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	<title>Inside Social Games &#187; casual</title>
	<atom:link href="http://www.insidesocialgames.com/category/casual/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.insidesocialgames.com</link>
	<description>Tracking Innovation at the Convergence of Games and Social Platforms</description>
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		<title>Social Gaming Roundup: iPad, Frosmo, Statistics, &amp; More</title>
		<link>http://www.insidesocialgames.com/2010/03/13/social-gaming-roundup-ipad-frosmo-statistics-more/</link>
		<comments>http://www.insidesocialgames.com/2010/03/13/social-gaming-roundup-ipad-frosmo-statistics-more/#comments</comments>
		<pubDate>Sat, 13 Mar 2010 19:32:00 +0000</pubDate>
		<dc:creator>Christopher Mack</dc:creator>
				<category><![CDATA[Advertising]]></category>
		<category><![CDATA[Business]]></category>
		<category><![CDATA[Connect]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[MySpace]]></category>
		<category><![CDATA[Payments]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[Sim]]></category>
		<category><![CDATA[Social Games]]></category>
		<category><![CDATA[VirtualGoods]]></category>
		<category><![CDATA[casual]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[international]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[monetization]]></category>
		<category><![CDATA[zynga]]></category>

		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=11825</guid>
		<description><![CDATA[Zen Bound 2 Revealed for the iPad &#8211; Despite the buzz circling Apple&#8217;s new iPad, little has been actually seen regarding games on the coming platform. However, via a post from Kotaku, we&#8217;ve been able to catch a glimpse of Secret Exit&#8217;s Zen Bound 2, a &#8220;sequel and a revision&#8221; of the original iPhone application. In [...]]]></description>
			<content:encoded><![CDATA[<p><strong><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Zen-Bound-2.jpg"><img class="alignnone size-medium wp-image-11828" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Zen-Bound-2-300x229.jpg" border="0" alt="Zen Bound 2" hspace="8" vspace="8" width="300" height="229" align="right" /></a>Zen Bound 2 Revealed for the iPad &#8211; </strong>Despite the buzz circling Apple&#8217;s new iPad, little has been actually seen regarding games on the coming platform. However, via a post from <a href="http://kotaku.com/5486729/the-first-ever-gloriously-big-gloriously-detailed-shots-of-an-ipad-game/gallery/" target="_self">Kotaku</a>, we&#8217;ve been able to catch a glimpse of <a href="http://secretexit.com/" target="_self">Secret Exit</a>&#8217;s Zen Bound 2, a &#8220;sequel and a revision&#8221; of the original iPhone <a href="http://zenbound.com/" target="_self">application</a>. In a nutshell, the original rendition is about attempting to wrap a rope around an oddly shaped object, with the sequel&#8217;s concept being more of the same. However, as you can see, the bigger and more powerful iPad sure does make it look better. A full gallery can be found <a href="http://kotaku.com/5486729/the-first-ever-gloriously-big-gloriously-detailed-shots-of-an-ipad-game/gallery/" target="_self">here</a>.</p>
<p><strong>Frosmo Expands to Asia &#8211; </strong><a href="http://www.insidesocialgames.com/2009/12/16/frosmo-brings-tournament-gaming-to-the-web-facebook/" target="_self">Frosmo</a> has seen a good deal of success with its tournament and team-based platform of the same name, in terms for social gaming. Already the company has expanded its collection of titles across Europe and <a href="http://www.insidesocialgames.com/2010/01/25/frosmos-arcade-tournaments-come-to-facebook/" target="_self">into Facebook</a>, but now the Finnish company is expanding into the Asian game market as well. Currently, the company is <a href="http://games.venturebeat.com/2010/03/09/frosmo-expands-into-the-asian-casual-game-tournament-market/">slated</a> to let 10 different Asian game companies use its tournament system, and be available through 51.com, China.com, Ren Ren, and Mixi.</p>
<p><strong><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Platago.jpg"><img class="alignnone size-medium wp-image-11832" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Platago-300x134.jpg" border="0" alt="Platago" hspace="8" vspace="8" width="300" height="134" align="right" /></a>Platogo Gets Casual Games Facebook Ready &#8211; </strong>Though third party firms helping developers socialize their titles is nothing new, a social games platform from Austria, <a href="http://www.platogo.com/" target="_self">Platogo</a> is looking to socially enable casual games directly for Facebook. Dubbed &#8220;Platogo Wrapper&#8221; this tool allows developers to integrate their games into Facebook withonly a few lines of code. With this new tool,  apps will be able to take advantage of Facebook friend invitations, leaderboards, achievements, and player challenges.</p>
<p><strong>Game Investments Dropped 29% in 2009 &#8211; </strong>It would seem like the video game industry has seen some hefty decline due to the recession as <a href="http://games.venturebeat.com/2010/03/09/revised-video-game-financing-list-115-game-companies-raised-663-1m-in-2009/" target="_self">VentureBeat</a> reports that of 115 game startups, only $663.1 million in funding was raised during 2009 (discounting those with undisclosed amounts). That is 29% lower than the $936.8 million raised in 2008. In fact, had it not been for Zynga&#8217;s acquisition of $180 million deal from Russia&#8217;s <a href="http://dst-global.com/" target="_self">Digital Sky Technologies</a>, the year would have been down a depressing 48%.</p>
<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Kings-Of-Leon.jpg"><strong><img class="alignnone size-medium wp-image-11830" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Kings-Of-Leon-300x200.jpg" border="0" alt="Kings Of Leon Revenge" hspace="8" vspace="8" width="300" height="200" align="right" /></strong></a><strong>Tapulous Taps Into Kings of Leon &#8211; </strong>The popular rhythm-game company for the iPhone, <a href="http://tapulous.com/kol/" target="_self">Tapulous</a>, has added another new title to its collection of Tap Tap games. The new app is dubbed <a href="http://itunes.apple.com/us/app/kings-of-leon-revenge/id358350909?mt=8#" target="_self">Kings Of Leon Revenge</a>, and if you hadn&#8217;t guessed already, features, well, the Kings Of Leon. In addition to hosting 10 of the band&#8217;s top songs, the new game will also include a curious &#8221;Battle Mode&#8221; that will allow users to directly compete with each other using the iPhone&#8217;s bluetooth capabilities.</p>
<p><strong>Unity Games Gain a Social Platform Through dimeRocker &#8211; </strong>More and more frequently, social games empowered with <a href="http://unity3d.com/" target="_self">Unity3D </a>are appearing around both Facebook and the web. To that end, <a href="http://www.overinteractive.com/" target="_self">Overinteractive Media Inc</a>. has <a href="http://www.virtualgoodsnews.com/2010/03/dimerocker-launches-social-platform-for-unity-games.html">announced</a> the launch of a new social platform, specifically tailored to support Unity enabled games, dubbed <a href="http://www.dimerocker.com/" target="_self">dimeRocker</a>. Through the platform, games will be able to support microtransactions, achievements, leaderboards, friend invites, challenges, and be deployable on both the Facebook and MySpace networks. Already, around 150 developers have signed up for the service&#8217;s beta stages.</p>
<p><strong><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Penny-Drop.jpg"><img class="alignnone size-medium wp-image-11831" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Penny-Drop-285x300.jpg" border="0" alt="Penny Drop" hspace="8" vspace="8" width="285" height="300" align="right" /></a>Facebook App Penny Drop Teams Up with Kiva &#8211; </strong>A simple Facebook application called <a href="http://apps.facebook.com/pennydrop/" target="_self">Penny Drop</a> &#8211; powered by <a href="http://www.circuspop.com/" target="_self">CircusPop</a> - is out to help the working poor. The quasi, game-like app consists of players using tokens (earnable through logins every few hours and inviting friends) to drop the price of featured items by one cent until someone purchases it. However, working with <a href="http://www.circuspop.com/" target="_self">Kiva</a>, from March 11th to March 22nd, for every token used in Penny Drop, a penny will be <a href="http://www.kiva.org/team/pennydrop" target="_self">donated</a> to Kiva in order to help poor entrepreneurial individuals and businesses grow.</p>
