There's nothing like cold, hard cash to drive people to action. In this case, Zynga is giving away 1,000 bucks every hour for 24 hours if you play eight of its most popular games: YoVille, Zynga Poker, FarmVille, PetVille, Cafe World, Treasure Isle, Mafia Wars and FrontierVille. After you play a game, it will be checked off in the game bar that appears above each game (see pic below).
zynga 8-hour contest check the gamebar
When you've played all eight, your name will be entered into the next hourly drawing for $1K. The contest has already started today and will end tonight (Monday night) at 11:59 p.m. PST.
Please note: The contest is open to United States citizens over age 18 only -- sorry international fans, looks like you're going to have to sit this one out. :(
Also, here's a dirty little secret: You only need to load the game to get the checkmark to appear on the game bar, you don't actually have to 'play' them for it to count.
zynga 8-game challenge win cash
Hiển thị các bài đăng có nhãn Facebook games. Hiển thị tất cả bài đăng
Hiển thị các bài đăng có nhãn Facebook games. Hiển thị tất cả bài đăng
Thứ Hai, 6 tháng 2, 2012
FarmVille maker Zynga's 24-hour contest: You play, they'll pay
Nhãn:
Facebook games,
FacebookGames,
farmville,
mafia wars,
MafiaWars,
petville,
treasure isle,
TreasureIsle,
yoville,
zynga,
zynga 8-game challenge,
zynga contest,
Zynga8-gameChallenge
Thứ Tư, 1 tháng 2, 2012
Flickr creator to 'Glitch' Facebook with new social game in 2011
Stewart Butterfield actually started in the games business with Ludicorp before Flickr became his claim to fame earlier this decade. Now, Butterfield returns to gaming at probably the most opportune time on one of the most opportune platforms. Butterfield's first social game with his studio, Tiny Speck Inc., is titled "Glitch" and is set to launch on Facebook in 2011. Obviously a major departure from what made him famous and very rich, we hope, the game takes place within the imagination of 11 giants. It's already weird, we know.
According to the game's first trailer, players will become figments of these giants' imaginations, working to make their ideas bigger and better. The game seems like it will play a lot like Maple Story with side scrolling controls and similar interaction. Other things that we could deduce from the trailer? How about learning new skills, studies, making fruit juice and blue, humanoid goat creatures?
For some reason, angry crows called The Rook have attacked the 11 giants' minds to steal their imaginations. It's apparently up to you, blue goat man, to thwart their plans with juice. That last part is a complete guess, but who wouldn't like to see that happen?
I don't know about you, but that's more than enough for me to at least give it shot. Take a look at the trailer above and you'll see how Butterfield is making extremely entertaining use of his philosophy degree. According to News.com, Glitch will be made available on PC and mobile devices as well as Facebook in order to maximize its presence. Expect Glitch to release in March or April of 2011.
According to the game's first trailer, players will become figments of these giants' imaginations, working to make their ideas bigger and better. The game seems like it will play a lot like Maple Story with side scrolling controls and similar interaction. Other things that we could deduce from the trailer? How about learning new skills, studies, making fruit juice and blue, humanoid goat creatures?
For some reason, angry crows called The Rook have attacked the 11 giants' minds to steal their imaginations. It's apparently up to you, blue goat man, to thwart their plans with juice. That last part is a complete guess, but who wouldn't like to see that happen?
I don't know about you, but that's more than enough for me to at least give it shot. Take a look at the trailer above and you'll see how Butterfield is making extremely entertaining use of his philosophy degree. According to News.com, Glitch will be made available on PC and mobile devices as well as Facebook in order to maximize its presence. Expect Glitch to release in March or April of 2011.
Thứ Hai, 30 tháng 1, 2012
Kingdom Saga on Facebook: FrontierVille meets a true city-builder in ancient times
With the load of similar titles being released after FrontierVille landed on the Facebook gaming scene earlier this year, it's no surprise that yet another "clone" title would be released. This time around, we see Koramgame hoping to latch onto the success found by titles like FrontierVille, and more recently Ravenwood Fair, by offering a new game called Kingdom Saga, that incorporates major gameplay elements from both of these games, but offers them in a setting that's 40,000 years in the past.
As the cave man or cave woman or your own design, you'll be able to build various structures in your kingdom, but only after you clear the land of debris (grasses, rocks and the like) first. From there, it's a bit of a city-building game, mixed in with basic quests, as items must be connected with roads in order to function.
For more information about Kingdom Saga, meet us behind the break.
Kingdom Saga resembles FrontierVille in the way that Bonus Pop-ups appear after collecting from buildings (which earn profits over time), and in the overall quest set-up that sees you purchasing certain items, completing the building of Wigwams and other buildings, and so on. Of course, an energy bar is also present here, so you'll need to wait for your energy to recharge once it empties to continue participating in most in-game actions.
For those that prefer Ravenwood Fair, there are elements of that game here as well, as you can only clear out debris that is closest to you. That is, you'll have to work your way outwards from the middle of your kingdom when you clear the land - you can't walk over one piece of grass to get to another.
As the game combines these elements with those from a city-building game, there is a bit of refreshing uniqueness here. When you build a home, for example, you'll be able to invite one of your real-world Facebook friends to live in that home. Oddly, they'll be given the standard avatar to represent them as they walk around the town, so boys in the real world could be presented as girls in the game, and vice versa. If you can get the friend to actually start playing the game, however, you can customize their appearance.
When not completing quests, the majority of your time early on will be spent clearing the land. This uses your energy, but also earns you experience points. As you level up using these points, you'll be able to unlock the ability to purchase more homes for your village, and therefore add more friends to your town. You'll also be able to add numerous decorative items to your town, including a slew of Christmas-themed items, if you choose to start playing the game before the holiday season ends.
Once you reach level 5, you'll be able to build Resource Buildings, allowing you to earn wood and stone which are gathered just like wood or food would be in something like FrontierVille. In addition to these structures, you can purchase actual businesses, like wineries and clothing markets that will earn "taxes," that need to be collected once full (think of collecting from an attraction in Tiki Resort or Happy Island, as examples, and you have the system here).
In terms of social elements, you can visit your neighbors' towns at will, and in doing so, will be given the opportunity to "Help Out" at a handful of businesses or shops, earning you additional coins and "Love," or reputation points (this is an exact replica of the system in FrontierVille). You can also choose from a number of free gift items to send to your friends if you'd like.
As with other "ancient" city-building games, Kingdom Saga will soon be given Wonders, presumably allowing you to build real historical items in your town.
All told, Kingdom Saga looks to be a solid offering in both the city-building genre, and in those games that can be respectfully called FarmVille clones. It seems to offer enough unique features to keep one interested over time, and with the mass amount of Facebook games anyone can choose to play, you can't really ask for anything more than that.
As the cave man or cave woman or your own design, you'll be able to build various structures in your kingdom, but only after you clear the land of debris (grasses, rocks and the like) first. From there, it's a bit of a city-building game, mixed in with basic quests, as items must be connected with roads in order to function.
For more information about Kingdom Saga, meet us behind the break.
