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

Wheel of Fortune on Facebook: Wheel Watchers, give it a whirl

If you're a 'Wheel Watcher,' aka a fan of the classic TV game show Wheel of Fortune, you'll be happy to know that your favorite letter-turning game has finally landed on Facebook. The game, created by GSN Digital, combines the aspects from the TV Show -- the wheel, buying vowels and the trademark sound effects -- with some very Facebook game-centric features.

You start the game by playing a 'Main Round' on your own and then playing a 'Bonus Round' where you can ask friends for help via a Facebook Wall post. Just like the TV show, you can spin the wheel and pick a consonant, choose to buy a vowel and/or choose to solve the entire puzzle. After the round is over, you are rewarded with 'Wheel Bucks,' which can be used to buy bonuses for your game -- Letter Reveal, Timer Pause, Double Bucks, Free Play -- or used to buy collections. Once a collection is complete, you'll score Wheel Gold, which can be used to buy more bonuses or purchase additional episodes (each player is given three free episodes to play daily). facebook game wheel of fortune friends leaderboard

Like other Facebook games, you can invite friends to be your neighbors, and their profile will show up in a leaderboard at the bottom of the screen. From there, you can send game bonuses to friends as free gifts and, more importantly, keep an eye on your standing in the ranks. And, while you can ask friends for help, you will be given ample opportunity to help friends solve puzzles as well, which will earn you additional Wheel Bucks.

wheel of fortune help friends

Microtansactions are baked into the game -- of course -- and players have the option to buy Wheel Gold for real-life cash, via credit Card or PayPal.
games.com buy gold with cash
Wheel of Fortune isn't exactly new to the online game space -- there are several versions floating around the web (including this one on Games.com), but this socialized version of the game does a great job at harnessing the power of Facebook and adding a more personal (and maybe even competitive) experience to the the game we all know and love. We're also looking forward to seeing what exactly the Wheel Greeting and Compete for Wheel Gold features that are labeled as 'coming soon' on the game's main page will be all about.

The only thing that's keeping this 'Wheel' from nearing perfection? There's no way to hire a virtual Vanna White to turn the letters for us.

wheel of fortune featuring Vanna White Nintendo

Play Wheel of Fortune on Facebook >

Thứ Hai, 9 tháng 1, 2012

CityVille beats FarmVille's best numbers, shatters and sets records

CityVille is huge
It looks like Zynga and the CityVille team have received a New Year's gift now, too. (In fact, CityVille doesn't seem to need an occasion anymore.) TechCrunch reports that CityVille has become the biggest social game to ever grace Facebook, breaking FarmVille's record-setting peak of nearly 83.8 million monthly players in March 2010 with 84.2 million monthly players. Zynga's most recent social-gaming juggernaut has been shattering records since it launched early in Dec. 2010, but this is a first for both CityVille and the Facebook game genre altogether.

We've all said that the growth has to plateau at some point, but continues surging upward, blowing away our expectations and doubts without much more than a few stutters, according to a chart provided by Inside Social Games (ISG). It's ISG that also predicts CityVille to reach 125 million players at some point in 2011. Well, if the game keeps soaring at this rate of almost two million new monthly players daily, it's only a matter of time before CityVille at least reaches 100 million. Either way, CityVille is already the most popular social game to date in the genre's infantile lifespan. That is until Zynga launches something else, of course.

Top 25 Facebook Games - January 2011

Inside Social Games has released the top 25 Facebook games for January and -- to no surprise -- Zynga's new darling CityVille has gone straight to the top of the charts, overtaking FarmVille, which until recently, seemed darn near impossible. The real question is how long CityVille will stay at the top or if this number is inflated due to extra promotion and the 'new'ness of it all.

Other newcomers to January's Top 25 list include PopCap's Zuma Blitz, which is a timed version of the classic PC game,and CrowdStar's uber girly game, It Girl, which grew 1.2 million last month.

top 25 facebook games 2011

A few other things to point out in this list:

- CityVille gained 80 million users in one month. Wow. It's surprising to see how a city-building game, which isn't drastically different from the many other city-building games out there, gained that much traction. It's a true testament to the power of Zynga's cross-promotion (and it also might be a sign that Zynga's learning how to make more compelling games).;

- FarmVille has been losing players for monthy (roughly 30 million so far), but in December, managed to gain 4 million players One would assume that's due to a combination of all of the special events in the game for the holiday season, the return of game notifications on Facebook and a cross-promotional synergy among all of Zynga's games, many of which were also up last month (with exception of Mafia Wars).

