EA digital revenue climbs 40% to $274M in holiday quarter

Electronic Art’s digital revenues — which includes those from social games — 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.

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.

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.

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 in the summer; its newest Facebook title, Solitaire Blitz, is currently in open beta.

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, Risk: Factions, went live earlier this month and is still on a growth trend. Note that the publisher doesn’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.

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’s next earnings report.

More details on EA’s social games calendar came out during the Q&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’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’re exploring similar game launches on global networks. No mention was made of a Mass Effect 3 social game.

Clones, Schmones: Buffalo Studios, Nimblebit’s jabs at Zynga garner publicity and not much more

Twice in the last month, we’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 from their hit Tiny Tower. Then this week Buffalo Studios said Zynga copied some user interface and design details from their bingo game.

Frustrating as it may be to indie studios, this has always been part of Zynga’s strategy. It’s almost silly to address it. As long as games from proven genres earn outsized returns compared to ones from unproven categories and the cost of losing or settling lawsuits remains low, developers will keep doing copycat games.

Zynga’s chief executive Mark Pincus even euphemistically referred to the practice in December’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.”

He reiterated again in an internal memo this week that:

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.

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.

Zynga does market research by looking at leading titles, designs similar games that don’t require a learning curve, optimizes them for monetization with its data prowess and then spends and cross-promotes relentlessly.

If Zynga’s titles appear too close to other games, it’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.

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.

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.

The more interesting question to ask here is whether Zynga’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’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.

Here we take a look back at various Zynga social and mobile titles, and whether they worked or not according to AppData statistics and ranking history from App Annie:

Mafia Wars and Mob Wars: 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’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.)

After Zynga launched Mafia Wars, it went on to reach around 10 million monthly active users in about half a year, while Maestri’s game stalled at about 2.5 to 3 million MAU.

PetVille, Happy Pets and Pet Society: 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’s Pet Society, which came out more than a year before in the fall of 2008, and Crowdstar’s Happy Pets, which launched the previous month. Both PetVille and Happy Pets saw decent starts but then leveled off while Pet Society kept on growing.

Cafe World and Restaurant City: Zynga’s restaurant sim game Cafe World came out in September 2009 after Playfish’s Restaurant City had accumulated 16 million monthly actives. 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.

Gardens of Time and Hidden Chronicles: It’s not surprising that Zynga would want to get into the hidden object genre after Disney Playdom’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. Hidden object game designer Cara Ely was brought on at Zynga in July — three months after Gardens of Time’s launch — and it wasn’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’s decoration-based progression system.




Mobile has been a more interesting story this past year because Zynga actually started out as the underdog on iOS. Several games like Playforge’s Zombie Farm and Storm8′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.

Zynga Poker and Texas Poker:

Poker is a more than 150-year-old game, so it’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.

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’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’ title.

Tap Zoo, Tiny Zoo Friends and Dream Zoo: 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. It took the same zoo concept but added some complexity with feeding and washing games along with more levels for each of the animals. 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.

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.

Pocket Gems hasn’t complained, with chief operating officer Ben Liu telling us, “Look. Our games have copied extensively by many, many companies.” He added, “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’s the best product.” Pocket Gems has been busy launching a number of new games in the last few weeks like Tappily Ever After and Zombie Takeover.




This story originally appeared on our sister site, Inside Mobile Apps.

Offer provider TrialPay raises $40M and picks up a new strategic investor with Visa

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.

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.

After an early ugly period on the platform that saw offers of questionable quality from several rivals, Trialpay emerged as a favored partner to Facebook. 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.

TrialPay partnered with Facebook in February 2011 to offer DealSpot — 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.

In addition to Greylock, Visa and T. Rowe Price, the other investors include DAG Ventures, Draper Fisher Jurvetson’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.

It’s worth noting that Visa’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.

Guest post: Vostu’s insights on retention patterns in social vs. casual games

[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, 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’re paying users.

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.

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.

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.

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.

Mid-level users start to show differences in the duration of play per day:

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.

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.

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.

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.

So we’ll look at login intensity by level below, across both games:

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.

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.

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.

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.

In contrast, there is no high-level gameplay loop at work in casual games. We’ve recently begun experimenting with this by adding more personalization to Gol Mania. For example, we introduced in-game “private rooms,” 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 — and therefore more viral.

