Omgpop Asks Players to Draw My Thing
Less than two years ago, teen-dominated social portal iminlikewithyou changed its name to Omgpop, partnered with like-minded MyYearbook, and began producing hit title after hit title.
Late last year, Omgpop moved onto Facebook with Cupcake Corner, a restaurant tycoon simulation akin to Zynga’s Restaurant World. Though Cupcake Corner appears to have reached the pinnacle of its popularity and has begun a slow decline, Omgpop shows no signs of following suit. January’s announcement of $10 million in additional investment to integrate with Facebook and iPhone has resulted in bringing what is arguably Omgpop’s most popular title, the tragicomically named Draw My Thing, to Facebook.
Draw My Thing is a fairly straight-forward online version of Hasbro’s Pictionary. Groups of two–to-seven players attempt to guess what is being drawn. Different colors, varying pencil widths, paint fill and other methods of helping the player to complete the image are available but with 60 seconds on the clock it is rare that they are used. If no one has guessed by 30 seconds, the word (not phrase) begins to fill in; if the word is guessed, both the person drawing and those who guessed correctly earn points.
Monetization is achieved through the purchase of the ability to choose a different term to be drawn, buying extended time, or buying hints in the form of letters before they become available to the room. Every three games a Super Tool unlocks – but only for that instance. I was given the option to purchase a t-square (yeah! straight lines with a mouse) for 15 Facebook credits; refuse and the offer becomes unavailable for at least three more games. The immediacy and utility are strong motivators to purchase these Super Tools.
A successful answer to the question of how to match and begin a multi-player synchronous game on Facebook has to date, been out of reach. Omgpop has solved this elegantly with lobbies, hosted by the players, started by the players (small or large groups), and more importantly private games.
Private games are managed using Facebook chat. Upon starting, the player receives notification if any friends are in an active game. From here, the player starting the lobby can invite any friend who shows as available in Facebook chat through one of three ways: friends available through chat appear in a dropdown for bulk invite (though it doesn’t refresh); friends in active games can simply be click upon; a final option copies a link directly onto your clipboard. All of these use Facebook chat for notification either automatically, or in the case of the last by the player pasting a link into chat. The link does not work outside of Facebook.
In its native environment on omgpop.com – not in an iframe – Draw My Thing has a few additional customizations such as a cosmetic choice of pens or the ability to buy a vowel. None are particularly important or detract from the experience on a smaller canvas. The move has been done elegantly, with efficient lobby design and exemplary positioning for micro-purchases. Most impressive is the near linear growth curve of players older than the original audience since launch. What lies ahead for Omgpop and Draw My Thing is not finding an audience, but keeping it.





The Mafia Wars design reminds me a bit of a coffee cup: it can be tall or square, made of ceramic or glass, hand painted or textured… and sometimes just to spice things up a bit, there might be a funky handle. But still, it’s just a coffee cup. The original Mafia Wars concept has been used for zombies, pirates, gopher pirates, vampires, horses, aliens, alien zombies, and every manner of fantasy RPG. Too often, unlike the metaphorical coffee cup, the biggest change has just been the paint.
I first experienced the
The title, which still has just a small amount of traffic on Facebook, according to our app tracking service
What sets Chronicles of Herenvale apart from other, more derivative titles is the execution and polish. Rather than the standard rows and columns, developer
Today’s release of
All players begin with the ability to place houses on every property; all it takes is Monopoly Money. Each property color requires housing of the corresponding color with ever increasing prices. Place a single house on each, and hotel construction begins. In order for construction to complete, friends must “invest” by clicking on a wall post a prescribed number of times. For investing, said friends are paid.
Circling the board can be expensive, though. Not only will you pay rent, you will contribute to the Community Chest, Free Parking, and Luxury Tax each time you pass. Land on them and you might win serious Monopoly Money but until then simple play can drain your funds.
Of all the great Bullfrog games – and there were many – Dungeon Keeper is arguably the most beloved. Many a developer has tried to recapture the feeling of “Evil is Good.” 
This statement readily explained one aspect of Dungeon Overlord that had been nagging me: the UI is obtuse, the nomenclature is straight from a gamer’s lexicon, and the menus are at times four deep. Still, the hand of SOE is readily apparent. An excellent tutorial carries the player through most of the first half of level one; the writing is exceptional and funny (there IS writing!); and the initial gameplay is explained well.