<p><strong>Gowalla Adds New Platforms &amp; Branded Goods &#8211; </strong>Location-based iPhone app <a href="http://gowalla.com/" target="_self">Gowalla</a> has launched its social game on two new platforms this past week: The Android and Palm&#8217;s webOS. In addition to this new support, the game is also bringing branded virtual goods to the table from the Travel Channel&#8217;s show, <a href="http://www.travelchannel.com/TV_Shows/Food_Wars" target="_self">Food Wars</a>. With the new deal, players will be able to earn special badges and virtual items by visiting locals featured during the show.</p>
<p><strong>IMVU adds Voices as a Virtual Good &#8211; </strong>Popular teen-oriented virtual world <a href="http://www.imvu.com/" target="_self">IMVU</a> announced a curious partnership with <a href="http://www.vivox.com/" target="_self">Vivox</a> this Thursday. Now, the virtual world will be capable of integrating voice services, but beyond being just another feature, it will also add a new source of revenue. Currently, 25 different voice styles are being offered for the cost of 990 IMVU Credits.</p>
<p><strong><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/GameCoins.jpg"><img class="alignnone size-medium wp-image-11848" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/GameCoins-300x257.jpg" border="0" alt="GameCoins" hspace="8" vspace="8" width="300" height="257" align="right" /></a>Sometrics Launches GameCoins.com &#8211; </strong>Social analytics firm, <a href="http://www.sometrics.com/" target="_self">Sometrics</a> announced the launch of <a href="http://gamecoins.com/" target="_self">GameCoins.com</a> this week - the company&#8217;s first direct-to-consumer play. Game Coins will serve as a community site for gamers, allowing them meet new people as well as participate in forums and blogs that revolve around various social games and virtual worlds. More than this, however, the site, per its name, will also be an online marketplace for virtual goods and currencies. From the portal, players can make use of the Sometrics Offer Solution to complete ad offers and earn goods and currency for their MMO, virtual world, or social game of choice. The company tells us it plans to help grow the community through users discovering relevant content in searches. The idea is that by helping people play these games better, its monetization services will get even more usage.</p>
<p><strong>50% of Gamers Will Earn Virtual Currency &#8211; </strong>According to a survey performed by comScore for <a href="http://www.offerpalmedia.com/" target="_self">Offerpal Media</a>, and released at the Game Developers Conference this week, alternative payment methods enable greater monetization capabilities that one would think. Derived from comScore and Offerpal&#8217;s own monetization analytics, 53.3% of players are &#8220;very likely&#8221; to complete a marketing actions (i.e. completing a survey, watching a video, or shopping online) in order to earn virtual currency for their favorite games. Conversely, only 22.8% of those surveyed stated they&#8217;d be willing and able to buy it.</p>
<p>In fact, 29.7% of social gamers actually don&#8217;t have the means to buy virtual currency in the first place; at least not with cash options. Curiously, even among those that could, 34.9% stated that they were &#8220;very unlikely&#8221; to do so.</p>
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		<title>Israeli Brewer Uses Facebook Gender Battle Parking App to Promote Beer</title>
		<link>http://www.insidesocialgames.com/2010/03/11/israeli-brewer-uses-facebook-gender-battle-parking-app-to-promote-beer/</link>
		<comments>http://www.insidesocialgames.com/2010/03/11/israeli-brewer-uses-facebook-gender-battle-parking-app-to-promote-beer/#comments</comments>
		<pubDate>Fri, 12 Mar 2010 02:45:36 +0000</pubDate>
		<dc:creator>Christopher Mack</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Sim]]></category>
		<category><![CDATA[Social Games]]></category>
		<category><![CDATA[casual]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[international]]></category>

		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=11734</guid>
		<description><![CDATA[As an open platform, Facebook sees a lot of curious uses. Occasionally, it is an international company looking for a little more freedom, other times it is used to advertise something bigger, like a game, and still other times it is just some bizarre idea. Okay, so what happens when you combine all three? You [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Goldstar-Beer-Flow-Chart.jpg"><img class="alignnone size-medium wp-image-11736" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Goldstar-Beer-Flow-Chart-300x212.jpg" border="0" alt="Goldstar Beer Flow Chart Advertisement" hspace="8" vspace="8" width="300" height="212" align="right" /></a>As an open platform, Facebook sees a lot of curious uses. Occasionally, it is an international company looking for a little more freedom, other times it is used to advertise something bigger, like a game, and still other times it is just some bizarre idea. Okay, so what happens when you combine all three? You get a very… ahem… interesting Facebook game called <a href="http://apps.facebook.com/parkfight/" target="_self">Park Fight</a>.</p>
<p>Created by <a href="http://www.mccann.co.il/" target="_self">Mccann Digital</a> (part of marketing conglomerate <a href="http://www.mccann.com/">McCann Worldroup</a>), the application is an extension of an advertising campaign for <a href="http://en.wikipedia.org/wiki/index.html?curid=1978411#Beers" target="_self">Goldstar Beer</a>. Apparently, the beer is targeted at men, so the entire campaign is centered around explaining why it’s a man’s beer through a classic battle-of-the sexes parody.</p>
<p>Of course, all of the ads are hyperbolic. Which is where Park Fight comes into play. It is a very simple app highlighting the supposed end-all-be-all difference between men and women: Parking a car.</p>
<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Main-Menu.jpg"><img class="alignnone size-medium wp-image-11735" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Main-Menu-300x276.jpg" border="0" alt="Main Menu" hspace="8" vspace="8" width="300" height="276" align="left" /></a>Unfortunately, the game is all written in Hebrew, so it takes some clicking about to figure out how to pull out into the street, but once you do, the parking contest begins. Oh, and is it ever a tough challenge. This isn’t just any parking; it’s parallel parking, and it’s in traffic no less.</p>
<p>Using the arrow keys, you try to navigate their way into a tiny virtual space, while traffic stops around you with blaring horns grating user concentration and patience. This, of course, leads mistakes such as to hitting the sidewalk or other cars, and should you hit too many, you fail and the game prompts you to post something along the lines of “Man, you’re embarrassing the firm! You could not shop. The average male stands at 0:42 seconds.”</p>
<p>Why someone would post this to their feed is an enigma, but it does point out a key feature. The game actually averages all of the male and female users’ parking time and updates them within the game itself. Out of around <a href="http://www.appdata.com/facebook/apps/index/id/489953915362" target="_self">219,000 monthly active users</a>, the average male parking time is 42 seconds, while women are currently at 53 seconds.</p>
<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Park-Fight.jpg"><img class="alignnone size-medium wp-image-11737" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Park-Fight-300x274.jpg" border="0" alt="Park Fight" hspace="8" vspace="8" width="300" height="274" align="right" /></a>Of course, the times are not solely due to parking or video game playing skills. Actually, they feel pretty high for both sexes &#8212; and the primary culprit is extraordinarily backwards controls.</p>
<p>The game is actually an overhead view where the car drives right and left. However, the up and down arrows go forward and back, while the right and left arrows turn, well, right and left. It is logical when you think about it, but considering the orientation of the street and car on screen, it isn’t exactly intuitive, and a bit frustrating.</p>