Little War on Facebook: Stone Age game at a Stone Age pace

If there is one niche that Facebook games have yet to hit, it might very well be the Stone Age. Thanks to Chinese social game developer Five Minutes, that's no longer an issue with Little War. Set in prehistoric times, Little War puts you in the role of chieftain, overseeing a fledgling tribe as they kill, expand and cultivate their way to caveman supremacy. Drawing obvious similarities from established warfare and city-building games like My Empire, Little War brings a lot to the table in presentation as one the most visually appealing Facebook games out there. Unfortunately, the game moves at a fossilized snail's pace, forcing players to wait for sometimes days before seeing the fleeting moments of combat.

Find more detailed impressions of Little War after the break.

Little War Tirbe
Your nascent tribe begins already facing the stony tips of an opposing tribe's spears, which serves as the training ground for you, the only person this small community has to look up to. While that sure sounds pretty intense, it quickly boils down to "harvest this" and "train this." Worse off, these processes will take hours outside of the tutorial, which grants you with Hourglasses to instantly finish training cycles and push the invaders back with your own pointy weapons.

Unlike most games that operate in coins, Little War is all about Food, which is at least historically accurate to a point. Everything from building dwellings and warrior training grounds to decorations costs Food. Harvesting crops, completing quests, killing roaming monsters and leveling are all sources of Food. Of course, harvesting is the most readily available and reliable source of food, but also the least entertaining. There is also your population cap to worry about, which fills up with the more soldiers you train and increases with the more dwellings you create. Admittedly, it has the potential to become an interesting balance considering it all draws from a single resource.

Little War Monster Hunt
To mix things up, your tribe can also tap ancient magics to summon more monsters to hunt, increase your tribe's statistics, damage other tribes and more. These are accessed by creating new Wonders, or buildings whose only purpose is to fuel new magic powers. Once built, Wonders can be upgraded using parts collected from defeating monsters, purchasing from the shop, completing quests or even--dare I say--asking friends. Yes, asking and helping friends with requests is a major component to Little War like most social games.

On to what should the most exciting part of Little War: combat. Unfortunately, I've yet to enter a combat experience with another tribe on any scale since the tutorial. And while it hasn't been a terribly long time since then, why should it be? When there are plenty of other games out there that are much more rewarding of building and maintaining a community, combat should be more frequent and far more exciting than it is. When fighting monsters, all that decides the outcome is a small cartoon-style scuffle cloud accompanied by a loading bar. When fighting opposing tribes, scale that same goofy animation to fill the entire screen, add some more oomph to it with more warriors and that's how large scale combat is decided. The only statistic that contributes to your success in combat is Combat Power, which is merely a measure of the amount of warriors you possess in your army. In short, the combat won't exactly have you running back to your computer screen for more like in games such as Mighty Pirates or Monster Galaxy.

Little War Level Up
As mentioned before, getting into combat takes long enough--but so does everything else. Training even the smallest regiment of warrior takes two hours, most of the more meaningful magic powers take almost a day to recharge and harvesting a worthwhile amount of Food takes a full day. You're going to spend a lot of time either staring at timers or setting alarms around events that aren't exactly enthralling. Little War has an incredibly charming art style and smooth presentation, but sadly is sitting on a gold mine of potentially exciting content while emulating elements of other popular social games so well. Just because your game is about the Stone Age doesn't mean it has to move like it.

Thứ Bảy, 7 tháng 1, 2012

Spend those free Facebook Credits before they expire Feb. 15

You freeloaders better get to spending fast, because any Facebook Credits received for free from Facebook will expire Feb. 15. The company has been doling out Credits for about six months as it solidified five-year exclusivity deals with several developers including Zynga, Playfish and Playdom. All Facebook reports that the social network is killing the free credits because the idea behind the promotions was to spur in-app (ahem, in-game) spending, not hoarding.

However, Inside Facebook reports that this change will only effect a small number of the lazier folks to receive promotions. All Facebook guesses that this implies that Credits will only be removed from accounts that have yet to long into a Facebook app since receiving the free Credits. Of course, this has yet to be seen.