Further explanations regarding design decisions are found in the fact that it wasn’t built as a Facebook title. It was initially platform agnostic. The decision to place the game on Facebook was made only near the end of production. As a browser-based title following in the footsteps of its inspirations, the design is one of solid asynchronous real-time strategy. But in being on Facebook, the designers are depending heavily on the availability of a non-traditional sector of Facebook gamers, which might be a difficult path. As was mentioned before, this game design caters to the player who logs in most frequently which is decidedly anti-social network game design.
When the first Cooking Mama title hit the DS as a budget title in September, 2006 I placed it at the top of my list for birthday gifts. I’d played it at that year’s E3 and was one among many who instinctively knew it would be a hit. Three malls and seven stores later, I had a copy in my hands. Mama’s charming Japanese accent, the strange dishes she asked to be prepared, and the game’s perfect use of the DS controls made it an instant classic. Two additional DS titles, two Wii titles, and a gardening spin-off later, Mama has come to the PC in the form of Cooking Mama for Facebook.
The cost isn’t based on intrinsic value; one unit of water is no different than a unit of chicken.
In addition, problems inherent in Flash – a preference for higher-end machines, memory allocation issues, and variable input lag – make some of the twitch movements common in the Mama experience difficult to achieve with any success. This is not to say that the game is unplayable — Cooking Mama has never allowed complete failure. But it’s not always clear exactly what the motion difference is between a score of 99 and 100 on a recipe, or why does one earns 75 experience and the other 100.
“I want to make games.” Most gaming professionals hate this statement, and all the ignorance it usually implies. Trying to disabuse the person making it does nothing to dissuade them from wanting “to make games.” Drecom, in association with Kairosoft, has had a successful simulation launched in Japan that responds to this statement, and is attempting to translate it for an American audience.
A myriad of reports are available to the player: demographic popularity, effectiveness of PR campaigns, sales history of active titles, bulk history of complete sales, awards, and rankings according to other players. Each game is ranked with a Metacritic-type score (including a negative bent towards less popular genres regardless of quality and vice versa) that affects sales and awards.
Several times a year I tell myself that every possible manner of match-3 has been created. I am always wrong. Last year’s summer release of 
Matches of four or more produce Tokens, allowing the player to earn micro-currency in game. This currency can be used to change factions or to purchase spells. There are six spells available for purchase and they can vary from exploding a 9X9 grid, an entire line, or scrambling the entire board. But spells are a rather special consideration in that they have three uses which must be used – one at a time – in the next three games, else they expire. And spells are particularly useful – and eventually necessary – when trying to manage the high score for a particular board.
Board games have had little success on Facebook, with the exception of Scrabble in its various incarnations. One might wonder whether this fact is due to the speed of the games (or lack thereof), the demographic’s inexperience with the play-by-mail style, or if it’s simply that not enough developers have actually tried.
The rules are simple: a player can move a group of one to three adjacent Pops at a time, in any direction — up, down, forward or backwards. In order to push an opponent’s Pop, you must do so with more Pops than they have. The first to push three Pops off the board, wins.
Special note is owed to the art and music. Pon du Bear, your guide through the tutorial (and your opponent when you can’t find a human), is decked out in cool 1930s attire. His bowler lifts off, his bowtie takes flight, and occasionally he sits back in his lounge chair and smokes a pipe while commenting on your play. When I first played Push, an option to dress him for Pops was “coming soon”, though that is no longer visible.
Rail travel may not be the choice of most Americans, but there’s still something romantic about a train. Railroad Tycoon, Sid Meier’s Railroads!,
The primary decision to be made is how to balance delivering mail and/or passengers and receive goods. By design, the optimum decision is to choose short hauls for easily replenished items such as passengers and mail. Longer hauls are more cost effective and efficient when gathering resources. The player can run many short, 10-minute hops while catching floating mail icons, and consume the day’s collected passengers and neighbor’s daily mail for the greatest experience and income. Once complete, the trains are set with different cars and sent on long hauls to collect the maximum quantity of goods until the next login.
Once a player does reach level 12, the Meadow theme is open for purchase. Themes are not cosmetic enhancements, but an option to move to a different era in rail travel. Once a theme is purchased, its attendant buildings, cars, and engines are opened. What makes themes particularly unique is that they don’t preclude advancing in a previous era. A player need only switch back to a preferred them to continue.










