DDTank: A Worms-Style Facebook-Integrated MMOG
Facebook-integrated massively multiplayer online games have been done before –titles like City of Eternals have made use of the social network as a sort of portal leading to a stand-alone site. Such is the case with an app by the name of DDTank. On our emerging list a few weeks ago, the game currently garners only around 300,000 monthly active users. Nonetheless, both this number, and its daily active users (around 46,000) continue to grow at a steady pace.
Developed by 7th Road, DDTank is almost like a massively multiplayer rendition of or the classic Worms franchise. Sounds interesting, yes, but the game has a number of shortcomings, only somewhat made up for by its visual style and the addition of MMO-style features, such as equipment.
Planted in the middle of a very chibi-anime-style of world, players are immediately engaged in a basic tutorial. Unlike other MMOGs, DDTank doesn’t have users milling about an entire world, but blasting opponents with a rocket launcher within isolated matches. The basic idea of the game is to join matches and beat other players in a Worms-style bout.
Taking turns, players move about a destructible terrain and lob shots at each other using similar physics to the predecessor. With each shot, players must take into consideration elements such as wind, angle, and firing power, with the winner taking home the most experience. Even when losing, however, players are able to choose from a deck of overturned cards with each containing a random amount of coin.
With each battle, varying numbers of people can join, depending on how many the game creator allows, but in context, the MMO aspect of the game feels somewhat lost. Regardless, it can be amusing to play as players make use of various special abilities to do extra damage, fire more shots, or even fire more missiles. Unfortunately, the resource that governs these abilities is a bit vague, so it’s hard to determine what limits it uses (usually we can only combine two, but have seen other players use more).
It’s part of the natural growth that many MMOGs have. Such games often only explain the basics, and leave it to the player to resolve the rest on their own. Unfortunately, this tends to be a problem as many users are not going to take the time to figure it all out and can often be overwhelmed when it is all available at once. Which is the case here.
Of the MMOG-style mechanics, players can actually perform quests that will reward the user with random items and gems. In one of the few aspects of this explained, these can be augmented with bonus stats through an in-game armory. However, this section of the game actually has five different things the player can use to improve items; only one of which is explained.
What makes matters worse, is that not only are many features available right away, but each item comes with a slew of tooltips displaying half a dozen or more different statistics, none of which are explained. For veteran role-playing players, the stats will be logical (e.g. Luck probably factors in to a critical strike rating), but such will not be the case with everyone.
Though the game doesn’t make direct use of Facebook for its social elements, it doesn’t mean that there isn’t social stuff going on. One aspect of the game that is of interest is that there are actually scheduled activities for users to participate in, and in a virtual world type of fashion, even a Japanese hot spring space to visit and chat within. Aside from these, however, the social is all standard to MMOGs, meaning chat, guilds (called “Leagues” here), and synchronous play.
The real issue with DDTank, however, is that it just doesn’t feel all that special. It’s basically a classic game, put online, painted with new artwork and called an MMOG. The new title isn’t ‘bad’, but it doesn’t really do anything that stands out at all. The virtual world integration of a Japanese spa is nice, but even this is underused and actually seems expensive (10,000 coins) to enter. Of course, coins seem to be easy to come by, but while on the topic of such, we actually had to search quite a bit to find out where the amount we had was shown. That’s a usability issue, as it was within a backpack that was lost in a sea of stats, tooltips, and features.
Overall, DDTank feels bloated with a myriad of superfluous features that feel more tacked on to the core Worms-style combat rather than integral to it. In that, the core of the game is lost and watered down, and time spent on these could have been spent on making everything feel more unique. Again, the game isn’t terrible, but it’s not all that exciting either. With underused Facebook elements, shallow additions, and seen-before-gameplay, DDTank just feels average, at best.


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A long-time developer on MySpace,
Players are given a “service chair” (with more available for purchase with higher levels) in which to perform various salon services for incoming patrons. There’s actually a wide variety of services ranging from a simple haircut, to piercing, to crazy manicure mineral bath deals. Regardless, each service must have supplies in order to be performed, and as such, the game takes a more
As another gating mechanism, players have a rack of towels that is used to service all customers. These, however, cannot be restocked like normal supplies. Lasting several hours, they can only be refilled by friends who visit one’s virtual space, or every eight hours by an NPC.
