Four keys to a successful social game

The Flash Games Summit is current going on, which means lots of good juicy info for those who are into casual/social games.  Freetoplay.biz has the full liveblog, but a few of the pros in the casual gaming industry got together to give some tips about what developers should know to make social games.

Some of the more interesting parts:

Sana: What is the quality that a Crowdstar or another company would look for to choose to cross-promote, etc.

Dan: What it isn’t is amazing incredibly high polish art or sound. It’s a polished game experience… getting into game easily and understanding objectives. Production values are part of it, but it’s easy to mispend focus on things that aren’t super important to the end consumer. Make sure that you’re thinking about your end user.

This is a big reason why traditional gamers shrug off these Facebook games, is the difference in production quality.  In traditional MMOs and console games, production quality is an immense part of the success of the game.  Traditional gamers are trained now to look for graphics, sound, and flashiness as a gauge of who the top players in games are.  In social games, this hasn’t been the case.  There are profitable top Facebook games out there where any nominal artist or web developer could say “I could do that” and have it be 100% accurate.  This means that a lot of these games leave something to be desired for the traditional gamer, and they often don’t make it past the first glance.

Luckily, as more and more people are crowding into the Facebook games space, this is changing.  You can see a major shift in the level of production quality on these apps.  Look at the difference between MyTown and Social City, as an example.  Or an even bigger change in quality from Zoo World to Zoo Paradise.  Production quality IS starting to matter.

Some other interesting facts:

  • Zynga gathers 5TB per day of transaction data
  • Playdom have a couple of people with PhD’s helping to manage their economy
  • Existing brands (other than Bejeweled) have had limited success on Facebook
  • Teams should be looking at revenue per DAU
  • Overall, devs are positive about the Facebook currency, claiming it will reduce a barrier to entry
  • 30% retention is a good benchmark (monthly?)
  • All the developers were really passionate about community engagement being important to their game’s success

Read the full liveblog here.

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Facebook Games Update

Recently, I have been made the Facebook Games Examiner for the national edition of the Examiner.  I’m basically just relaying the news in various Facebook games.  If you have any interest in Facebook game news, please subscribe to my RSS feed over there and click and comment on some articles.   I figure once a week I’ll just paste the news in here so if anyone is interested they can go check it out!

Beware of Farmville Spam Groups
FishVille releases outer space decorations
Petville adds Farmville themed collectible gifts
Earn free Farmville cash by becoming a fan of Bing
Farmville to release dogs soon
Social City brings Playdom to the city building game scene
Island Life releases flowers as decoration
How to build a Farmville stable
Jungle Extreme on Facebook
Facebook games theme for Alice in Wonderland
Petville releases Clean Bombs
FishVille fish now live longer
Islander celebrating Women’s Day
Safari Life to add reptiles soon
Farmville podcast guide for March 5, 2010 (VIDEO)

In other news, my blog here continues to suffer from random blips where it stops working.  I’ve reinstalled Wordpress for the 4th time in two weeks, this time on a new fresh database.  Hopefully this doesn’t happen again, but if you notice RSS wonkiness, that is why. :)

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A new mission, Loremaster!

I’ve decided that my current mission in World of Warcraft needs to be to get the Loremaster achievement.  This is guaranteed to be difficult and tedious, but I think it will be fun.  I’m such a lore buff in WoW, so this is the perfect title for me.  I contemplated leveling an alt, but there is so much left to do with Pawtopsy and I’m such a completionist.  So, Loremaster it is.  I’m starting with Kalimdor, which is supposedly the most difficult.  I’m sitting at 300/685, so it’s a long way from here.  I think it will be fun to visit old zones and quests though.

Why am I not waiting until Cataclysm, when there will be flight form in the old world?  Mostly, I’m scared the the achievement will change and will be deprecated when new quests come out.  I don’t want to miss out on the opportunity for the Loremaster title. :)  I might regret this later, but I have nothing better to do in WoW right now, so it’s perfect.

Wish me luck, I have a LONG way to go and I don’t get much time to play.

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What the hell is going on in California?

California has had an awfully ugly last month or so in terms of our state schools and various homophobic and racist situations that have taken place.  Let’s take a look, shall we?