Clearly this all ties back into Facebook's July 1 deadline for all applications on the platform, including games, to use Facebook Credits as their one and only currency. Console gamers will already be used to this type of transition given how many of you are used to buying games and expansion packs through services like the Xbox Game Marketplace and the PlayStation Store. But for terribly non-traditional gamers on Facebook, the company is doing everything it can to educate them in time for the change.

Even if you're a frequent Facebook gamer, I would recommend spending those free Credits as soon as possible to play it safe. Refilling the old Energy bar once or twice never hurt anyone, huh? Or maybe it's time to indulge in one of those lovely Unwither Rings.

Thứ Sáu, 6 tháng 1, 2012

MySpace game developers shutter games amidst plummeting traffic

Byespace?
Let's not beat around the bush here: MySpace is hurtin'. Overall traffic is down, while the company lays off unfortunate employees and considers a sale, according to Inside Social Games. As a result, games are doing so hot on MySpace--at least when compared to the Facebook. That said, developers like Playdom, RockYou and Zynga have shut down many of their MySpace offerings in favor of focusing their full attention on Facebook and mobile.

ISG reports that Playdom, one of the most dominant MySpace developers, has shuttered Overdrive and Bloodlines, two text-based role-playing games. The company will still run Mobsters, Sorority Life and World Series of Poker, but who knows for how long is MySpace keeps sinking. RockYou, the folks behind games like Gourmet Ranch, has essentially boarded up shop on MySpace in closing RockYou Pets, Speed Racing and a few more social applications.

Oddly enough, Zynga hasn't completely given up on Tom yet. According to Inside Social Games, it seems as if Zynga has only shut down Street Racing on MySpace (and Facebook), a role-playing game. At the moment, the company still dominates the MySpace Top 25 with seven games: Mafia Wars, YoVille, Zynga Poker, Vampires, Fashion Wars, Special Forces, and Friend Factory. How long these games will be around is entirely up to Zynga, but gaging the MySpace situation overall doesn't bode well for games on the platform.

Thứ Tư, 4 tháng 1, 2012

Meteor Games axes almost all staff, shutters social Neopets [Report]

And the company couldn't have better timing. Inside Social Games reports that Meteor Games, the social game developer behind Facebook games like Island Paradise and Serf Wars, has laid off 90 percent of its staff. Anonymous sources told the website that the terribly unfortunate move was made because the company couldn't raise funding for find an interested buyer.

Along with loosing nearly all of its staff, Meteor Games also opted to shut down Neopets: Treasure Keepers, which as of this writing welcomes just 30,000 monthly players and 3,000 daily players, according to AppData. Meteor Games made the announcement on the game's Facebook Wall just yesterday that the game would close today. As an apology for the short notice, Meteor Games gave players some items to use within the game before it closes.

ISG reports that the game peaked in September to the tune of 300,000 monthly players and 35,000 daily players, but it plummeted soon after. Sadly, Meteor Games isn't looking so hot across the board, as its total monthly player base is a hair above 900,000.

The website also confirms that company CEO Zac Brandenberg, left 4-year-old Meteor Games in November. Our best wishes go to those that may have lost their jobs at such an unfortunate time. We've reached out to Meteor Games for comment.

Were you a fan of Neopets: Treasure Keepers? What do you think this news might mean for other smaller social game makers?

Thứ Sáu, 30 tháng 12, 2011

Social games will help Facebook become Facebank by 2015

According to Metal International founder and president Ken Rutkowski, social games will boost Facebook Credit sales and account holdings more than anything else on the platform, TechWorld reports. But that's not all, Rutkowski believes that thanks to social games, Facebook and its Credits platform could become the largest bank in the world by 2015. If you use the term loosely, he might have a point, but Rutkowski is completely serious. "Facebook will be the largest bank by 2015," Rutkowski said. "I hear you say 'how can they be a bank' what's going on?"

TechWorld reports that Rutkowski believes Facebook is already making deals with major, real banks to bring credit profiles to Facebook. Wait, that's still not outlandish enough for him:

    In China and a lot of the Asian areas right now that is becoming a massive revenue source and that currency is going to start spreading and Facebook is doing deals with banks around the world right now to create an exchange mechanism. Why is its important to have a profile? They are going to start using that to determine what your credit worthiness is.

