Preview: Ubisoft Goes Fantasy City-Building with The Settlers

The SettlersLast week, Ubisoft took a deeper step into the social realm by adding its own cross-promotion bar to the game Castle & Co. The bar is working great for us, as it helped find a new Ubisoft gem called The Settlers – My City, for Facebook. This spin on the venerable The Settlers strategy franchise feels mostly like a city-builder, which might cause some to groan in despair. But don’t be fooled.

The Settlers marks the latest sizeable intellectual property franchise to attempt to do something significant (game-wise) on Facebook — a trend we most recently saw with FIFA Superstars from Electronic Arts. It appears that The Settlers is still in early beta, so a number of features are still missing. Nevertheless, with a solid core set of mechanics, an exemplary style, and a tremendous amount of room for expansion, it’s a game that’s already pretty good now.

Players control a tiny avatar (that will supposedly do more than walk around eventually) in the world of Tandria. It falls on the player to run the kingdom the way they see fit. The basics are about the same as all other city-builders: construct a beautiful and thriving city by managing population and production.

ProductionProduction is the most self-explanatory. Various buildings — such as a butchery or bakery — can be used to produce their respective products (up to five at a time), for a small fee, that you can later sell for profit. Like farming games, making these items can take anywhere from minutes to several hours, and spoilage is possible if the player fails to claim the product. Eventually, taxes can be collected to mitigate such losses.

As for the population, these fellows become the work force, in a matter of speaking. For each resident you have, you can produce something from one of the production buildings. Obviously, this means the greater your populace, the greater the potential income. This is where things start to get a bit interesting.

Many buildings cost more than just coin, also requiring resources such as lumber or stone, which are gathered from the sectors displayed on a rather expansive world map. In each sector, users can perform different tasks, one of which is sending out your residents to gather said resources. Sadly, the map section has not yet been opened, but it is here that the potential of the app shines.

Sector MapLike the strategy game, these areas, dubbed the “Outer Rim,” can become a means of expanding your kingdom. Though it is not entirely clear how it will work in the Facebook version, players will be able to expand in many different ways, such as trade, diplomacy, or simply military muscle. What makes the expansion sound more unique, however, is a feature called “Event Locations.”

Beyond new land and potential resources, these Events appear to be special quests to grant equally special rewards (for the record, an entire section is a dragon — awesome). Additionally, friends will be able to join you in completing these quests, adding a fantastic social mechanic that enhances the basic existing concept of visiting friends’ towns to help and share gifts.

Beyond all of these features, The Settlers appears to have any number of other strategy aspects waiting to go live. For example, many buildings appear to have sub-functions such as the casino, church, and tavern, which will be used to gamble, research technology, and keep soldiers happy, respectively.

In truth, the only thing bad about The Settlers – My City, is that it’s not ready yet. It’s a very cool looking game, and probably worth the wait, but that doesn’t make it any easier. Filled with a wonderful, animated fantasy style, from visuals to music, The Settlers is easily the biggest social endeavor that Ubisoft has taken on yet. With about 4,700 monthly active users taking part in its beta, you can bet it’s going to be fun when it’s done — especially since it’s kind of fun already.

Social Gaming Roundup: Six Flags, Racing, Android & More

The History of Social Games – Though many see social gaming as a new field, entrepreneur Jon Radoff reminds everyone that, literally speaking, social games have been around for thousands of years. Check out his chart, below.

Six FlagsSix Flags Diving into Social Games Again – The theme park giant Six Flags has announced its upcoming new Six Flags Mascot Park — a social game. It will allow players to create various mascots that can virtually perform, with actions ranging from dancing to getting blown up, as they strive to become “the star of a virtual Six Flags theme park.” This is not the first social dance for Six Flags, however, as it had launched a simple collection of mini-games on Facebook back in November of 2008.

MySpace Redesign is Coming – Being second in social networks next to Facebook, MySpace evidently has a major redesign coming. At the TechCrunch Disrupt conference, MySpace Co-President Jason Hirschhorn noted that new products would be coming this summer, with a massive overhaul of the overall site design following sometime during the fall.

BlurBlur Features Facebook Integration – Mainstream racing game, Blur, from the developer Bizarre Creations and publisher Activision is doing more than racing sexy cars. Players of the game can actually connect Facebook, in both single and multiplayer modes, and send game challenges to friends as well as post in-game photos, racing stats, unlockable items, and more to their Facebook feeds.

Mobile Flash Gaming Site Coming to Android – Earlier this week, Mochi Media, the Flash gaming portal that sold to Shanda Games earlier this year, announced the launch of a brand new Flash games site that will make use of Flash 10.1. Moreover, the site will actually be a mobile-oriented site, allowing users to play via the Android platform.

NoiseToys Helps Socialize Music – A new startup dubbed NoiseToys has launched a new iPhone app called HitMaker that takes a page out of the Fantasy Football playbook to socialize music. In a nutshell, players find music and “own” it, then attempt to boost how well it does by sharing it with your friends. If they like it, you get points.

GamePointsOfferpal’s GamePoints.com Sees Early Successes – It’s been roughly three weeks since Offerpal Media launched GamePoints.com, the website that allows users to earn virtual currency for any number of games. In that time, the company has reported that the endeavor has garnered 500,000 users, whose favorite means of earning currency consists of watching videos, completing surveys, or earning shopping rewards.