Over the weekend last weekend, someone vandalized the LGBT center at UC-Davis and wrote “fag” in spray paint.

Slightly before that, someone carved a swastika into a Jewish student’s dorm room door, also at UC-Davis.

Also last month, 11 students interrupted a talk and protested the visit of the Israeli Prime Ambassador to the United States.

Two gay students at holding hands were attacked by 3 people who were shouting homophobic slurs at them at UC- Riverside.

Last month, here in San Diego a bunch of students held a Compton Cookout party mocking Black History Month and African Americans.

Following that, someone hung a noose in the UC-San Diego school library.

This week, a homemade KKK-hood was placed on top of a Dr. Seuss statue on his birthday at UCSD.

Also this month, someone drew a noose around a black figure in an mural at a UC-Berkeley housing unit.

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We sure do have a LONG way to go.   Sigh.

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Years behind in LOST

I feel like I’m just about one of the only people in the world not watching the current season of LOST, so I decided it was time to be done hiding in the dark.  Years ago, I watched the first season in its entirety.  I remember thinking that it was one of the best seasons of television, ever.  (Alongside HBO’s Rome, of course).  I don’t know why I didn’t continue into season 2, but I didn’t.

So now, thanks to Netflix instant streaming and our trusty 360…Darling Boyfriend and I are watching it.  We’re about 3/4 of the way through season 2, and things are definitely getting crazier.  Everyone always said that season 1 was amazing and season 2 sucks, but I have to say – we’re enjoying it.  Some bits are slow, but for the most part its a thoroughly engaging season thus far.  Perhaps if we were watching it live and had to wait a week in between episodes we’d be pissed, but actually I’m enjoying the pace.

We have time for maybe one or two episodes a night (that’s if it isn’t an American Idol night) so it’s slow going.  I expect that the current season will be long over before we get caught up, but that’s probably a good thing.  However, do you know how hard it is to spend time on the internet without reading LOST spoilers?  Very difficult.  Y’all are blabbermouths! ;)

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WoW, I heart you. Also, end of an era.

Like many others, I downloaded and tried Allods Online.  I figured, it’s free – why not?  I’ve tried many other games for the same reason.  I actually thought Allods Online was great, for the 6 levels that I played.  It had great production quality, felt good, I liked the unique Gibberlings race, I thought the environment was beautiful in the way that WoW is beautiful.  There was nothing wrong with it.  I only lasted one evening.

However, it made me realize that I don’t really even like the standard MMORPG anymore.  I don’t really care for starting up as level 1 in a multiplayer world and hacking and slashing away at enemies and performing quests.  I don’t want to start over as a fledgling and grow up as a strong and powerful character.  I don’t want to read all of the mundane and bland quests.  I am tired of the genre.  This makes me sad.

My MMO of choice is World of Warcraft.  I still love the game.  I love my druid, I love the story, the lore, the characters, the world, the environment.  They’ve done everything right for me.  I can keep going and trying every MMO that comes out like I have been for the past 6 years, but it’s a colossal waste of cash for me.  Take Everquest 2 for example – a great game, nothing wrong with it, but since 2004 I cannot for the life of me stay interested in it.  I tried hard to stick with LotRO, didn’t like it.  I’ve tried every game, and I’m bored within a day or two.  WoW is the only game that continuously holds my attention (and my subscription).

I’m not sure what it is, but I think it’s just I’m tired of the MMO mechanics.  They bore me to no end. If I’m not already invested in the story – I will be bored.  I don’t even have anyone to play WoW with (besides my boyfriend who runs alts all day) and I still love the game.  I don’t even have to raid and see the end game to stay interested.

I’d love to write more about MMOs here, because I know the few RSS subscribers I have are mostly interested in MMOs or virtual worlds.  I just don’t care enough about them anymore to keep writing about them…and I think I’m fooling myself to keep thinking I can keep this blog MMORPG-focused.  So I’m not going to try anymore.  I’m going to write about what I’m caring about at the time, and it might be local shit, it might be casual games, it might be social media, it might be something I’m thinking, or movies, or music, or whateverthefuck.  I figure, I manage to do that successfully on my Twitter account…why not here?