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.

That may be easier said than done, however, as social games naturally encourage users to return — 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:

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.

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:

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.

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.

Brighter Option’s user acquisition solution boosts dev’s users 60 percent

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 for big developers already dominant in the market, or well funded startups like Outplay Entertainment that are coming in with a war chest of money specifically for marketing. According to one estimate from advertising service provider AdParlor, a campaign to acquire 200,000 new players can cost anywhere from $60,000 to $130,000 depending on the type of game.

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 Brighter Option, which claims its Social Ads Manager (SAM) software helped mid-sized German social games publisher Plinga rack up 60 percent more new users than it would have using the same marketing budget without SAM.

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.

According to our traffic tracking service AppData, Plinga currently has 390,000 MAU spread across its games on Facebook, but had 274,000 MAU in mid-October.

Inside Tetris Battle, Facebook’s top multiplayer arcade game

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 like Zynga and EA.

Already ranked among the top ten most popular games on Facebook as recorded by our AppData 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’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.

In this report, Tetris Online VP of Marketing Casey Pelkey and VP of Game Design & Executive Producer Eui-Joon “Ace” 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.

Tetris Battle gameplay: Variations of multiplayer

Tetris Battle’s basic gameplay is similar to the original arcade version, except played in several varieties of multiplayer with enhanced competitive aspects. In “Sprint” 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.

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’ 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 “a significant percentage of total games played each day.”


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.

Growth and usage: 80 percent word-of-mouth installs

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, “We focus on the core gameplay… our core belief is if [players] enjoy the game and stay there, they will invite their friends.”

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.

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’ 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’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’s install-to-play rate increased to 80 percent.

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 “at least 80 percent… and the funny thing is, it’s increasing.”

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.

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.

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.

Monetization and demographics

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.

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.

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.)

Leveraging and protecting the Tetris brand on Facebook

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.

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’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.

Instead of doing that, says Pelkey, “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’s still available within Tetris Friends, with 350,000 MAU. (Before joining Tetris Online, Youm himself was developing a knock-off of the original Tetris for an Asian developer.)

Future plans: Tetris Arena, localization and beyond Tetris Battle

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.

Given that focus, it will also come with a global ranking system — 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 Tetris Battle Twitter account has gained 260,000 followers within two months. The Arena game mode is entirely live play, but since it’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.

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.

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.

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, Tetris Stars, 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.

Facebook games in 2012: Words With Friends vs. Tetris Online

At the start of 2012, several top Facebook games shared some common traits with Tetris Battle. Among these are Words With Friends (with 7.9 million DAU, 16 million MAU), Bubble Witch Saga (4 million DAU, 11 million MAU), and Bejeweled Blitz (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.

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.

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.

“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.”

Full Disclosure: In 2010, the author briefly consulted for Avatar Reality, an unrelated 3D virtual
world developer founded by Henk Rogers, president of Blue Planet Software.

Spry Fox aiming for 10 years of Triple Town, mobile app heading to iOS and Android

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 up a small, but dedicated fan base on Facebook, where it has 160,000 MAU according to our AppData 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.

When Inside Social Games reviewed Triple Town in October, 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.

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.

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? 

David Edery: 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 — a successful game is never done — just if it’s fun and it meets certain internal benchmarks. If it does, great, let’s put it out there.

If you look at Realm of the Mad God [Ed. Note: A massively multiplayer game Spry Fox co-developed with Wild Shadow Studios] 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.

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?

Edery: Our goal for all favorite franchises is to try to turn it into a hobby — 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 — 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.

ISG: Triple Town made a few year-end “Best Facebook games of 2011” lists. Were you concerned about introducing changes to a game that had been well received critically?

Edery: 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.

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?

Edery: 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.

ISG: Were you finding the game wasn’t monetizing as well as you wanted it to?

Edery:  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.

ISG: Have you noticed that there seems to be a more active Triple Town community on Google+ than on Facebook? 

Edery: 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.

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?

Edery:  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. [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.]

ISG: How do you feel about Yeti Town? Many people have pointed out it is very similar to Triple Town.

Edery: 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?

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.