MasterCard Opens Payment Platform to Developers – Long time online payments service PayPal is seeing some new competition this week as The New York Times reports MasterCard’s announcement of its plan to open its credit card payments platform to developers of both online and mobile applications.

Apple Gets Antitrust Inquiries, But Sees New Growth - According to The New York Times, Apple is getting antitrust inquiries regarding its supposed strategy for marketing its digital music. Supposedly, the company has used its dominance over the digital music market to dissuade music labels and internet music companies from giving online retailers, such as Amazon.com, any sort of exclusive access to music pending release.

Luckily, not all news for Apple is bad, as the continued success of the company’s iDevices (particularly the iPad) has pushed Apple’s market cap high enough to make it the most valuable technology company in the world, over Microsoft.

Zynga SlurpeeZynga Invades 7-Eleven: Photo Evidence - Monday was the day that Zynga and 7-Eleven made their cross-promotion partnership, but Eric von Coelln took it upon himself to take a few photographs at just how much this entailed. From Slurpee machines, to sandwiches and fruits, the advertisements are everywhere.

Social Gaming Roundup: IMVU, Lawsuits, Bungie, and More

IMVUIMVU Sees Significant Growth – IMVU, the online virtual world centered around teens announced that its “revenue continues its 100% year-on-year growth path” earlier this week. As of October of 2009, the company had already doubled its revenue from the same time in 2008 through virtual goods. It was seeing a $25 million annualized revenue run rate. The company says it is on track to do $40 million this year.

In addition to this, the future of the virtual world looks just as bright as the California-based company has also announced the hiring of David Fleck, former Vice President of Marketing and Business Development for Second Life, as IMVU’s new Vice President of Marketing.

Second Life Also Grows – IMVU isn’t the only virtual world doing well as Linden Lab has also announced that its user-to-user transactions for March topped $57 million. Furthermore, user-to-user transactions for the quarter totaled a whopping $160 million – 30% higher than quarter one of last year. As far as users go, Second Life is reporting a peak of 826,000 unique monthly users in March; a number 13% higher than March of 2009.

BungieBungie on Social Networks and Mobile Platforms? – Bungie, creators of Halo, are teaming up with Activision-Blizzard to begin work on the developer’s next major game franchise. However, what is most curious is in an interview with VentureBeat, Bungie president Harold Ryan noted that the company is interested in more than just the core gaming platforms. According to the interview, the company is focused on fun, connecting players, and building communities. That in mind, they may be taking this new intellectual property beyond just core consoles to one or more of of the social platforms and genres, including the iPhone, iPad, Facebook, and MMOs.

AdMob Releases New Mobile Metrics – AdMob’s Mobile Metrics Report is out for March, and it focuses on the growth the growing Android mobile OS ecosystem. Evidently, 11 devices accounted for a staggering 96% of Android OS traffic; traffic that was made up from two devices back in September of last year. In terms of operating system versions, the majority of the traffic was still driven by Android 1.5, Android 2.0 and 2.1, and Android 1.6, garnering 38%, 35%, and 26% respectively.

Of course, the report would not be complete without iPhone data. As such, highlights include numbers regarding iPhone OS traffic as well. The 3GS made up 39% of the traffic, while the iPod Touch and 3G made up 25% and 20%. In total, the three devices made up 84% of total iPhone OS traffic. Furthermore, 3GS traffic was noted to have increased from its 30% number back in September, 2009.

ScoreSCORE:plug Offers New Services to Flash Web Games – Israeli company, SCORE:plug is offer a new means to help socialize Flash-based games on the web. Similar in concept to services like Heyzap and Kontagent, the company allows any destination site offering Flash games to make use of the service to power both leaderboards and social communities.

A little under half of its services are free, and namely consist of different types of leaderboards. However, for monthly fees, SCORE offers features such as a registration system, events, tournaments, personalized gamer pages, and a Facebook module to allow for friend challenging.

FlashFlash Not Coming to Apple Any Time Soon - The lack of Flash support on Apple mobile devices has been an on going issue for game developers (well, anyone using Flash on the web, really). To resolve the issue, Adobe had been working on a means of bringing Flash users’ creations to the iPhone via a compiler to be built into the upcoming Creative Suite 5. Unfortunately, Adobe claims that their plans have been stopped cold by Apple deciding to, once again, rewrite its developer agreements, thus blocking software tools such as Flash. This was followed up by a blistering, controversial letter from Steve Jobs about Adobe. See Techmeme for the full story.

Of course, this isn’t the first time Apple has made such changes that hinder development in some way, be they for software, games, or apps. What makes the change sting even more, though, is that according to Flash Project Manager Mike Chambers’ blog, “during the entire development cycle of Flash CS5, the feature complied with Apple’s licensing terms.” Well, at least until noted changes were made.

Aquarium LifeCrowdStar Sues WonderHill – One of the leading social developers, CrowdStar is filing suit against WonderHill for plagiarism this week, over the latter company’s title, Aquarium Life. Though the game does play similarly to CrowdStar’s top app, Happy Aquarium, it is hardly the first social game to follow a popular concept. In fact, the aquarium game genre got its start in China, before CrowdStar launched its version.

