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	<title>Inside Social Games &#187; monetization</title>
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	<description>Tracking Innovation at the Convergence of Games and Social Platforms</description>
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		<title>Blogging Inside Social Apps: Emerging International Opportunities for Mobile and Social Developers</title>
		<link>http://www.insidesocialgames.com/2012/02/10/blogging-inside-social-apps-emerging-international-opportunities-for-mobile-and-social-developers/</link>
		<comments>http://www.insidesocialgames.com/2012/02/10/blogging-inside-social-apps-emerging-international-opportunities-for-mobile-and-social-developers/#comments</comments>
		<pubDate>Fri, 10 Feb 2012 16:13:15 +0000</pubDate>
		<dc:creator>AJ Glasser</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[China]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[international]]></category>
		<category><![CDATA[monetization]]></category>
		<category><![CDATA[Other platforms]]></category>
		<category><![CDATA[Payments]]></category>

		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=35845</guid>
		<description><![CDATA[We’re at the San Francisco Design center, blogging Inside Network’s third annual Inside Social Apps conference. Following a short afternoon break, we resumed with “Emerging International Opportunities for Mobile and Social Developers” moderated by AJ Glasser. She is joined by &#8230; <a href="http://www.insidesocialgames.com/2012/02/10/blogging-inside-social-apps-emerging-international-opportunities-for-mobile-and-social-developers/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>We’re at the San Francisco Design center, blogging Inside Network’s third annual Inside Social Apps conference.</p>
<div>
<p>Following a short afternoon break, we resumed with “Emerging International Opportunities for Mobile and Social Developers” moderated by AJ Glasser. She is joined by GREE&#8217;s VP Marketing, Social Games Sho Masuda, Popcap Games&#8217; VP of Worldwide Publishing Dennis Ryan, Vostu&#8217;s Chief Scientist Mario Schlosser, and 6waves Lolapps&#8217; Chief Product Officer Arjun Sethi.</p>
<p>The following is a paraphrased transcript of the discussion.</p>
<p>AJ: We’ll start by discussing the different regions that you’re seeing the most growth in. Where are the largest growth opportunities in your opinion?</p>
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<div>
<p>Dennis: For us it’s where we’re investing. Three years ago our business outside the Americas was about 10 percent of our business and now it’s about 30 percent, particularly China and Japan. Not to see that other markets have less opportunities, but that’s were we chose to invest.</p>
<p>Arjun: We’ve always monetized in China and Japan. We recently went onto Tencent in China. On Facebook we’ve had a lot of luck in European countries, but Facebook is also growing in Japan. On Android and iOS we’ve see growth in China and Japan &#8211; downloads in China and revenues in Japan.</p>
<p>Mario: We’ve seen a lot of growth in Latin America.</p>
<p>Sho: For GREE we’ve seen new users coming from the US and the UK. We’ve seen growth in Korea and China. In terms of market revenues, the US is very important to us, but we’re focusing on a lot of regions.</p>
<p>AJ: So as developers are expanding internationally, how do you approach localization and forming a cultural relationship in each region?</p>
<p>Dennis: We take a country specific approach because we’re trying to build our brands as multi-platform experience. They’re on mobile, console, PC and mac and we try to invest where we can execute that strategy in its entirety.</p>
<p>Sho: We think of localization as making the content meaningful to a region, not just changing the language. We just signed a partnership with five companies. With our new platform, we know its difficult to launch in the Asian market. As a platform we need to provide solutions to help developers penetrate that market.</p>
<p>AJ: How do you choose North American partners?</p>
<p>Sho: We’re working with 2nd parties, like our acquisition of OpenFeint. we’re always looking for a partnership that will benefit both us and them.</p>
<p>AJ: What are some mistakes you’ve seen developers make when they take a game into an international market?</p>
<p>Arjun: Taking the approach that if a game is success on Facebook, you can just take the game into another country and just slap it in. It doesn’t work.</p>
<p>AJ: What about Plants vs. Zombies on Renren?</p>
<p>Dennis: I think we got 50% of that right. In China we decided to take a long term view &#8212; we build a studio there. That was right. Another thing we got right was we knew we needed to build a different game, so maybe we got more like 2/3 right. The game on Renren is more competitive and its got different monetization. That’s a start, but in the end it didn’t work on Renren. We and Renren both did a great job launching it and it started with 500,000 DAU but its deteriorated since launch, so at some level we know it’s not working. We haven&#8217;t given up.</p>
<p>AJ: What about your experience entering the US with games that were popular in Brazil and on Orkut?</p>
<p>Mario: It depends on the game. Our recent games have done better on Facebook. When you expand to a different country, I would almost look at the city level rather than a country level. 95 percent of viralization works on a city by city basis. In the US now, we don’t have a massive audience, so it’s hard to scale it. When we went into Argentina and Mexico we were able to jumpstart the audience by engaging local bloggers. The stuff we’re launching now we can put more hooks into.</p>
<p>AJ: Everyone is talking about Japan and its massive ARPU like its a golden fleece. What are some mistakes people make when getting into Japan?</p>
<p>Sho: To be honest, it’s hard to say, because everyone’s objective will be very different. Just because you’re not in the top 25 grossing apps doesn’t mean your not doing well. I think there are 3 pieces of advice for someone looking at Japan. One, even if your not thinking about penetrating the East Asian market, think ahead and be ready for future localization. Two, do your due diligence and research. See what similar titles and your competitors are doing. If they’re doing well, you could do well too. Three, start fast. Thanks to Google you can reach market outside the US very easily. You can out to small groups of audiences in a region and see if it’s working. If it is, then you can expand. Speed is important &#8212; if you’re not doing it someone else will take it.</p>
<p>AJ: Do you set goals by ARPU rate by region? Do you assume you’ve failed if you’re not monetizing at the peak ARPU rate for a specific country?</p>
<p>Arjun: No. For example, if you just look at the US market and you don’t hit the average ARPU, it doesn’t mean you’ve failed. You have to look at what type of game it is. When you talk about Asia you’re looking at Korea, Japan and China. If you’re not hitting the average ARPU it could depend on the the kind of game your making. Casual and hardcore games have very different ARPU. A game in Korea can make up to $1 million a month just in Korea and just from the Korea app store. That’s why we acquired a studio called Smartron5 just to make games in China.</p>
<p>Sho: It’s dangerous just to look at ARPU and say if it doesn&#8217;t hit your focus it’s a failure. It’s more important to look at engagement and retention. How does your DAU compare to your download rate? Engagement is the most important factor.</p>
<p>Mario: You can even see very different ARPU with the same demographics on different platforms. In Brazil there’s a lot of friction around Facebook credits. Even with the same game and the same demographics a game can monetize four times higher on Orkut than on Facebook in Brazil.</p>
<p>Dennis: Its not sufficient to focus purely on ARPU and monetization &#8211; you have to go by country and by genre. For example for our Facebook game Bejeweled Blitz the monetization rate is pretty similar in the UK, US and Canada, but in Australia it will sometime monetizes 20 &#8211; 40 percent higher. In Japan it’s not unreasonable to expect a 5x monetization rate.</p>
<p>AJ: Is that the same game in Japan?</p>
<p>Dennis: Same brand, different game.</p>
<p>AJ: What the challenges of introducing a brand to a new country?</p>
<p>Dennis: For English speaking countries it’s not as much of a challenge. For the Asian markets it will need to be re-implemented and rethought. You have to believe in the core brand. We give our Chinese and Japanese offices the leeway to do that. Even if the mechanics and monetization are different its still the same core brand.</p>
<p>AJ: What was your experience with Ravenwood Fair?</p>
<p>Arjun: When we first took the game to China we gave our partner the leeway to change the game to local tastes. We did see some high engagement and monetization for the beginning but it began to drop off after a week, which means we probably didn’t do a good job. When we looked at Tencent we looked at game from the the ground up.</p>
<p>AJ: Do you see any trends or behaviors by region? What genres are popular in different regions?</p>
<p>Arjun: Worldwide, everyone plays puzzle games. Games like mahjong and poker are pretty popular worldwide with the exception of some countries. Some genres go across the spectrum, but other games wouldn’t be as great in specific countries and regions.</p>
<p>Mario: We had a poker game. It had crappy retention and we were quizzing users about why they weren’t playing and they said they had no idea how to play poker. People didn’t know the rules and it didn’t work out. The games are the real brands. We try to put Vostu in front of people’s faces, but it’s hard to get people in love with the manufacturer of a game &#8211; its the actual game they care about.</p>
<p>Sho: There’s definitely certain categories that do well. In Japan RPG and card battle games are always popular, but it’s dangerous to assume that category will always be popular in that region. You should look at your content and assets and do a test. It’s not wise to limit yourself.</p>
<p>Audience Question: What do you see as the potential in India?</p>
<p>Arjun: One of the things that india has a problem with is payment models and methods. Right now it’s controlled by the carriers. Some will charge 80% of the cost of a transaction, so the margins aren’t there. It’s also really cash focused economy, a pay-as-you go economy. It’s not credit card focused. I think it could be there in 8 to 10 years. I think you could look at the evolution of China and see something similar in India eventually, but I wouldn&#8217;t be excited to jump in there.</p>
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		<title>Zynga signs merchandising deal with Hasbro</title>
		<link>http://www.insidesocialgames.com/2012/02/09/zynga-signs-merchandising-deal-with-hasbro/</link>
		<comments>http://www.insidesocialgames.com/2012/02/09/zynga-signs-merchandising-deal-with-hasbro/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 20:30:02 +0000</pubDate>