Kingdom Saga resembles FrontierVille in the way that Bonus Pop-ups appear after collecting from buildings (which earn profits over time), and in the overall quest set-up that sees you purchasing certain items, completing the building of Wigwams and other buildings, and so on. Of course, an energy bar is also present here, so you'll need to wait for your energy to recharge once it empties to continue participating in most in-game actions.
For those that prefer Ravenwood Fair, there are elements of that game here as well, as you can only clear out debris that is closest to you. That is, you'll have to work your way outwards from the middle of your kingdom when you clear the land - you can't walk over one piece of grass to get to another.
As the game combines these elements with those from a city-building game, there is a bit of refreshing uniqueness here. When you build a home, for example, you'll be able to invite one of your real-world Facebook friends to live in that home. Oddly, they'll be given the standard avatar to represent them as they walk around the town, so boys in the real world could be presented as girls in the game, and vice versa. If you can get the friend to actually start playing the game, however, you can customize their appearance.
When not completing quests, the majority of your time early on will be spent clearing the land. This uses your energy, but also earns you experience points. As you level up using these points, you'll be able to unlock the ability to purchase more homes for your village, and therefore add more friends to your town. You'll also be able to add numerous decorative items to your town, including a slew of Christmas-themed items, if you choose to start playing the game before the holiday season ends.
Once you reach level 5, you'll be able to build Resource Buildings, allowing you to earn wood and stone which are gathered just like wood or food would be in something like FrontierVille. In addition to these structures, you can purchase actual businesses, like wineries and clothing markets that will earn "taxes," that need to be collected once full (think of collecting from an attraction in Tiki Resort or Happy Island, as examples, and you have the system here).
In terms of social elements, you can visit your neighbors' towns at will, and in doing so, will be given the opportunity to "Help Out" at a handful of businesses or shops, earning you additional coins and "Love," or reputation points (this is an exact replica of the system in FrontierVille). You can also choose from a number of free gift items to send to your friends if you'd like.
As with other "ancient" city-building games, Kingdom Saga will soon be given Wonders, presumably allowing you to build real historical items in your town.
All told, Kingdom Saga looks to be a solid offering in both the city-building genre, and in those games that can be respectfully called FarmVille clones. It seems to offer enough unique features to keep one interested over time, and with the mass amount of Facebook games anyone can choose to play, you can't really ask for anything more than that.
Age of Champions on Facebook doesn't cry over spilled blood
Fantasy social games are almost dime a dozen, but what are they missing? Why, half naked men spilling the blood of goblins and other beasts, of course. In Age of Champions on Facebook, players take the role of one of three races: a human, an elf or a minotaur as they vie for the throne of an emperor who recently kicked the can. As it turns out, so is everyone else. After choosing which of the three warring factions that you'll be siding with in this sprawling conflict, you'll be launched into battle with a band of goblins, your warriors sprinting across a green, war-torn field, bronze daggers flailing. After witnessing the green, gooey bloodshed as your avatar guts the goblin leader, you realize that this is not standard fantasy fare on Facebook.
Find out more about Age of Champions and our impressions after the break.
Defeating the Orge
If you hadn't noticed by now, this game isn't necessarily for the little ones. There will be blood in Age of Champions, lots of it. Developed by Sacramento, CA-based studio KlickNation, this game's primary focus is on two important things: story and gameplay. Absolutely filled to the brim with quest text designed to give purpose to otherwise mundane tasks, Age of Champions contains a plot that weaves throughout the game's primary mode of spending Energy--a social game staple--quests.
However, Energy is plentiful in Age of Champions' early levels as opposed to other social games. You'll frequently level up through questing, restoring your Energy each time. (However, the game does offer Blue Crystals, a paid currency, to replenish Energy and Stamina.) Quests are completed through the Travel menu, which opens up the game's story in a book-shaped menu, offering the plot in chapters that almost always contain at least one session on the battlefield and one boss monster to defeat. Rewards from quests are normally the standard gold coins, which are used to hire more soldiers and outfit your army with weapons and armor, and experience points. Leveling up also rewards players with points to enhance their primary character's Energy, Attack strength, Stamina (used to battle other players) and Health. While Energy and Stamina will allow you to play the game for longer sessions without having to pay up for more, Attack and Health are extremely important in combat.
Questing Book
Ah, yes, the meat and potatoes of Age of Champions. Combat scenarios are somewhat rare treats, but are most definitely not to be underestimated. These special quests are marked with an icon shaped like a shield adorned with two swords. Clicking on "Go to Battle" will open up the battlefield. While battles play out automatically based on the size of your army compared to the enemy's, it all happens in real time and takes equipment statistics into account as well. It's not until all of your units fall that your main avatar will rush into the fray, duking it out with the opposing commander. In the early stages of the game, your army will almost always be wiped out, but that doesn't mean you lose them forever. However, improving their equipment by buying quantities of armor and weapons that match your squad's numbers will increase their lasting power. There is the option to skip each battle sequence, but why would you want to do that?
While combat and questing are plenty entertaining, Age of Champions does include some fairly deep social elements. Throughout the game, players can attempt to craft items that are more powerful than what can be bought in the store, but some of the ingredients can only be found through Gifting. Thankfully, social interaction goes deeper than that with Raids, or massive enemies that require cooperation from friends to defeat. Furthermore, players can join Guilds, which are groups of friends within the game that can collaborate without the need of being Facebook friends. In other words, you won't find too many request-athons here, but more teamwork through the game's Raid bosses and Battle system.
Raid on the Ice Dragon
With an interesting albeit violent approach to combat, an engaging story for those who take the time to read it and social features similar to other, more current social games like Knights of the Crystals and Legacy of a Thousand Suns, Age of Champions delivers on nearly all fronts aside from a few annoying bugs such as losing access to the top of game screen at times. Just ignore the fact that your avatar will be without pants for quite a while and you should have a grand time.
Find out more about Age of Champions and our impressions after the break.
Defeating the Orge
If you hadn't noticed by now, this game isn't necessarily for the little ones. There will be blood in Age of Champions, lots of it. Developed by Sacramento, CA-based studio KlickNation, this game's primary focus is on two important things: story and gameplay. Absolutely filled to the brim with quest text designed to give purpose to otherwise mundane tasks, Age of Champions contains a plot that weaves throughout the game's primary mode of spending Energy--a social game staple--quests.
However, Energy is plentiful in Age of Champions' early levels as opposed to other social games. You'll frequently level up through questing, restoring your Energy each time. (However, the game does offer Blue Crystals, a paid currency, to replenish Energy and Stamina.) Quests are completed through the Travel menu, which opens up the game's story in a book-shaped menu, offering the plot in chapters that almost always contain at least one session on the battlefield and one boss monster to defeat. Rewards from quests are normally the standard gold coins, which are used to hire more soldiers and outfit your army with weapons and armor, and experience points. Leveling up also rewards players with points to enhance their primary character's Energy, Attack strength, Stamina (used to battle other players) and Health. While Energy and Stamina will allow you to play the game for longer sessions without having to pay up for more, Attack and Health are extremely important in combat.