However, VentureBeat reports the federal lawsuit accuses WonderHill of directly copying very specific features and animations such as a “distinctive mating dance to a backdrop of hearts and romantic music.” Other claims include the deliberate copying of CrowdStar’s user interface for their 19.6 million MAU title, something that CrowdStar Chairman Peter Relan notes as unacceptable and stating that “it’s almost like you’re staring at our game.”

Lil Green PatchPlaydom Cans Lil Green Patch – Way back in late 2008, Green Patch’s Lil Green Patch garden simulator Facebook app was the top game on Facebook. However, this week, roughly six months after Green Patch’s acquisition by Playdom, the title is going the way of the dodo. Along with the the app, Lil Eco Racer, and Lil Blue Cove will also be gone.  Of the Lil series, only Lil Farm Life will remain. As we noted back in November, the remaining app was and is intended as a direct move against Zynga’s FarmVille and the truckload of other farming apps that also exist.

MobstersMoblyng Adds Mobsters to Their Mob – In other Playdom-related news: the cross-platform mobile game publisher Moblyng announced today that social game developer Playdom is its latest partner. What does this mean exactly? In a nutshell, Moblyng is capable of republishing a game across multiple smartphone platforms such as the iPhone, Android, and Palm’s WebOS. As such, Playdom titles such as Mobsters will soon be available on various mobile platforms including, but not limited to WebOS, Symbian, BlackBerry, and Android.

Japanese Company DeNA Releases Annual Financial Results – The Japan-based entertainment company DeNA announced its financial results for both the quarter and the fiscal year today (for the period ending March 31, 2010). In short, the company’s fourth quarter revenue saw an 81% increase over the previous year (2008) with a revenue total of $205 million. As for the year of 2009, in total, reported revenues tallied $517 million – 20% higher than 2008.

Of course, regarding the upcoming year, DeNA plans to grow even further by launching a PC-based social gaming platform with Yahoo! Japan. Furthermore, DeNA is also planning on launching a social gaming platform in English-speaking countries as well as develop social games for Facebook and other similar platforms.

Big Fish Games Launches Treasure Quest, An Ambitious Meta Game Portal on Facebook

Treasure QuestBig Fish Games is one of the largest casual game developers on the web, and today it’s launching an ambitious effort to get big on Facebook with an app called Treasure Quest.

Despite what the title might suggest, this game has little to do with digging up buried treasure, like what other treasure-hunting Facebook games focus on. The app is actually a compilation of eight very well-designed, fun, and thought-provoking games. In fact, each is about as in-depth as most Facebook games are in and of themselves. Some mini-titles may be familiar to Big Fish fans, as the company has borrowed features and elements from past titles. Nevertheless, each still comes with a unique sort of brain teasing challenge and all play into the greater theme of unlocking treasure chests, earning gold, and leveling up.

Essentially, playing each game will get players in-game currency and experience. The idea is to exploit the prospect of virtual spaces, or in this case, a virtual avatar. As players play, they unlock new stores in which they can purchase better and fancier clothing. Of course, this is all purely aesthetic (except, perhaps the “Treasure Hunter Gear” section that has yet to be activated), and seems to be merely a visual way to display one’s prowess in the overall application.

This larger meta-game is Big Fish’s way of making the title social. You can invite friends, show off high scores, and other features, all the while building up your avatar. It can become more meaningful to you the more you play, which in turn gets you coming back, more interested in inviting friends, etc. The meta game means Big Fish has a framework for introducing more mini-games in Treasure Quest, as well as extending the currency and avatar out to other games it has or might launch on Facebook — although the company isn’t saying much about either at this point.

Here’s our initial review of the app. We’ll be following up with more analysis later today, including how the features of the app fit into into Big Fish’s larger plans.

StoresThe mini-games take a range of time to do, which means advancing through getting more gold can also take awhile. Some of the games can be played through in a single five-minute session while others can last up to 30 minutes or more. You also often don’t receive experience and currency until you finish the game. This is mitigated to some degree by random, daily, “Treasure Quests,” in which users are tasked with completing random criteria within the conclave of games.

There’s also a quick slots mini-game, called “Gold Spin” you can do after completion of each larger game, which also lets you get more Gold.

Frankly, slow or not, the avatar reward element feels more like an added bonus. The real beauty is in the eight games themselves, and frankly, most people will come to play for those more than the avatar or sharing accomplishments.

Since each game is quite strong in its own right, the full breakdown of Treasure Quest would be a bit lengthy without a bowl of popcorn and a couple sodas, so here’s our in-depth look at the first three. In addition to doing more analysis, we’ll be looking at the other games in a separate article:

Daily DetectiveThe Daily Detective

Have you ever wanted to be one of those private detectives in those old black and white films? Well, that’s the premise of The Daily Detective game. Presented in an film noire fashion (complete with distinctive, detective-music), players are given a daily mystery to solve. Should they choose to accept it, they will be taken to an in-color scene, in which many come from another Big Fish title, Mystery Case Files: Prime Suspects, where they are tasked with the finding of clues.

This first part of the game is more or less a glorified game of Where’s Waldo? as players attempt to find specific pieces of evidence, listed in their notes, within the picture. Since the image is a garbled mess of clutter, it can prove most difficult; so Big Fish does toss a small bone with hints. These come in the form of blurry, black and white photographs. As they locate each item, another clue may be discovered next to, or around it.