Facebook relents on Credits, allows in-app currency offers

Facebook announced today that it will give developers the option to provide in-app offers in their native currency, the company announced in a blog post Friday.

The change should help developers since users are more likely to complete offers that involve the unique currency of the game they’re playing. Completing offers in units of Facebook Credits might not be as easy to understand for users who have to do the math to know what Credits convert to. “In-app offers,” as Facebook noted in its announcement, are an important way for developers to monetize users who might not otherwise buy virtual currency. In these cases, advertisers cover the cost of the currency in return for the app bringing them customers.

By completing advertiser offers, such as signing up for a subscription service or shopping in an online store, app users can earn virtual currency. Since the transition to Credits, which was made mandatory in July 2011, all offers have been done in Facebook’s universal currency, except for games by a few large developers who Facebook allowed to provide offers in their native currency. Now, the company is allowing all developers who prefer transactions to be in their own in-app currency to offer them. Before the launch of Credits, many third party offer networks provided offers to developers in native currencies.

Facebook will leave Credits offers as an option, which developers can use instead of or along with in-app currency offers. The new offers documentation supports Offerwall and Dealspot. Details are available on the Facebook Developer site.

This article originally appeared on our sister site, Inside Facebook.

2011′s Biggest Rumors and Controversies in Social Games

As we approach the end of 2011, Inside Social Games looks back at the biggest stories in the social games industry based on controversies and rumored controversies around everything from layoffs to sunsetted games.

While not necessarily the most popular articles among investors and developers, these stories and subjects tend to be repeated almost as often as the success stories of mergers and acquisitions, IPOs, and other exits or expansions. In the case of rumors, these stories often couldn’t be independently verified or lacked enough substance to warrant a news report. Even so, some of them were persistent enough to merit mention here.

Zynga’s Stock Clawback Scandal – November, Unconfirmed
This year Zynga took some very poorly timed heat from a Wall Street Journal expose that claimed company CEO Mark Pincus pressured employees to return stock rights due to poor individual performance. Surfacing a month before the company’s hotly anticipated IPO, the article called Zynga’s corporate practices and long term ability to retain employees into doubt. While Zynga never denied the story, CNN did obtain a company memo that said the Wall Street Journal’s article was based on hearsay, but also specifically mentioning “meritocracy” as a core company value. We’ve since heard rumors that the alleged stock clawbacks were only directed at a very small number of employees that truly were under-performing. In the end, Zynga’s shares went on to be priced at $10, netting the company a billion dollars in its IPO and a market valuation of $7 billion. The company’s shares slipped after they began trading, and are now worth $9.75.

RockYou’s Dramatic Pivot – November
The year started off well for RockYou with the Playdemic acquisition and a new ad platform and partner publishing program. By mid-summer, however, it was clear that the Zoo World developer was in trouble even as it continued to expand via acquisition. The first of its partner-published games, Cloudforest Expedition, was delayed and eventually beaten to market by Zynga’s Adventure World. Overall traffic declined across most of RockYou’s owned-and-operated games despite a strong launch of Zoo World 2. By the time SVP of Games Jonathan Knight left the developer-publisher in late summer, rumors of planned layoffs began to circulate. RockYou CEO Lisa Marino confirmed just over a month later, adding that Playdemic would be sold back to its original owners and that Cloudforest developer Loot Drop was released from its contract. RockYou is currently claiming a profit for the final quarter; Zoo World 2 is showing a resurgence in traffic; Cloudforest Expedition remains unreleased, though Loot Drop has signed new agreements with other social game publishers.

Diner Dash Finished on Facebook – July
San Francisco-based PlayFirst began the year wtih big plans for bringing its IP to Facebook and a $9.2 million round of funding it secured at the end of 2010. Despite a solid launch and strong initial growth of its premier franchise, Diner Dash, the developer sunsetted the game after just eight months due to poor performance — the third failure in a row following Wedding Dash Bash and Chocolatier: Sweet Society. SVP of Games and General Manager Eric Hartness left the company around the time of the game’s demise and an unspecified number of employees were laid off not long afterward. At it stands now, the developer appears to have made a full scale retreat from social games, with a company representative telling Joystiq that PlayFirst will now focus on on the “mobile casual gaming space.”