<p>As far as the advertising goes, it is certainly a funny concept, but the game doesn’t offer much in its own right. There are a few logos, but nothing that looks like beer, and they are all in Hebrew anyway. Basically, that means that for anyone unfamiliar with the campaign itself, you won’t get the whole point.</p>
<p>Nonetheless, Park Fight is certainly an amusing concept and if you look up some of the other ads, you might get a kick out of those, too.</p>
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		<title>Feline Frenzy: Robot Wars is a New Facebook Game from Pakistani Developer White Rabbit</title>
		<link>http://www.insidesocialgames.com/2010/03/11/feline-frenzy-robot-wars-is-a-new-facebook-game-from-pakistani-developer-white-rabbit/</link>
		<comments>http://www.insidesocialgames.com/2010/03/11/feline-frenzy-robot-wars-is-a-new-facebook-game-from-pakistani-developer-white-rabbit/#comments</comments>
		<pubDate>Thu, 11 Mar 2010 17:21:26 +0000</pubDate>
		<dc:creator>Christopher Mack</dc:creator>
				<category><![CDATA[Action]]></category>
		<category><![CDATA[Social Games]]></category>
		<category><![CDATA[casual]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[international]]></category>

		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=11786</guid>
		<description><![CDATA[Apparently, the end of the world isn’t going to be a nuclear war, the rise of Skynet, or even a biological weapon that turns us all into zombies. No, evidently the end will be cybernetic cats and radioactive elephants. Well, at least that’s the image that Islamabad-based social developer White Rabbit paints with Feline Frenzy: Robot [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Feline-Frenzy.jpg"><img class="alignnone size-medium wp-image-11789" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Feline-Frenzy-300x245.jpg" border="0" alt="Feline Frenzy" hspace="8" vspace="8" width="300" height="245" align="right" /></a>Apparently, the end of the world isn’t going to be a nuclear war, the rise of Skynet, or even a biological weapon that turns us all into zombies. No, evidently the end will be cybernetic cats and radioactive elephants. Well, at least that’s the image that <a href="http://greenwhite.org/2010/02/23/feline-frenzy-a-facebook-game-by-white-rabbit/">Islamabad-based</a> social developer <a href="http://www.appdata.com/facebook/devs/index/id/34040" target="_self">White Rabbit</a> paints with <a href="http://apps.facebook.com/feline-frenzy/" target="_self">Feline Frenzy: Robot Wars</a>.</p>
<p>The game is a quirky, simple, arcade-shooter that has cyborg storks dropping cyborg cats onto the flanks of a simple hut with a giant cannon on the roof. Using the arrow keys and space bar, players rotate the cannon right or left in an attempt to shoot the balloons that are floating the cats down to safety. Unfortunately, your ammunition cache is comprised of mere boots, so hitting the balloons and sending the evil felines plummeting to their doom is all that will work. However, four reaching the ground safely on either side spells failure for the player.</p>
<p>The goal of the game is to last as long as you can, and brag about it to your friends later. As players shoot the various storks and cats, they score points (which of course means there is a leaderboard system), with more being earned the quicker they hit the target. However, the catch is that for every shot fired, it costs points, so it is prudent to be accurate. It is possible, though, to get some free shots by inviting friends.</p>
<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Shoes.jpg"><img class="alignnone size-medium wp-image-11788" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Shoes-300x248.jpg" border="0" alt="Shoes" hspace="8" vspace="5" width="240" height="198" align="left" /></a>To a degree, this is quite useful in racking up higher scores, as some of the unlockable ammunition &#8211; better shoes, of course &#8211; have higher point costs to use, but extra benefits. As a general example, the Cowboy Boots are larger, so they cover more area, while the Khussa Shoes are small, but ricochet. Each piece of footwear acts as a makeshift achievement as well, since they are not all unlocked the same way. Some are unlocked by reaching a new level during a game, which is basically symbiotic with your score, while others require you to win gold medals in the app’s eight mini-games.</p>
<p>In fact, these games do make for an added bonus as they are all more curious adaptations to the main shooting concept. Some are merely survival games, only giving the player two cats on each side before losing, others have tiny balloons, while still other involve a deluge of radioactive, nuclear elephants.</p>
<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Mini-Games.jpg"><img class="alignnone size-medium wp-image-11787" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Mini-Games-300x252.jpg" border="0" alt="Mini Games" hspace="8" vspace="5" width="240" height="202" align="right" /></a>This actually leads to a major complaint with Feline Frenzy though. The controls feel extremely sluggish, for it seemingly takes forever to rotate the cannon from one end to the other. It isn’t too much of an issue for the storks and cats, but these blasted elephants come out of nowhere from the top of the screen and fall faster than the cannon can turn. As an example, if your cannon is aiming far left, and one falls from the right, they will hit you, and when they do, it’s game over. Period. Obviously, it is frustrating to be able to see, it coming, but it is not possible to hit.</p>
<p>Overall Feline Frenzy is a moderately amusing game, but once the novelty of the cybernetic cat invasion has worn off, we wonder how many players will keep coming back. The name suggests that we will be seeing more Feline Frenzy titles in the future. The title has been growing steadily over the past week and a half since launching, with about <a href="http://www.appdata.com/facebook/apps/index/id/240527176321" target="_self">2,700 monthly active users</a> to date.</p>
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		<title>CyberAgent&#8217;s Ameba Pigg Virtual World Comes to Facebook as Ameba Pico</title>
		<link>http://www.insidesocialgames.com/2010/03/10/cyberagents-ameba-pigg-virtual-world-comes-to-facebook-as-ameba-pico/</link>
		<comments>http://www.insidesocialgames.com/2010/03/10/cyberagents-ameba-pigg-virtual-world-comes-to-facebook-as-ameba-pico/#comments</comments>
		<pubDate>Wed, 10 Mar 2010 16:10:05 +0000</pubDate>
		<dc:creator>Christopher Mack</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Connect]]></category>
		<category><![CDATA[Sim]]></category>
		<category><![CDATA[Social Games]]></category>
		<category><![CDATA[VirtualGoods]]></category>
		<category><![CDATA[casual]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[international]]></category>

		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=11723</guid>
		<description><![CDATA[Japanese internet company CyberAgent is bringing its popular virtual world, Ameba Pigg, to the U.S. market, and to Facebook, as Ameba Pico.
Ameba Pigg has gained around 2 million users in the last 11 months, making CyberAgent one of the larger Japanese companies of its ilk. Here’s our look at the new app.
At first glance Ameba Pico does [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Ameba-Pico.jpg"><img class="alignnone size-medium wp-image-11725" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Ameba-Pico-300x288.jpg" border="0" alt="Ameba Pico" hspace="8" vspace="8" width="240" height="230" align="right" /></a>Japanese internet company <a href="http://www.cyberagent.co.jp/" target="_self">CyberAgent</a> is bringing its popular virtual world, Ameba Pigg, to the U.S. market, and to Facebook, as <a href="http://apps.facebook.com/amebapico/" target="_self">Ameba Pico</a>.</p>
<p>Ameba Pigg has gained around 2 million users in the last 11 months, making CyberAgent one of the <a href="http://ir.cyberagent.co.jp/ir_e/financial/index.html" target="_self">larger Japanese companies</a> of its ilk. Here’s our look at the new app.</p>
<p>At first glance Ameba Pico does not look like much. It has a very simplistic art style, and a stiff, child-like, and limited set of animations for the avatar. But the variety and activity within this virtual world bring it to life.</p>