		<dc:creator>AJ Glasser</dc:creator>
				<category><![CDATA[Marketing]]></category>
		<category><![CDATA[monetization]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Social Games]]></category>
		<category><![CDATA[zynga]]></category>

		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=35818</guid>
		<description><![CDATA[Zynga announced a Hasbro partnership today that grants the merchandise giant the rights to develop toys and games based on Zynga&#8217;s games. Merchandising is one of the key ways social and mobile game developers monetize their brands outside of games. &#8230; <a href="http://www.insidesocialgames.com/2012/02/09/zynga-signs-merchandising-deal-with-hasbro/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><img class="size-full wp-image-35819 alignright" title="zynga header" src="http://www.insidesocialgames.com/wp-content/uploads/2012/02/zynga-header2.png" alt="" width="211" height="135" />Zynga announced a Hasbro partnership today that grants the merchandise giant the rights to develop toys and games based on Zynga&#8217;s games.</p>
<p>Merchandising is one of the key ways social and mobile game developers monetize their brands outside of games. Angry Birds is the most popular example with a wide range of plush toys and t-shirts available at most major retailers. Zynga has experimented with merchandise before via FarmVille plush toys sold at Best Buy stores. At our third annual <a href="http://insidesocialapps.com/index.php">Inside Social Apps</a> conference, Disney Interactive&#8217;s John Spinale hinted that the company may explore similar merchandising around Swampy the Alligator from its popular mobile game, Where&#8217;s My Water?</p>
<p>The deal with Hasbro also includes the right to develop co-branded toys or games that combine Zynga and Hasbro IP. This means a branded Monopoly game is likely in the works as that&#8217;s the board game Hasbro most often marries to brand partners. The first products from the Zynga-Hasbro deal are expected to hit shelves in fall of 2012.</p>
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		<title>Social games getting bolder with closed, open beta tests on Facebook</title>
		<link>http://www.insidesocialgames.com/2012/02/06/social-games-getting-bolder-with-closed-open-beta-tests-on-facebook/</link>
		<comments>http://www.insidesocialgames.com/2012/02/06/social-games-getting-bolder-with-closed-open-beta-tests-on-facebook/#comments</comments>
		<pubDate>Mon, 06 Feb 2012 23:00:29 +0000</pubDate>
		<dc:creator>AJ Glasser</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[Metrics]]></category>
		<category><![CDATA[monetization]]></category>
		<category><![CDATA[Social Games]]></category>

		<guid isPermaLink="false">http://www.insidesocialgames.com/?p=35673</guid>
		<description><![CDATA[Closed beta tests and &#8220;sneak preview&#8221; open beta tests are getting more popular with social game developers on Facebook. Tetris Online Inc. and EA PopCap provide two recent examples with Tetris Stars and Solitaire Blitz. Betas on Facebook are tricky. &#8230; <a href="http://www.insidesocialgames.com/2012/02/06/social-games-getting-bolder-with-closed-open-beta-tests-on-facebook/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Closed beta tests and &#8220;sneak preview&#8221; open beta tests are getting more popular with social game developers on Facebook. Tetris Online Inc. and EA PopCap provide two recent examples with <a href="http://www.appdata.com/apps/facebook/152424884783539-tetris-stars">Tetris Stars</a> and <a href="http://www.appdata.com/apps/facebook/181695538559969-solitaire-blitz">Solitaire Blitz</a>.</p>
<p>Betas on Facebook are tricky. Open betas run the risk of &#8220;losing&#8221; users that have no patience for unfinished games; several developers have told us releasing a game on Facebook before it&#8217;s optimized is a death sentence compared to other social networks where you can get away with less-than-perfect. Closed or limited betas, meanwhile, usually can&#8217;t be monetized and sometimes aggravate potential users when friends in the beta bombard them with invites that won&#8217;t actually get them into the game. Past examples include MetroGames&#8217; <a href="http://www.appdata.com/apps/facebook/103570103032763-auto-hustle">Auto Hustle</a> (launched before it was ready), EA2D&#8217;s <a href="http://www.appdata.com/apps/facebook/155626427806048-dragon-age-legends">Dragon Age Legends</a> (unstable invite-only beta lost player data) and EA PopCap&#8217;s <a href="http://www.appdata.com/apps/facebook/231664000183381-pig-up">Pig Up!</a> (which doesn&#8217;t seem to be going anywhere).</p>
<p>Despite the risks, betas are crucial for social games because they provide early feedback on core gameplay, presentation, monetization and retention. It&#8217;s easier for developers to make changes or roll out fixes with a smaller user pool than it is to redo an entire early user experience while serving 100,000+ daily active users. Even without monetization implemented, a beta can buy the developer the time it needs to take a game from mediocre to successful.</p>
<p><img class="alignright size-full wp-image-35677" src="http://www.insidesocialgames.com/wp-content/uploads/2012/02/Screen-shot-2012-02-06-at-12.09.03-PM.png" alt="" width="300" height="359" hspace="20" vspace="10" />Take, for example, Tetris Stars. Developed by Blue Planet Software and published by Tetris Online, the game entered an open &#8220;Sneak Peek&#8221; beta sometime in winter 2011.The game updates the classic puzzle game with a &#8220;digging&#8221; feature where each line of the puzzle cleared removes a layer of dirt or rock. The goal is to unearth as many buried Stars and power-up items in 60 seconds with Stars freed and special moves earning the player points. The entire game is controlled via the mouse rather than keyboard buttons.</p>
<p>&#8220;We’re doing a fairly quiet release at first so we can work with [Blue Planet Software] to optimize the code and balance the gameplay,&#8221; Tetris Online VP of Marketing Casey Pelkey tells us. &#8220;We’re also anxious to see how users respond to the mouse controls.&#8221;</p>
<p>From what we can see, the mouse controls haven&#8217;t changed much in the past two months. We have seen<em>,</em> however, the number and price of power-ups have been adjusted, the flow of gameplay tweaked and bonus time has been added for each Star freed. The overall impact is the game went from being too easy in December to too hard in January. As of now, the game is somewhere between the two points and Tetris Online still isn&#8217;t ready to officially launch the game.</p>
<p>EA PopCap&#8217;s Solitaire Blitz, meanwhile, is off to a stronger start than Pig Up! Neither title has ever been officially announced by the developer &#8212; PopCap only owned up to Pig Up! after it was reviewed by <a href="http://blog.games.com/2011/07/19/pig-up-facebook-popcap-preview/">Games.com</a> &#8212; although Solitaire Blitz at least has a cross-promotion bar with other EA games on Facebook. It seems like the developer learned from the lack of response to Pig Up!&#8217;s bare bones beta, however, as Solitaire Blitz had monetization and viral sharing features up and running when the game entered open beta late last month. We actually found the game entirely through invites.</p>
<p><img class="aligncenter size-full wp-image-35678" src="http://www.insidesocialgames.com/wp-content/uploads/2012/02/Screen-shot-2012-02-06-at-12.15.01-PM.png" alt="" width="650" height="510" /></p>
<p>Solitaire Blitz is a variation on solitaire where players are racing the clock to clear as many columns of cards as possible to uncover treasures hidden underneath each column. An EA PopCap spokesperson declined to comment on the game, but it seems as though gameplay tweaks are still being made.</p>
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		<title>EA digital revenue climbs 40% to $274M in holiday quarter</title>
		<link>http://www.insidesocialgames.com/2012/02/01/ea-digital-revenue-climbs-40-to-274-million-in-holiday-quarter/</link>
		<comments>http://www.insidesocialgames.com/2012/02/01/ea-digital-revenue-climbs-40-to-274-million-in-holiday-quarter/#comments</comments>
		<pubDate>Wed, 01 Feb 2012 21:57:55 +0000</pubDate>
		<dc:creator>Kathleen De Vere</dc:creator>
				<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[monetization]]></category>
		<category><![CDATA[News]]></category>
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		<description><![CDATA[Electronic Art’s digital revenues &#8212; which includes those from social games &#8212; came in at $274 million for Q3 FY12, up over 40 percent from the same quarter last year. Non-GAAP digital revenue grew by 79 percent year-over-year, breaking $1 &#8230; <a href="http://www.insidesocialgames.com/2012/02/01/ea-digital-revenue-climbs-40-to-274-million-in-holiday-quarter/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Electronic Art’s digital revenues &#8212; which includes those from social games &#8212; came in at $274 million for Q3 FY12, up over 40 percent from the same quarter last year. Non-GAAP digital revenue grew by 79 percent year-over-year, breaking $1 billion before the end of 2011.</p>
<p>EA attributes growth in digital revenues to increased subscriptions, microtransactions and advertising. GAAP net revenue from wireless, advertising, digital distribution and other internet sources was $103 million, up from $16 million at the same time last year.</p>
<p>Mobile revenues, meanwhile, increased to $70 million dollars in company’s third quarter, up from $59 million in the same quarter a year earlier. Though up 19 percent year-over-year, the company’s handheld revenues dropped significantly. Revenue from Nintendo’s DS platform were $15 million, a 69 percent drop from $49 million year-on-year and revenues from Sony’s PSP were $14 million, a 36 percent drop over the same quarter a year earlier. Overall, the company’s total revenue from mobile and handhelds was down 24 percent year-on-year, dropping to $99 million.</p>
<p>Though not broken out on the balance sheet, EA reports that its PopCap Games studio posted 30 percent growth in revenues on a trailing-twelve-month basis. EA bought the Zuma Blitz developer <a href="http://www.insidesocialgames.com/2011/07/12/ea-buys-popcap-games/">in the summer</a>; its newest Facebook title, Solitaire Blitz, is currently in open beta.</p>
<p>During its earnings call, EA mentioned that a planned social game release would be moved from Q4 FY12 to Q1 FY13. It looks like EA is experimenting with optimal launch windows for social games, as most games earn their best money not at launch but after the first 30 days on the Facebook platform. EA CFO Eric Brown confirmed the strategy behind the move, saying the release would shore up expected performance from the 2013 lineup of social games. The latest game from its Playfish studio, <a href="http://www.insidesocialgames.com/2012/01/13/risk-factions-reimagines-popular-board-game-and-console-title-for-facebook-2/">Risk: Factions</a>, went live earlier this month and is still on a growth trend. Note that the publisher doesn&#8217;t detail social or mobile game releases in its earnings releases in the same way it does with console and PC game releases due the risk of being beaten to market by a copycat game.</p>