Questing Book
Ah, yes, the meat and potatoes of Age of Champions. Combat scenarios are somewhat rare treats, but are most definitely not to be underestimated. These special quests are marked with an icon shaped like a shield adorned with two swords. Clicking on "Go to Battle" will open up the battlefield. While battles play out automatically based on the size of your army compared to the enemy's, it all happens in real time and takes equipment statistics into account as well. It's not until all of your units fall that your main avatar will rush into the fray, duking it out with the opposing commander. In the early stages of the game, your army will almost always be wiped out, but that doesn't mean you lose them forever. However, improving their equipment by buying quantities of armor and weapons that match your squad's numbers will increase their lasting power. There is the option to skip each battle sequence, but why would you want to do that?
While combat and questing are plenty entertaining, Age of Champions does include some fairly deep social elements. Throughout the game, players can attempt to craft items that are more powerful than what can be bought in the store, but some of the ingredients can only be found through Gifting. Thankfully, social interaction goes deeper than that with Raids, or massive enemies that require cooperation from friends to defeat. Furthermore, players can join Guilds, which are groups of friends within the game that can collaborate without the need of being Facebook friends. In other words, you won't find too many request-athons here, but more teamwork through the game's Raid bosses and Battle system.
Raid on the Ice Dragon
With an interesting albeit violent approach to combat, an engaging story for those who take the time to read it and social features similar to other, more current social games like Knights of the Crystals and Legacy of a Thousand Suns, Age of Champions delivers on nearly all fronts aside from a few annoying bugs such as losing access to the top of game screen at times. Just ignore the fact that your avatar will be without pants for quite a while and you should have a grand time.
Thứ Tư, 11 tháng 1, 2012
Games.com Weekly Roundup: Spotlighting social games at E3 2011
Couldn't get your daily Games.com news fix and want to know what you've missed? Whether it's a major FarmVille guide or the launch of a new Facebook game, the Roundup will bring you up to speed on the most important or popular or just plain out amazing and weird social gaming stories of the week.
Monday:
The Sims creator Will Wright is making a Facebook game, and it's not SimCity
Instead, Wright is basing his new game on Bruce Sterling's short story "Maneki Neko".
Want to work for Marriott Hotels? Play the Facebook game first
"We had no idea there was such a demand for hotel employees, but alas, here we are, recruiting them through ... Facebook games."
Zynga hangs on iPhone in Hanging with Friends: Fuhgettabout pen and paper
"Developed by Texas-based Zynga subsidiary Zynga with Friends, Hanging with Friends is a mobile multiplayer take on the classic two-player puzzle game Hangman."
Playdom's City of Wonder on iPhone: Conquer the world wherever
"Playdom has released City of Wonder, it's Civilization-like empire-building Facebook game, to iOS devices. And better yet, it's absolutely free."
The Sims Social: Yup, The Sims is finally coming to Facebook
Were you as creeped out by the debut trailer as we were? Nonetheless, it's hard not to get excited.
Tuesday:
Apple Game Center in iOS 5 mirrors Facebook gaming, coming this fall
"Social gaming has effectively become mobile gaming in many a developer's eye, and Apple is poised to strike the competition this fall with the new Facebook games-inspired Game Center."
'Arookoo: World Explorers' steps up social gaming, but stumbles on Facebook
Reader's Digest Association and Vivity Labs' create a Facebook game to complement a free iPhone app that nabs you virtual perks for real world strolls.
E3 2011: Prime World mixes free-to-play MMO with Facebook friend interaction
"You'll be able to invite your Facebook friends to play the game with you . . . There's even a Zuma-inspired marble game for those that would prefer to match marbles than enter combat (at least temporarily)."
E3 2011: Yoostar Playground puts you in the movies on Facebook
"With Yoostar Playground, you're really given the opportunity for your 15 minutes of fame, as the company routinely holds contests over the best videos uploaded to the service."
Wednesday:
Zynga celebrates FarmVille's 2nd Birthday with an explosion of items
For the full scoop, check out our FarmVille 2nd Birthday Guide.
E3 2011: Walking Dead game gets a Facebook tie-in
"A few months ago, we learned that The Walking Dead, a hit TV series on AMC as well as a comic book series with a serious cult following, is getting the game treatment."
Casino City, Bar World and Slot City get the axe
"[A]s a result of Zynga's recent acquisition of DNA Games (its 14th purchase in just a year!), all three of the studio's games will shut down come July 8."
Thursday:
E3 2011: Fruit Ninja Frenzy takes a slice out of Facebook this summer
"In Fruit Ninja Frenzy, the same basic gameplay from the mobile version has been retained, but has been chopped (no pun intended) into 60-seconds of bite sized fruity goodness."
E3 2011: Pet Society Vacation on iPhone takes your Facebook pet on a tropical trip
Playfish fans are definitely excited, but the catch is this iOS game won't crossover with the one on Facebook except when it comes to porting over your pet.
John Carmack: Facebook offers the 'Walmart experience of gaming' [Interview]
"[Social games are] not a connoisseur experience, but it's important to recognize that most of what people consume in the world is not a connoisseur experience."
E3 2011: Shooters, not social, are still king
So how's E3 treating the social games scene? Our EIC, Libe Goad, spent the week over there and left us this thoughtful piece.
The Amazing Spider-Man's Emma Stone was hooked on FarmVille
"I got to level 42, and I wasn't doing anything else anymore, so I had to stop," Stone told ELLE.
FrontierVille Oregon Trail becomes 'Pioneer Trail' after community vote
Not that we thought anyone could confuse the official Oregon Trail with Zynga's FrontierVille expansion on Facebook, but that's lawsuits for ya.
Scam Alert: 'Zynga Promotions' is not RewardVille, but another scam
Dastardly!
Monday:
The Sims creator Will Wright is making a Facebook game, and it's not SimCity
Instead, Wright is basing his new game on Bruce Sterling's short story "Maneki Neko".
Want to work for Marriott Hotels? Play the Facebook game first
"We had no idea there was such a demand for hotel employees, but alas, here we are, recruiting them through ... Facebook games."
Zynga hangs on iPhone in Hanging with Friends: Fuhgettabout pen and paper
"Developed by Texas-based Zynga subsidiary Zynga with Friends, Hanging with Friends is a mobile multiplayer take on the classic two-player puzzle game Hangman."
Playdom's City of Wonder on iPhone: Conquer the world wherever
"Playdom has released City of Wonder, it's Civilization-like empire-building Facebook game, to iOS devices. And better yet, it's absolutely free."
The Sims Social: Yup, The Sims is finally coming to Facebook
Were you as creeped out by the debut trailer as we were? Nonetheless, it's hard not to get excited.
Tuesday:
Apple Game Center in iOS 5 mirrors Facebook gaming, coming this fall
"Social gaming has effectively become mobile gaming in many a developer's eye, and Apple is poised to strike the competition this fall with the new Facebook games-inspired Game Center."
'Arookoo: World Explorers' steps up social gaming, but stumbles on Facebook
Reader's Digest Association and Vivity Labs' create a Facebook game to complement a free iPhone app that nabs you virtual perks for real world strolls.
E3 2011: Prime World mixes free-to-play MMO with Facebook friend interaction
"You'll be able to invite your Facebook friends to play the game with you . . . There's even a Zuma-inspired marble game for those that would prefer to match marbles than enter combat (at least temporarily)."
