized Media Communications (PMC) is suing Zynga for infringing four of its patents covering “the use of control and information signals embedded in electronic media content to generate output for display that is personalized and relevant to a user,” according to a Gamasutra report. PMC is suing Zynga in the U.S. District Court for the Eastern District of Texas, a district known for its favorable treatment of patent plaintiffs.

Former THQ devs go mobile, social with Twiitch — Australian game industry veterans Shane Stevens and Steven Spagnolo, formerly of THQ and Blue Tongue Entertainment, have launched a new independent studio called Twiitch. The company’s first game is iOS physics puzzler Coco Loco, which will be published by EA’s Chillingo. Twiitch is also working on a Facebook game.

Words With Friends can lead to Romance – Zynga has released some interesting Words With Friends statistics. According to the company, 44 percent of players have admitted to flirting with an online opponent and one in 10 players admitted the game has led to a in-person meeting.

The Sims Social adds “friends with benefits” social interaction – EA updates The Sims Social this week with a new social interaction that allows players to engage other players’ Sims in sexual activity without first entering into a monogamous relationship. We’ve heard sexual activity is one of the core revenue drivers for The Sims Social; it’ll be interesting to see what, if any, impact this update has on the game’s performance.

PopCap podcast addresses Pig Up! failings – EA PopCap’s Jeff Green and Joey Trimmer interview game producer Isaac Aubrey and writer Stephen Notley on what went wrong with the experimental social game. PopCap’s next Facebook title, Solitaire Blitz, officially launches next month.

New hires in social gaming: GSN, King.com and Wooga

Hiring in the social gaming industry dropped this week, with six companies reporting 10 recent hires. According to data from LinkedIn and other sources, Zynga was by far the busiest hiring source, accounting for almost half of this week’s batch. There were no significant or executive hires to report.

If your company is hiring new people or making a notable promotion, please get in touch with us. Email us at: mail (at) insidesocialgames (dot) com, and we’ll get your news into an upcoming post.

If you want to know who else is hiring, the Inside Network Job Board showcases current openings with the industry’s leading companies.

GameHouse

  • Bram Verhoeven, Intern - A single hire for GameHouse starts our roundup. Verhoeven is currently a student at Fontys Hogescholen in the Netherlands.

GSN

  • Bert Jayasekera, Executive Director, Library Services – Jayasekera moves up at GSN, having previously served as the company’s director of library services.
  • Michele Castagnetti, Art Director – Castagnetti was previously a freelance art director.

Kabam

  • Michael DeBrosse, Animation Intern – DeBrosse starts his career at Kabam.

King.com

  • Per-Erik Bergman, Senior Game Developer – Bergman was a senior consultant at Jayway before joining King.com.

Wooga

  • Emma Kiiski, Game Artist Trainee – Kiiski was formerly a graphic designer at CalQuest.

Zynga

  • Anoop Dixith, Software Developer – Four moves this week for Zynga. Dixith was previously a software engineer at NDS services Pay TV Technology.
  • Heather Franklin, QA Analyst – Franklin was a QA Embedded Tester at BioWare SF (Electronic Arts) before coming to Zynga.
  • Neha Joshi, Associate Producer – Joshi gets a promotion at Zynga to make our list this week. She was formerly a QA engineer at Zynga Games India.
  • Daniel Cull, IT Intern - Finally Zynga brings on Cull, who was previously an intern in training at Year Up.

Digital Chocolate launches Google+ exclusive Gangs of Boomtown

Google continues to take a slow and steady approach to gaming on Google+, announcing today the social network’s newest game is Digital Chocolate’s Western themed Gangs of Boomtown. The game will be exclusive to Google+ and Digital Chocolate’s gaming portal for the next 30 days.

The game is Digital Chocolate’s third for Google+, following the developer’s previous titles Zombie Lane and Millionaire City, but Gangs of Boomtown is the company’s first exclusive Google+ launch.

“Many of the metrics in our games on Google+ have been positive and so it’s our desire to test different gameplay and genres,” explains Mark Dooley, Digital Chocolate’s vice president of marketing. “In general, we want to learn from the diverse set of people on Google, but also the avid game players on Google+, and this information will be valuable to us as we not only refine this game, but also develop others for the platform.”

Dooley also tells us that so far Digital Chocolate has been pleased with Google+ as a platform. “There have been game metrics in some of our Google+ games that have exceeded those of other platforms, but by the same token, different platforms have other strengths as well so it can be a tradeoff,” he says. “Primarily this is a great opportunity to get Gangs of Boomtown in front of a desirable pool of users and the hope is they’ll enjoy both the player-versus-environment and player-versus-player aspects, as well as the strategic challenges of the game.”

Based on our initial playthrough of the game, Gangs of Boomtown’s blend of quests, multiplayer quickdraw contests and citybuilding mechanics are likely to appeal to the same “core” demographic of players that would have enjoyed Google+’s previous exclusive titles like Kabam’s The Godfather: Five Families and Plarium’s Pirates: Tides of Fortune.

While Google+’s platform team does select which games will launch on the social network, and recent figures indicate the social network’s userbase could be as much as two thirds male, a Google spokesperson tells us that the goal is to appeal to a variety of gamers, and the network’s recent run of “core focused” games is incidental.

With Gangs of Boomtown there are now 39 games available on the network. The platform had 30 games available in early December.