<p>Brown went on to say that FY 2012 digital revenue growth the hit $1.2 billion and that calendar 2013 would have a lighter game release schedule overall. Detailed guidance for FY 2013 will be provided in EA&#8217;s next earnings report.</p>
<p>More details on EA&#8217;s social games calendar came out during the Q&amp;A portion of the call: Five new games based on established IP are currently in development. A big social game launch is planned for May. Aside from the strategic decision behind moving the mystery 2013 social game back, the publisher also says that there are issues with the game&#8217;s social and monetization features. EA also says that a significant majority of digital revenue comes from EA’s own IP, not from PopCap and Playfish. The FIFA game launched with Gree for social and mobile networks in Japan was a particularly inspiring launch for EA and they&#8217;re exploring similar game launches on global networks. No mention was made of a Mass Effect 3 social game.</p>
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		<title>Clones, Schmones: Buffalo Studios, Nimblebit&#8217;s jabs at Zynga garner publicity and not much more</title>
		<link>http://www.insidesocialgames.com/2012/02/01/clones-schmones-buffalo-studios-nimblebits-jabs-at-zynga-garner-publicity-and-not-much-more/</link>
		<comments>http://www.insidesocialgames.com/2012/02/01/clones-schmones-buffalo-studios-nimblebits-jabs-at-zynga-garner-publicity-and-not-much-more/#comments</comments>
		<pubDate>Wed, 01 Feb 2012 19:45:40 +0000</pubDate>
		<dc:creator>Inside Social Games</dc:creator>
				<category><![CDATA[Analysis]]></category>
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		<description><![CDATA[Twice in the last month, we&#8217;ve seen studios come forward to criticize Zynga for being too inspired by their work. Nimblebit, which recently won Game of the Year from Apple, said a forthcoming Zynga title called Dream Heights unfairly cribs &#8230; <a href="http://www.insidesocialgames.com/2012/02/01/clones-schmones-buffalo-studios-nimblebits-jabs-at-zynga-garner-publicity-and-not-much-more/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Twice in the last month, we&#8217;ve seen studios come forward to criticize Zynga for being too inspired by their work.</p>
<p>Nimblebit, which recently won Game of the Year from Apple, <a href="https://s3.amazonaws.com/nbpromo/dearzynga.jpg">said a forthcoming Zynga title called Dream Heights unfairly cribs from their hit Tiny Tower</a>. Then this week <a href="http://venturebeat.com/2012/01/29/buffalo-studios-blasts-zynga-for-copying-bingo-blitz-social-game/">Buffalo Studios said Zynga copied some user interface and design details from their bingo game.</a></p>
<p>Frustrating as it may be to indie studios, this has always been part of Zynga&#8217;s strategy. It&#8217;s almost silly to address it. As long as games from proven genres earn outsized returns compared to ones from unproven categories <em>and</em> the cost of losing or settling lawsuits remains low, developers will keep doing copycat games.</p>
<p>Zynga&#8217;s chief executive Mark Pincus even euphemistically referred to the practice in December&#8217;s IPO roadshow by saying: “We have a rule of thumb inside Zynga. For any category we launch a game in, we expect it to be three to five times the size of the then category leader.”</p>
<p>He <a href="http://venturebeat.com/2012/01/31/zynga-mark-pincus-copycat-interview/">reiterated again in an internal memo this week that</a>:</p>
<blockquote><p>Google didn’t create the first search engine. Apple didn’t create the first mp3 player or tablet. And, Facebook didn’t create the first social network. But these companies have evolved products and categories in revolutionary ways. They are all internet treasures because they all have specific and broad missions to change the world.</p>
<p>We don’t need to be first to market. We need to be the best in market. There are genres that we’re going to enter because we know our players are interested in them and because we want and need to be where players are. We evolve genres by making games free, social, accessible and highest quality.</p></blockquote>
<p>Zynga does market research by looking at leading titles, designs similar games that don&#8217;t require a learning curve, optimizes them for monetization with its data prowess and then spends and cross-promotes relentlessly.</p>
<p>If Zynga&#8217;s titles appear too close to other games, it&#8217;s hard to take the company to task because of its deep pockets and fearsomely litigious history. Few small studios have the resources to pay for lawyers, especially against a company that has been so historically eager to sue others for theft of trade secrets and copyright infringement.</p>
<p>It also helps that the intellectual property system is quite fragmented for protecting games. Copyright covers the art and potentially the underlying source code while trademarks covers the brand and logo. Patents, the weakest form of protection for game developers, can cover code and mechanics.</p>
<p>Another factor is that as the gaming industry has moved away from a packaged goods model toward a highly iterative and serviced-based one, it makes less sense to pursue protection like patents. Like in the broader consumer Internet industry, waiting at least two to four years for a patent is absurd considering that a hit game can flame out in months.</p>
<p>The more interesting question to ask here is whether Zynga&#8217;s approach can do as well on mobile platforms as it has on Facebook. Zynga does not have an outsized lead on either Android or iOS. It has 13 million daily active users, which is very respectable. But it&#8217;s not enough to produce network effects that would shut out rival games from the top 10. Unlike Facebook, which signed a five-year agreement with Zynga, Apple does not have a vested interest in seeing Zynga achieve user growth targets. Smartphones also support more diversity than Facebook. The past month has proved that indie developers like Imangi Studios can nail freemium in more than casual sim or mafia games too.</p>
<p>Here we take a look back at various Zynga social and mobile titles, and whether they worked or not according to <a href="http://appdata.com/?utm_source=IMA&amp;utm_medium=text-middle&amp;utm_content=editorial-game-analysis&amp;utm_campaign=adp">AppData</a> statistics and ranking history from <a href="http://www.appannie.com">App Annie</a>:</p>
<p><strong>Mafia Wars and Mob Wars:</strong> Launched in August of 2008, Mafia Wars triggered one of the several lawsuits Zynga went on to become ensnared with. Creator David Maestri and his company Psycho Monkey LLC went onto sue Zynga for infringing on his creation Mob Wars and settled for a reported $7 to 9 million. (But it&#8217;s also worth noting that Maestri had to settle with his former employer SGN because he launched the game while working for them when they were called FreeWebs.)</p>
<p>After Zynga launched Mafia Wars, it went on to reach around 10 million monthly active users in about half a year, while Maestri&#8217;s game stalled at about 2.5 to 3 million MAU.</p>
<p><a href="http://www.insidesocialgames.com/2010/05/21/castle-co-facebook-city-building-gets-medieval-and-cute/13839-revision-6/" rel="attachment wp-att-13907"><img class="size-full wp-image-13907 aligncenter" src="http://www.insidemobileapps.com/wp-content/uploads/mafiawarscomparison.png" alt="" width="525" height="924" /></a></p>
<p><a href="http://www.insidesocialgames.com/2010/06/01/top-25-facebook-games-for-june-2010-big-titles-continue-to-plummet/top-25-june/" rel="attachment wp-att-14165"><img class="aligncenter size-full wp-image-14165" title="Screen shot 2012-01-30 at 6.21.18 PM" src="http://www.insidemobileapps.com/wp-content/uploads/Screen-shot-2012-01-30-at-6.21.18-PM.png" alt="" width="638" height="291" /></a></p>
<p><a href="http://www.insidesocialgames.com/2012/02/01/clones-schmones-buffalo-studios-nimblebits-jabs-at-zynga-garner-publicity-and-not-much-more/top-25-myspace-games-for-june-2010/" rel="attachment wp-att-14164"><img class="aligncenter size-full wp-image-14164" title="Screen shot 2012-01-30 at 6.20.54 PM" src="http://www.insidemobileapps.com/wp-content/uploads/Screen-shot-2012-01-30-at-6.20.54-PM.png" alt="" width="638" height="287" /></a></p>
<p><strong>PetVille, Happy Pets and Pet Society: </strong>Launched in December 2009, PetVille riffed on a long history of casual, animal care-taking games that have existed long before the Facebook platform even launched. It followed Playfish&#8217;s Pet Society, <a href="http://www.insidesocialgames.com/2008/08/12/playfishs-pet-society/">which came out more than a year before in the fall of 2008</a>, and Crowdstar&#8217;s Happy Pets, <a href="http://www.insidesocialgames.com/2009/11/16/crowdstars-new-happy-pets-game-sees-zynga-like-growth/">which launched the previous month.</a> Both PetVille and Happy Pets saw decent starts but then leveled off while Pet Society kept on growing.</p>
<p><a href="http://www.insidesocialgames.com/2010/05/21/castle-co-facebook-city-building-gets-medieval-and-cute/13839-revision-7/" rel="attachment wp-att-13908"><img class="size-full wp-image-13908 aligncenter" src="http://www.insidemobileapps.com/wp-content/uploads/petcomparison.png" alt="" width="524" height="645" /></a></p>
<p><img class="aligncenter size-full wp-image-14399" title="pet-society-mau" src="http://www.insidemobileapps.com/wp-content/uploads/Screen-shot-2012-01-30-at-11.54.45-PM.png" alt="" width="603" height="277" /></p>
<p><img class="aligncenter size-full wp-image-14395" title="happy-pets-mau" src="http://www.insidemobileapps.com/wp-content/uploads/Screen-shot-2012-01-30-at-11.45.06-PM.png" alt="" width="642" height="300" /></p>
<p><img class="aligncenter size-full wp-image-14396" title="petville-mau" src="http://www.insidemobileapps.com/wp-content/uploads/Screen-shot-2012-01-30-at-11.45.20-PM.png" alt="" width="650" height="299" /></p>
<p><strong>Cafe World and Restaurant City: </strong><a href="http://www.insidesocialgames.com/2009/09/30/zyngas-new-cafe-world-game-takes-on-playfishs-restaurant-city/">Zynga&#8217;s restaurant sim game Cafe World came out in September 2009 after Playfish&#8217;s Restaurant City</a> had <a href="http://www.insidesocialgames.com/2009/05/11/cooking-meets-the-sims-in-playfishs-restaurant-city-on-facebook/">accumulated 16 million monthly actives</a>. It added steps by making players chop up or dice ingredients before cooking dishes and requiring users to add friends as neighbors if they wanted to expand their restaurants. Restaurant City actually hit its peak usage two months after Zynga launched its game before it began a slow and steady decline. Cafe World also peaked shortly after at around 32 million monthly actives.</p>
<p><a href="http://www.insidesocialgames.com/2010/05/21/social-gaming-roundup-booyah-pre-paid-cards-ipad-more/ipad-store/" rel="attachment wp-att-13909"><img class="size-full wp-image-13909 aligncenter" src="http://www.insidemobileapps.com/wp-content/uploads/restaurantcitycomparison.png" alt="" width="525" height="715" /></a></p>