E3 2011: Yoostar Playground puts you in the movies on Facebook
"With Yoostar Playground, you're really given the opportunity for your 15 minutes of fame, as the company routinely holds contests over the best videos uploaded to the service."
Wednesday:
Zynga celebrates FarmVille's 2nd Birthday with an explosion of items
For the full scoop, check out our FarmVille 2nd Birthday Guide.
E3 2011: Walking Dead game gets a Facebook tie-in
"A few months ago, we learned that The Walking Dead, a hit TV series on AMC as well as a comic book series with a serious cult following, is getting the game treatment."
Casino City, Bar World and Slot City get the axe
"[A]s a result of Zynga's recent acquisition of DNA Games (its 14th purchase in just a year!), all three of the studio's games will shut down come July 8."
Thursday:
E3 2011: Fruit Ninja Frenzy takes a slice out of Facebook this summer
"In Fruit Ninja Frenzy, the same basic gameplay from the mobile version has been retained, but has been chopped (no pun intended) into 60-seconds of bite sized fruity goodness."
E3 2011: Pet Society Vacation on iPhone takes your Facebook pet on a tropical trip
Playfish fans are definitely excited, but the catch is this iOS game won't crossover with the one on Facebook except when it comes to porting over your pet.
John Carmack: Facebook offers the 'Walmart experience of gaming' [Interview]
"[Social games are] not a connoisseur experience, but it's important to recognize that most of what people consume in the world is not a connoisseur experience."
E3 2011: Shooters, not social, are still king
So how's E3 treating the social games scene? Our EIC, Libe Goad, spent the week over there and left us this thoughtful piece.
The Amazing Spider-Man's Emma Stone was hooked on FarmVille
"I got to level 42, and I wasn't doing anything else anymore, so I had to stop," Stone told ELLE.
FrontierVille Oregon Trail becomes 'Pioneer Trail' after community vote
Not that we thought anyone could confuse the official Oregon Trail with Zynga's FrontierVille expansion on Facebook, but that's lawsuits for ya.
Scam Alert: 'Zynga Promotions' is not RewardVille, but another scam
Dastardly!
Thứ Ba, 10 tháng 1, 2012
Take-Two taking the 'wait-and-see' approach with social games
So, basically, don't expect Grand Theft Auto on Facebook anytime soon. In a recent earnings call, Take-Two CEO Strauss Zelnick announced that the company would be taking a new approach to their future gaming lineup, to remove their "dependence" on Grand Theft Auto. As reported by Edge, Zelnick has announced that the company is "focused on building new franchises. For example, you can look at what Red Dead Redemption did for us in our last fiscal year." If that means that more Red Dead Redemption games are in the works, I'm definitely all for it - but wait! Does this diversification of Take-Two's approach mean we'll see the company branching into social games? I wouldn't count on it.
Zelnick commented on social gaming juggernaut Zynga, stating that their games were far too different, when compared to the titles produced by Take-Two. "The business Zynga's in has only been around for about four years," he said. "Playing Zynga titles doesn't scratch the same itch as playing Grand Theft Auto - that's a dynamic that doesn't change in the videogame business."
Does that mean Take-Two thinks their games are better, or simply different? With other hardcore game developers already jumping into the Facebook game pool (Ubisoft and EA, as examples), it would only make sense for Take-Two to dive in as well, but it doesn't look like the company has any interest in doing so. At most, they've only confirmed that they're "keeping an eye" on other platforms, like mobile. Either way, it leaves us to wonder: if Take-Two does eventually warm up to the Facebook gaming idea, will it be too little, too late? Only time will tell.
Zelnick commented on social gaming juggernaut Zynga, stating that their games were far too different, when compared to the titles produced by Take-Two. "The business Zynga's in has only been around for about four years," he said. "Playing Zynga titles doesn't scratch the same itch as playing Grand Theft Auto - that's a dynamic that doesn't change in the videogame business."
Does that mean Take-Two thinks their games are better, or simply different? With other hardcore game developers already jumping into the Facebook game pool (Ubisoft and EA, as examples), it would only make sense for Take-Two to dive in as well, but it doesn't look like the company has any interest in doing so. At most, they've only confirmed that they're "keeping an eye" on other platforms, like mobile. Either way, it leaves us to wonder: if Take-Two does eventually warm up to the Facebook gaming idea, will it be too little, too late? Only time will tell.
THQ reorganization places major focus on social games
With just 9,000 monthly active users across its entire catalog of Facebook games (according to AppData), it's easy to say that THQ has plenty of climbing left to do to make a stand in the social space. With its upcoming MargaritaVille Online game for Facebook, it's clear that THQ has seen the light, but that light might turn into a giant beacon after the company's recent reorganization.
In a recent press release, THQ announced that the company will place its focus into four major digital areas, one of which is social gaming. In fact, the social gaming space actually comes in at number two on the four-part list (number one being an increased focus on established IP like Saints Row). In terms of social games, the company wishes to "create a critical mass of users on social media platforms such as Facebook and mobile platforms, including iOS and Android(TM), using THQ-owned or branded content, such as the upcoming fall release of Margaritaville(R) Online, based on Jimmy Buffett's popular brand."
So what does this mean for the end-user? If I had to make an educated guess, I'd wager that we'll likely see a slew of side-games released on the service in the same way as EA's Dragon Age: Legends was released; that is, games that tie-in to the console versions of THQ's new titles, offering players incentive to play the Facebook game as well. Of course, if MargaritaVille takes off, we could see plenty of other branded or at least original titles released in the future as well. If anything, it almost seems as though THQ is dedicated enough to the social gaming space to throw tons of games at the wall and see which ones stick. Either way, we'll make sure to keep track of THQ's continued social gaming efforts, and will bring you all of the news on MargaritaVille as soon as we know more.
In a recent press release, THQ announced that the company will place its focus into four major digital areas, one of which is social gaming. In fact, the social gaming space actually comes in at number two on the four-part list (number one being an increased focus on established IP like Saints Row). In terms of social games, the company wishes to "create a critical mass of users on social media platforms such as Facebook and mobile platforms, including iOS and Android(TM), using THQ-owned or branded content, such as the upcoming fall release of Margaritaville(R) Online, based on Jimmy Buffett's popular brand."
So what does this mean for the end-user? If I had to make an educated guess, I'd wager that we'll likely see a slew of side-games released on the service in the same way as EA's Dragon Age: Legends was released; that is, games that tie-in to the console versions of THQ's new titles, offering players incentive to play the Facebook game as well. Of course, if MargaritaVille takes off, we could see plenty of other branded or at least original titles released in the future as well. If anything, it almost seems as though THQ is dedicated enough to the social gaming space to throw tons of games at the wall and see which ones stick. Either way, we'll make sure to keep track of THQ's continued social gaming efforts, and will bring you all of the news on MargaritaVille as soon as we know more.
Thứ Hai, 9 tháng 1, 2012
UNO Boost on Facebook: A goofy, give-and-take twist on the original
The fast track, scream-inducing card game, UNO, has reintroduced itself to Facebook with a new look and feel. UNO Boost puts the classic in unique, new packaging that publisher Game House hopes will spur virtual goods purchases and that UNO fans will appreciate. Game House took the original Facebook card game and... didn't do much to it.