According to Google+’s engineering director David Glazer, the company is still working on how games are integrated into the growing social network, “finding the balance so that people who are interested in being more engaged in games [can make] conversations work without creating spam.” Although games are still confined to a separate tab on Google+, Glazer did not rule out greater integration in the future. In January, Google announced its social network had passed 90 million registered users.

Vostu confirms layoffs, will be consolidating operations at Buenos Aires HQ

Latin american developer Vostu has confirmed TechCrunch’s report that it is laying off a number of employees. The company will now be consolidating operations in its new Buenos Aires headquarters. According to a Vostu spokesperson, the company will be releasing two games next month and the layoffs will not affect the company’s future release schedule.

Vostu’s full statement on the matter was:

Vostu grew a significant amount in the last 18 months and is constantly focused on improving efficiency for future growth which includes select and strategic hiring. We are consolidating our game design and development at our new headquarters in Buenos Aires.

While Vostu did not reveal the scope of the layoffs, it did tell us it will be maintaining its offices in Sao Paulo and New York. Last year, Business Insider reported the company had more than 580 employees spread between Brazil, Argentina and New York.

Vostu did not comment on the reason for the layoffs. In December, Vostu settled a copyright infringement lawsuit Zynga had filed against it earlier in the year. Under the terms of the deal, Vostu had to pay Zynga an undisclosed amount in compensation and agreed to make changes to four of its games.

Despite the lawsuit and settlement, Vostu has been busy in recent months, rolling out in-game radio and real-time multiplayer to its social games on Facebook and Orkut and launching four mobile games on iOS and Android. The company has also been growing its Facebook presence, adding more than a million monthly active users in the last 30 days and increasing its total on the platform to 3.5 million MAU according to our traffic tracking service AppData. Vostu’s two most recent titles, Candy Dash and World Mysteries are now its most popular Facebook games.

According to a December interview with Vostu’s chief scientist Mario Schlosser the company has between 18 and 20 million MAU spread across Orkut, Facebook, Google+ and its own platform.

Angry Birds finally flies onto Facebook

Angry Birds has finally arrived on Facebook after more than a year of development. The release makes good on the promise Rovio’s “Mighty Eagle” Peter Vesterbacka and Rovio Asia SVP Henri Holm made last month when they announced the Facebook version of the game would launch on Valentine’s Day.

The Facebook version of Angry Birds is different from the Chrome, Google+ and mobile versions of the game in several ways. There are four new powerups to buy in addition to the Mighty Eagle, but unlike the mobile version, where a single lifetime purchase of $0.99 unlocks the powerup, players of the Facebook version can only purchase limited number of powerups that range from 20 uses for $1 to 1000 uses for $20. The Facebook version of the game also includes 15 exclusive levels and a new item called Total Destruction Feathers, which are earned by using the Mighty Eagle. Rovio has also expanded the game’s social features for Facebook, integrating Open Graph so users can add the app to Timeline, creating a more visible leaderboard that stays on the right side of the screen and allowing players to send and receive gifts. Players can also collect bonuses for playing every day. The game also has some sort of avatar functionality which is still labeled as “coming soon.”

Rovio first announced it would bring the game to Facebook last March, but the game’s launch was delayed several times. Angry Birds made its web debut as a Chrome app in May 2011, and was a Google+ Games launch title.

EA trying China again with The Sims Social on Tencent

Electronic Arts is bringing the Sims Social to China on Tencent’s QZone network. The Chinese version of the game, which will be called Mo Ni Shi Guang, is being localized by Playfish’s Beijing studio and is currently in closed beta. EA did not reveal when the game would be going live, but did say the open beta will begin in the next few months.

The Sims Social is EA’s largest social game on Facebook, with 20.9 million monthly active users and 3.7 million daily active users, but the game has been shedding users after hitting its peak of 66.5 million MAU in October. Since Jan. 1 alone, the title has lost 4.9 million MAU according to our traffic tracking service AppData.

Turning a hit western game into a hit game in China can be extremely challenging, even with a well known IP like The Sims — something EA has already experienced first hand. Despite being localized by a Chinese studio and being rebuilt from the ground up, EA Popcap’s  version of Plants vs. Zombies on Renren has so far failed to find traction in the country.

Zynga launched a Chinese version of CityVille called Zynga City on Tencent last July, but Zynga has not revealed any information on how the title is doing so far. QZone is the largest part of the Tencent platform — the virtual identity avatar network had 530 million MAU as of September 2011.

This week’s headlines from across Inside Network

A roundup of all the news Inside Network brought you from Feb. 6 to Feb. 12.

Inside Mobile Apps

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

Monday, Feb. 6

Tuesday, Feb. 7

Wednesday, Feb. 8

Thursday, Feb. 9

Friday, Feb. 10

Saturday, Feb. 11

Inside Social Games

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

Monday, Feb. 6

Tuesday, Feb. 7

Wednesday, Feb. 8

Thursday, Feb. 9

Friday, Feb. 10

Saturday, Feb. 11

Inside Facebook

Tracking Facebook and the Facebook platform for developers and marketers.

Monday, Feb. 6

Tuesday, Feb. 7

Wednesday, Feb. 8

Thursday, Feb. 9

Friday, Feb. 10

Saturday, Feb. 11


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