<p><img class="aligncenter size-full wp-image-14400" title="restaurant-city-mau" src="http://www.insidemobileapps.com/wp-content/uploads/Screen-shot-2012-01-30-at-11.53.30-PM.png" alt="" width="594" height="282" /></p>
<p><a href="http://www.insidesocialgames.com/2010/06/10/rollout-brings-new-spin-to-iphone-platform-gaming/rollout/" rel="attachment wp-att-14398"><img class="aligncenter size-full wp-image-14398" title="cafe-world-mau" src="http://www.insidemobileapps.com/wp-content/uploads/Screen-shot-2012-01-30-at-11.50.29-PM.png" alt="" width="650" height="293" /></a></p>
<p><strong>Gardens of Time and Hidden Chronicles: </strong>It&#8217;s not surprising that Zynga would want to get into the hidden object genre after Disney Playdom&#8217;s Gardens of Time topped growth charts for nearly five months in a row. It is a little surprising that it took Zynga so long to do it, however. <a href="http://www.insidesocialgames.com/2011/10/13/a-closer-look-at-the-origins-of-zyngas-hidden-chronicles/">Hidden object game designer Cara Ely was brought on at Zynga in July &#8212; three months after Gardens of Time&#8217;s launch</a> &#8212; and it wasn&#8217;t until January 2012 that Hidden Chronicles saw the light of day. In addition to similar presentation of story elements, Hidden Chronicles also cribs Gardens of Time&#8217;s decoration-based progression system.</p>
<p><img class="aligncenter size-full wp-image-14492" title="gardens-of-time" src="http://www.insidemobileapps.com/wp-content/uploads/gardens-of-time.jpg" alt="" width="650" height="257" /><br />
<img class="aligncenter size-full wp-image-14493" title="Screen shot 2012-02-01 at 9.18.45 AM" src="http://www.insidemobileapps.com/wp-content/uploads/Screen-shot-2012-02-01-at-9.18.45-AM.png" alt="" width="600" height="274" /><br />
<a href="http://www.insidesocialgames.com/2010/06/09/whos-using-facebook-around-the-world-the-demographics-of-facebooks-top-15-country-markets/14490-revision-3/" rel="attachment wp-att-14494"><img class="aligncenter size-full wp-image-14494" title="Screen shot 2012-02-01 at 9.20.05 AM" src="http://www.insidemobileapps.com/wp-content/uploads/Screen-shot-2012-02-01-at-9.20.05-AM.png" alt="" width="600" height="273" /></a><br />
Mobile has been a more interesting story this past year because Zynga actually started out as the underdog on iOS. Several games like Playforge&#8217;s Zombie Farm and Storm8&#8242;s Restaurant Story were taking genres that social gaming companies had nailed on Facebook and were executing them well on the iPhone. Nevertheless, Zynga managed to accumulate 13 million daily active users by year-end, largely because of its acquisition of Words With Friends maker Newtoy, but also because it started getting its core franchises right on mobile.</p>
<p><strong>Zynga Poker and Texas Poker: </strong></p>
<p>Poker is a more than 150-year-old game, so it&#8217;s hard to say that any company could own it. However, Russian developer Kamagames said Zynga copied user interface details from its hit Texas Poker early last year.</p>
<p>Zynga started fading out non-active players on the board and added a vertical bar to raise and lower bets. Before last year, Texas Poker was trouncing Zynga&#8217;s Poker game on the iOS grossing charts and consistently had a top 10 ranking. But in the spring, Zynga Poker began a steady climb and now outranks Kamagames&#8217; title.</p>
<p><img class="aligncenter size-full wp-image-14433" title="poker-pokerist" src="http://www.insidemobileapps.com/wp-content/uploads/poker-pokerist.jpg" alt="" width="650" height="601" /></p>
<p><img class="aligncenter size-full wp-image-14443" title="texas-poker-ranks" src="http://www.insidemobileapps.com/wp-content/uploads/texas-poker-ranks.jpg" alt="" width="650" height="330" /></p>
<p><img class="aligncenter size-full wp-image-14442" title="zynga-poker-ranks" src="http://www.insidemobileapps.com/wp-content/uploads/zynga-poker-ranks.jpg" alt="" width="650" height="332" /></p>
<p><strong>Tap Zoo, Tiny Zoo Friends and Dream Zoo:</strong> Pocket Gems had an undisputed run as one of the highest-earning developers last year after Tap Zoo held on to a top 10 grossing spot for about a year. Unsurprisingly, Zynga took note and launched Dream Zoo just ahead of Thanksgiving. <a href="http://www.insidemobileapps.com/2011/11/24/zynga-dream-zoo/">It took the same zoo concept but added some complexity with feeding and washing games along with more levels for each of the animals.</a> In anticipation of such a move, Pocket Gems phased out its old game Tap Zoo and launched a new version called Tap Zoo 2: World Tour.</p>
<p>None of the games have managed to hold onto a top 10 ranking. In fact, a different zoo game from developer TinyCo is actually the highest ranked one in the genre right now at #17. Dream Zoo remains at #44 and Tap Zoo 2 holds at #77. It looks like all of these companies effectively split the market.</p>
<p>Pocket Gems hasn&#8217;t complained, with chief operating officer Ben Liu telling us, &#8220;Look. Our games have copied extensively by many, many companies.&#8221; He added, &#8220;The way we can stay ahead of Zynga is by listening to our users and putting the best features in our game. Consumers are going to judge what&#8217;s the best product.&#8221; Pocket Gems has been busy launching a number of new games in the last few weeks like Tappily Ever After and Zombie Takeover.</p>
<p><img class="aligncenter size-full wp-image-14451" title="dream-zoo-screenshot" src="http://www.insidemobileapps.com/wp-content/uploads/dream-zoo-screenshot.png" alt="" width="650" height="433" /><br />
<img class="aligncenter size-full wp-image-14450" title="tap-zoo-screenshot" src="http://www.insidemobileapps.com/wp-content/uploads/tap-zoo-screenshot1.png" alt="" width="650" height="433" /><br />
<img class="aligncenter" title="dream-zoo-ranks" src="http://www.insidemobileapps.com/wp-content/uploads/dream-zoo-ranks.jpg" alt="" width="650" height="330" /><img class="aligncenter size-full wp-image-14452" title="tap-zoo-ranks" src="http://www.insidemobileapps.com/wp-content/uploads/tap-zoo-ranks.jpg" alt="" width="650" height="342" /><img class="aligncenter size-full wp-image-14454" title="tap-zoo-2-ranks" src="http://www.insidemobileapps.com/wp-content/uploads/tap-zoo-2-ranks.jpg" alt="" width="650" height="328" /><br />
<img class="aligncenter size-full wp-image-14455" title="tiny-zoo-friends-ranks" src="http://www.insidemobileapps.com/wp-content/uploads/tiny-zoo-friends-ranks.jpg" alt="" width="650" height="345" /></p>
<div></div>
<p><strong>This story originally appeared on our sister site, <a href="http://www.insidemobileapps.com/?p=13876">Inside Mobile Apps</a>.</strong></p>
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		<title>Offer provider TrialPay raises $40M and picks up a new strategic investor with Visa</title>
		<link>http://www.insidesocialgames.com/2012/01/31/offer-provider-trialpay-raises-40m-and-picks-up-a-new-strategic-investor-with-visa/</link>
		<comments>http://www.insidesocialgames.com/2012/01/31/offer-provider-trialpay-raises-40m-and-picks-up-a-new-strategic-investor-with-visa/#comments</comments>
		<pubDate>Tue, 31 Jan 2012 20:58:43 +0000</pubDate>
		<dc:creator>Brittany Darwell</dc:creator>
				<category><![CDATA[Advertising]]></category>
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		<description><![CDATA[TrialPay, the offers provider that has snagged exclusive deals with Facebook over the years, raised more than $40 million from Visa, Greylock Partners and other investors. The company notably picked up a strategic investor in Visa along with another traditional &#8230; <a href="http://www.insidesocialgames.com/2012/01/31/offer-provider-trialpay-raises-40m-and-picks-up-a-new-strategic-investor-with-visa/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>TrialPay, the offers provider that has snagged exclusive deals with Facebook over the years, raised more than $40 million from Visa, Greylock Partners and other investors. The company notably picked up a strategic investor in Visa along with another traditional late-stage participants like T. Rowe Price.</p>
<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2012/01/trial_pay.jpeg"><img class="alignright size-full wp-image-35439" title="trial_pay" src="http://www.insidesocialgames.com/wp-content/uploads/2012/01/trial_pay.jpeg" alt="" width="170" height="91" /></a></p>
<p>TrialPay was one of the early offers providers on the Facebook platform that helped social gaming companies monetize the vast majority of users that were unlikely to pay for virtual goods. Instead of paying for virtual currency, players could get virtual currency for free by signing up for offers like Netflix subscriptions instead.</p>
<p>After an early ugly period on the platform that saw offers of questionable quality from several rivals, Trialpay<a href="http://www.insidefacebook.com/2010/04/15/facebook-tests-advertising-offers-in-its-credits-virtual-currency-service/" target="_blank"> emerged as a favored partner to Facebook</a>. The company was initially offered a deal to be the exclusive offers provider for Facebook. Now the company says it reaches more than 70 million monthly active users worldwide and powers offer walls for top developers like Zynga and Playdom.</p>
<p>TrialPay partnered with Facebook <a href="http://www.insidefacebook.com/2011/02/15/trialpay-dealspot-facebookcredits/" target="_blank">in February 2011</a> to offer DealSpot &#8212; an in-game offers API that served daily deals to players, giving them virtual currency rewards if they mad a purchase. Before DealSpot, developers had to set up relationships with advertisers and video providers individually. This was difficult for companies without large sales teams.</p>
<p>In addition to Greylock, Visa and T. Rowe Price, the other investors include DAG Ventures, Draper Fisher Jurvetson&#8217;s Growth Fund and QuestMark Partners. TrialPay announced it increased transaction volume by seven times and saw four times as much traffic to the platform in 2011. The company did not specify how it will use the funding beyond general growth and innovation.</p>
<p>It&#8217;s worth noting that Visa&#8217;s investment in Trialpay represents yet another step into virtual currency for the credit card company. Visa acquired Playspan, a company that supports dozens of payment options for casual game players, in Feburary of last year for $190 million in cash.</p>
<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2012/01/TrialPay-Dealspot-Facebook-Credits-Video.png"><img class="aligncenter size-full wp-image-35438" title="TrialPay-Dealspot-Facebook-Credits-Video" src="http://www.insidesocialgames.com/wp-content/uploads/2012/01/TrialPay-Dealspot-Facebook-Credits-Video.png" alt="" width="500" height="283" /></a></p>
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		<title>Guest post: Vostu&#8217;s insights on retention patterns in social vs. casual games</title>
		<link>http://www.insidesocialgames.com/2012/01/16/guest-post-vostus-insights-on-retention-patterns-in-social-vs-casual-games/</link>