Did he just say that banks will use our Facebook profiles in replace of credit scores? So let's get this straight. Facebook shopping will be so widespread and ingrained into our culture in just four years that Facebook profiles will be used to gauge our eligibility to, say, get a loan? And it's all thanks to our rampant crop harvests in FarmVille spiking Facebook Credit sales?

While it's tough to dismiss his background--Rutkowski launches about 1 thousand companies a year through his Founders Institute in Los Angeles, Calif.--to say that Facebook will literally become an online-only bank through Facebook Credits in just four years is hasty. Though, I can't wait to see if he was right come 2015. I can see it now: "Facebank."

[Image Credit: Long Straws]

What do you think of Rutkowski's outlandish predictions for Facebook and games? If you had a choice, would you want to do your banking through Facebook?

Chủ Nhật, 25 tháng 12, 2011

Like the Sims Social Facebook page to unlock in-game rewards

While the simple fact that the Sims is finally coming to Facebook is enough to send players like myself into a virtual tizzy (ok, maybe a real world tizzy too), try this bit of news on for size: If you become one of the thousands of players that "Like" the Sims Social official Facebook fan page, you'll help all players (including yourself, of course) unlock some exclusive freebies in the game at launch.

So far, the fan page has gained over 150,000 Likes, and we've unlocked three new items for our trouble: a basic BBQ grill, a keyboard and an artist's easel. If the fan page can reach a million Likes, we'll unlock three more items along the way: a modern bookshelf, a white marble fireplace, and a blue claw foot tub. Want some more? There are spaces for three additional prizes, but we don't know what they are just yet. What do this mean? Simple: ask every man, woman, child, and heck - even animal - in your social circle to Like this fan page! We just can't wait to see what these new prizes can do!

Thứ Sáu, 23 tháng 12, 2011

Activision actively working on Facebook games, says CEO Bobby Kotick

At the end of June, Activision Blizzard Publishing head Eric Hirshberg gave off the impression that Activision would be focusing on Call of Duty: Elite and Skylanders: Spyro's Adventure as their main casual and social properties, but it turns out that the company's jump into Facebook might actually be coming sooner than we might have originally thought. As reported by Business Insider, Activision CEO Bobby Kotick confirms that "a lot of work is being done on Facebook games" within the company. The delay, he says, was due to the time required to build up a social games division after analyzing the particular kinds of talent needed to develop in the space.

Speaking with Forbes, Kotick explained: "[T]he skills that are required to do social games on a Facebook platform include analytical skills that are different than what we have in our business intelligence unit today. So we've had to go out and find people who have these unique kinds of skills –and there are very few of them that actually have proven their skills. So you have to find people who have the characteristics of being able to develop systems to analyze game play or game behavior."

As for what kind of games the company is currently developing, Kotick didn't say, although he did say that Activision has come to understand that many of the most popular Facebook games are ultimately resource management games, bringing back a genre that was incredibly popular a decade ago. Could this mean that Activision's Facebook games will include some form of resource management? Or, will they pull a 180 and take a risk to develop something never before seen on the platform? As more details of Activision's future social projects come to light, we'll make sure to let you know

With the big players like Zynga and EA holding the majority of the Facebook gaming pie, is it too late for Activision to come in and take a slice? Should they stick with the basic Facebook gaming mechanics of farming and city-building, or should they just adapt some of their console games for a social experience?

Thứ Sáu, 16 tháng 12, 2011

Coco Girl on Facebook: For the fervent fashionista in all of us

Alright, so the fashion game has already been done on Facebook. But Damian Harburger, CEO of Argentina-based social game developer MetroGames, thinks that it hasn't been done right. Well, until now. We know, you're used to seeing hardcore-skewed social games come from the developer like AutoHustle.

Consider this most recent release a fundamental shift for the studio. Harburger tells us that, from here on out, MetroGames will focus largely on women when it comes to Facebook games, and on the more hardcore crowd (mostly men) in its mobile efforts.

Coco Girl is a Facebook game designed for the fashionista in every girl (and guy, in this writer's very particular case). Every girl has her opinions on fashion--some are just more vocal than others, no?--and Coco Girl provides the medium through which to express them.