So, it’s the end of an era.  Goodbye Cuppytalk in an MMO sense.  Hello Cuppytalk in a “this is what is on Tami’s mind” sense.   Be warned.

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Defining "social" in social games

When most people think of the word social, they think talking to people.  They think joining up with people, communicating, getting to know other people.  You know, socializing.  That’s fairly standard.  So when you think of social gaming, this is what it means right?  A game where people hang out in a multiplayer space and get to know each other.  Well, that’s not actually entirely accurate.

In social games, social is the ‘platform’

Social games as they exist right now (for the most part) exist on social networks.  You play them where your friends live.  You are already connected with people on this service, and gaming with them is a feature.  This is different than AOL Chat, or even Second Life – where you log in and interact with new people you’ve never met, or friends you’ve met on those services.  Social gaming takes your pre-existing friendships and gives you something to do with them.  How big of a role they play is another story.

This doesn’t mean they’re limited to Facebook games.  Ohai’s City of Eternals, is using Facebook Connect on their own site to accomplish this very thing.  City of Eternals is very much a social game, whether or not players are actually on it through Facebook or not.  And social games don’t have to involve synchronous real-time interaction.  A popular iPhone app, Words With Friends, allows you to connect with people you already know by broadcasting on social networks and play a Scrabble clone with them throughout the day – using push notification technology to alert you of your turns.  This is a social game, too.  It’s built on your platform of friends you already have.

In social games, real-time interaction is not the norm

Throughout Facebook games, you will see a whole lot of inviting friends and recommending to friends – but very little actual real-time conversation going on.  Live chat isn’t new technology, people have been doing it for a long time.  Why aren’t Facebook game developers using a lot more of it now?  Well, they don’t have to.  It isn’t an expected feature.  This could evolve over time, as games like the aforementioned City of Eternals are heading in that direction.  We tried a multiplayer space in our app, and it was a bonus feature to the playerbase.  It wasn’t a game changer, and it certainly wasn’t necessary.  We have live chat, but if you try to chat with a player on their island, sometimes they’re scared and log off.  Interestingly enough, I’ve noticed a lot of casual game players turn off their Facebook IM as well.

While traditional MMO gamers might be real familiar with logging in to their MMO of choice and chatting it up with their guildies and establishing relationships, that’s actually not a driving feature in social games.  This is a big difference between social games and MMOs.  When MMO developers talk about “putting social game features into their games”, I sigh when it is referring to synchronous features – because that’s missing the point.  MMOs already do that well.

In social games, social is a mechanic

So if these games use friends, but players are not hanging out and chatting with them – what good are friends in the first place?  Why build upon a social network if people are being “antisocial”?  Well, let’s face it.  Social gamers are, frankly, a bit selfish.  They’re logging in for short spurts throughout the day, perhaps on their lunch break, tending to their farm or zoo, and logging off.  Social games are such tight and directed experiences that your play session is mapped out before you log in.

Friends are used for the following purposes: viral growth, engagement, and session length.  Virally, you need friends to be a mechanic because you need your players to invite people.  Popular apps don’t just reward you for inviting friends, they all but demand it (within Facebook’s Terms of Service, of course).  Good social game developers are looking at all the ways that players are selfish and designing their game around that. Examples:

Players love receiving gifts, so a fundamental way to grow games virally is by gifting.  Players don’t send gifts because they are sweethearts who want to share with people, they share gifts because they want to receive one back.  Gifting, receiving gifts, placing and arranging gifts is a core social game mechanic currently – because it hits on viral efforts hard, and works for engagement as well.

Players invite neighbors to the game to be permanent additions to the bottom of their game client, so they can easily access their neighbor’s farm or zoo or island.  This isn’t because they genuinely care about what their friend’s creations look like – it’s because they get leveling and coin bonuses if they visit their neighbors.  Try increasing the difficulty of earning this visiting reward, once, you’ll see.  Players aren’t visiting for fun, they visit to get something.  This is where session length comes in.  Visiting neighbors takes a lot of time, but hey, as long as I *get* something…

To sum this section up, you invite your friends to the app because it benefits you.  You gift them because it benefits you.  You visit their creations because it benefits you.  You post to your Facebook wall because it benefits you.  These are social mechanics.  Seems a bit backward, doesn’t it?