This is where the game becomes a real brain teaser, as once you have all your clues, its time to solve the case. Truth be told, it’s actually pretty tough. Clues in hand, the game gives you the summary of the case and the goal. Here is an example from our first one:

Case Summary: A soap star who is a regular on “The Old and the Breathless” must buy a gift for Martha Steward.

Goal: The clues point to the perfect gift. Name it. (Yes, you must type the word in).

Clues: Ivory Chip, Hammer, Key, Musical Note, Steinway.

Upon completion of the case, players get the Gold Spin mini-game, some coin and experience for their troubles, as well as some points towards a detective’esque title. Furthermore, if users are looking for more mysteries to unravel, then they can use their gold in order to buy more puzzles for about 200 a pop.

LOBEL.O.B.E

The next game on the list is L.O.B.E. or “the Laboratory of Brain Enhancement.” In order to “finish” this game (meaning earn your Gold Spin), players must earn X amount of gold stars by completing a myriad of mini-games in a similar fashion to Who Has The Biggest Brain? Thankfully, the games are nothing like those found within the Playfish title. In fact, there are a lot more than the predecessor, and while they aren’t quite as visually appealing, they do tend to make the brain work.

Guided by robot that sounds oddly like Doctor Ludwing von Strangeduck from Duck Tales, users must solve a set of seven brain teasers. Each of these will test a different element of the mind, ranging from math, to logic, to memory, to visual acuity, to… well, you get the idea. Also, each time the games one moves on to a new game, they must first be “scrambled,” which generates a new set of random games to pick from.

LOBE PuzzleAs a quick example of just some of the mini-games within L.O.B.E., one includes placing letters within a grid to spell out every single word on a list. However, every letter must be used (think sudoku). Another game involves guiding a mouse to its hole, while picking up all the cheese, Lemmings style. And yet another is sort of like Wheel of Fortune, but you have to place the letters yourself to figure out the phrase. Oh, and each letter given to the player can only be used once.

Each mini-game comes with a maximum number of points the player can earn. This is determined by elements such as accuracy and speed. Moreover, as players play and score higher, they will slowly fill progress bars corresponding to unlocking higher difficulties of puzzles as well as ranks and titles within L.O.B.E. itself.

After all seven mini-games are completed, the player will be presented with another gambling mini-game in which they spend the stars they earned (one star earned for winning a normal difficulty puzzle, three for hard). The stars are used to open seven brains, each costing X amount of stars, and within them are an unknown number of points that range from 20 or less to over 2000.

Fairway SolitaireFairway Solitaire

The last game, for now, to take a look at is Fairway Solitaire, and so far, it’s a personal favorite. Perhaps it is because of simplicity, but the game is, at its core, like the mobile game Jewel Quest Solitaire. The objective is to play a round of “golf” in the form of solitaire.

Now, this isn’t like the solitaire you play when you’re bored at work. Players are granted a deck of cards, with one card turned face-up. At each “hole,” as it were, are other piles of cards, with on upturned card atop them. The idea is to take a card from these piles that is sequentially above or below the face-up card by your deck. If it is, then it is moved on top of the face-up, deck card.

Following basic solitaire rules, meaning the face down cards on the field do not turn over until the cards atop them are removed, players continue stacking cards sequentially until they have either all been removed, or they have turned over everything in their deck. Granted, the rules are a mouthful, but its actually quite simple, and there’s something about the visual and audio effects for each successful click (represented by a golf swing) that is strangely satisfying.

Wild CardEach “hole” has a par set to it (and there are nine per course/level), that is represented by the number of cards you should have left that remain uncovered. This is how score is kept. However, it is modified by both streaks of card removal, complete removal of an entire pile, as well as a few elements of randomness.

This is represented by wild cards. Luckily, players do not have to use them, as they can have negative effects such as costing points, but can also have very positive ones. As an example, Fairway Solitaire has both water hazards and sand traps which are depicted by the back face of the cards. The former blocks off all cards to the right of it until all water cards are removed, and the sand trap ones cannot be removed until a card with a sand wedge card is turned over. Of course, if you’re feeling lucky, the wild cards could “evaporate” all the water… just as an example (yes, this can happen).

Additionally, other random cards include various golf clubs that are representative of a number value (i.e. a 9-Iron can be used as a 9-Card). What makes these useful, is that they can be played at any time, the user sees fit, and can be held on to for any hole on the course. Couple this with other random cards, events, and different card layouts on each course, and Fairway Solitaire quickly goes from deceptively simple to rather thought-provoking. Moreover, as players finish sets of course, they not only unlock new ranks and titles for Fairway, but new, and more challenging courses as well (they can also purchase courses with gold in the form of bonus packs).

Conclusion

As you can see by now, Treasure Quest has brought a significant level of both quality and quantity to Facebook. Of course, game portal apps like this are hardly uncommon. Then again, game portal apps in which all the games are extremely fun and well made… that’s a rarity. And ones that effectively tie together a metagame like this one does, are even more so.

Regardless, the tremendous quality of each game belies the overall social features. Yes, each game is a ton of fun, with a type of puzzler for just about everyone. Even the ones that have yet to be looked at include Bejeweled style puzzles, more slots, and daily riddles.  More than anything, though, the games themselves make the overarching catalyst that contains them feel arbitrary and tacked on. That isn’t to say that it is, but it simply cannot compete. Likely, they are just a means to enhance the viral reach into the player’s social graph, which is hardly negative (especially considering that the game never once spams users to invite friends). Nevertheless, it will be curious to see just what new social features will come in the future and whether or not they can hold a candle to the games they contain.

