Showing posts with label mytopia. Show all posts
Showing posts with label mytopia. Show all posts

Wednesday, June 11, 2008

Kristian Segerstrale, CEO of Playfish talks about the Iphone as a gaming platform

Kristian and I have been exchanging emails and I've been bugging him to write about the differences between developing mobile games and developing social games.

He decided to talk about doing both at the same time for the Iphone. Check out his post over on the Playfish blog.

He believes mobile is the future of mass-market games and I agree. The really interesting stuff is going to start happening when people discover how to combine mobile with social games.

They are a few companies working on that, and Playfish is in an excellent position to crack that nut. Other contenders: Mytopia (saw their demo recently, and I was very impressed. They've accomplished what we were trying to do at Tenuki, so naturally I think they'll be huge), and Cellufun (they don't have a presence on the socnets yet, but they have some multiplayer titles with game mechanics similar to the first wave of social games on Facebook).

Monday, March 24, 2008

Is Mytopia the new Bunchball?

Dean Takahashi over at Venturebeat has a fairly glowing article about Mytopia, a new entrant to the casual games arena. Having played Mytopia, it strikes me as Club Penguin meets Club Pogo. Not a bad pitch, eh? No wonder they got angel money.

Mytopia's main differentiator: it's cross-platform, i.e. you can play simple casual games like Chess and Poker against friends on Myspace and Facebook.

Mytopia sounds a LOT like Bunchball, the real-time cross-network casual games platform (now known as Karma Games and Avatars on Facebook).

Bunchball is also built on Flash, also embeddable anywhere, and also cross-platform (Facebook, Bebo). It also has avatars, achievements, a currency, virtual items, and a leaderboard. So how successful has Bunchball been on the old socnets? Not very. It has never exceeded 11,000 daily active users on Facebook despite having the benefit of being one of the first apps on Facebook and the ideal url: apps.facebook.com/games.

The fact is: creating a community around real-time games is hard. If Mytopia's strategy is to build that community on the back of social networks, then they have a difficult road ahead them. Only one real-time game has managed to have significant traction on the socnets, Zynga's Texas Hold-em Poker. And I would give my left eyeball (metaphorically, of course) to hear from Mark Pincus about how he managed that amazing feat.

If Mytopia wants to succeed if should take a lesson from World of Warcraft. The designers of WoW discovered quickly that not everyone enjoys playing with other people, especially not at first, so they put tons of single-player quests into the game. That way people could play WHEN THEIR FRIENDS WEREN'T ONLINE and still enjoy themselves.

It seems to me that providing a compelling single-player experience IN ADDITION to a compelling multi-player experience is the only way to get a world built around casual games off the ground.

Having said that, for a single-player game experience to succeed on the social network, it needs to have a significant social component, such as challenges (think Jetman) or a leaderboard(every other game on Facebook). And in the case, of a leaderboard, it's more successful if the game is built around a quality people want to brag about such as intelligence (such as in the case of Who has the Biggest Brain- currently just under 200,000 DAU).

To summarize: Mytopia, good idea, good execution...good luck.

(BTW, for readers of the blog, I assume a lot of things about you: 1. you know all the companies I talk about. 2. You know about the games I reference, and 3. You're currently running a game company or investing in one. If I'm wrong about this, let me know in the comments and I'll try and offer more introductory details about the things I'm talking about.)