		<comments>http://www.insidesocialgames.com/2012/01/16/guest-post-vostus-insights-on-retention-patterns-in-social-vs-casual-games/#comments</comments>
		<pubDate>Mon, 16 Jan 2012 18:00:31 +0000</pubDate>
		<dc:creator>AJ Glasser</dc:creator>
				<category><![CDATA[casual]]></category>
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		<description><![CDATA[[Editor's Note: The following article comes from Vostu co-founder and Chief Scientist Mario Schlosser and Chief Researcher Neil Molino. It compares retention patterns between Vostu's city-building sim, MegaCity, and its recently-released real time soccer sim, Gol Mania.] In Vostu’s experience, &#8230; <a href="http://www.insidesocialgames.com/2012/01/16/guest-post-vostus-insights-on-retention-patterns-in-social-vs-casual-games/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-34977" title="vostu normal header" src="http://www.insidesocialgames.com/wp-content/uploads/2012/01/vostu-normal-header1.png" alt="" width="211" height="135" hspace="20" vspace="10" />[<em>Editor's Note: The following article comes from Vostu co-founder and Chief Scientist Mario Schlosser and Chief Researcher Neil Molino. It compares retention patterns between Vostu's city-building sim, MegaCity, and its recently-released real time soccer sim, <a href="http://www.insidesocialgames.com/2011/11/14/vostus-gol-mania-scores-a-goal-for-realtime-soccer-gameplay-on-facebook/">Gol Mania</a>.</em>]</p>
<p>In Vostu’s experience, what makes a successful traditional social game (defined here as games with common social features like quests and gifting) is building a highly dedicated and engaged long-term userbase that plays up into very high levels in the game. Game play in high levels becomes complex and extremely social. (High-level users exchange a lot more gifts than low-level ones, for example.) These games lose a lot of users early on, but those who stay (at least in a good game) are there for long periods of time and are highly engaged with the game. And, hopefully, they&#8217;re paying users.</p>
<p>In contrast, casual games (defined here as games that are social but rely less heavily on traditional social features like quests and gifting) have a tougher time engaging a long-term audience. Gameplay in high levels tends to be the same straightforward, simple activity that it was in lower levels. That means it is harder to continuously engage users in casual games when they reach high levels. This game type does have its advantages, however, as it is easier for users to re-engage with a casual game after a lapse.</p>
<p>From our perspective, social games are soap operas while casual games are sitcoms. The retention characteristics for a traditional social game like MegaCity, our city-building simulation, are very different than those we see in a casual game like Gol Mania, our real-time soccer game. But some of these differences clearly point to opportunities for casual games to learn from social games and vice versa.</p>
<p>We’ll quantify a number of key differences between MegaCity and Gol Mania below. First, at a very basic level, we see the amount of minutes that users play per day shows a divergence between the two games. When we drill into this and break down the userbase of the two games by level, we see that this divergence really stems from the fact that (a) social games have a higher portion of high-level dedicated users and (b) these high-level dedicated users actually play longer each day than their analogous users in casual games. The chart below shows the percentage of users who play x minutes or less per day. “Social game” stands for Vostu’s MegaCity, and “Casual game” is Vostu’s Gol Mania. For example, in Gol Mania, 80 percent of users play 30 minutes or less per day, while in MegaCity, just 60 percent play 30 minutes or less per day.</p>
<p><img class="aligncenter size-full wp-image-34967" title="chart1" src="http://www.insidesocialgames.com/wp-content/uploads/2012/01/chart1.jpg" alt="" width="481" height="289" /></p>
<p>In the graph below, we see that low-level users show very similar time played per day for both games. Note that it normally doesn’t make sense to compare levels across games, as level 10 in a poker game is bound to be different than level 10 in a cafe game. In our case, however, we can calculate our games’ level curves in a way that an average user levels up every 1-1.5 days regardless of which type of game they are playing. This is interesting: in a user’s early days, casual vs. social games don’t differ.</p>
<p><img class="aligncenter size-full wp-image-34968" title="chart2" src="http://www.insidesocialgames.com/wp-content/uploads/2012/01/chart2.jpg" alt="" width="481" height="289" /></p>
<p>Mid-level users start to show differences in the duration of play per day:</p>
<p><img class="aligncenter size-full wp-image-34969" title="chart3" src="http://www.insidesocialgames.com/wp-content/uploads/2012/01/chart3.jpg" alt="" width="481" height="289" /></p>
<p>This difference becomes even more extreme as we progress to very high levels. Hard-core users in MegaCity are highly engaged. A full 50 percent plays more than 30 minutes per day. That’s not the case for long-standing fans of Gol Mania, which are less engaged.</p>
<p><img class="aligncenter size-full wp-image-34970" title="chart4" src="http://www.insidesocialgames.com/wp-content/uploads/2012/01/chart4.jpg" alt="" width="481" height="289" /></p>
<p>As we can see, the main difference between the two games in minutes played per day is that MegaCity enjoys a larger portion of high-level users and that these users play more minutes per day than those we find in Gol Mania.</p>
<p>Similarly, we see that as a whole, the games show a different distribution of their users’ “login intensity.” We define this term as the fraction of distinct days since registration that the user actually played the game. For example, if you played eight out of 10 days since you joined, your login intensity would be 80 percent.</p>
<p><img class="aligncenter size-full wp-image-34971" title="chart5" src="http://www.insidesocialgames.com/wp-content/uploads/2012/01/chart5.jpg" alt="" width="481" height="489" /></p>
<p>The left skew for MegaCity is apparent. As a whole, its userbase logs in more frequently; in fact, nearly one in five MegaCity users has logged in more than 80 percent of the days since registering. We can attribute some of this behavior to the fact that MegaCity does a better job pulling users into higher levels. We can also say, however, that the game’s age plays a significant role, as MegaCity is old enough to have accumulated a lot of high level users whereas Gol Mania is comparatively young.</p>
<p>So we’ll look at login intensity by level below, across both games:</p>
<p><img class="aligncenter size-full wp-image-34972" title="chart6" src="http://www.insidesocialgames.com/wp-content/uploads/2012/01/chart6.jpg" alt="" width="509" height="531" /></p>
<p>In terms of login intensity, casual and social games actually turn out to be pretty similar once you normalize correctly for game age, etc. While active users log into both games at about the same rate, they play casual games less intensely once they’re logged in, however. This behavior is very clearly a function of the fact that casual games are less social than social games.</p>
<p>The chart below illustrates the point. It shows the percentage of game sessions that started with the user entering the game through a “social” channel, like clicking on a news feed story or accepting a gift.</p>
<p><img class="aligncenter size-full wp-image-34973" title="chart7" src="http://www.insidesocialgames.com/wp-content/uploads/2012/01/chart7.jpg" alt="" width="481" height="289" /></p>
<p>There are a number of powerful observations in this chart. First, casual games and social games work very similarly when it comes to viral acquisition. In early levels, users are about equally likely to enter the game because of some viral channel like a canvas app ticker story.</p>
<p>But social games exhibit a higher virality via in-game activity. At higher levels, users in a social game are a lot more likely to get back into the game because of some viral activity like an in-game gift request. This is because viral activities like exchanging gifts to build stuff are the bread-and-butter of the high level user experience. That type of gameplay also explains some of the differences we’ve seen in previous charts: viral mechanics like gifting lead to more intense engagement for higher levels in social games.</p>
<p>In contrast, there is no high-level gameplay loop at work in casual games. We&#8217;ve recently begun experimenting with this by adding more personalization to Gol Mania. For example, we introduced in-game &#8220;private rooms,&#8221; where users can directly challenge their friends to an immediate real-time match. In a period of a few days, roughly 7 percent of active users invite their friends to Gol Mania, whereas 17 percent of those users who enter a private room invite their friends to a match. So, there are ways of making casual game more social &#8212; and therefore more viral.</p>
<p>To us, this represents an opportunity for casual games. An important share of a social game’s everyday traffic is users who had left the game “waking up” from a lapse in daily play and returning. If casual games could recreate the viral “wake up call,” they could potentially enjoy an even larger audience of high level users.</p>
<p><img class="aligncenter size-full wp-image-34974" title="chart8" src="http://www.insidesocialgames.com/wp-content/uploads/2012/01/chart8.jpg" alt="" width="481" height="289" /></p>
<p>That may be easier said than done, however, as social games naturally encourage users to return &#8212; or suffer consequences like withering crops or expired storyline quests. Here, casual games gain the upper hand as users suffer fewer consequences for a lapse in gameplay, meaning there’s less of a barrier to returning. The chart below is a bit complicated: it shows the probability that a user returns to the game after being gone, depending on how long the user has been away from the game. While it is true that the longer a user is away, the less likely they are to return (the lines both slope down), an extended break does not decrease the probability as rapidly in a casual game as in a social game:</p>
<p><img class="aligncenter size-full wp-image-34975" title="chart9" src="http://www.insidesocialgames.com/wp-content/uploads/2012/01/chart9.jpg" alt="" width="481" height="289" /></p>
<p>In casual games, crops don’t wither, quests don’t expire and the gameplay is more or less the same as it was when the user left. No matter how long a user is gone, it’s just as easy to return to the game as it was when the user was playing daily. The effect is powerful. Casual games get a lot more out of waking-up users than social games.</p>
<p>Moreover, once a user wakes up in a casual game, they are more likely to play more frequently. We believe this is because a casual game feels new and more self-contained each time a user plays. The graph below shows the login intensity for users who wake up and return to a game:</p>