At every turn in Coco Girl, you're given the opportunity to voice your take on various outfits and in a multitude of situations. In fact, rating your fellow females' outfits is the basis of the game. Sure, players can visit various shops and dress their heavily customized avatar (seriously, even I spent at least 30 minutes fine-tuning my lady). But it's the ability to give other players' clothing choices your two cents, or Rubies in this case, that's the star of this fashion show.

Coco Girl isn't governed by an energy system or too much of a gameplay structure, though you are given daily tasks to complete and quests to embark on. The quests are simply introductory, tiny tasks designed to introduce you to the game's myriad features and customization options. Your Daily Ruby-Maker Checklist is the bread and butter of Coco Girl, and is essentially what's going to get you the Rubies you need to purchase now outfits, make-up and accessories.

Gallery: Coco Girl on Facebook
While in your character's home, you will notice a magazine called Fashion Expert. Every day, you'll open it up and rate at least 20 outfits based on whether you dig them, or whether they're appropriate for certain situations like, say, a job interview or a casting call for a horror movie. However, the amount of Rubies you earn for doing this depends directly upon whether you're opinions gel with the rest of the Coco Girl player base.

While this does well to keep you in line with "what's hot" at the moment, it has the potential to limit daring or unique fashion statements. Nevertheless this is perhaps the most elegant approach yet to having opinions play a meaningful role in a Facebook game. Players can then participate in various mini games in the Coco Carnival to add a dash of variety to simply voting on get-ups, which of course will result in precious Rubies.

The first of which is Fashion Slots, a game in which you must successfully complete an outfit that a fellow lady is looking for. You do this by stopping a spinning wheel of various clothing items in a particular category. As you continue to try and select the correct items, the wheel will spin faster. Then there is Elusive Treasures, a hidden object game that times you on how many, well, hidden objects you can spot within the time limit. The Final mini game is Love Machine, a puzzle game that has players rearranging pipes to create a direct path between two lovers.
Coco Girl Home
All three mini games offer a considerable challenge and refreshing variety to Coco Girl. More importantly, they also provide Tickets, a currency that can only be spent in Coco Carnival on more Rubies or accessories for your avatar to hold. Finally, you can create Daily Looks and Quest Looks--an important aspect of Coco Girl, if you want to be a respected fashion expert in-game.

Every look you create in the game, once saved, can and probably will be voted upon by other players--friend or not--in the Fashion Expert feature. The Daily Looks are voted upon using a star system, while Quest Looks, the outfits you create to best fit certain situations, are a simple thumbs-up or thumbs-down affair. And at the end of the day in Coco Girl, it's all about the votes, it seems.

The ultimate Goal of Coco Girl is to have one of your outfits make it into the Daily Looks Hall of Fame. The get-ups that get the most positive votes are featured every day, and those that the score the most of all time get a spot and recognition forever. You can even buy those top-ranking outfits for Facebook Credits, if you want a competitive edge.

Coco Girl, on top of its detailed artwork, slick animations and varied gameplay, is all about what matters in a Facebook game about fashion: the looks and what people think about 'em, because we all have an opinion.

Click here to play Coco Girl on Facebook Now >

Have you tried Coco Girl on Facebook yet? What do you think of Facebook games directly geared towards women? Do you think any game thus far has been one that "gets it?"

Bossa Studios's Facebook debut, Monstermind, will crush your dreams

But in a good way, we promise. Like the U.S., folks in the UK are super cereal (isn't that what kids are saying these days?) about the social games movement. The Guardian reports that Shine TV has acquired London-based social game startup Bossa Studios for an undisclosed amount.

Elisabeth Murdoch's TV production company (recently bought out by daddy's News Corp) has reportedly been eying social gaming for a long time. And what do you know--her timing could not have been better.

According to The Guardian, 11-month-old Bossa Studios looks to unveil its first project, Monstermind (pictured), next week on Facebook. However, it looks like the game is available now on Facebook, though in an "open beta." (For all intents and purposes, the game is live and available for all to play.)

"We have long identified social gaming as a critical component to this strategy, and in Bossa Studios we discovered an entrepreneurial, creative team that shared our passion for creative excellence," Miss Murdoch told The Guardian. "They have bold ideas for this space which we naturally welcome and will be a significant addition to the Shine Group."