Well, aside from taking Boost cards, turning them into both a strategic tactic and a commodity, and apparently removing what made the original so enjoyable. UNO Boost, while introducing an element that could launch its fun and strategy levels into the stratosphere, inexplicably removed the live play feature found in the original Facebook rendition. Game House giveth new features and taketh away defining ones.
Find the rest of our impressions of UNO Boost after the break.
UNO Boost in actions
All things considered, the core gameplay of UNO in UNO Boost remains unchanged. The color switching, number matching and quick turning still remains, but Game House turned Boost cards into more of a conscious decision than ever. While players can still draw Skip, Draw and Wild Cards, they can also replace cards in their hand with Boost Cards at will. These Boost Cards come from a pool that will recharge once daily, but can also be purchased using Coins. This currency, which accumulates from matches won, can be purchased from within the game using several methods including credit cards (but no Facebook Credits yet, sorry folks).
Boost CardsAlso found in the store are new characters to play against, individual Boost Cards and Boost Packs. Notice my use of the word "characters." These are the guys who have seemingly replaced your friends in UNO Boost (the ability to add friends is currently bugged in my experience). The personally-adored live play feature (complete with chat room) in the original UNO for Facebook is, hopefully for now, no more. Imagine the possibilities of being able to play Boost Cards against your friends in real time, shifting the playing field in an instant under your control. Sure, things would get crazy quickly, but that's what UNO is all about, right?
Instead, your friends are merely people to compare scores with this time around as you play characters like Kevin the Coach and Oog, a cave man. Opponents increase in difficulty level as you increase in player level, which is determined by how badly you defeat opponents in matches. Your experience points earned for each successful match is a combination of the numbers on his cards multiplied by the character's difficulty level and other factors. Basically, the more cards your opponent has in his hand when you win, the more experience points you gain for winning.
UNO Boost is a fun way to waste some time thanks to the brand new Boost Card system, but without the live play feature of the original it could loose steam quickly. Hopefully this is added to the game at a later time, because Boost Cards plus live play and chat could make for a huge success.
Well, aside from taking Boost cards, turning them into both a strategic tactic and a commodity, and apparently removing what made the original so enjoyable. UNO Boost, while introducing an element that could launch its fun and strategy levels into the stratosphere, inexplicably removed the live play feature found in the original Facebook rendition. Game House giveth new features and taketh away defining ones.
Find the rest of our impressions of UNO Boost after the break.
UNO Boost in actions
All things considered, the core gameplay of UNO in UNO Boost remains unchanged. The color switching, number matching and quick turning still remains, but Game House turned Boost cards into more of a conscious decision than ever. While players can still draw Skip, Draw and Wild Cards, they can also replace cards in their hand with Boost Cards at will. These Boost Cards come from a pool that will recharge once daily, but can also be purchased using Coins. This currency, which accumulates from matches won, can be purchased from within the game using several methods including credit cards (but no Facebook Credits yet, sorry folks).
Boost CardsAlso found in the store are new characters to play against, individual Boost Cards and Boost Packs. Notice my use of the word "characters." These are the guys who have seemingly replaced your friends in UNO Boost (the ability to add friends is currently bugged in my experience). The personally-adored live play feature (complete with chat room) in the original UNO for Facebook is, hopefully for now, no more. Imagine the possibilities of being able to play Boost Cards against your friends in real time, shifting the playing field in an instant under your control. Sure, things would get crazy quickly, but that's what UNO is all about, right?
Instead, your friends are merely people to compare scores with this time around as you play characters like Kevin the Coach and Oog, a cave man. Opponents increase in difficulty level as you increase in player level, which is determined by how badly you defeat opponents in matches. Your experience points earned for each successful match is a combination of the numbers on his cards multiplied by the character's difficulty level and other factors. Basically, the more cards your opponent has in his hand when you win, the more experience points you gain for winning.
UNO Boost is a fun way to waste some time thanks to the brand new Boost Card system, but without the live play feature of the original it could loose steam quickly. Hopefully this is added to the game at a later time, because Boost Cards plus live play and chat could make for a huge success.
Thứ Sáu, 6 tháng 1, 2012
Assassin's Creed creator Ubisoft promises more social games in 2011
The company behind games like CSI: Crime City for Facebook and the Assassin's Creed franchise, Ubisoft, says that social games will be a bigger part of its strategy for 2011. The French publisher told All Things Digital that more than 15 percent of its employees in the Ubisoft San Francisco offices will be dedicated to "companion gaming." This new strategy involves the company using Facebook games to promote coinciding consoles releases. Remember the Assassin's Creed Facebook game, Project Legacy, released to promote the second game in the series?
Yeah, you're going to see a lot more of that in 2011. The third-largest independent videogames publisher hopes to turn this trend into dollars, though its previous efforts haven't caught on like competitors such as Zynga's games. And almost inversely, Ubisoft VP of Digital Publishing Chris Early said, "Digital will not kill physical. There will always be support for a certain percent."
While he is likely correct, I'm not sure that's the mindset you want when investing 15 percent of your developers into an online-only platform. "You have to look at the top 10 sellers, or rely on a friend," Early said to ATD of the issues surrounding online game sales. "There's a significant hurdle to digital." This couldn't be more true on Facebook, and it's quite a hurdle for Ubisoft to jump over. Can the company can do it with backing from iconic industry names like Assassin's Creed and Prince of Persia? Companies including Konami, EA and Disney (and Ubisoft) have tried before and failed, so here is their chance to prove it.
[Image Credit: Ubisoft]
What do you think of the potential girth of promotional Facebook games to come from Ubisoft? Do you think it will be successful using this strategy?
Yeah, you're going to see a lot more of that in 2011. The third-largest independent videogames publisher hopes to turn this trend into dollars, though its previous efforts haven't caught on like competitors such as Zynga's games. And almost inversely, Ubisoft VP of Digital Publishing Chris Early said, "Digital will not kill physical. There will always be support for a certain percent."
While he is likely correct, I'm not sure that's the mindset you want when investing 15 percent of your developers into an online-only platform. "You have to look at the top 10 sellers, or rely on a friend," Early said to ATD of the issues surrounding online game sales. "There's a significant hurdle to digital." This couldn't be more true on Facebook, and it's quite a hurdle for Ubisoft to jump over. Can the company can do it with backing from iconic industry names like Assassin's Creed and Prince of Persia? Companies including Konami, EA and Disney (and Ubisoft) have tried before and failed, so here is their chance to prove it.
[Image Credit: Ubisoft]
What do you think of the potential girth of promotional Facebook games to come from Ubisoft? Do you think it will be successful using this strategy?
Nhãn:
all things digital,
AllThingsDigital,
Assassins-Creed,
assassins-creed-2,
crime city,
CrimeCity,
csi,
csi crime city,
CsiCrimeCity,
disney,
ea,
Facebook games,
FacebookGames
Thứ Ba, 3 tháng 1, 2012
The guys behind Collapse! Blast are super serious about social games
That's not to be confused with "super cereal." GameHouse, creator of hit Facebook game Collapse! Blast, announced that it's expanding its Victoria, B.C. studio with a larger office with plans to double staff there to 45 staffers in 2012. And they'll be working toward one goal: making more social games.