<p><img class="aligncenter size-full wp-image-34976" title="chart10" src="http://www.insidesocialgames.com/wp-content/uploads/2012/01/chart10.jpg" alt="" width="481" height="289" /></p>
<p>Social and casual games need to learn from each other. Social games need to make it less burdensome for users to return: ease users back into the game instead of showing them the one hundred feature launches they missed while they were gone. Casual games need long-term investment opportunities for the user.</p>
<p>For Vostu, it makes sense to keep a portfolio of both social and casual games. Our casual games have a higher chance of getting users back into our portfolio and also bridge the gap between big social game launches. We think of them as the sitcoms you flip to during the commercial breaks in your prime time soap opera. Having the soap opera, though, is necessary to really build a longer-term, engaged and paying audience.</p>
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		<title>Brighter Option&#8217;s user acquisition solution boosts dev&#8217;s users 60 percent</title>
		<link>http://www.insidesocialgames.com/2012/01/12/brighter-options-cheaper-user-acquisition-solution-boosts-devs-users-60-percent/</link>
		<comments>http://www.insidesocialgames.com/2012/01/12/brighter-options-cheaper-user-acquisition-solution-boosts-devs-users-60-percent/#comments</comments>
		<pubDate>Thu, 12 Jan 2012 19:41:36 +0000</pubDate>
		<dc:creator>Kathleen De Vere</dc:creator>
				<category><![CDATA[Metrics]]></category>
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		<description><![CDATA[It’s a well known fact the cost of user acquisition on Facebook can be a serious challenge to mid-market and independent social game developers. High cost per install (CPI) on new games typically means that user acquisition campaigns are reserved &#8230; <a href="http://www.insidesocialgames.com/2012/01/12/brighter-options-cheaper-user-acquisition-solution-boosts-devs-users-60-percent/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>It’s a well known fact the cost of user acquisition on Facebook can be a serious challenge to mid-market and independent social game developers.</p>
<p>High cost per install (CPI) on new games typically means that user acquisition campaigns are reserved for big developers already dominant in the market, or well funded startups like <a href="http://www.insidesocialgames.com/2011/12/20/outplay-entertainment-ltd-kicks-off-cross-platform-business-on-facebook/">Outplay Entertainment</a> that are coming in with a war chest of money specifically for marketing. According to one estimate from advertising service provider <a href="http://www.socialgamesobserver.com/do-purchased-users-2709">AdParlor</a>, a campaign to acquire 200,000 new players can cost anywhere from $60,000 to $130,000 depending on the type of game.</p>
<p>However, there are some companies that can work for smaller, less funded developers as well as for larger ones. One of those companies is London-headquartered <a href="http://www.brighteroption.com/SAM/index.htm" target="_blank">Brighter Option</a>, which claims its <a href="http://www.insidefacebook.com/2010/11/30/brighter-option-social-ads-manage/">Social Ads Manager (SAM)</a> software helped mid-sized German social games publisher <a href="http://plinga.com/" target="_blank">Plinga</a> rack up 60 percent more new users than it would have using the same marketing budget without SAM.</p>
<p>According to Brighter Option, using SAM, Plinga was able to see click through rates (CTR) of 0.09 percent for its Facebook ads, far higher than the 0.02 percent average typically seen on the platform. Overall, Plinga saw game installs grow from 60,000 to 1.2 million in the three months it was working with Brighter Option.</p>
<p>According to our traffic tracking service <a href="http://www.appdata.com/devs/756831-plinga?date_range=last_30_days&amp;commit=Graph+It&amp;start_date%5Bmonth%5D=1&amp;start_date%5Bday%5D=1&amp;start_date%5Byear%5D=2012&amp;end_date%5Bmonth%5D=1&amp;end_date%5Bday%5D=12&amp;end_date%5Byear%5D=2012">AppData</a>, Plinga currently has 390,000 MAU spread across its games on Facebook, but had 274,000 MAU in mid-October.</p>
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		<title>Inside Tetris Battle, Facebook&#8217;s top multiplayer arcade game</title>
		<link>http://www.insidesocialgames.com/2012/01/12/inside-tetris-battle-facebooks-top-multiplayer-arcade-game/</link>
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		<pubDate>Thu, 12 Jan 2012 19:30:45 +0000</pubDate>
		<dc:creator>James Au</dc:creator>
				<category><![CDATA[Analysis]]></category>
		<category><![CDATA[casual]]></category>
		<category><![CDATA[Deals]]></category>
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		<description><![CDATA[Tetris Battle started out in 2010 as a quiet attempt to bring a classic video game brand to Facebook. Now, just over a year later, the game is on track to compete with the very biggest Facebook games from giants &#8230; <a href="http://www.insidesocialgames.com/2012/01/12/inside-tetris-battle-facebooks-top-multiplayer-arcade-game/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://appdata.com/?utm_source=ISG&amp;utm_medium=logo&amp;utm_content=editorial-game-analysis&amp;utm_campaign=adp"><img class="alignright size-full wp-image-33476" src="http://www.insidesocialgames.com/wp-content/uploads/2011/11/appdata-logo3.png" alt="" width="206" height="57" hspace="20" vspace="10" /></a><a href="http://www.appdata.com/apps/facebook/130409810307796-tetris-battle">Tetris Battle</a> started out in 2010 as a quiet attempt to bring a classic video game brand to Facebook. Now, just over a year later, the game is on track to compete with the very biggest Facebook games from giants like Zynga and EA.</p>
<p>Already ranked among the top ten most popular games on Facebook as recorded by our <a href="http://appdata.com?utm_source=ISG&amp;utm_medium=chart&amp;utm_content=editorial-top-20&amp;utm_campaign=adp"> AppData</a> traffic tracking service, Tetris Battle currently enjoys about 3.1 million daily active users with 2 million of them arriving in the game within the last two months alone. Honolulu-based developer Tetris Online Inc. has set the sky as the limit for the game&#8217;s growth in 2012, hoping to grow the total player base of Tetris Battle to between 5 and 10 million DAU this year. If successful, this would place Tetris Battles in serious competition for the top spot of most popular Facebook game overall.</p>
<p style="text-align: center"><a href="http://appdata.com/?utm_source=ISG&amp;utm_medium=chart&amp;utm_content=editorial-game-analysis&amp;utm_campaign=adp"><img class="size-full wp-image-34838 aligncenter" src="http://www.insidesocialgames.com/wp-content/uploads/2012/01/Tetris-Battle-DAU.jpg" alt="" width="647" height="288" /></a></p>
<p>In this report, Tetris Online VP of Marketing Casey Pelkey and VP of Game Design &amp; Executive Producer Eui-Joon &#8220;Ace&#8221; Youm share the design and deployment decisions that make the game an ongoing success, their monetization strategies, other Tetris Online games and future plans for Tetris Battle expansion Tetris Arena.</p>
<p><strong>Tetris Battle gameplay: Variations of multiplayer<br />
</strong><br />
Tetris Battle’s basic gameplay is similar to the original arcade version, except played in several varieties of multiplayer with enhanced competitive aspects. In &#8220;Sprint&#8221; mode, players race to be the first to create 40 lines the fastest; in “Battle” modes, when a player forms one or more lines on their board, obstacles and hazards are sent onto the playing field of her competitors.<br />
<a href="http://www.insidesocialgames.com/wp-content/uploads/2012/01/Tetris-Battle-Sprint.jpg"><img class="aligncenter size-full wp-image-34847" src="http://www.insidesocialgames.com/wp-content/uploads/2012/01/Tetris-Battle-Sprint.jpg" alt="" width="647" height="517" /></a><br />
Gameplay makes use of both synchronous and asynchronous multiplayer competition. The developer prefers not to publicize the specific deployment method used in Tetris Battle, except to say that its goal is to make gameplay feel the same in both synchronous and asynchronous matches. Players are pit against competitors of a similar level and when competing in real time, they will see their competitors&#8217; actual gameplay depicted onscreen. When playing the game with Facebook friends, matches are entirely synchronous and feature a live user-to-user chat feature. The company intentionally throttles live play connections to maintain good performance, but Pelkey says it still represents &#8220;a significant percentage of total games played each day.&#8221;</p>
<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2012/01/Tetris-Battle-Daily-Spin.jpg"><img class="aligncenter size-full wp-image-34848" src="http://www.insidesocialgames.com/wp-content/uploads/2012/01/Tetris-Battle-Daily-Spin.jpg" alt="" width="647" height="360" /></a><br />
Tetris Online incorporates a number of mechanics to encourage continued engagement, including a leveling system which is used to match players with similar playing abilities, and to unlock new game modes. As with many social games, Tetris Battle also has an energy meter which is drained during play, but replenished over time or via monetization. A “Daily Bonus Spin” encourages regular play by offering players special items for playing the game over consecutive days.</p>
<p><strong>Growth and usage: 80 percent word-of-mouth installs</strong></p>
<p>Unlike many Facebook games, Tetris Battle does not employ a mandatory friend-adding mechanic in which a player cannot progress further unless they send game installation invites to their friends. Instead, says Youm, &#8220;We focus on the core gameplay&#8230; our core belief is if [players] enjoy the game and stay there, they will invite their friends.”</p>
<p>This partly explains the game’s relatively slow growth rates in its first 6-8 months. Initially launched in July 2010, it first had slow growth and low engagement rates, fluctuating between 7 and 15 percent of DAU as a percent of MAU (or DAU/MAU). Technical issues were also a culprit.</p>
<p style="text-align: center"><img class="size-full wp-image-34814 aligncenter" src="http://www.insidesocialgames.com/wp-content/uploads/2012/01/Tetris-Battle-login.jpg" alt="" width="647" height="403" /></p>
<p>The game’s slow growth was also due in part to a lower install rate: Only 55 percent of players would go from launching the app to completing their first game. The reason for this, the developer believes, is that many Facebook gamers were unaccustomed to Tetris&#8217; keyboard-driven gameplay, since nearly all games on the social network platform are mouse-driven. To address this challenge, Youm and his team put the game&#8217;s keyboard instructions in the first loading screen and focused players on only using the game’s main key controls for the initial game. As a result, Tetris Battle&#8217;s install-to-play rate increased to 80 percent.</p>