SiXiTs: A New Cross-Platform Startup Founded by Gaming and Visual Effects Veterans

Sixits LogoAll sorts of gaming veterans have been moving to social and mobile gaming recently, and now, a new group of them is forming a startup called SiXiTS. The goal? Through an exclusive partnership with Sibblingz, a cross-platform game technology company centered around social games, the startup is seeking to create “persistent social game[s]” that can be played on Facebook, the iPhone, and even the iPad.

Located out of the San Francisco Bay area, the company consists of individuals with well over 16 years in visual effects experience. According to the company’s new website, team members include CEO and Creative Director Euan Macdonald, COO and Creative Director Nathaniel Hunter, VP of Business Development Mary Butler, VP of Technology Chris Wilson, and CFO Sherry Wangenheim.

The team’s experience stems from such places such as Electronic Arts, Nokia, Disney’s ImageMovers Digital, Lucasfilm Animation, Industrial Light and Magic, Pixar, Mondo Media, Motorola, and 3DO. Some examples of past work include The Mask, The Matrix Reloaded, Jurassic Park: The Lost World, Monsters Inc., Pirates of the Caribbean, Star Wars: The Phantom Menace – there are many more.

Unfortunately, SiXiTS has yet to announce what their first social game will be. However, the company says it will be launching into public beta sometime this spring. Hopefully, we will catch a glimpse of what this creation will turn into before then, but considering the visual merits of the mentioned movies, you can bet it will at least look good.

Taking a Look at Social MMO TinierMe

TinierMeJapanese anime, manga, comics are popular around the world. In light of this, online entertainment company, GCREST made its social MMO, TinierMe, available to English speaking audiences in North American and Europe.

The game is currently within open beta for the Americas and Europe, and its core game play is exactly what the title suggests: To create a tinier version of you. The web-based TinierMe has players jumping head first into a very manga/anime style virtual world, dubbed SELFY Town, with their whole goal being to create the perfect outfit and room for them.

Selfy ShopQuite frankly, once you figure it out, the avatar customization was wonderful. With just the starting money the game grants you (more can be earned through normal game play; i.e. mini-games), it is possible to go from an outfit that screams “newb” to something that looks really cool. Moreover, the game also has a secondary, purchasable virtual currency, G-Coins, for users to spend on even more unique items. Of course, even if you do not spend real money, all of the outfits are all still very nice-looking and most are quite unique, ranging from things like a belt jacket to floating demon flames. Unfortunately, this ability to look so good early on is a double-edged sword. Yes, it is gratifying to get some sort of character improvement, but it is better to take smaller steps forward. If you look awesome right away, then what do you have to look forward to? Nevertheless, as time wears on and the clothing selections increase, this might prove to be a moot point.

Even if clothing becomes limited, players still have a room to decorate, and this proves most expensive. Most of the items worthwhile (chairs, tables, etc.) are about the cost of two or three clothing pieces, so a lot of time has to be spent earning money. However, some of them are quite nice, with interior designs ranging from traditional Japanese, to modern, to “feline” (cat-girl). Make them look nice too, because anyone can visit your room at any time.

Room

While self-expression through avatars and rooms is the key draw, TinierMe also has a number of other basic social elements as well such as diaries, friending, mail, chat, and mood emotes. The MMO also has a few synchronous mini-games too where you can play with other users. One such game is Old Maid, which allows you to play cards with a couple other players simultaneously.

FishingA second mini-game worth mention is the fishing game. When you actually get a bite, you have to “shoot” the fish as it darts about a small screen. You get limited tries, and if you don’t hit it enough, you don’t catch it. But when you do get it, everyone in the immediate area knows via a chat announcement.

Unfortunately, all of this becomes a little difficult to figure out because the game never tells you what to do. Thankfully it is not a complicated game. Furthermore, half of what you can do is from a Flash window, and the other half from a separate web page. This includes equipping items, buying clothing, finding help, and so on. It isn’t a huge deal, but it does break the flow of the game.

Beyond this, the only other major complaint is limitations. As it stands, the game world is very, very small, the clothing selection is moderate, and frankly, there isn’t a whole lot to do. Yes, you can earn new clothes, better stuff for your room, and even pets (eventually), but doing so feels repetitive (just playing the same games over and over to earn more money). Granted, this is a bit of personal preference, but the actually “play” part of this title feels a little lacking.

Regardless, GCREST states that its social MMO does have over a million users over in Asia, thus these opinions are just that. Opinions. The game isn’t bad at all. Quite frankly, the art style is very nice despite a slight variation between the avatar and background, the clothing looks great, the rooms do have a lot of options, and the mini-games are fun. TinierMe just feels like it could benefit from more of everything. The game is still in beta, so we expect to continue to improve.

Hello Kitty Online, An MMO for a Younger Crowd, Is a Work In Progress

HK TitleIf there is any one Japanese, pop-culture icon that most people should be familiar with it is the cute cartoon cat, Hello Kitty. The downloadable title, Hello Kitty Online, published by Aeria Games, seems like a great fit for the franchise.