Kabam’s Restructuring – December, Partially Confirmed
At the end of spring 2011, Kingdoms of Camelot developer Kabam closed an $85 million fourth round of funding to put toward ramping up its existing Facebook games and launching new ones. At the time that the funding was announced, Kabam said it had 400 employees across multiple studios — including a newly-opened San Francisco studio. Around August 2011, however, multiple anonymous tipsters told us that Kabam was preparing or had already begun rounds of layoffs. The stories seemed inconsistent as Kabam maintained a steady flow of hiring during this time period, and continued to launch new games. We observe, however, that Kabam sometimes launches games on Facebook that are neither branded nor announced — for example, Samurai Dynasty, which we first saw on our AppData charts in June — and then sunsets them if they fail to gain organic traction. These scrapped games could be cause for layoffs as could general restructuring. Kabam came out this month and announced the latter, claiming that fewer than 80 employees were affected. This contradicts the information provided by the tipsters, which place the number between 80 and 200. A spokeswoman tells us that Kabam currently has around 475 employees; the developer recently launched a licensed Godfather game on Google+ and on its own site.

Sticky Situation at Digital Chocolate – October, Unconfirmed
Once a major competitor to Zynga, Digital Chocolate was already losing ground at the beginning of 2011 despite launching new games Army Attack and Millionaire Boss and expanding onto mobile and Google+ with some of its older titles. As Millionaire Boss began to decline rapidly and planned updates to Army Attack were delayed, it came as no surprise to hear from a tipster who worked at the company that the developer was considering layoffs. A Digital Chocolate spokesperson denied any major layoffs when we contacted the developer in October, but a second source with knowledge of the company told us that Digital Chocolate’s social studio branch in San Mateo had been completely shut down due to rising user acquisition costs on Facebook. Additionally, this source says a failed publishing agreement with a first-time social game developer hurt Digital Chocolate’s ability to offset user acquisition costs. Digital Chocolate recently launched a new social game, Galaxy Life, on both its own site and on Facebook.

Vostu’s Most Litigated Form of Flattery – June to December
Brazilian social game developer Vostu made some ink in June this year when Zynga sued the company for copyright infringement, claiming Vostu had copied their games wholesale, right down to unintended glitches and mistakes. Vostu hit Zynga with a countersuit alleging Zynga had unsuccessfully tried to negotiate a partnership or acquisition with it before Zynga’s initial lawsuit. The companies settled out of court this month, with Vostu agreeing to pay Zynga an unspecified amount in compensation and make changes to MegaCity, Café Mania, Pet Mania and MiniFazenda. Vostu is currently branching out and is on track to release more casual social games, thanks to its earlier acquisition of MP Game Studio. Vostu is also working on adding new features to its core social games, like the custom in-game radio stations it just added to MegaCity and MiniFazenda.

Sony Online Entertainment Exits Facebook – May
Sony Online Entertainment started off the year by publishing a tie-in Facebook game for its EverQuest II franchise and continuing to operate several games developed by independent studios. None of these games found much traction in the first months of 2011, and somewhere around May, SOE quietly walked away from Facebook. Its games were either abandoned completely or handed back to their developers, as was the case with Night Owl Games’ Dungeon Overlord. A spokeswoman for the publisher wouldn’t confirm that SOE is completely out of the social game industry, but did say that the company was trying to get back to its MMO roots.

Deep Realms Deep Sixed – June/July, Unconfirmed
Disney Playdom was just beginning to exit its moratorium on new game launches at the beginning of the year, first with Deep Realms and then with Gardens of Time. The latter completely eclipsed the former — and just about every other game Disney Playdom released this year, even the Disney-branded GnomeTown and ESPN Sports Bar & Grill — and so we weren’t surprised to hear rumors that the Deep Realms team had been trimmed down early on in the year as the developer shifted its attention to other ventures. Given Deep Realms’ current traffic, it’s unclear at this point if the game will survive Q1 2012.

Rocket Ninja’s Wrestler: Unstoppable Makeover – May
2D wrestling sim Wrestler: Unstoppable had a very outspoken and loyal fan following by the time the game was acquired by Rocket Ninja in 2010. It appears to be these same fans stirring up controversy around the developer’s updates to the title — mainly, the visual makeover from 2D to 3D with Rocket Ninja’s proprietary engine. Players cited numerous bugs and performance issues caused by the new engine as their main complaint and a petition was circulated, calling for a return to the game’s original visuals. Wrestler: Unstoppable went into a sharp decline around the end of September; Rocket Ninja announced a $7.5 million second round of funding in November to put toward scaling its 3D engine in social and mobile games.