Monstermind looks to be a fresh take on the city-building genre that CityVille has done so well to popularize. Well, fresh in the sense that, in addition to building cities, you can sic giant monsters to crush your friends' towns. The game features nearly full 3D visuals and an art style that screams "The Blob meets Sim City." Check out the game's trailer below to see what we mean.



Click here to play Monstermind on Facebook Now >

Were you waiting for a new approach to city-builders on Facebook? What do you think so far of this new studio's first contribution to Facebook gaming?

Thứ Tư, 14 tháng 12, 2011

FarmVille's creator: Making a great game is 'like making a cake'

Wait, so this is the analogy behind making a multi-billion dollar game franchise? When asked what makes a great game by The Times of India during his first visit to the country, FarmVille maker Mark Skaggs said, "Think of it like making a cake. You have to get the right ingredients - in this case the art, the technology, the music and the game play. And like a chef, put it all together in the right way."

Skaggs, who serves as Zynga's head of product, is also credited as the mind behind CityVille. That said, the EA veteran is arguably the driving force behind the two best performing social games of all time. So, the guy has to be onto something, right?

"You need art that makes people feel it's inviting and attractive," Skaggs told Times of India. "Music and audio gives you the sense of space and reality. The game play (the rules of play, why something moves in a particular way, how interactions happen etc) determines whether you have fun playing it or whether you get bored." (So says the man behind the main source of inspiration for designer Ian Bogost's Cow Clicker.)

Skaggs went on to praise India for its talent, revealing that a whopping 200 of Zynga's employees are based in the country. Better yet, the man who birthed the 'Ville franchise said that original, global Zynga games developed in India are coming soon. Let's just hope those developers aren't taking Skaggs's analogy to heart--we already have enough of those games.

What do you think of Skaggs's approach to explaining how great games are made? Do you think Skaggs's two primary contributions to Zynga are "great games?"

Say 'Happy Holidays' with $50 in digital dragons with Kabam gift cards

What rings in the holidays better than complete online pwnage? Social game domination without the need for a pesky credit card, that's what. Facebook strategy game maker Kabam announced that $25 and $50 gift cards are now available in GameStop and Best Buy locations across the U.S. Of course, players can use these cards to buy in-game boosts for an unfair competitive advantage.

"The introduction of Kabam Game Cards is an important step forward in our continuous search for new and better ways to serve our audience of core gamers," Kabam COO Chris Carvalho said in a release. "The availability of pre-paid Kabam Game Cards at these two leading game retailers validates the rise of hardcore social gaming as a mainstream activity and allows more players to enrich their game experience with powerful in-game items."

By "enrich their game experience" we assume Kabam means "crush their weaker, non-paying foes." But really, the point of the Kabam gift cards is to allow a new portion of social gamers the chance to pay up: those without bank accounts or credit cards. The gift cards are usable through the developer's games hosted on Facebook and Kabam.com, but not Google+.

That said, every Kabam game supports the new gift cards at least somewhere, including the brand new The Godfather: Five Families. Attention stubborn free players: Prepare to have your butt handed to you this winter--Happy Holidays.

Now that you can buy items and boosts in Kabam games without a credit card, is that something you'll consider? What do you think of the option to purchase advantages in competitive social games?

Call of Duty veterans set crosshairs for 'first-person social game'

That sounds a helluva lot like "first-person shooter game," no? Well, these folks are best known for their contributions to hardcore games like Call of Duty. VentureBeat reports that Activision veterans Dusty Welch and Chris Archer have founded their own social game studio, U4iA. Pronounced "euphoria" (that's cute), the Bellevue, Wash.-based studio aims to bring core games to Facebook in a big way.

Welch (CEO) and Archer (CCO) aim to set the quality bar even higher on Facebook and mobile with a "first-person social game" that matches the caliber of recent free-to-play games like League of Legends, according to VentureBeat. At least from what the U4iA heads see, the future of social games is the arrival of traditional gamers.

"We're making core games for a social audience." Welch told VentureBeat, "We think the hardcore gamers are going to start looking for the core games on the social and mobile networks now." Well, with companies like Kixeye and Kabam gunning for the same audience, at least they're not alone.

"We think we're at the spearhead of a lot of cool things," Welch said to VentureBeat. Since the guy is credited with creating the Call of Duty series--the best-selling game franchise ever--we can't really contest that. This first-person shooter social game will be created for both Facebook and mobile devices using the Unity Player. With expertise like that, we're sure the game will be a technological marvel, but will the audience be there to bear witness?