To clarify, Hello Kitty Online (HKO) is not a true “social” game like those found among Facebook, but massively multiplayer titles are, in their very nature, social in the sense that you work and play together, create guilds, customize avatars, and communicate with one another within a virtual world. These are of the many reasons they become so addictive — and, combined with the use of virtual goods, and customized virtual spaces — why this particular title caught our attention.

Having launched with open beta status in North America in early September, Hello Kitty Online brings players into the soothing and vibrant world of the pop-icon. Users create an avatar, and in their sleep enter Hello Kitty’s world. Evidently, all her friends are going to sleep and she can’t wake them up, thus it’s up to you to save them.

This is a true-blue MMO, in the sense that it is impossible to get the entire picture without playing for a few weeks, but from a new user perspective it is a very love/hate relationship. When first entering the world, players are greeted with a wonderfully colorful style and soothing music that adds to the atmosphere of serenity. Within your first couple steps, you already have a quest and you are on your way.

Hello Kitty OnlineAll movement and basic interaction is fairly intuitive with left click moving and right click performing a contextual action (right clicking an enemy attacks it, for example, but right clicking a plant gathers it). Furthermore, the area map displays all non-player and player characters, making whoever you need to find fairly easy.

As players complete tasks, defeat enemies (nothing dies, they just go to sleep), and gather items, they level up. However, what is nice is that players can level up skills such as gathering or woodcutting in tandem with themselves. To clarify, this means if you don’t want to fight, you can still level up just fine, and later on, these gathering skills will help support various crafting professions such as carpentry or cooking.

The game, surprisingly, also has a lot more social elements than we had initially expected. As with all MMORPGs, players do have an avatar, but rather than being a knight or mage, players are just themselves, thus the clothes they wear are not only bonuses to stats, but a form of expression as well. Furthermore, these can not only be bought in game, but with the “Item Mall” as well as virtual goods.

Item MallFrom this Mall, players can use real money to buy virtual goods for their avatar. Moreover, goods are also available for housing. Yes, players can actually buy a house and decorate it as well, thus integrating the whole personal, virtual space concept (which is made even more gratifying by the fact that your friends can visit it). There are also sections for farms, pets, extra emoticons, and functional items, but at this time they are empty. In fact, the farming element is curious as well; almost like a HKO version of FarmVille, earning players potential profit for grown crops. The only real difference is that the decorations are part of the house, not the farm, and players don’t directly support each other (i.e. visiting each other’s farms to scare off crows). Unfortunately, all of these virtual goods from the Mall leads to one of many related complaints. One has no idea how to buy the virtual currency (Loyalty) needed to make a purchase, and the help button does nothing.

Before getting into complaints, there is also an integrated blog, email, and even videos that can be shared directly from the game. Unfortunately, the video doesn’t seem to work at the moment, but it does look interesting. Assuming the player can figure it out.

And now we come to the problems — although this is in open beta, so we expect the features to continue improving. For its audience, HKO is a wonderful free game… except for one devastating poison. Usability and instruction are absolutely, and utterly horrid. Aside from quests, a new user has NO idea what they are doing. For example, there is a quest that gives a level three item. If you are not level three, it tells you, but nowhere on the visible interface is there a place to see how far you are from that level. No, you have to hit the “S” key to pull that up. Never was the player told how to do that. Since when are users omniscient? There are a number of issues like this, beyond just hotkeys, where something is not explained and its up to the user to figure it out.

SkillsEven the Wiki that is provided is fairly useless. First of all, there is no link to it (but it is on the main page you downloaded the game from), and half the stuff one searches for comes up with nothing. Sure, the information is probably there, but not in a very intuitive spot. A more avid use of search tags would be quite warranted. However, it did help in one crucial area… actually setting up the game.

This is by far, the most god-awful set-up for beginning a game. If a user does not go to the Wiki, they will not be able to figure out what to do. Here is the break down. First, take about two hours to download the game and about 30 minutes to patch (no big deal, this is sort of expected). After that is done, it asks for login email and password. That’s it. Never does it ask you to register, yet you have to. So where do you go? Oh, you have to register with Aeria. Done. Still doesn’t work. Search the Wiki… “you have to synch your Aeria email with Hello Kitty Online to create a new email @hellokitty.com” How?! How on Earth is one supposed to know that?! Likely, most users are not going to take the extra step unless they really want to play the game. Users don’t like making extra effort if they don’t have to, they don’t like to read. That’s why tutorials in console games have to be designed as part of the game. Players don’t want to listen to or read a lesson. They want to PLAY.

Developers constantly overestimate new users because they are so close to the game, they cannot take a step back to see how intuitive it is or is not. Sadly, this is an all-to-common mistake, and in the case of HKO, something that should be fixed immediately if it is not already underway. The game is pretty good for a free-to-play title and has all the right elements for a successful social/casual MMO. However, if these usability issues are not fixed, then this game is going to lose players before they even get started.

Australia May See iPhone Game Ratings

Australian FlagThere are more than 80,000 applications available within Apple’s iTunes store. While games that make it in do go through an approval process, the occasional undeserving title makes it through. As such, the Australian Classification Board, according to iTnews, is expressing concerns to the national government that mobile applications do not go through a game rating system.