In our first sitting, it was only possible to purchase one in-game currency decorative item, one virtual currency item, and some wallpaper (and not even enough to paint the whole wall). This is often the most enjoyable element to business-sim games like this, and the player isn’t given enough resources to truly get into it, thus the hook of the game is much weaker. To draw comparison, the amount in which new users could initially decorate their virtual space in 
There are many a game on Facebook that claims to be a strategy game, but very few do so in a real-time fashion. The latest to attempt this is developer
The first means to do so will be the most familiar for social gamers. Players simply build a structure and assign a villager. Over a period of time, resources will be produced. However, in many cases, this will take several hours, so for users seeking more immediate return, villagers can be sent out into the wilds to gather smaller bits of resources from nearby trees, mines, and animals.
To get players familiar with combat, their virtual space is littered with trolls and troll camps about the outskirts of their kingdom. There’s not a tremendous amount of depth to units — consisting of basic stats like speed, armor, and damage — but it is rather fun to watch armies clash together. Also, players can control where and when to attack, adding some basic tactical choices. As an added bonus to all of this, defeating all trolls in one’s kingdom will earn a significant bonus to gold.
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Interestingly enough — and this is an odd aspect of most casino games on Facebook — the patrons never actually “win” in these casinos, so users never have to pay out any rewards to them. Ironically, their happiness will still go up. There’s actually not a lot to this stat though. So long as there are games available, the happiness of patrons will continue to rise. Other than this, when players return to their casino, it will need some cleaning, which will also lower happiness until remedied. Of course, the latter is fixed with just a few clicks on the scattered trash, and even if there are no games available and happiness is dropping that way, users can buy their guests drinks (though this feature feels rather arbitrary).
Additionally, players are able to get hooked early because it is very quick to level up early on, thus unlocking more items, but the payout from even the basic slot machines is significant enough to get a good fiscal start. Furthermore, the sound and music, in general, have this very lively, almost quirky feel that helps tremendously in giving the space a little bit of extra life. Between these elements, new users can easily start to create quality looking casinos.
The major downside to Casino City is actually only a few minor graphical issues. In terms of the latter, whenever the player attempts to edit the layout of their virtual space, the last item touched always ends up on top of everything, even when it is, perspective-wise, supposed to be behind. Thankfully, the issue tends to fix itself a few seconds after placement. Curiously, however, the same issue presents itself with the patrons that walk around the casino. Be it walking through doors or to machines, they frequently clip objects, appearing partially behind them. Functionally, this doesn’t hurt anything, but it does detract greatly from the presentation value of the app as a whole.
With a variety of somewhat successful sports gaming titles on Facebook, including EA’s
Unfortunately, there doesn’t appear to be any recruitment elements as with other sports games, but likely that decision is made because all of the teams are made up of the actual NBA players. That said, not all of the game’s features are available right from the start. Rather than level, many features are gated via the in-game mission system, requiring users to complete a specific mission before something unlocks. The downside, is that many missions can take a while (several hours), making unlocking everything a bit slow at first. Additionally, one cannot see future missions — only the ones currently assigned, thus there is no way to know when a new feature will be unlocked.
Users can actually perform team drills with both friends that play and non-player characters on the actual NBA team. These drills only take a few seconds, but allow for users to gain a stat called “Chemistry.” Draining over time, higher chemistry enhances the performance within games. Moreover, performing drills with friends will help boost their player stats as well which comes in the form of a blue basketball that must be collected by the friend.
Players play against actual users of a comparable level and can do so in both exhibition or season matches. In the former, the games are picked by the player, but the latter will put users through a mock season, playing users that correspond to teams that the game picks out. Technically speaking, there doesn’t appear to be much of difference, but the season mode does have an added goal of trying to make it to the NBA Finals.
Though last year had a wide range of soccer-based Facebook apps around the time of the
In terms of the training, there are eight different aspects to build upon. Each stat increases match performance in some way, but the differences feel rather negligible, at best (more on that in a bit). Players click a button to “train” in a text-based quest fashion, and a percentage of “mastery” increases. Once it is at 100%, the level of the skill increases, and so does the performance of the team. It’s pretty mundane, though, as it all boils down to repeatedly clicking a button, and unlike the noted mafia-style RPGs, there’s no interesting story, of any kind, or significant reward, to go along with it.
There is no control over the matches either. All users do is sit back and watch it play out automatically. Moreover, even when the game ended in a draw, we still lost. With each incident of this, there was a small “P” icon by the winner, so we’re assuming that means we lost in penalty kicks. Of course, the game doesn’t tell anyone that.
As for other social mechanics, players can invite friends to play on one another’s teams, but once again, the benefit remains vague, at best. Thus far, there doesn’t appear to be much visible benefit for doing so, and the only other plus to having friends play is being able to gift each other energy or visit them and “help” out their team for a daily energy reward.