Would you ever play a hardcore first-person game on Facebook? Do you think shooters could perform well on social networks?

Scott Steinberg: Facebook could be in music games' future [Interview]

"It was too many games in too short a time, playing to too niche of an audience at too high a price--in the middle of the worst recession possible." According to technology analyst and public speaker Scott Steinberg, this was what essentially killed the enormous music gaming franchises, Guitar Hero and Rock Band. The age of sitting around your living room with three friends, plucking and fiddling with plastic instruments to Rush's Tom Sawyer is all but over ... for now.

Well, at least those exorbitant pieces of plastic are through. Steinberg details the rise, fall, and imminent resurrection of music-based video games in his new novel, "Music Games Rock: Rhythm Gaming's Greatest Hits of All Time," which you can read for free right here. (If you're so inclined to support the guy, it's also available on iBooks, Kindle and in paperback.)

According to Steinberg, music games inspired by Guitar Hero and Rock Band's wild success will get their second shot in the limelight on Facebook and in your smartphones. We recently sat down with Steinberg to hear his thoughts on just how Facebook games can take advantage of this golden opportunity, why it hasn't happened just yet and what the killer Facebook music game might be like.

What advantages would you say social games have to capitalize on the downfall of music games?

There's a number of advantages, right? Free-to-play and incredibly low barriers to entry. You certainly don't have high-end system requirements, and you don't have to buy pricey plastic peripherals. They can tap into your existing music collection or stream it live, and you have millions of players connected to a platform that's uniform.

You don't have to worry, for the most part, about bugs or errors, because everybody is playing the same thing at the same time. So, what you have is a ready made audience, say, on Facebook alone of 800 million people who are incredibly connected. [They] used to playing with one another and are taking part in a platform that's uniquely tailor-made to take advantage of digital music--and oh, by the way, it's completely free to play.

When you take it in this context, coupled with the fact that every human being on this planet is hardwired to enjoy music, that really is the common unifier. Social games really are uniquely poised to take the genre to the next level.

Music Games RockIn your book, you mention that the music genre has enjoyed a revival on social networks through Facebook games like Nightclub City and Dirty Dancing--largely simulator games. But what about games that more closely resemble the now-defunct rhythm games like Pump It? Which of the two do you think has a better chance at thriving on Facebook?

Actually, I would argue that some of the better ones that have a chance of surviving may not even be traditional games at all. Look at a service like Turntable.fm: Wouldn't consider it a game per se, except it's powered completely by gamification elements. You're creating custom play lists, you're interacting with other players in a social environment and ultimately you're competing for the approval of other users by liking the songs.

Or, if you look at other games like YooStar Playground or apps like VidRhythm--these are the titles that are to do particularly well. That said, simulation titles [have a] strong audience for them and proven capability, and certainly because that's where so many games got their roots [on Facebook]. There's likely to be a lot of people interested. I've even seen a number of unreleased games that are in prototype that essentially allow you to take on the role of managing or performing in a rock band--I think they're uniquely well-suited.

I think what's not going to translate over well is simply the standard tap in time with the on-screen indicator type games. Though, these can continue to succeed on mobile platforms, because in the mobile context you're typically looking to play maybe with one hand in a span of five or six minutes. Whereas social games may only be a 15-minute spurt, you're sitting down in front of a PC and you're typically more engaged.

There are some music creation social games on the fringe already, like BreakOutBand, that rely on players to share content to succeed. How important would that be in a social game centered around music?

I think user-created content, as it relates to social games, is massively important, because at the end of the day the developers can only take a game so far. And it's the players' ability to interact with and reshape that music or related content that really creates a sense of community, and allows a title to constantly keep feeling fresh and people coming back for more.

It's essentially a win-win, because for the developer it's a very affordable way to keep adding content to the game and keep people talking about it, and coming back after weeks and weeks. Players aren't constrained by office politics, licensing issues, and--to be frank--everybody loves to mix and mash creations.

But how much of that is going to be super-high quality, or chart-topping hits shall we say, versus underground little diddies? This is social interaction at its core, right? So, if you don't have that level of user interactivity, at the end of the day what you have is essentially a game with a bunch of canned content. And not much reason--unless it's saying you need to recruit other players to earn money for your band or unlock new stuff--there's not much incentive to pass it along.