“I recently wrote to [Commonwealth Censorship Minister Brendan O’Connor] regarding my concern that some so-called mobile phone applications, which can be purchased online or either downloaded to mobile phones or played online via mobile phone access, are not being submitted to the board of classification,” said Australia’s Classification Board Director, Donald McDonald.

RatingsThe task of classifying the myriad of iPhone apps, in and of itself, is not an easy undertaking and hardly a decision to take lightly. In 2008 – 2009, the ACB received 4,792 film applications, 1,095 games, and 197 publications; a small number when compared to the deluge that is the Apple AppStore. The concerns are emulating pushes made by the Entertainment Software Association and the Entertainment Software Rating Board here in the United States. It was just this summer, with the 3.0 OS released, that ratings via age appeared. However, this was a sort of “self-policing” policy for developers and the ratings would not go through the ESRB themselves (as the organization would like).

“ESRB ratings empower parents to do their job,” said organization president Patricia Vance. “Considering the fact that the vast majority of parents are already aware of and regularly using ESRB ratings, Apple’s adoption of them for iPhone games seems like a no-brainer.”

Reasoning behind such pushes by these organizations is attributed to a number of factors: Many apps are games yet are not treated like them rating-wise; they are easily accessed by anyone with an iPhone or iPod Touch; the iPhone is becoming a gaming platform in its own right and, in fact, is comparable to both the Sony PSP and the Nintendo DS; and occasionally, apps that should never be released get through the Apple screening process.

iPhonesA prime example of an app to make it through the submission screen was a “game” by the name of Baby Shaker. All ready you can see the censor flags flying, and for good reason: The object of the game was to shake a crying baby to death. Thankfully, the app was removed shortly after its approval, but it’s the sort of thing that gets rating boards’ attention.

When asked about the game by iTnews, the Classification Board stated that it had to determine if Baby Shaker was a “game,” and could not pass judgment “without seeing the application in its entirety.” However, they did reiterate that “the Board will classify films, computer games and publications upon receipt of a valid application.”

Regardless, according to Apple spokesperson, Fiona Martin, “[Apple will] do what the Australian Classification people tell us to do,” and that the company would be prepared to make any changes needed, in accordance to Australian law. This marks another point of interest: In talks with iTnews, Martin noted that there were currently “no laws” mediating the mobile space. He seemed to suggest that all mobile games will be receiving more scrutiny in Australia.

What does this mean for iPhone game development? Well, should legal precedent be set, it will likely add a great deal of fuel to the ESRB and ESA’s pushes for their ratings on these mobile applications here in the U.S. In turn, this requires more hoops for developers to jump through and a significantly increased time on approvals.

Inside Virtual Goods: Tracking the US Virtual Goods Market, 2009 – 2010, Is Now Available

virtual-goods-report-thumbnailWhile virtual goods have been driving revenues in Asia and Europe for years, 2009 will be remembered as the year virtual goods-based businesses began to scale in the United States. Virtual goods may be bringing the largest disruption entertainment, communication, and e-commerce infrastructure companies have seen for a long time.

That’s why I’m excited to announce today a new in-depth research report with partner/co-author Charles Hudson that is exclusively focused on the size and future of the virtual goods market in the United States, entitled Inside Virtual Goods: The US Virtual Goods Market, 2009 – 2010. It is being released for the first time this morning. The big picture? We estimate the total 2009 US virtual goods opportunity at just over $1 billion.

Purchase this report
Buy PDF: $995 USD
OR Buy PDF + 1 Year of Quarterly Updates: $1,995 USD

About the Report

Inside Virtual Goods is a new report designed specifically for entrepreneurs, investors, and analysts interested in the growth of this exciting new category of online commerce that is fueling the growth of games-as-a-service businesses. During our research over the last several months, Charles and I have spoken with dozens of executives and entrepreneurs from all parts of the ecosystem in order to form what we believe are the most detailed estimates, analyses, and predictions for 2009 and 2010.

We focused and organized the report around the following areas:

  1. Social Networks, Applications, and Games - The explosion of the virtual goods market on social networks is in our view one of the biggest stories of 2009. We delve deeply into the trends, stats, key players, opportunities, and challenges facing the space this year and next.
  2. Casual MMOs and Virtual Worlds - Virtual worlds and casual MMOs continue to grow as a meaningful share of the virtual goods opportunity in the United States. Our study breaks down the key drivers for success in this segment, trends in monetization and engagement, and the prospects for the future.
  3. Hardcore MMOs and Free-to-Play Online Games – Developers in the MMO / MMORPG space have been among the earliest adopters of the free-to-play model. We explore why free-to-play MMOs are succeeding, revenue and user trends, and the key issues facing this space as we head into 2010.
  4. Emerging Areas: Consoles, iPhone, and Subscription MMOs- As the virtual goods business model becomes more well understood, it is beginning to show up in new and interesting areas of the games and entertainment landscape. We highlight a few of the more promising areas where virtual goods are emerging as a promising opportunity.

Each section contains:

  1. A brief history on the evolution and growth of this space in the US, including a description of all key players.
  2. Estimates on the size of the US virtual goods market in 2009 in that area.
  3. A diagnosis of the key opportunities and issues facing the growth of that space, including our outlook and projections for 2010.