<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Statue-of-Liberty.jpg"><img class="alignnone size-medium wp-image-11727" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Statue-of-Liberty-207x300.jpg" border="0" alt="Statue of Liberty" hspace="8" vspace="8" width="166" height="240" align="left" /></a>Essentially, the world is broken up into various chat rooms. Each one has a distinctive theme, and since this is a western, U.S. version, they are all parts of New York City. Players are capable of visiting downtown NYC, the Statue of Liberty, Central Park, the New York Academy, and so on. These areas are more than just aesthetics as well, for players can actually shop at stores in these rooms that contain themed furniture and clothing based on the area. New York’s downtown, for example, sells fedoras while a more creative room, like the Stone Age (which you need to by a “Time Machine” to visit) sells… cave man stuff.</p>
<p>As with most virtual worlds, these purchases go into decorating your own virtual room and avatar. There’s actually a pretty hefty selection too. For the former, users select a base theme (we went with traditional Japanese), and build from there. From the room, players can order new, non-themed, items from a catalog and move, rotate, and remove items from their space. Unfortunately, placement is based on an invisible grid, that has a snapping mechanism similar to Adobe products like Photoshop or Flash. Trying to get a small, single grid-space, item into place is frustrating because it constantly snaps to where you don’t want it.</p>
<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Room-Decoration.jpg"><img class="alignnone size-medium wp-image-11726" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Room-Decoration-300x195.jpg" border="0" alt="Room Decoration" hspace="8" vspace="8" width="270" height="176" align="right" /></a>Clothes, however, work much better. It isn’t that they look better, by any means, but you obviously don’t have the snapping issue, and you can throw on as much clothing as you want. Basically, this allows users to create their own look, to a limited degree, with layers of their own choosing (i.e. a jacket on top of a scarf, on top of a shirt) rather then just have a single slot for one top item, or one bottom item.</p>
<p>As for the purchasing itself… this gets a little interesting. The earnable in-game currency, called Gummies, is not used at all. Purchases can only be done with the buyable virtual currency, Ameba Coins. Traditionally, this is a cardinal sin for a virtual world, but it is mitigated by a third currency called Tokens.</p>
<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Gacha.jpg"><img class="alignnone size-medium wp-image-11728" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Gacha-300x253.jpg" border="0" alt="Gacha" hspace="8" vspace="5" width="240" height="202" align="left" /></a>Now, tokens can be used to buy anything in the game, and it only takes one. When the user starts, they are given five, but more can be won in a game called Gacha. For 300 Gummies, users can press “Play,” and it will spit out a random prize, which could be a token, furniture, clothing, etc. And before anyone thinks 300 is a high price, you get Gummies constantly through daily logins, receiving “Pico Props” (a button players can press when they click on your avatar), or accomplishing achievements.</p>
<p>Of everything Ameba Pico offers, however, the best element is not in the game features at all. It’s that the game is global and linked between a <a href="http://pico.ameba.net/" target="_self">stand-alone site</a>, using Facebook Connect, and Facebook. So far, we have seen English, Japanese, and French in those seas of chat bubbles. Heck, there have even been people from Australia and the Philippians walking around. It is very cool to talk with them, if you can, or even play mini-games such as Match Card or Reversi.</p>
<p>Despite a rocky first impression, Ameba Pico turned out to be a wonderful little virtual world. Aesthetically, it certainly won’t appeal to everyone, but as soon as you log in, you can immediately immerse yourself within a highly populated and global realm. Quite frankly, however, it is the latter that makes this Japanese title stand out, and a little taste of other cultures is something we all can always benefit from.</p>
<p>Currently, Ameba Pico has already gained more than <a href="http://www.appdata.com/facebook/apps/index/id/223102214157" target="_self">104,000 monthly active users</a>.</p>
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		<title>SiXiTs: A New Cross-Platform Startup Founded by Gaming and Visual Effects Veterans</title>
		<link>http://www.insidesocialgames.com/2010/03/09/coming-to-a-facebook-near-you-sixits/</link>
		<comments>http://www.insidesocialgames.com/2010/03/09/coming-to-a-facebook-near-you-sixits/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 17:30:31 +0000</pubDate>
		<dc:creator>Christopher Mack</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Connect]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Social Games]]></category>
		<category><![CDATA[casual]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[iphone]]></category>

		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=11702</guid>
		<description><![CDATA[All sorts of gaming veterans have been moving to social and mobile gaming recently, and now, a new group of them is forming a startup called SiXiTS. The goal? Through an exclusive partnership with Sibblingz, a cross-platform game technology company centered around social games, the startup is seeking to create “persistent social game[s]” that can be [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-11704" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Sixits-Logo.jpg" border="0" alt="Sixits Logo" hspace="8" vspace="8" width="250" height="66" align="right" />All sorts of gaming veterans have been moving to social and mobile gaming recently, and now, a new group of them is forming a startup called <a href="https://www.sixits.com/cms/" target="_self">SiXiTS</a>. The goal? Through an exclusive partnership with <a href="http://www.insidesocialgames.com/2009/12/08/sibblingz-introduces-cross-platform-game-development-framework/">Sibblingz, a cross-platform game technology company</a> centered around social games, the startup is seeking to create “persistent social game[s]” that can be played on Facebook, the iPhone, and even the iPad.</p>
<p>Located out of the San Francisco Bay area, the company consists of individuals with well over 16 years in visual effects experience. According to the company&#8217;s new website, team members include CEO and Creative Director Euan Macdonald, COO and Creative Director Nathaniel Hunter, VP of Business Development Mary Butler, VP of Technology Chris Wilson, and CFO Sherry Wangenheim.</p>
<p>The team&#8217;s experience stems from such places such as Electronic Arts, Nokia, Disney’s ImageMovers Digital, Lucasfilm Animation, Industrial Light and Magic, Pixar, Mondo Media, Motorola, and 3DO. Some examples of past work include The Mask, The Matrix Reloaded, Jurassic Park: The Lost World, Monsters Inc., Pirates of the Caribbean, Star Wars: The Phantom Menace &#8211; there are many more.</p>
<p>Unfortunately, SiXiTS has yet to announce what their first social game will be. However, the company says it will be launching into public beta sometime this spring. Hopefully, we will catch a glimpse of what this creation will turn into before then, but considering the visual merits of the mentioned movies, you can bet it will at least look good.</p>
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		<title>Sony Online Entertainment Launches PoxNora on Facebook</title>
		<link>http://www.insidesocialgames.com/2010/03/09/sony-online-entertainment-launches-poxnora-on-facebook/</link>
		<comments>http://www.insidesocialgames.com/2010/03/09/sony-online-entertainment-launches-poxnora-on-facebook/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 17:08:53 +0000</pubDate>
		<dc:creator>Christopher Mack</dc:creator>
				<category><![CDATA[Action]]></category>
		<category><![CDATA[Social Games]]></category>
		<category><![CDATA[Strategy]]></category>
		<category><![CDATA[VirtualGoods]]></category>
		<category><![CDATA[casual]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[international]]></category>

		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=11691</guid>
		<description><![CDATA[Well, it looks like yet another big name developer is getting in on Facebook. This time around it is Sony Online Entertainment, as the game developer brings its popular turn-based strategy game, PoxNora, with a stated 2.5 million registered accounts, to the social network.