"Social game development is the number one priority for our company in 2012 and Victoria is an attractive area for expansion due to the city's high caliber of talent combined with a great quality of life," GameHouse head Matt Hulett said in a statement. "I believe this strategic expansion of our social games studio in Victoria will not only grow our games portfolio, but it will also solidify our leadership position in the overall games industry."
This new office will be headed by Alex Mendelev, who came to GameHouse last year as a package deal with the acquisition of Victoria-based social games maker Backstage Technologies. Just in case Hulett wasn't clear, the Seattle-based games division of RealNetworks mentions it's invested $11 million in social gaming this year alone.
In short, expect a lot more from where the recent Bayou Blast came from. In speaking with us about the matching game, which has been growing since November, Hulett hinted that GameHouse is rather bullish on social casino games. (Well, so is everyone and their mother.)
[Via GeekWire]
Are you a Collapse! Blast or Bayou Blast fan? What other types of games would you like to see from GameHouse in 2012?
"Social game development is the number one priority for our company in 2012 and Victoria is an attractive area for expansion due to the city's high caliber of talent combined with a great quality of life," GameHouse head Matt Hulett said in a statement. "I believe this strategic expansion of our social games studio in Victoria will not only grow our games portfolio, but it will also solidify our leadership position in the overall games industry."
This new office will be headed by Alex Mendelev, who came to GameHouse last year as a package deal with the acquisition of Victoria-based social games maker Backstage Technologies. Just in case Hulett wasn't clear, the Seattle-based games division of RealNetworks mentions it's invested $11 million in social gaming this year alone.
In short, expect a lot more from where the recent Bayou Blast came from. In speaking with us about the matching game, which has been growing since November, Hulett hinted that GameHouse is rather bullish on social casino games. (Well, so is everyone and their mother.)
[Via GeekWire]
Are you a Collapse! Blast or Bayou Blast fan? What other types of games would you like to see from GameHouse in 2012?
Hey, Nintendo: Tell us how you really feel about Facebook games
We already know that Nintendo isn't interested in making Facebook or mobile games. Nintendo president Satoru Iwata has said as much, as has Nintendo of America president Reggie Fils-Aime, citing the company's dedication to its own hardware. But when All Things Digital's Tricia Duryee mentioned CityVille maker Zynga's public stock market debut to Fils-Aime during an interview, the Nintendo executive took the opportunity to get a few jabs in.
"What's the share price? It will be interesting when it breaks below $9," Fils-Aime said of Zynga's new publicly traded stock, which has already dipped below the $9 mark once or twice. "The thing about entertainment--as consumers have a range of experiences--their desires for what's new continues to be pushed out. So delivering the same experience all the time ... consumers will move on. So when I look at gaming experiences on social networks, there's a variety of entertainment value. Some are strong, some are not. But in the end, how will they evolve? Doing the same thing over and over again is no longer fine."
Fils-Aime went on to predict that the companies that win in the social game arena will have to "provide the new and different experiences, and a way to monetize it." Well, social game companies certainly have the whole "monetize" thing down. But what happens when social games are built around monetization (virtual goods) entirely, as many are quick to point out?
[Via SlashGear]
Do you think Nintendo is right in the criticism is lobs at social games? Are social games capable of delivering the experiences Nintendo touts so much?
"What's the share price? It will be interesting when it breaks below $9," Fils-Aime said of Zynga's new publicly traded stock, which has already dipped below the $9 mark once or twice. "The thing about entertainment--as consumers have a range of experiences--their desires for what's new continues to be pushed out. So delivering the same experience all the time ... consumers will move on. So when I look at gaming experiences on social networks, there's a variety of entertainment value. Some are strong, some are not. But in the end, how will they evolve? Doing the same thing over and over again is no longer fine."
Fils-Aime went on to predict that the companies that win in the social game arena will have to "provide the new and different experiences, and a way to monetize it." Well, social game companies certainly have the whole "monetize" thing down. But what happens when social games are built around monetization (virtual goods) entirely, as many are quick to point out?
[Via SlashGear]
Do you think Nintendo is right in the criticism is lobs at social games? Are social games capable of delivering the experiences Nintendo touts so much?
Facebook really wants games to succeed, makes welcome changes
What? You say, "the 30 percent cut Facebook takes from in-game sales might have something to do with it?" That's just probably true mean! Facebook announced Thursday night a few changes to its games and apps platform to increase game play time and, one of our favorite buzzwords, retention. The most noticeable change is that the amount of games you've played last, featured above the Games Ticker, has been upped from four to six.
According to Facebook's early tests, this boosted number of bookmarks has increased referrals to previously-played games by 20 percent. Speaking of bookmarks, those numbered game-related bookmarks on the Facebook home page now clear automatically once a user clicks on them, much like notifications do. The idea behind it: "This update should make it clearer to users when they have a pending action and drive greater re-engagement."
In short, players will play their favorite games more. Facebook has also merged the Games and Apps dashboards into one destination. The updated dashboard shows all app and game requests and notifications in one place, as well as recommends new apps and games to users based on what your friends are playing. Changes like these bring Facebook closer to Google+ in terms of how it promotes new games.
Finally, game stories have hit Facebook on smartphones. Now, players will get to see what games their friends are playing most, regardless of whether they play social games. Facebook hopes this will inspire users to play more Facebook games through their mobile devices. But depending on who you ask, game discovery is far from Facebook's biggest problem.
[Via VentureBeat]
[Image Credit: Facebook]
Do you have trouble finding new games to play on Facebook? Do you think these changes will help foster growth in new games from smaller game makers?
According to Facebook's early tests, this boosted number of bookmarks has increased referrals to previously-played games by 20 percent. Speaking of bookmarks, those numbered game-related bookmarks on the Facebook home page now clear automatically once a user clicks on them, much like notifications do. The idea behind it: "This update should make it clearer to users when they have a pending action and drive greater re-engagement."
In short, players will play their favorite games more. Facebook has also merged the Games and Apps dashboards into one destination. The updated dashboard shows all app and game requests and notifications in one place, as well as recommends new apps and games to users based on what your friends are playing. Changes like these bring Facebook closer to Google+ in terms of how it promotes new games.
Finally, game stories have hit Facebook on smartphones. Now, players will get to see what games their friends are playing most, regardless of whether they play social games. Facebook hopes this will inspire users to play more Facebook games through their mobile devices. But depending on who you ask, game discovery is far from Facebook's biggest problem.
[Via VentureBeat]
[Image Credit: Facebook]
Do you have trouble finding new games to play on Facebook? Do you think these changes will help foster growth in new games from smaller game makers?
Thứ Sáu, 16 tháng 12, 2011
New study finds Facebook games might do the economy good
The Facebook Economy
The success of Facebook gaming goes beyond Facebook. Based on an economic impact study released today (courtesy of the University of Maryland), Facebook games, applications, and social plugins (e.g. "Like" buttons, fan pages, Facebook Connect, etc.) are responsible for adding somewhere from 182,744 to 235,644 full-time jobs, and $12.19 billion to $15.71 billion into the US economy.