In addition, prior to delving more deeply into each market segment, we’ve provided an overview of the emerging payments ecosystem that is growing to serve these new businesses. Traditional e-commerce infrastructure providers only offer a partial solution, and the virtual goods payments layer is currently in a major state of flux. In the report, we describe the variety of solutions that have been brought to market to date, and the key challenges facing the industry from a payments perspective as a whole.

For more details, check out the full table of contents below.

The price of the report is US $995. In addition, we will be releasing quarterly research and updates on key developments in the space. A one-year subscription is now available for US $1,995.

Charles and I are looking forward to continuing to cover the evolution of the space over the coming year. We look forward to hearing from you!

Table of Contents





About the Authors

charles-hudson-headshotCharles Hudson

VP Business Development, Serious Business & Host, Virtual Goods Summit

Charles Hudson is VP of Business Development for Serious Business, a leading social games developer on the Facebook platform. In addition to his work at Serious Business, Charles Hudson organizes two of the leading conferences in the social gaming and free-to-play games industries, the Social Gaming Summit and Virtual Goods Summit.

Prior to Serious Business, he was formerly the Sr. Director for Business Development at Gaia Interactive, a leading online hangout for teens. Prior to Gaia, Charles worked in New Business Development at Google and focused on new partnership opportunities for early-stage products in the advertising, mobile, and e-commerce markets. Prior to joining Google, he was a Product Manager for IronPort Systems, a leading provider of anti-spam hardware appliances that was acquired by Cisco Systems for $830 million in 2007. Charles holds an MBA and BA from Stanford University.

justin-smith-headshotJustin Smith

Founder, Inside Network

Justin Smith is the founder of Inside Network, the first and only service dedicated to providing business information and market research to the Facebook platform and social gaming ecosystem. Justin serves as co-editor of Inside Facebook and Inside Social Games, and manages Inside Network’s AppData and PageData services as well.

Prior to Inside Network, he was formerly Head of Product at Watercooler, one of the leading application developers on the Facebook Platform. Prior to Watercooler, Justin was an early employee at Xfire, the largest social utility for gamers, which was sold to Viacom in 2006. Justin holds a degree in Computer Systems Engineering from Stanford University.

Buy Now

The price of the report is US $995. In addition, we will be releasing quarterly research and updates on key developments in the space. A one-year subscription is available for US $1,995.

Purchase this report
Buy PDF: $995 USD
OR Buy PDF + 1 Year of Quarterly Updates: $1,995 USD

List of Related Companies: Acclaim, Activision, AdParlor, Aeria Games, Amazon, Artix Entertainment, Bebo (AOL), Boku, Boomerang Networks, Challenge Games, Electronic Arts, Facebook, Fatfoogoo, Firecue, Frogster, Gaia Online, Gala-Net, Gambit, Google, GratisPay, Green Patch, gWallet, Hi5, IMVU, iovation, Jagex, Kontagent, Meez, Metaplace, Microsoft, MySpace, Nexon, Nintendo, Offerpal Media, Outspark, PaymentPin, PayPal, PeanutLabs, Playdom, Playfish, PlaySpan, Rekoo, Riot Games, RockYou!, Second Life, Serious Business, SGN, Six Degrees Games, Slashkey, Slide, SocialGold, Sometrics, Sony, Sony (Free Realms), SponsorPay, Sulake (Habbo Hotel), Super Rewards, SupersonicAds, SurfPin, TheBroth, ThreatMetrix, Three Rings (Puzzle Pirates), TokenAds, TrialPay, Turbine, Twofish, Viacom (MTV), Viacom (Neopets), Viximo, WeeWorld, Zong, Zynga

Dungeon Fighter Opens Virtual Goods Shop

Dungeon FighterThe new American rendition of Dungeon Fighter Online, a two-dimensional massive multiplayer online role-playing action game already going strong in Asia, is getting another revenue stream in its open beta. The game’s publisher, Nexon, has recently opened the cash item shop which will allow players to spend the virtual currency known as Nexon Cash (also known as NX) on various virtual goods.

Originally developed by Neople, and already popular in the regions of Korea (Dungeon & Fighter), China, Taiwan, and Japan (Arad Senki), the game is a mix of arcade action/fighter type games and RPG-like fantasy.

Players are allowed to pick from five character classes (each with unique abilities) and are then able to customize them with various weapons, armor, skills, items, and clothing; hence the RPG label. These various customizations can be either functional (i.e. skills) or aesthetic (i.e. clothing).

Currently, many of these items are available in the beta version of the cash item shopfor as little as 500 to as much as 25,000 Nexon Cash ($1 equates to 1000 of the virtual currency) for a single item, and anything purchased during beta will carry over once the game finally goes live. This includes Avatar Tokens, Life Tokens (used to resurrect dead players), healing items, extra inventory (if only all MMOs had this), “respect” items, and trading licenses that allow players to set up their own personal shops.

Despite the number of different items, the most curious is the one dubbed “Avatar Tokens.” These tokens do not actually have an effect on the player, but rather can be used to turn into something more interesting. They let players a randomized effect that may change how their character looks or improve a random stat. They could turn out to be purely aesthetic or functional. Essentially, the idea is to create a bit of a gambling allure as players buy multiple tokens in the hopes that they get what they want or need.

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Also from Inside Network:   AppData - Facebook & iOS Application Stats   PageData - Engagement Data on Facebook Pages   Facebook Marketing Bible   Inside Virtual Goods
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