<p>The results of this design and layout change became quite evident in April 2011. According to AppData, the DAU/MAU rate then leaped from 20 to about 27 percent, and then began trending toward 35 percent. (Engagement rates of 20 percent DAU/MAU or higher are extremely good for a Facebook game.) Youm also believes that by April 2011, Tetris Battle had reached sufficient critical mass (then about 500,000 DAU) that word of mouth began to drive strong adoption rates, with current players actively inviting their friends to play. According to Youm, installations based on word of mouth are &#8220;at least 80 percent&#8230; and the funny thing is, it&#8217;s increasing.&#8221;</p>
<p>Some of Tetris Battle’s growth is also attributable to a viral mechanism involving tetrimino blocks, which can be combined and redeemed for additional energy. A player who invites Facebook users gets more chances to win tetriminos. Players who are Facebook friends with each other can give each other their tetriminos, which creates incentive for friend invites. Tetris Battle also sees significant growth via updates on friends’ Facebook walls, where news on winning games and other Tetris Battle successes can be posted. (As a skill-based game, Youm speculates that players feel more encouraged to share Tetris Battle victories with friends, than non-skill game updates.) Further, the developer reports that players who come to Tetris Battle via friend requests are more likely to put a full effort into the initial on-ramping experience, and are therefore more likely to convert.</p>
<p>In more recent months, Tetris Battle has seen noticeable growth through Facebook’s launch of the canvas app ticker, which amplified the game’s viral word of mouth. The developer hopes that Facebook makes it possible for users to immediately join friends in a multiplayer session, just by clicking on the relevant app ticker update. Doing this, they believe, would increase general growth of multiplayer games on Facebook.</p>
<p>According to the developer, the game now enjoys a peak concurrency of nearly 200,000 players, and routinely averages about 100,000 players throughout the day. Twenty percent of the total playerbase is classified as core players, defined as those who play over an hour a day. As noted, the game has an energy system, which kicks in after 30 minutes; at that point, a player must wait for an hour to refill their energy (i.e. playing time), or purchase extra energy. Core players are therefore playing at least twice a day and/or monetizing.</p>
<p><strong>Monetization and demographics</strong></p>
<p>The developer reports that Tetris Battle earns close to the puzzle game average of 1 to 2 cents in average revenue per daily active user, or ARPDAU. (Tetris Online declines to state specific ARPDAU for their game.) That monetization rate is typical for the game’s US audience, they say, with other English-speaking countries (Australia, Canada, the UK) also earning good monetization. At this range and at a conservative estimate, revenue for Tetris Battle probably exceeds $1 million per month.</p>
<p>Tetris Battle’s monetization options center around energy, decorations, and functional items, such as “armor,” which protects a player’s rank on the game’s leaderboard from decreasing whenever a player loses a match. Overall, functional goods that improve a player’s gameplay, such as speeding up the movement of their game pieces, monetize best. For the game’s 20 percent core users, a “fast speed drop” of incoming blocks is the most popular monetized item. Special discount sales of goods also increase monetization rates, as does localization of the game. Tetris Battle was also recently localized in Chinese, which resulted in a revenue increase among Chinese-speaking players.</p>
<p>Demographically, Tetris Battle players are roughly split 50/50 by gender, and retention tends to skew younger; in this case, meaning players in the 20-40 range. Core gamers (those playing for over an hour a day) are more male. In terms of players by country, the game reportedly grows in tandem with Facebook’s expansion into the international market. (Players from Denmark, for unknown reasons, comprise a disproportionately large percentage of the user base.)</p>
<p><strong>Leveraging and protecting the Tetris brand on Facebook</strong></p>
<p>According to Pelkey, the Tetris brand name has been an important draw for first-time players; however, retention depends not on the brand, but gameplay and user experience. He applies this lesson in general advice to Facebook game developers involved with other well-known brands and franchises: “You have to deliver a great game, period,” he says. And that includes adding features to the game that leverage all of the platform’s social components: “In Facebook, you better deliver [a game] that has something extra, and not only engages the player, but engages their friends as well.” So far, Tetris Battle is among the rare examples of games from the arcade era to succeed on Facebook.</p>
<p>Given that, and the continued growth of Tetris Battle, some might wonder if it will face copy-cat competitors which frequently beset successful Facebook games. In this case, Tetris’ holding company, Blue Planet Software, has a history of successfully protecting the Tetris brand from imitators in the legal arena. While games in themselves cannot be copyrighted, elements of a game can be trademarked; in this case, the Tetris logo, Tetris theme song, and tetrimino playing pieces enjoy that legal protection. As an example of Blue Planet&#8217;s protection strategy, a Facebook game called Blockstar, which had a striking resemblance to Tetris, was legally acquired and co-opted by the company in 2007. This move contrasts the fate of Scrabulous, a Facebook imitator of Scrabble that was shut down by the board game’s rights holder.</p>
<p>Instead of doing that, says Pelkey, &#8220;To help reduce the amount of time our legal team spent on shutting this particular game mode down, we were fortunate to befriend the individual who programmed [Blockstar]”. The company went on to “embrace it as an official game mode, making it a part of the Tetris history.” It&#8217;s still available within <a href="http://www.appdata.com/apps/facebook/2376198867-tetris-friends">Tetris Friends</a>, with 350,000 MAU. (Before joining Tetris Online, Youm himself was developing a knock-off of the original Tetris for an Asian developer.)</p>
<p><strong>Future plans: Tetris Arena, localization and beyond Tetris Battle</strong></p>
<p>In the second quarter of 2012, Facebook should see the launch of Tetris Arena, a gameplay mode in Tetris Battle that’s now in closed beta. Aimed at the core gamer market, Tetris Arena focuses on multiplayer, synchronous play, in which players compete live using the same playing pieces.</p>
<p><img class="aligncenter size-full wp-image-34840" src="http://www.insidesocialgames.com/wp-content/uploads/2012/01/Tetris-Battle-Arena.jpg" alt="" width="648" height="622" /></p>
<p>Given that focus, it will also come with a global ranking system &#8212; the first Tetris title to have one. For this reason, Tetris Online believes that the Arena mode will draw core players hungry to prove that they’re among the very best at the game overall. Also reflecting the developer’s goal to present Tetris as a competitive sport, Arena will also come with a spectator mode. The company has been testing it on gamers by publishing the Arena game mode’s unlock code on Twitter. Since starting this activity, the <a href="http://twitter.com/tetrisbattle">Tetris Battle Twitter account</a> has gained 260,000 followers within two months. The Arena game mode is entirely live play, but since it&#8217;s still in closed beta, it represents a smaller percentage of the daily games played; the company expects this to grow as the game is opened to more players.</p>
<p>Monetization for Tetris Arena will vary from the main Tetris Battle game, with more functional consumable items. Since the game exists within the main app, the company plans to focus early launch on in-game cross-promotion.</p>
<p>As noted, Tetris Online recently launched a Chinese-localized version of Tetris Battle, garnering improved monetization in Chinese-speaking countries. In 2012, the company also plans to release localizations of the game in Spanish, French, Italian and German, with one new language deployed each month. All these versions will exist within the same Tetris Battle app ID, which will therefore enjoy any growth these additions are likely to attract. The developer notes that the game tends to gain growth momentum when it’s made available in a given country, and word of mouth kicks in; localization should further drive this growth.</p>
<p>Tetris Online also plans to launch a second product in 2012, a head-to-head multiplayer game, which will not be Tetris branded. Another game, <a href="http://www.appdata.com/apps/facebook/152424884783539-tetris-stars">Tetris Stars</a>, which combines mouse-driven gameplay with a more casual variation of Tetris, is currently in open beta; the developer is still developing its Q1 2012 plans for that title.</p>
<p><strong>Facebook games in 2012: Words With Friends vs. Tetris Online</strong></p>
<p>At the start of 2012, several top Facebook games shared some common traits with Tetris Battle. Among these are <a href="http://www.appdata.com/apps/facebook/168378113211268-words-with-friends">Words With Friends</a> (with 7.9 million DAU, 16 million MAU), <a href="http://www.appdata.com/apps/facebook/256051837747677-bubble-witch-saga">Bubble Witch Saga</a> (4 million DAU, 11 million MAU), and <a href="http://www.appdata.com/apps/facebook/40343401983-bejeweled-blitz">Bejeweled Blitz</a> (3.1 million DAU, 9.2 million MAU). All currently enjoy strong growth, especially as compared to other games now topping the popularity charts, such as CityVille and The Sims Social, which have comparatively flat growth. Given these trends, it’s likely that puzzle/arcade games will emerge as 2012’s leaders on the Facebook platform.</p>
<p>For the part of Tetris Online, they consider Tetris Battle’s most direct competitor in the coming year to be Zynga’s Words With Friends. From Youm’s perspective, Words has the advantage of mobile connectivity and cross-platform play. By contrast, competitive Tetris games are difficult to deploy on phones, especially smartphones with touch screens. Additionally, EA holds the rights to mobile versions of Tetris and would need to be brought on as a partner for any mobile deployment of Tetris Online games. However, Youm argues that Tetris Battle has a more global reach than Words With Friends, with the Scrabble-like game probably limited in appeal to regions where English or Romance languages predominate.</p>
<p>These strategic assumptions will be tested as Tetris Online rolls out localized versions of Tetris Battle in 2012, aiming to cater more directly to European and Spanish-speaking countries. In any case, the company sees this year as an opportunity to transform the Facebook platform’s competitive space. Youm argues that multiplayer competitive games are more sustainable for developers, because unlike most other genres, there’s no clear end point where all the game’s content has been enjoyed. Just as Tetris the brand continues to thrive nearly three decades after launch, he believes multiplayer games on Facebook can thrive as long as people are interested in playing them against each other.</p>