Despite a few hang-ups trying to use the game in Internet Explorer [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/PoxNora.jpg"><img class="alignnone size-medium wp-image-11693" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/PoxNora-300x279.jpg" border="0" alt="PoxNora" hspace="8" vspace="8" width="270" height="251" align="right" /></a>Well, it looks like yet another big name developer is getting in on Facebook. This time around it is <a href="http://www.station.sony.com/" target="_self">Sony Online Entertainment</a>, as the game developer brings its popular turn-based <a href="http://poxnora.station.sony.com/index.do" target="_self">strategy game</a>, <a href="http://apps.facebook.com/poxnora/" target="_self">PoxNora</a>, with a stated 2.5 million registered accounts, to the social network.</p>
<p>Despite a few hang-ups trying to use the game in Internet Explorer (text wouldn’t display properly), we were thankfully able to take a look using Firefox.The game actually proved to be extremely fun.</p>
<p>Okay, it’s fun once you get through the tutorial &#8212; which is terribly boring, by the way. Essentially, there are two players on a map, each with their own shrine. The objective of the game is to destroy that target. Of course, it’s hardly that simple. Each turn, the user is granted a resource called “Nora” &#8211; a sort of magic &#8211; which determines what they can deploy.</p>
<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/PoxNora-Battle.jpg"><img class="alignnone size-medium wp-image-11695" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/PoxNora-Battle-300x216.jpg" border="0" alt="PoxNora Battle" hspace="8" vspace="8" width="300" height="216" align="left" /></a>The deployed items cost X amount Nora, based on their power; as the game goes on, more powerful units become available, and are dubbed “runes.” These runes range from basic champions, to spells, to relics, and so on. Each has its own special abilities, and there are a lot of different runes, so the game gets strategic, fast. Some champions can only attack &#8211; some melee, some ranged &#8211; others can block incoming attacks, others heal, and so on.</p>
<p>The spells and relics also cost Nora but obviously do not always remain on the battle field. Relics, as an example, might give your champions extra health or damage so long as it survives, while a spell might heal, do area of effect damage, or hinder enemy movement.</p>
<p>This is where the next level of strategy appears. Each rune can only be deployed near your shrine &#8211; sans spells which can also be deployed near any friendly unit &#8211; or near a Nora Font. Each unit gains a set number of action points each turn and can move a certain distance on a grid based on those points. One grid space is one action point. However, these points are also needed to perform most attacks and special abilities a champion has, so budgeting them becomes very wise.</p>
<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Nora-Font.jpg"><img class="alignnone size-medium wp-image-11692" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Nora-Font-300x274.jpg" border="0" alt="Nora Font" hspace="8" vspace="8" width="300" height="274" align="right" /></a>The Nora Fonts, or fountains, around the map are controlled by having only your faction adjacent to them. If there are no enemies near it, it will provided the controlling player extra Nora per turn. So, these are highly strategic locations to control.</p>
<p>Of course, PoxNora wouldn’t be much of a Facebook game without social capabilities. The game does allow for automatic feed postings, but it is actually turned off by default &#8212; an unusual move for an app. Furthermore, it doesn’t spam the player with “post this,” “share this,” etc. Actually, most of the social elements are within the game world itself.</p>
<p>Players are actually able to play synchronous multiplayer with one another. Even better than this, they can play in ranked ladder matches, unranked casual matches, unranked casual matches for those ranked under level 25, or just chat in “The Bazaar.” Moreover, if they just want to hone their skills, they can just play single player campaigns as well.</p>
<p>One issue, however, is that most of the biggest social games rely on asynchronous features. The point isn&#8217;t to have an immersive experience, but to do something simple &#8212; like watering a strawberry patch in FarmVille &#8212; a couple times a day, and communicate about it with friends. Many social game players don&#8217;t even think of themselves as playing a &#8220;game,&#8221; per se.</p>
<p>Regardless, virtual goods do a good job of complementing other features. In addition to just social play, users can also log on to the “Rune Trader,” and make requests to trade for runes they want or need. Consider it virtual card trading.</p>
<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Buying-Runes.jpg"><img class="alignnone size-medium wp-image-11696" style="margin: 8px;border: 0px" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Buying-Runes-265x300.jpg" border="0" alt="Buying Runes" hspace="8" vspace="8" width="265" height="300" align="left" /></a>As a matter of fact, the game is even more like trading cards in that you can actually purchase packs of runes for Sony’s Station Cash (SC) virtual currency. The currency can be used to buy entire boxes of runes (around 3000 SC), new avatars, single player campaigns, and so on.</p>
<p>Artistically, PoxNora is a pretty nice treat as well. The artwork on the runes is fantastic and everything looks crisp and clean. That said, however, the movement and attacks of the champions in the actually battlefield look a bit uninspired by comparison. Nonetheless, this is just picking nits at this point.</p>
<p>PoxNora is certainly an in depth game, and one of the most strategic strategy game on Facebook that we have seen. It looks good, it plays good, and if you like strategy &#8211; and especially competition &#8211; then this is a game you will most certainly love. Additionally, Sony say that this title is only the first of many it has planned for the social network.</p>
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		<title>Gravity Bear Weighs In to Social Gaming on Facebook with Battle Punks</title>
		<link>http://www.insidesocialgames.com/2010/03/08/gravity-bear-weighs-in-to-social-gaming-on-facebook-with-battle-punks/</link>
		<comments>http://www.insidesocialgames.com/2010/03/08/gravity-bear-weighs-in-to-social-gaming-on-facebook-with-battle-punks/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 06:55:56 +0000</pubDate>
		<dc:creator>Christopher Mack</dc:creator>
				<category><![CDATA[Action]]></category>
		<category><![CDATA[Business]]></category>
		<category><![CDATA[Sim]]></category>
		<category><![CDATA[Social Games]]></category>
		<category><![CDATA[casual]]></category>
		<category><![CDATA[facebook]]></category>

		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=11666</guid>
		<description><![CDATA[Startup game developer Gravity Bear has roots in traditional gaming and big ambitions on Facebook. Headed up by Phil Shenk, one of the former lead artists for Blizzard’s hit game Diablo II as well cofounder art director for Flagship Studios, it has fully released its first game, Battle Punks. The preview last fall showed promise and from our experience [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/The-Store.jpg"></a><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Battle-Punks.jpg"><img class="alignnone size-medium wp-image-11668" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Battle-Punks-300x201.jpg" border="0" alt="Battle Punks" hspace="8" vspace="8" width="300" height="201" align="right" /></a>Startup game developer <a href="http://www.insidesocialgames.com/2009/11/05/a-look-at-who%e2%80%99s-new-in-social-gaming-gravity-bear/" target="_self">Gravity Bear</a> has roots in traditional gaming and big ambitions on Facebook. Headed up by Phil Shenk, one of the former lead artists for Blizzard’s hit game Diablo II as well cofounder art director for Flagship Studios, it has fully released its first game, <a href="http://apps.facebook.com/battlepunks/" target="_self">Battle Punks</a>. The <a href="http://www.insidesocialgames.com/2009/11/20/preview-battle-punks-from-gravity-bear/" target="_self">preview</a> last fall showed promise and from our experience it did not disappoint.</p>
<p>The game is an automated avatar fighting app, and is similar to past reviewed titles such as <a href="http://www.insidesocialgames.com/2010/03/01/king-of-kungfu-battles-for-facebook-users/" target="_self">King of KungFu</a> and <a href="http://www.insidesocialgames.com/2010/01/20/new-facebook-developer-toy-studio-launches-killer-toon/" target="_self">Killer Toon</a>. However, whereas those were done in 2D, Battle Punks is completely three dimensional, and does it look good. Okay, granted, it’s not PlayStation 3 graphics, but would you really want to download that on Facebook anyway?</p>
<p>The name of the game is character progression. Players create a very basic avatar, and start in an area of the world called the “Training Grounds.” This is the area for all new players, and users cannot proceed to another area of the map (which is concealed anyway), until they have leveled up enough to enter it. Using a combination of mafia-style role-playing and automated fighting game rules, users battle one another in order to gain experience, earn money, and claim victory.</p>