In social games, social is a motivator

Tying in with the previous point about social games being a mechanic, motivation is another strong factor.  In a game like Bubble Island, or Bejeweled Blitz – your friends serve one purpose: bragging rights on a leaderboard.   Seeing their names there and seeing that they’re beating you – this is a core game mechanic.  I’d argue that there is no point in putting a puzzle game on Facebook without this feature.  Social proof and comparison is everything in these games.  Well, almost…feedback is crucial too.

It doesn’t have to be a puzzle game, either.  Having a neighbor bar below Farmville showing me that my friends are level 35 and I’m only 15 makes me want to level up and pass him.  It shows me what is possible.  It gives me a concrete goal.  My life will not be complete unless I pass him.  Well, I won’t go that far…

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I wouldn’t be at all surprised to see major changes in this.  Even Facebook’s new upcoming changes may affect all this in a big way.  That doesn’t change that right now, millions upon millions of players are proving out these above points.  Don’t take social too literally – these players aren’t jumping up and down at the chance to interact with their friends in new ways.  They’re wanting to have fun playing games, just like every other game.  Social is how these games grow and stick around.  It’s why people who don’t identify as gamers are playing more games than ever before.  Deep down inside, we’re all selfish when it comes to how we spend our time online.  Facebook game developers are just getting really good at taking advantage of that.

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Devs, stop ignoring social online games!

According to this article in the Escapist, Turbine are reporting that their migration from a subscription based game to a F2P title has increased revenue in Dungeons of Dragons Online by 500%.  Granted, we don’t know what number that was an increase on top of, but you can make some reasonable assumptions that they’re doing well because of this.

Despite being available at virtually no cost, Turbine has announced that since the relaunch of Dungeons & Dragons Online: Eberron Unlimited, the subscriber base has actually doubled and revenues have jumped by 500 percent, while microtransaction sales through the DDO Store are running at three times the industry average.

(Source)

Thank you DDO, for coming out and showing how this is done.  There are plenty of companies that should do this with their games.  SOE, I’m looking at you – how about Vanguard?  Perfect candidate for a F2P test.

In similar news, Raph Koster has blogged today with a doomcast on virtual worlds as most people come to know them.  This includes the Second Life-type 3D clients, and the AAA MMOs.

In the meantime, I would be betting against all the “native client” worlds — AAA game worlds included. Against anything that involves too much of a fantasy identity. Against anything that relies on people playing together in real time. It’s just not where the action is for the next several years. Virtual places as they exist now cannot be a mass medium any more than a single restaurant can.

(Source)

His argument is likely to cause a divide as usually, especially between the MMO and virtual world players/developers/fans and the ones enamored in casual space.  It’s so frustrating to watch my Facebook friends, hundreds of game developers whom I’ve picked up over the years, sitting on Facebook/Twitter, etc. completely railing on Facebook games.  There is no market research happening.  They don’t know anything about this demographic.  They don’t care about the mechanics of these games because they’re shrugged off as “spammy”, boring, stupid, silly, and a waste of time.  They don’t realize that there are incredible learnings about things that are valuable regardless what kind of game you make for a living. Things like engagement, how to bring players back into games, community interaction in a space where a much larger percent of your audience actually communicates back, how to virally spread your product, what mass market really looks like,  feedback loops, leveling mechanics, marketing and promotion, nifty mechanics for making players have more fun, crazy ARPU techniques, and so on.

Facebook is an immense bed of learning, and traditional online game developers are completely ignoring it, and even stating they HATE it.  It drives me absolutely nuts.  You then have game companies that typically make traditional MMOs venturing into F2P and making the worst decisions about how to do it. (Not talking about Turbine here).  Every time I see someone talk about how they’re speaking at or attending an online games conference and in another breath completely insult and disregard the most popular online games of all time…I go batty.  There is so much data out there, it’s such a flourishing, CURRENT wave that people aren’t riding.  It makes me sad when I see industry thought-leaders that I respect who are completely blind and even hating this stuff.  You’re lagging behind, and will not be relevant if you stay this way. I’m not talking about YOU, players. You keep on playing and buying what you want, you don’t mind if you’re niche. :)

Another good quote from Raph’s post:

Something like Second Life struggles to gain mainstream adoption because flatter pseudo-places can offer so much of what it does, and the very real benefits it offers are only benefits to a segment of the audience that wants either the pseudonymity, or the placeness, or the chat.