Seeing that the Facebook platform has only been around since May 2007, the growth has been tremendous. The study cites Zynga as an example as the most successful venture on the Facebook platform, primarily thanks to hits like FarmVille, Mafia Wars, and Words With Friends. Zynga itself has 2,000 employees with the company valued at $15 to $20 billion. Whereas, Playfish was bought by EA for $300 million, and Playdom was bought by Disney for $763.2 million.
The study, created by professors of the Center for Digital Innovation, Technology, and Strategy at the Robert H. Smith School of Business, moves on from counting the numbers of direct employment to uncovering jobs indirectly created by Facebook apps. It then estimates the economic value of all those jobs, which means analyzing salaries and benefits. Still skeptical? They're calling it the "Facebook App Economy" and you can read all about it here.
[Image Credit: Visual Economics]
[Via SFGate]
Do you still think that Facebook games are a waste of money? Do you know anyone who's been able to make a living thanks to Facebook games?
The success of Facebook gaming goes beyond Facebook. Based on an economic impact study released today (courtesy of the University of Maryland), Facebook games, applications, and social plugins (e.g. "Like" buttons, fan pages, Facebook Connect, etc.) are responsible for adding somewhere from 182,744 to 235,644 full-time jobs, and $12.19 billion to $15.71 billion into the US economy.
Seeing that the Facebook platform has only been around since May 2007, the growth has been tremendous. The study cites Zynga as an example as the most successful venture on the Facebook platform, primarily thanks to hits like FarmVille, Mafia Wars, and Words With Friends. Zynga itself has 2,000 employees with the company valued at $15 to $20 billion. Whereas, Playfish was bought by EA for $300 million, and Playdom was bought by Disney for $763.2 million.
The study, created by professors of the Center for Digital Innovation, Technology, and Strategy at the Robert H. Smith School of Business, moves on from counting the numbers of direct employment to uncovering jobs indirectly created by Facebook apps. It then estimates the economic value of all those jobs, which means analyzing salaries and benefits. Still skeptical? They're calling it the "Facebook App Economy" and you can read all about it here.
[Image Credit: Visual Economics]
[Via SFGate]
Do you still think that Facebook games are a waste of money? Do you know anyone who's been able to make a living thanks to Facebook games?
Thứ Tư, 14 tháng 12, 2011
Facebook gaming's fat cats will only get fatter, unfortunately
Companies like Zynga and EA (with the help of Playfish and PopCap) have long dominated the Facebook game scene. Sadly, it looks like that's not going to change anytime soon, according to a report released by Lazard Capital Markets. Basically, the report comes to the conclusion that, because they've already achieved critical mass, Zynga and EA will continue to rule Facebook games.
The report is based on meetings with six privately-held social game makers, including CrowdStar, Digital Chocolate, Funzio, HeyZap, IGG, and Tapjoy, according to All Facebook. "We acknowledge that toughening competition on Facebook could constrain margins and is generally negative for the space; however," the report reads, "we believe that rising user acquisition costs could be relatively positive for companies like Zynga and Electronic Arts that have already built large user bases on Facebook and disproportionately benefit from network effect and, therefore, may have an advantage over the newer companies in the space."
In other words, Zynga and EA will always competitive advantage over even relatively large companies like CrowdStar simply due to the fact that these companies already have created massive internal networks of players. This is exactly why no other company could release a game that amasses 5 million players in six days like CastleVille. The smaller developers' response?
Look elsewhere, basically. But when the majority of social gamers hang out on Facebook, where else is there to look? It's quite the predicament that the industry faces, especially considering the implications it could have as far as creativity is concerned on the platform. Developers will continue to create games that attempt to emulate Zynga and EA's wild success, and the copycat syndrome will persist. If the indie's time on Facebook is over, then all the hope we have for successful games that test the limits of the genre is for the players to grow tired of 'Ville after 'Ville.
The report is based on meetings with six privately-held social game makers, including CrowdStar, Digital Chocolate, Funzio, HeyZap, IGG, and Tapjoy, according to All Facebook. "We acknowledge that toughening competition on Facebook could constrain margins and is generally negative for the space; however," the report reads, "we believe that rising user acquisition costs could be relatively positive for companies like Zynga and Electronic Arts that have already built large user bases on Facebook and disproportionately benefit from network effect and, therefore, may have an advantage over the newer companies in the space."
In other words, Zynga and EA will always competitive advantage over even relatively large companies like CrowdStar simply due to the fact that these companies already have created massive internal networks of players. This is exactly why no other company could release a game that amasses 5 million players in six days like CastleVille. The smaller developers' response?
Look elsewhere, basically. But when the majority of social gamers hang out on Facebook, where else is there to look? It's quite the predicament that the industry faces, especially considering the implications it could have as far as creativity is concerned on the platform. Developers will continue to create games that attempt to emulate Zynga and EA's wild success, and the copycat syndrome will persist. If the indie's time on Facebook is over, then all the hope we have for successful games that test the limits of the genre is for the players to grow tired of 'Ville after 'Ville.
If Pawn Stars works on Facebook, Storage Wars will feel right at home
What the hey, let's throw Parking Wars on their too while we're at it--oh, never mind. It's official, folks: Now that Storage Wars has made it to Facebook after just a single season on A&E, reality TV has staked its claim in social gaming. The game based on the popular--though, we can't understand why--TV show hits Facebook today as the second season premieres tonight on A&E. (With Pawn Stars still kicking, this is A&E's second Facebook game.)
In Storage Wars on Facebook, players join animated versions of characters from the show in high-stakes bidding wars on things in folks' storage units. Players travel around the world in-game to bid on various relics with virtual cash in order to earn more digital bucks to bid on more things. It sounds like a boring vicious cycle, but ultimately players will go all-in for Wanted Treasures that come with huge profits.
"Storage Wars fans have shown that they are eager to get in on the bidding action themselves and our new game for Facebook lets them do just that," said A+E Networks SVP of Games Kris Soumas in a release. "We've put the same emphasis on developing a fun and addictive game experience that A&E brings to its program development."
Gallery: Storage Wars on Facebook
Based on these first screen shots, the game looks to pack numerous storage units with items to bid for inside. More importantly, however, players are guided through the game with none other than quests, or folks craving for Wanted Treasures. But what about our Wanted Treasure, Mario Kart on Facebook?
In Storage Wars on Facebook, players join animated versions of characters from the show in high-stakes bidding wars on things in folks' storage units. Players travel around the world in-game to bid on various relics with virtual cash in order to earn more digital bucks to bid on more things. It sounds like a boring vicious cycle, but ultimately players will go all-in for Wanted Treasures that come with huge profits.
"Storage Wars fans have shown that they are eager to get in on the bidding action themselves and our new game for Facebook lets them do just that," said A+E Networks SVP of Games Kris Soumas in a release. "We've put the same emphasis on developing a fun and addictive game experience that A&E brings to its program development."
Gallery: Storage Wars on Facebook
Based on these first screen shots, the game looks to pack numerous storage units with items to bid for inside. More importantly, however, players are guided through the game with none other than quests, or folks craving for Wanted Treasures. But what about our Wanted Treasure, Mario Kart on Facebook?