Trending Now: 2011 Holiday Content in Social Games

Seasonal promotions and Christmas campaigns are nothing new to social games, but this year Facebook game developers seem to have invested even more effort into holiday content.

We did a quick survey and found that 21 out of the 25 most popular Facebook games have incorporated holiday themes, items, quests, giveaways and content this year — a massive increase over last year, when we saw less than half the most popular social games put in the effort. Here’s a breakdown of the various ways in which these developers have introduced holiday-related content in the weeks leading up to Christmas and New Year’s Day.

Timed Holiday Quests

As seen in: Pet Society, CityVille, Animal Town

As most developers are already aware, adding new objectives and goals can maintain or raise retention rates in social games. Christmas offers the perfect excuse to roll out new quests that coincide with the holiday. In previous years, these themed quests had no time limit — but in 2011, most holiday content is now specifically timed to expire if the player doesn’t complete the quests before the holiday itself. These limited time quests may actually produce better retention rates as players feel pressured to log more time to complete the quests. This year we’ve seen games with lighter campaigns, such as Animal Land’s holiday plant and shop quests; and much more engaged campaigns that add to the overall plot of the game, like CityVille’s Holiday Saga.

Themed Decorations

As seen in: The Sims Social, Gardens of Time, The Smurfs & Co.

While social games monetize in a variety of different ways, one of the most common is through the purchase of premium decorations and items. Just as people decorate their homes and workplaces in real life, developers assume that some players won’t mind spending a few extra Facebook Credits on holiday decorations, particularly if the game has already made seasonal cosmetic changes that make those extra items seem even more appropriate and desirable. As with quests, the type of decor a game adds can range from something minimal but Christmas-inspired, like Tetris Battle’s present shaped tetriminos, to The Smufs & Co’s Christmas themed decorations that provide additional bonuses besides looking festive. The Sims Social’s in-game store is so far the only game we’ve seen that offers Hanukkah decor items like dreidels and menorahs.

Cosmetic Changes and Gifts

As seen in: Triple Town, Ravenskye City, Car Town, Bubble Witch Saga

Cosmetic changes and holiday giveaways are probably the lowest impact way for developers to incorporate Christmas into their games. This is a trend we’ve seen far more of this year as mid-market and smaller developers have invested more in art quality and presentation. Gifts are useful because they keep players logging in every day, and we’ve seen quite a few games doing 12 days of Christmas-themed events. However, what might be the most common theme of all this year is snow — a simple decoration that developers can automatically add to games without involving the player. Most cosmetic changes we’ve seen this year have been paired with premium decor items.

Seasonal Sales

As seen in: Tetris Battle, The Sims Social, FarmVille, The Smurfs & Co.

It’s a common practice for retailers to discount items in December to take advantage of relaxed credit card limits and increases in spending behavior, and we’ve seen a lot more developers add seasonal sales this year. Ubisoft has introduced a discounted Christmas decoration kit into The Smurfs & Co. that bundles together a value pack of the game’s new Christmas decor items and buildings, and Tetris Battle and FarmVille are taking an even more straight forward approach, discounting the amount of Facebook credits required to purchase in-game currency until after the holidays. The Sims Social offers less of a discount on holiday items in the Specials section of the store.

Charitable Efforts

As seen in: A Better World, FarmVille

Last but not least is a trend we’ve seen some developers pick up on — converting in-game items and quests into results for real-world charities. While there are a few social games that were created specifically with charity in mind, such as Sojo Studio’s new game WeTopia, this year we’ve seen a couple of games incorporate specific holiday giving campaigns. Toon Ups’ A Better World has challenged its players to perform a million good deeds in real life and report them in the game. If the goal is met by January 31st, the developer will donate $10,000 to Cure.org. Zynga has also incorporated its charitable arm, Zynga.org into FarmVille’s gameplay this year, allowing players to purchase special holiday themed decor items for their farms, the money from which will be given to Save The Children.

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