<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/The-Store.jpg"><img src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/The-Store-300x200.jpg" border="0" alt="The Store" hspace="8" vspace="8" width="300" height="200" align="left" /></a>Players start with 10 of the familiar stat, energy. Each fight will take three, with one energy replenishing every five minutes or so. However, players are free to send each other food, as gifts that can get an exhausted punk back on his or her feet. Within the fight itself, the player has no control, and simply watches as the players trade blows back and forth in a turn-based style.</p>
<p>Though it is automated, the fights are actually very interesting. There is a good deal of animation and randomness to each fight that makes it entertaining. Each avatar will generally do an attack one by one, either a single big swing, a miss, or maybe a combo. Beyond this, the avatars can also dodge, parry, initiate quick surprise attacks, counterattack, and even disarm each other.</p>
<p>The last of these is extremely important. Pre-planning comes in a great deal before a fight. When visiting the store, players can purchase different types of gear and weapons (as well as cosmetic items, of course). These can add blocking capabilities (shields), do more damage, attack faster, or even have a better grip.</p>
<p>Yes, grip. The better the grip on an item, the less likely you will be disarmed. So, as an example, a two-handed mace (which is owning everyone right now, by the way) has a very strong grip, so it will not be disarmed easily. However, despite its high damage, it is very slow, and doesn’t seem to counter often. Nonetheless, should you lose your weapon, then your battle punk will pull out another from their inventory (or just fight bare handed).</p>
<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/inventory.jpg"><img class="alignnone size-medium wp-image-11669" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/inventory-300x200.jpg" border="0" alt="Inventory" hspace="8" vspace="8" width="300" height="200" align="right" /></a>This is actually where Diablo’s influence comes into play. The inventory interface is actually the same as the game. Basically, players have a grid, and items come in different shapes and sizes. If you can fit something within the grid, then you can carry it into battle. It’s that simple.</p>
<p>Eventually, this will lead to strategic choices, as after each fight you are rewarded with gold, experience, and random items (more if you win). Obviously, this will stock up your inventory with many different things, leading the user to decided on speed vs. strength, grip vs. defense, and so on.</p>
<p>Also, with each level, comes a small bit of virtual currency, called Newtons. Unfortunately, we haven’t found anything yet that requires them, but you can at least convert them to in-game currency (gold). That said, however, once you can travel to new areas, new items can be bought there &#8211; adding a sort of adventure element to the app &#8211; so likely there will be Newton-only goods at higher levels.</p>
<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Training-Grounds.jpg"><img class="alignnone size-medium wp-image-11671" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Training-Grounds-300x202.jpg" border="0" alt="Training Grounds" hspace="8" vspace="8" width="300" height="202" align="left" /></a>The one thing that does come off as obnoxious though, with Battle Punks, is that one can only use so many items in a battle, and as players level up, the weaker ones become useless. This leads to an excess of unwanted goods, but it doesn’t seem possible to sell them. Also, many items in the store are a bit pricy, and the amount of gold earned per fight is a bit low (at least early on).</p>
<p>Beyond these minor annoyances, the only other complaint is that some of the animations and battle sequences for a few weapons is very, very dull. The one that stands out the most is easily the hand-to-hand combat. Okay, okay, so later one, you’ll probably have so many weapons it doesn’t matter, but until then all you see is the avatar jump toward the target, throw one punch, then jump away. It really feels lacking compared to everything else.</p>
<p>Regardless, this is certainly one of the most enjoyable fighting applications for Facebook. It is small, and not well known yet &#8211; only about 1,100 monthly active users thus far &#8211; but it will almost certainly catch on as people discover it. Battle Punks looks great, it’s actually a lot of fun for an automating fighting game, and it has very little to complain about. This is an app that comes highly recommended.</p>
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		<title>Mochi Media Announces Social API, $10 Million Fund for Flash and Social Games</title>
		<link>http://www.insidesocialgames.com/2010/03/08/mochi-media-announces-social-api-10-million-fund-for-flash-and-social-games/</link>
		<comments>http://www.insidesocialgames.com/2010/03/08/mochi-media-announces-social-api-10-million-fund-for-flash-and-social-games/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 20:09:11 +0000</pubDate>
		<dc:creator>Eric Eldon</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[China]]></category>
		<category><![CDATA[Connect]]></category>
		<category><![CDATA[Infrastructure]]></category>
		<category><![CDATA[Social Games]]></category>
		<category><![CDATA[VirtualGoods]]></category>
		<category><![CDATA[casual]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[international]]></category>
		<category><![CDATA[monetization]]></category>

		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=11675</guid>
		<description><![CDATA[Mochi Media, the Flash gaming platform company that sold to China media giant Shanda Games for $80 million earlier this year, is continuing to focus on social. It&#8217;s announcing new tools for developers today, allowing them to provide ways for users to play games against friends and share activity to their social networks. It&#8217;s also [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-11676" title="ss-invite-01" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/ss-invite-01.jpg" alt="" hspace="20" vspace="10" width="305" height="264" align="right" />Mochi Media, the Flash gaming platform company that sold to China media giant Shanda Games for $80 million earlier this year, is continuing to focus on social. It&#8217;s announcing new tools for developers today, allowing them to provide ways for users to play games against friends and share activity to their social networks. It&#8217;s also offering a new $10 million <a id="mf7." title="fund" href="http://www.marketwire.com/press-release/Mochi-Media-Announces-Global-10-Million-Mochi-GAME-Developer-Fund-NASDAQ-GAME-1128215.htm">fund</a> for Flash and social games, in conjunction with its new corporate parent, to help finance promising new ideas.</p>
<p>The company worked last year to apply concepts from free-to-play social games to the Flash widget games on its site, introducing <a id="to_x" title="a platform-wide currency, Mochi Coins" href="http://www.insidesocialgames.com/2009/07/31/mochi-media-fully-launches-mochi-coins/">a platform-wide virtual currency, Mochi Coins</a>, and a way for <a id="jk4v" title="users to find friends from social networks" href="http://www.insidesocialgames.com/2009/10/14/mochi-media-makes-flash-games-more-social-with-facebook-connect/">users to find friends from social networks</a> and share things like high scores with them.</p>
<p>Mochi had begun live providing ways for developers to integrate pre-roll and other advertising into their widgets. Developers can then let anyone embed their games anywhere the web, and make money for themselves (with Mochi also getting a cut). On top of this, Mochi provides game analytics tools so developers could track usage and figure out where to improve their products. The company now says it reaches 150 million monthly active users, who play 15,000 games on 40,000 different web sites.</p>
<p><img class="alignnone size-full wp-image-11677" title="ss-data-api" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/ss-data-api.jpg" alt="" hspace="20" vspace="10" width="305" height="264" align="left" />The <a href="http://www.mochimedia.com/developers/social.html">Social API</a> (application programming interface) lets users sign in to play a game via their identities on Facebook (using Facebook Connect), MySpace or Twitter, then play friends from across these sites and and access each site&#8217;s communication channels &#8212; say, posting a big gaming win to your Facebook wall.</p>
<p>But the API goes beyond what the company launched last fall, as vice president of product management <a href="http://www.mochimedia.com/aboutus/team.html">Ryan Nichols</a> tells us. It&#8217;s a layer on top of these other networks, and mimicks Facebook&#8217;s API so a social game developer on Facebook could easily port their game to it. Once a user adds a friend on Mochi from one of the social sites, that person becomes their Mochi friend &#8212; if Facebook goes down, for example, Mochi can still maintain its connection between the two people. The API =also includes a way for developers to message all users on a game, regardless of which social platform they are on.</p>
<p>This is a smart idea, but one issue is that many social gamers prefer playing games on social networks. Why? Many don&#8217;t even realize that they&#8217;re playing &#8220;games,&#8221; per se, but rather passing the time doing something entertaining with friends on the site.</p>
<p>The $10 million fund, meanwhile, &#8220;will be managed by members of the management team of Mochi Media and Shanda Games. Through participation with the fund, developers will gain access to technical, design and testing resources from Shanda Games, as well as a host of development tools and distribution&#8230;.&#8221;</p>