<p>“The success of puzzle games gives people something to think about,” as Pelkey puts it. ”At the end of 2012, maybe there’s a different face of gaming in Facebook.”</p>
<p><em>Full Disclosure: In 2010, the author briefly consulted for Avatar Reality, an unrelated 3D virtual<br />
world developer founded by Henk Rogers, president of Blue Planet Software.</em></p>
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		<title>Spry Fox aiming for 10 years of Triple Town, mobile app heading to iOS and Android</title>
		<link>http://www.insidesocialgames.com/2012/01/12/spry-fox-aiming-for-a-10-year-lifespan-for-triple-town-cross-platform-mobile-app-on-the-way/</link>
		<comments>http://www.insidesocialgames.com/2012/01/12/spry-fox-aiming-for-a-10-year-lifespan-for-triple-town-cross-platform-mobile-app-on-the-way/#comments</comments>
		<pubDate>Thu, 12 Jan 2012 17:00:31 +0000</pubDate>
		<dc:creator>Kathleen De Vere</dc:creator>
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		<description><![CDATA[Indie developer Spry Fox has rolled out a number of changes to Triple Town, its critically acclaimed first foray into social games, and is preparing a cross-platform mobile version. Originally a Kindle title, the match three puzzle game has built &#8230; <a href="http://www.insidesocialgames.com/2012/01/12/spry-fox-aiming-for-a-10-year-lifespan-for-triple-town-cross-platform-mobile-app-on-the-way/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Indie developer Spry Fox has rolled out a number of changes to Triple Town, its critically acclaimed first foray into social games, and is preparing a cross-platform mobile version.</p>
<p>Originally a Kindle title, the match three puzzle game has built up a small, but dedicated fan base on Facebook, where it has 160,000 MAU according to our <a href="http://www.appdata.com/apps/facebook/176467029057088-triple-town?date_range=last_6_months&amp;commit=Graph+It&amp;start_date%5Bmonth%5D=1&amp;start_date%5Bday%5D=1&amp;start_date%5Byear%5D=2012&amp;end_date%5Bmonth%5D=1&amp;end_date%5Bday%5D=10&amp;end_date%5Byear%5D=2012">AppData</a> traffic tracking service. The game is also available on Google+, where it has about half as many users as it does on Facebook according to Spry Fox’s CEO and co-founder David Edery.</p>
<p>When Inside Social Games <a href="http://www.insidesocialgames.com/2011/10/18/spry-fox-targets-facebook-google-with-compelling-kindle-game/">reviewed Triple Town in October</a>, Spry Fox told us more features were coming and last week the company made good on the promise, introducing a major update that changed the game’s UI, expanded the gameplay with a world map, introduced daily bonuses and added new premium currency called Diamonds that can only be purchased with Facebook Credits.</p>
<p>Inside Social Games reconnected with Edery over the weekend to ask him about the development process behind the changes and to see what else the Seattle-based company has planned for the franchise.</p>
<p><strong><a href="http://www.insidesocialgames.com/wp-content/uploads/2012/01/tripletown3.png"><img class="alignnone size-full wp-image-34746" src="http://www.insidesocialgames.com/wp-content/uploads/2012/01/tripletown3.png" alt="" width="410" height="201" align="right" hspace="20" vspace="10" /></a>Inside Social Games: We know that Triple Town is still in beta, but this is a very big update. How did Spry Fox approach designing it? </strong></p>
<p><em>David Edery:</em> The difference between us and many other game companies is we consider the design process an ongoing thing. Our decision to release a game to the user isn’t dictated when we think it’s done &#8212; a successful game is never done &#8212; just if it’s fun and it meets certain internal benchmarks. If it does, great, let’s put it out there.</p>
<p>If you look at <a href="http://www.realmofthemadgod.com/">Realm of the Mad God</a> <em>[Ed. Note: A massively multiplayer game Spry Fox co-developed with <a href="http://blog.wildshadow.com/"><strong>Wild Shadow Studios</strong></a>]</em> its been live and in the public for quite a long time now and we’ve made fairly massive changes to it. Of course there’s inevitably some people who will get upset when you change something that they really like. In general we try to be careful and only release big changes that we think will appeal to people significantly more. We’re perfectly willing to make big changes to our games if we think its in the game’s best interest and people will appreciate it over time.</p>
<p><strong>ISG: One of the things you didn’t change much were the social features. You now get a daily in-game currency bonus based on how many friends you have playing the game, but Triple Town is still mainly relying on “word of mouth” viral mechanics. Are you trying to focus on slow, long term growth rather than a fast viral spread? How feasible is that considering the lifespan of an average social game is between eight to 12 months?</strong></p>
<p><em>Edery: </em>Our goal for all favorite franchises is to try to turn it into a hobby &#8212; something that people will indulge in for years and years, and obviously that’s not going to happen unless a game evolves. Not that I’m comparing Triple Town to World of Warcraft, but if you look at World of Warcraft today, the game has changed in every way since it launched &#8212; the design has fundamentally changed and it has many, many times the amount of content it had when it launched. There’s really no difference to our minds between Triple Town and World of Warcraft in the sense that we want people to be playing Triple Town in 10 years too and we think that there’s lots of things we can do to make that happen and you’re starting to see a taste of that. This is really just the tip of the iceberg. We have plenty more stuff planned.</p>
<p><a href="http://www.insidesocialgames.com/wp-content/uploads/2012/01/tripletown-2.png"><img class="size-full wp-image-34747 alignnone" src="http://www.insidesocialgames.com/wp-content/uploads/2012/01/tripletown-2.png" alt="" width="650" height="525" /></a></p>
<p><strong>ISG: Triple Town made </strong><a href="http://www.gamezebo.com/news/2011/12/07/best-facebook-games-2011"><strong>a</strong></a><strong> </strong><a href="http://www.gamasutra.com/view/news/39193/"><strong>few</strong></a><strong> year-end “Best Facebook games of 2011” lists. Were you concerned about introducing changes to a game that had been well received critically?</strong></p>
<p><em>Edery: </em>No. We’ve been doing this long enough that it doesn’t scare us. We’re not reckless about it and we test things pretty carefully, and we’ve learned over time that if you’re careful about it, this kind of evolution is better for the game. We feel that despite the inevitable hiccups that will happen when you make big changes we can deal with the repercussions.</p>
<p><strong>ISG: Speaking of the critics, Triple Town had been praised earlier for only having one type of currency in the game, but the update introduced a new premium currency. Why the change?</strong></p>
<p><em>Edery: </em>We want to be as generous as possible with coins, which are the most important currency in the game because the stuff in the game that really matters can only be bought with coins. We didn’t want to find ourselves feeling pressure to start to be skimpy on them, [but] we were looking farther out into the future and thinking if we wanted to keep adding ways to get more coins we were going to start coming under some pretty serious business pressure to be less giving. Our solution was to put in a premium currency and not go crazy with it.  That will help us continue to be as generous as we want to be with the regular currency.</p>
<p><strong>ISG: Were you finding the game wasn’t monetizing as well as you wanted it to?</strong></p>
<p><em>Edery: </em> It’s actually been doing better than we expected to be honest with you. We’ve actually been pretty happy with our revenue on Facebook and Google+ and we’ve been very happy with our retention. In general, we’re very happy. We hoped Triple Town would be a big hit, so we’re just grateful to have a game people like.</p>
<p><strong>ISG: Have you noticed that there seems to be a more active Triple Town community on Google+ than on Facebook? </strong></p>
<p><em>Edery: </em>There’s no question that there seems to be very visible chatter and really interesting conversations on Google+ right now. I don’t know if it means the community is more active or if there’s just one or two people on Google+ that have been more proactive about rallying other users. We’ve definitely noticed it and we like it. We’d love to see that kind of thing happening more on Facebook and we blame ourselves for that. We’re going to be setting up forums [on Facebook] soon. There’s a lot of things we haven’t done that a decent game should do to let players make their voices heard.</p>
<p><strong>ISG: Spry Fox has mentioned an iOS app is on the way. When is the mobile version of Triple Town coming out? Will it be cross-platform at launch?</strong></p>
<p><em>Edery:  </em>All we can say is really soon. We haven’t submitted to Apple yet, but we’re close. We have every intention of making it cross platform, timeline T.B.D. <em>[Ed. Note: Edery clarified this with us and explained the first version of the app will be standalone, but future versions will eventually be cross-platform.]</em></p>
<p><strong>ISG: How do you feel about </strong><a href="http://www.insidesocialgames.com/2011/12/20/6waves-lolapps-launches-first-mobile-games/"><strong>Yeti Town</strong></a><strong>? Many people have pointed out it is very similar to Triple Town.</strong></p>
<p><em>Edery: </em>I wish I had a canned answer for you. I think the press has spoken for us. When we saw it we thought it was very similar and I’ve seen many articles that say things like “swap bears with yetis and ice cubes with gravestones and you’ve got Triple Town.” We were disappointed to see that. We felt it was not something that another game company should do to an indie like us, but what can you do?</p>
<p>We’re hoping that our fans will support us and go and download [the Triple Town app when it comes out] and give us good reviews. We’re hoping that people in the press will speak out on our behalf. I think everyone realizes that Triple Town was the innovator here. I also think this is an issue for people in the industry.  Innovation in the social games platform is something that’s relatively rare and its threatened by activities like this. At the end of the day we’re going to keep plugging away and keep making games, but every time someone comes in with something that’s very similar it obviously makes it very difficult because they’re eating into our market and decreasing the profits from our successful titles. All we can do is reach out to the community and ask them to help us if they want us to keep doing what we’re doing.</p>
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