Thứ Bảy, 1 tháng 10, 2011
Bubble Saga maker King.com hires Microsoft exec as marketing head
Can none resist the dollar signs allure of Facebook games? King.com, maker of Facebook game ports like Bubble Saga, announced that it has hired ex-Microsoft exec Alex Dale as its chief marketing officer. Dale joins King.com after overseeing Microsoft's marketing efforts on products including Bing, Internet Explorer and Windows Phone.
"We have made several strategic hires recently in an effort continue this growth and even take it one step further, becoming a clear leader in the space," King.com co-fonder and CEO Riccardo Zacconi said in a release. "We are confident that Alex will be instrumental in helping us further grow our global user- and partnership-base and are thrilled to have him on board."
Dale joins a list of executives that have found themselves in the social games space. Sean Ryan, director of Facebook games partnerships, was at one time the CEO of now-defunct social network LiveJournal. Zynga head of mobile games David Ko comes from Yahoo, and most recently Flickr founder Stewart Butterfield moved on to make his own social game, Glitch.
King.com, which most recently launched Bubble Witch Saga on Facebook, now joins the ranks of companies like Zynga in its willingness to source talent from other industries. And King.com says in the announcement that Dale will be at helm of the companies global expansion. It seems that the company is looking abroad to reach the top five game makers on AppData--it sits pretty at number seven with just over 17 million monthly players.
Do you think King.com, making hires like this, can become an even bigger competitor in Facebook games? What do you think of games like Bubble Witch Saga? Sound off in the comments. 1 Comment
"We have made several strategic hires recently in an effort continue this growth and even take it one step further, becoming a clear leader in the space," King.com co-fonder and CEO Riccardo Zacconi said in a release. "We are confident that Alex will be instrumental in helping us further grow our global user- and partnership-base and are thrilled to have him on board."
Dale joins a list of executives that have found themselves in the social games space. Sean Ryan, director of Facebook games partnerships, was at one time the CEO of now-defunct social network LiveJournal. Zynga head of mobile games David Ko comes from Yahoo, and most recently Flickr founder Stewart Butterfield moved on to make his own social game, Glitch.
King.com, which most recently launched Bubble Witch Saga on Facebook, now joins the ranks of companies like Zynga in its willingness to source talent from other industries. And King.com says in the announcement that Dale will be at helm of the companies global expansion. It seems that the company is looking abroad to reach the top five game makers on AppData--it sits pretty at number seven with just over 17 million monthly players.
Do you think King.com, making hires like this, can become an even bigger competitor in Facebook games? What do you think of games like Bubble Witch Saga? Sound off in the comments. 1 Comment
Thứ Năm, 22 tháng 9, 2011
Bubble Witch Saga pops on Facebook, King.com hits 900M gameplays
If games like Bubble Bobble have taught us anything, it's that sometimes there's nothing more relaxing than popping bubbles. Casual and social game developer King.com knows this all too well, and has released its second bubble-bursting game on Facebook, Bubble Witch Saga. This new game is a socially-enhanced port of one of the top five most popular games ever on King.com (the casual games website of the same name), King.com Director of Product Performance, Social and Mobile, Lars Jornow told us.
The game features more levels than ever with 70 unique stages, new booster power-ups available for Facebook Credits and a deeper storyline than before. Players assume the role of an aspiring witch who wishes to join the proverbial circle of three. In order to impress the witches, you must burst the bubbles by matching three of the same color to fill their cauldron with magic goop. I mean, who knows what witches put in those things?
Bursting the bubbles will get the cauldron below bubbling, as witches are so wont to do. Each successful match causes spiders to drop from the ceiling. The more spiders you have when you burst enough bubbles, the more points you'll get (and hopefully stars), as the spiders will act as bumpers for the remaining bubbles and increase your chances of scoring big.
Buggle Witch Saga concept art
Completing each level with the most stars possible will help you reach new uncharted parts of a vast forest in your quest to become the fourth witch of the circle. Players can invite their friends to the game to help restore their lives if they fail to clear a difficult level, and later in the game they will need more friends to unlock new levels to play.
Bubble Witch Saga takes an interesting spin on the bubble-bursting sub genre of casual and social games, with its semi-realistic art style that's delightfully reminiscent of the unforgettable Halloween flick Hocus-Pocus. While the game already has six episodes (with about 10 levels each) of content, Jornow tells us that more content is already in the works.
Bubble Witch Saga gameplay
Not to mention that the game will hit mobile devices later this year. King.com also announced that it has surpassed 900 million monthly gameplay sessions across all of its platforms. Granted, that's thanks to its over 200 games total, but an impressive feat nonetheless--though, the company does say that it has beat PopCap in monthly players on Facebook, according to AppData. Bubble Witch is available for play now on Facebook, so have at those bubbles, my pretties. (I promise that's the last time I say "my pretties" here ... whoops, done it again!)
Click here to play Bubble Witch Saga on Facebook Now >
Are you excited to kick back and blow up some bubbles once again? What do you think of this game so far, and the bubble-bursting sub genre of casual or social games? Share with us in the comments. Add Comment
The game features more levels than ever with 70 unique stages, new booster power-ups available for Facebook Credits and a deeper storyline than before. Players assume the role of an aspiring witch who wishes to join the proverbial circle of three. In order to impress the witches, you must burst the bubbles by matching three of the same color to fill their cauldron with magic goop. I mean, who knows what witches put in those things?
Bursting the bubbles will get the cauldron below bubbling, as witches are so wont to do. Each successful match causes spiders to drop from the ceiling. The more spiders you have when you burst enough bubbles, the more points you'll get (and hopefully stars), as the spiders will act as bumpers for the remaining bubbles and increase your chances of scoring big.
Buggle Witch Saga concept art
Completing each level with the most stars possible will help you reach new uncharted parts of a vast forest in your quest to become the fourth witch of the circle. Players can invite their friends to the game to help restore their lives if they fail to clear a difficult level, and later in the game they will need more friends to unlock new levels to play.
Bubble Witch Saga takes an interesting spin on the bubble-bursting sub genre of casual and social games, with its semi-realistic art style that's delightfully reminiscent of the unforgettable Halloween flick Hocus-Pocus. While the game already has six episodes (with about 10 levels each) of content, Jornow tells us that more content is already in the works.
Bubble Witch Saga gameplay
Not to mention that the game will hit mobile devices later this year. King.com also announced that it has surpassed 900 million monthly gameplay sessions across all of its platforms. Granted, that's thanks to its over 200 games total, but an impressive feat nonetheless--though, the company does say that it has beat PopCap in monthly players on Facebook, according to AppData. Bubble Witch is available for play now on Facebook, so have at those bubbles, my pretties. (I promise that's the last time I say "my pretties" here ... whoops, done it again!)
Click here to play Bubble Witch Saga on Facebook Now >
Are you excited to kick back and blow up some bubbles once again? What do you think of this game so far, and the bubble-bursting sub genre of casual or social games? Share with us in the comments. Add Comment
Đăng ký:
Nhận xét (Atom)