<p>The big picture here is this: Shanda Games, a publicly-traded company controlled by Shanda Interactive Entertainment Ltd., wants to compete outside of China. Mochi offers distribution and monetization services that allow it to do so; the social features are another step in that direction. The fund is, too. The other interesting angle we&#8217;ve been hearing is that netbook usage is exploding in China, and the lightweight devices can&#8217;t handle the processing power required for many of the downloadable and massively multiplayer online games popular in the country. The company has organically gained millions of users in China &#8212; people who have just found Mochi-powered games on their own &#8212; so Shanda is aiming for Mochi to bring its 15,000 games to bear on the Chinese market.</p>
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		<title>CrowdStar Learns Facebook Zoology with Zoo Paradise</title>
		<link>http://www.insidesocialgames.com/2010/03/08/crowdstar-learns-facebook-zoology-with-zoo-paradise/</link>
		<comments>http://www.insidesocialgames.com/2010/03/08/crowdstar-learns-facebook-zoology-with-zoo-paradise/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 16:38:36 +0000</pubDate>
		<dc:creator>Christopher Mack</dc:creator>
				<category><![CDATA[China]]></category>
		<category><![CDATA[Payments]]></category>
		<category><![CDATA[Sim]]></category>
		<category><![CDATA[Social Games]]></category>
		<category><![CDATA[VirtualGoods]]></category>
		<category><![CDATA[casual]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[international]]></category>

		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=11657</guid>
		<description><![CDATA[Over the weekend, popular developer CrowdStar released a brand new Facebook app, Zoo Paradise. However, this one isn’t following the recent trend of city-builders. Rather, it&#8217;s an iteration on the &#8220;tycoon&#8221; concept. After the successes of RockYou’s Zoo World, who could blame the developer, as the zoological wonder not only reached #8 in this past [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Zoo-Paradise.jpg"><img class="alignnone size-medium wp-image-11659" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Zoo-Paradise-300x216.jpg" border="0" alt="Zoo Paradise" hspace="8" vspace="8" width="300" height="216" align="right" /></a>Over the weekend, popular developer <a href="http://www.crowdstar.com" target="_self">CrowdStar</a> released a brand new Facebook app, <a href="http://apps.facebook.com/zoo-paradise/" target="_self">Zoo Paradise</a>. However, this one isn’t following the recent trend of city-builders. Rather, it&#8217;s an iteration on the &#8220;tycoon&#8221; concept. After the successes of RockYou’s <a href="http://www.insidesocialgames.com/2009/11/18/a-closer-look-at-rockyous-zoo-world/" target="_self">Zoo World</a>, who could blame the developer, as the zoological wonder not only reached #8 in this past month’s <a href="http://www.insidesocialgames.com/2010/03/02/top-25-facebook-games-for-february-2010/" target="_self">Top 25 Facebook Games</a>, but is one of the contributors to the developer’s current popularity.</p>
<p>Nonetheless, Zoo Paradise is a lot like its predecessor in the core sense. The idea is to build the best looking zoo one can while coaxing the little computer-player patrons to spend as much money as they can.</p>
<p>The game is actually simple enough that there is no real tutorial, merely a giant purple arrow above the “Shop” icon. From here players can purchase animals, habitats, concessions, and decorations for a very reasonable price. However, based on the player level, only a limited number of these (save decorations) can be purchased at any given time.</p>
<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Zoo-Paradise-Zoom.jpg"><img class="alignnone size-medium wp-image-11658" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Zoo-Paradise-Zoom-300x218.jpg" border="0" alt="Zoo Paradise" hspace="8" vspace="8" width="300" height="218" align="left" /></a>As for the level itself, it seems that most of the experience needed to increase it is done by buying and placing new items. Periodically, players must also feed their animals and even water certain decorations such as a handful of trees. Also, all habitats and concessions seem to be upgradeable.</p>
<p>Unfortunately, Zoo Paradise is a bit of a slow burner. When first starting the game, players are able to pick up coins that were presumably dropped by customers. Nonetheless, no new ones were ever dropped during play, when we played and not once did a customer buy anything from a concession stand. Likely, since the game is in beta, this is merely a bug, but if it isn’t, then it certainly is a significant turn off to the game.</p>
<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Zoo-Shop.jpg"><img class="alignnone size-medium wp-image-11660" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Zoo-Shop-300x224.jpg" border="0" alt="Zoo Shop" hspace="8" vspace="8" width="300" height="224" align="right" /></a>Thankfully, the lack of new income from the in-game currency (Zoo Coins) wasn’t too terribly hindering, as the game’s decoration’s panel in the shop has a fairly sizable collection of plants, bushes, rocks, and so on, that only cost anywhere from two to 15 coins, making it easy for the player to get started aesthetically.</p>
<p>This is a good thing too, as the game actually looks very nice. Everything has a sort of overly cute and saturated look to it (complete with great big watery eyes for the animals). All the habitats are animated as well as the animals who move about in a fairly believable fashion, for a Flash game anyway).</p>
<p>Of course, all this movement also corresponds to the zoo visitors as well, and while their wandering presence makes the game feel like a bustling park, their pathfinding AI isn’t exactly refined yet. These guys constantly walk out into the middle of nowhere, including through decorations, and at one point, every single one got stuck in the entrance and couldn’t enter. As a side note, multiple animals in a habitat seem to get stuck, too. Again, all are just beta bugs, but something to be aware of nonetheless.</p>
<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Facebook-Credits.jpg"><img class="alignnone size-medium wp-image-11661" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Facebook-Credits-300x222.jpg" border="0" alt="Facebook Credits" hspace="8" vspace="8" width="300" height="222" align="left" /></a>Another curious point, is that this CrowdStar title actually doesn’t use its own virtual currency. Instead, it makes sole use of the <a href="http://www.insidefacebook.com/2010/01/25/as-facebook-gears-up-for-credits-heres-the-exchange-rates-for-the-15-supported-currencies/" target="_self">Facebook Credits</a> system, directing you to a Credits purchase screen if you try to buy the currency. Only a low percentage of items require Credits currency &#8211; about one-third of each section. That said, however, there isn’t exactly a large selection of items yet, so it is currently a bit limiting. For example, there are only three habitats &#8211; jungle, savanna, and polar &#8211; and the savanna costs 67 Facebook Credits, leaving a player that doesn’t want to spend money with very few style choices.</p>
<p>In regards to social ramifications, the game is typical of about any CrowdStar game, or any other virtual space type of app, for that matter. Players can send each other gifts, publish feeds to adopt rescued animals, send gifts, and visit each other’s zoo (to help out) via a leaderboard system. Nothing out of the ordinary, but why fix what isn’t broken?</p>
<p>Overall, Zoo Paradise isn’t too shabby. Especially considering its traffic &#8212; somewhere in the neighborhood of 112,000 monthly active users already. The game looks good, and it plays well (even if it is a bit slow). Moreover, despite its initial bugs, it was actually thoroughly enjoyable. We look forward to seeing a cleaned up version in the near future.</p>
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		<title>Social Gaming Roundup: Free Games, the iPad, Assassin&#8217;s Creed, and More</title>
		<link>http://www.insidesocialgames.com/2010/03/05/social-gaming-roundup-free-games-the-ipad-assassins-creed-and-more/</link>
		<comments>http://www.insidesocialgames.com/2010/03/05/social-gaming-roundup-free-games-the-ipad-assassins-creed-and-more/#comments</comments>
		<pubDate>Sat, 06 Mar 2010 06:02:53 +0000</pubDate>
		<dc:creator>Christopher Mack</dc:creator>
				<category><![CDATA[Advertising]]></category>
		<category><![CDATA[Business]]></category>
		<category><![CDATA[Connect]]></category>
		<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Payments]]></category>
		<category><![CDATA[Sim]]></category>
		<category><![CDATA[Social Games]]></category>
		<category><![CDATA[VirtualGoods]]></category>
		<category><![CDATA[casual]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[iphone]]></category>

		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=11624</guid>
		<description><![CDATA[Aurora Feint Generates 5 Million iPhone Game Downloads &#8211; Distribution has always been a problem for iPhone developers, but in an effort to improve the odds on this problem, Aurora Feint created a special promotion on its OpenFeint social platform. The experiment was called the &#8220;Free Game of the Day Promotion,&#8221; and over the past [...]]]></description>