And Facebook games? Hey, there’s a place that feels like a world, strongly weak-tie driven, without pseudonymity issues, and yet they carry with them all that praxis, all that other stuff that was elaborations on the core virtual world concept. It’s like a virtual world, “with the bad bits removed” — which is of course a phrase we have heard before, when discussing why World of Warcraft does so much better than the other MMORPGs.

I love this.  In other words…I’ll make the more obvious comparison.  World of Warcraft is to MMOs as Farmville is to online games as whole.  MMO developers ignoring WoW is a pretty big deal, but ignoring Farmville and other social games that are blowing away these AAA MMOs is riiidiiiccuuulous.  Moorgard thinks it’s an industry reset button.  I think it’s evolution of gaming, and online gaming is going somewhere it has never gone before.  Why someone would want to sit in a bubble and pluck away working on their dial-up modems when the rest of the world (almost literally) is playing on their broadband is beyond me.  It’s one thing to want to work on something you enjoy and therefore continue making what you want to make for artistic reasons.  I get that, as long as it’s not your goal to be the most successful company in the gaming industry and you’re not trying to analyze industry trends and blog or speak about them.  But maybe I’m just ambitious.  I don’t want to jump on the bandwagon late, I want to be an industry leader in this.  Maybe it’s a Gen-Y thing.

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Warcraft TCG is no longer

Upper Deck announced on Tuesday that they will not be renewing their contract with Blizzard on the World of Warcraft Trading Card Game.  This comes as a surprise to me, I actually thought the trading card game was doing pretty well.  I guess not.

Unfortunately, due to gradually declining sales over the past few years and the overall downturn in the economic climate, we have had to make the tough decision to discontinue our World of Warcraft product lines.

Darn, that sucks.  It’s been awhile since I bought a pack, but I’ve played the game a bit in the past and I thought it was pretty fun.

Blizzard employee Zarhym has confirmed this:

bluepost

I wonder if any of the sweet TCG rewards will be given out in-game now.  Doubtful, but maybe!

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Happy Valentine's Day!

Another year has gone by, and thankfully I still have a special someone this year to spend Valentine’s with.  Of course, we spent it in an urgent care clinic as I’m suffering with some kind of middle ear infection…but hey, it’s still romantic, right?  I’m really failing at my resolution of blogging here at least 4x a week.  I try to keep it gaming related here, but that just doesn’t happen because I don’t play enough games.  Ah well.

Spartacus: Blood and Sand promo image

Luke and I watched the first 4 episodes of the Spartacus: Blood and Sand series on Starz last night.  It didn’t at all live up to my hopes and dreams of it being like Rome.  It’s basically a mix of 300 and Gladiator so far.  They’re going for the over-the-top slow motion battle fights and the artsy blood and interesting camera angles technique.  It’s also basically a porno.  Plenty of man ass and boobs (among more graphic parts as well) so if you’re in to that kind of thing – all the better for you. We’ll keep watching it, but so far, it’s just busy watching for me.  If you’d like to see Xena naked though, watch this show.

Percy Jackson with his Poseidon triton

We went to see Percy Jackson and the Olympians: The Lightning Thief on Friday night, and I couldn’t have been more disappointed.  Other than the CG, there wasn’t much about it that I enjoyed.  Luke read all the Percy Jackson books and loved them, so we hoped the movies would have a Harry Potter feel to them.  This one didn’t.  It was cheesy, badly acted, bastardized, and over explained.  Kids might enjoy it, but skip this one in the theatres.

In other news, The Border House is still doing really well.  We’ve had some very thought-provoking discussions there, and an active community growing.  My favorite post I’ve written there is my “Do Game Designers have a Social Obligation?” post, so check it out if you haven’t already.

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