A good amount of music games already exist on Facebook, but none are taking off like music games did before the turn of the decade. What do you think it would take for a music-based social game to enjoy success and notoriety like Guitar Hero?

You need to have a concept with extremely wide appeal that allows players to enjoy rock star wish fulfillment in a matter of minutes without the painful side effects. What also is important is to have recognizable band scenarios, you know, licensed music. But also the ability for players to put their own spin on it and a reason for them to engage with one another.

The problem is, to succeed on social networks where you literally have thousands of titles competing, dozens of them coming out every single week--all of which are completely free to play versus Guitar Hero, which was completely brand new. To have that success on Facebook or another social network, I almost think what you're going to see is a title that's going to have to align itself with Spotify or another one of these streaming services to tap into a massive database of real-world artists and then finds new ways for you to interact with that music.
Dirty Dancing Facebook game
Back to the branded music games like Dirty Dancing (pictured). As you know, they're reaching critical mass, so what do you think is the likelihood of a monster brand like Guitar Hero or Rock Band appearing on Facebook?

Oh, it's a certainty. It's not a question of 'if,' but just a question of 'when.' I think a lot of that is because the game makers aren't unawares. Activision, Harmonix, Mad Catz: They understand the power of social networks as a platform. The problem is that their business has been thus far founded in either selling peripherals--good mark up on those plastic guitars--or selling software for 60 bucks a pop.

They haven't had as much incentive to scurry and think, 'How do we make a free-to-play platform where we're probably going to make a lot less money in the immediate?' But slowly and surely, as so many game players are migrating to these platforms, convenience is winning. It's almost as if they're being forced to acknowledge it. It's a completely new approach to game design--Wal-Mart's not going to order a million units. They'll embrace it; it's just a question of 'when.'

Try to describe your dream music-based Facebook game to me. In other words, what do you think would be the ultimate approach to a music game on Facebook?

The ultimate Facebook music game would not only be able to tap into your full library of digital music, but also stream millions of songs on demand. [It would] allow you to set up on stage custom concerts for your friends, featuring this music or original music you created. [You would] style your avatars, build your own bands, create your own followings, sell your own virtual merchandise and connect over shared love of music with millions of players across the world.

It would effectively recreate the rock and recording industry experience, only in a virtual setting. What I mean is a combo listening service, social network, slash simulation game that effectively allows you to build a rock band and recording industry career from the ground up. I don't see any reason why you couldn't create avatars for your band--it's own look, logo, virtual stickers, t-shirts. You could buy branded gear like Gibson's or Marshall's, earn cash from touring, build your own virtual labels. I don't see any reason why a platform wouldn't be able to break new artists.

Wow, I think it's time for you to call the patent office. Thanks for taking the time to chat, Scott.

What do you think of the prospects of a wildly successful music game hitting Facebook? Who do you think could be the first to create the ultimate music game on Facebook?

Thứ Sáu, 9 tháng 12, 2011

UK Facebook users could soon gamble their earnings away (for real)

As in, gamble their real cash away with the chance of actually winning money in return. According to eGaming Review (eGR) [paywall link], Facebook is talking with a number of UK operators to possibly open up its platform to real-money gambling. And the change could happen as soon as the first quarter in 2012. We can almost hear the sobs of British men in the gutter already from bad Zynga Poker matches.

eGR reports, citing anonymous sources (of course), that Facebook is considering providing eight licenses to UK operators looking to get into a market that developers are already trying to crack. According to the website, Facebook is already staffing up in preparation for the initiative. This type of thing is likely years away from happening in the US, where online gambling is, for all intents and purposes, illegal.

The UK-based online gambling companies in question reportedly include Gamesys and 888 Holdings. However, more details on how age gates, payment solutions or revenue splits between Facebook and the companies would work aren't available. The website speculates that Facebook could be using the UK as a testbed for similar efforts in other countries.

The news comes as particularly striking considering the number of mock-casino and betting games that have hit Facebook in recent months from DoubleDown Casino to Yazino's games and Bet Tycoon, to name a few. In fact, Yazino CEO Hussein Chahine thinks that the social gaming market would be vastly different today if not for how the US handled online gambling prior to the rise of the genre. Well, it looks like those floodgates are about to open--at least elsewhere in the world.