			<content:encoded><![CDATA[<p><strong><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/FreeGameoftheDay.jpg"><img class="alignnone size-medium wp-image-11631" style="margin: 8px; border: 0px;" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/FreeGameoftheDay-300x220.jpg" border="0" alt="FreeGameoftheDay" hspace="3" vspace="3" width="243" height="178" align="right" /></a>Aurora Feint Generates 5 Million iPhone Game Downloads &#8211; </strong>Distribution has always been a problem for iPhone developers, but in an effort to improve the odds on this problem, <a href="http://aurorafeint.com/" target="_self">Aurora Feint </a>created a special promotion on its <a href="http://www.openfeint.com" target="_self">OpenFeint</a> social platform. The experiment was called the &#8220;Free Game of the Day Promotion,&#8221; and over the past four weeks has generated 5 million free game downloads.</p>
<p>The success has led to the launch of <a href="http://www.freegameoftheday.com/" target="_self">FreeGameoftheDay.com</a> and will put free game offers at the forefront for a stated 15 million users. To draw a parallel on the success, an Aurora Feint partner in this endeavor, <a href="http://www.origin8.com/" target="_self">Origin8</a> creator of <a href="http://www.insidesocialgames.com/2010/01/14/space-station-frontier-is-part-tower-defense-part-rts-and-completely-fun-chaos/" target="_self">Space Station: Frontier</a>, saw 160,000 downloads in a single day, and 1 million overall.</p>
<p><strong><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/iPad.jpg"><img class="alignnone size-medium wp-image-11627" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/iPad-300x249.jpg" border="0" alt="iPad" hspace="8" vspace="8" width="240" height="199" align="right" /></a>iPad Coming in April &#8211; </strong>We&#8217;ve <a href="http://www.insidesocialgames.com/2010/01/28/app-developers-talk-about-apple%e2%80%99s-new-ipad/" target="_self">talked a lot about the iPad</a> in recent weeks, but now it looks like the masses will get to check things out for themselves soon enough. <a href="http://www.apple.com/" target="_self">Apple</a> announced today that the official launch of it&#8217;s new device is scheduled for April 3rd in the United States.</p>
<p>The Wi-Fi only model will be available first, with the 3G added later in the month. However, both will be eligible for pre-order come March 12th, with a cost ranging from $499 to $629, respectively for the 16GB version and $699 to $829 for the 64GB version.</p>
<p><strong><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Kwedit.jpg"><img class="alignnone size-full wp-image-11628" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Kwedit.jpg" border="0" alt="Kwedit" hspace="8" vspace="8" width="153" height="55" align="right" /></a>Kwedit Raises $3.3 Million &#8211; </strong><a href="http://kwedit.com/" target="_self">Kwedit</a>, the virtual goods payment site that allows users, 13 and up, to borrow money for virtual items and pay it back later, has, according to <a href="http://techcrunch.com/2010/03/03/kwedit-gets-slammed-on-colbert-but-raises-3-3-million-to-soften-the-blow/" target="_self">TechCrunch</a>, gained another $3.3 million in a second round of funding led by <a href="http://www.maveron.com/" target="_self">Maveron</a>. The company says it has signed six new merchants including VoIP provider, PokeTalk, an unnamed MMO, a test prep service, and a credit record protection service.</p>
<p><strong>Peanut Labs Gets New Partners &#8211; </strong>Earlier this week, ad offer network <a href="http://peanutlabs.com/peanutlabs/" target="_self">Peanut Labs</a> announced not one, but three new partnerships including the virtual world <a href="http://www.meez.com/" target="_self">Meez</a>, massively multiplayer online game publisher <a href="http://www.igg.com/" target="_self">IGG</a>, and virtual currency payment service <a href="http://www.zeevex.com/" target="_self">Zeevex</a>.  Each of the three are slated to integrate the networks collection of products in the near future.</p>
<p><strong>Meez Promotes the Red Cross &#8211; </strong>One of Peanut Labs new partners, <a href="http://www.meez.com/" target="_self">Meez</a>, had news of its own, as the browser-based virtual world announced its promotion of the <a href="http://www.redcross.org/" target="_self">Red Cross</a> throughout the month of March. The teen-oriented realm incorporates a virtual blood bank where avatars can visit and donate virtual blood in order to receive a limited edition Red Cross t-shirt in-game. Within the digital donation destination, however, will be links to the Red Cross website where they can learn more and even find out how to make real donations.</p>
<p><strong><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Assassins-Creed-II-Multiplayer.jpg"><img class="alignnone size-medium wp-image-11630" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Assassins-Creed-II-Multiplayer-300x199.jpg" border="0" alt="Assassin's Creed II Multiplayer" hspace="8" vspace="8" width="300" height="199" align="right" /></a>Assassin&#8217;s Creed II Multiplayer Comes to iPhone &#8211; </strong><a href="http://www.insidesocialgames.com/2010/02/06/social-gaming-roundup-valentines-charity-the-ipad-and-more/" target="_self">Previewed</a>, briefly, in early February, Ubisoft has finally released, according to <a href="http://appadvice.com/appnn/2010/03/assassins-creed-ii-multiplayer-launches-unexpectedly-for-free/" target="_self">appadvice</a>, <a href="http://itunes.apple.com/us/app/assassins-creed-ii-multiplayer/id346782480?mt=8&amp;ign-mpt=uo%3D6" target="_self">Assassin&#8217;s Creed II Multiplayer</a> for the iPhone. Essentially a game of deadly hide-and-go-seek, players sneak about trying to kill each other over a Wi-Fi connection. Sadly, this means the game is not 3G compatible (yet), but as a launch promotion, the game is currently free, so that is quickly forgiven. The promotion was only slated at 48 hours and the game was released early in the week and is still free as of Friday. So&#8230; yeah, download it for free now while you can, as it will cost $2.99 soon enough.</p>
<p><strong><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Lord-of-the-Rings-Online.jpg"><img class="alignnone size-medium wp-image-11629" src="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Lord-of-the-Rings-Online-300x234.jpg" border="0" alt="Lord of the Rings Online" hspace="8" vspace="8" width="300" height="234" align="right" /></a>Lord of the Rings Online Links Up to Facebook &#8211; </strong>Looks like the MMO <a href="http://www.lotro.com/news/616-lotro-player-feed" target="_self">Lord of the Rings Online</a> is following <a href="http://www.insidesocialgames.com/2010/02/03/world-of-warcraft-launches-the-armory-application-for-facebook/" target="_self">World of Warcraft&#8217;s footsteps</a> out of Middle Earth and into Facebook. Through a basic Facebook application, <a href="http://apps.facebook.com/lotroplayerfeed/?auth_token=f68c5974cfe1ff8a758a297bf5a99ef6&amp;installed=1" target="_self">LOTRO Player Feed</a>, users will be able to sign in using their <a href="http://my.lotro.com/" target="_self">My LOTRO</a> account information and track/publish accomplishments to their feeds. This includes level ups, rank ups, quest counts, deed counts, and so on. It even tracks when you log on and off (don&#8217;t worry, it waits a while after each as to avoid spam). Also, all of the automatic publishing for each in-game achievement can be toggled on or off.</p>
<p><strong>Exponential Entertainment Raises Funding for Hollywood Games &#8211; </strong>Earlier this week, <a href="http://www.exponentialent.com/" target="_self">Exponential Entertainment</a> raised a round of funding from angel investors totaling $700,000, <a href="http://games.venturebeat.com/2010/03/03/exponential-entertainment-raises-funding-for-hollywood-player-casual-games/" target="_self">VentureBeat</a> reports. This amount is in addition to another $1 million in convertible debt, but according to to Chief Executive Dave Long, the company is already in talks to raise a total of $3.25 million. Already, the company has Hollywood trivia games on <a href="http://www.hollywoodplayer.com/" target="_self">HollywoodPlayer.com</a>, Facebook, and the iPhone.</p>
<p><strong><a href="http://www.insidesocialgames.com/wp-content/uploads/2010/03/Platinum-Life.jpg"></a>Heatwave Experiments with Platinum Life -</strong> Heatwave Interactive launched and interesting beta test on Facebook Wednesday. The game is called <a href="http://apps.facebook.com/platinumlife/" target="_self">Platinum Life Web Edition</a> and incorporates the music life into a role-playing title where players move from a nobody to a platinum hip-hop star. However, <a href="http://venturebeat.com/2009/07/30/heatwave-interactive-unveiling-hip-hop-online-role-playing-game-with-ti/" target="_self">according to Anthony Castoro</a>, the end goal is to create a massively multiplayer online version of the game with the ideas and lessons earned through the social network &#8211; and later MySpace and Twitter as well &#8211; being applied to the final rendition.</p>
<p><strong>Booyah Introduces Location-Based Virtual Goods &#8211; </strong>Location-based iPhone app <a href="http://www.insidesocialgames.com/2010/01/20/mytown-2-0-changes-the-game-again/" target="_self">MyTown</a>, from Booyah, has seen a tremendous amount of check-ins and claims <a href="http://www.insidesocialgames.com/2010/02/12/social-gaming-roundup-world-of-warcraft-booyahs-mytown-patents-and-more/" target="_self">more registered users</a> than its competitors. Now it&#8217;s partnering with the Swedish clothing chain H&amp;M, and it will be offering users location-sensitive virtual goods. When a users is near an H&amp;M store, they will not only be able to buy unique virtual goods in the MyTown Store, but if they check-in, they&#8217;ll even get discounts and promotions for the actual items on sale in the store.</p>
<p>[<em>via <a href="http://mobile.venturebeat.com/2010/03/02/booyah-location-virtual-goods/" target="_self">VentureBeat</a></em>]</p>
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