Showing posts with label scrabulous. Show all posts
Showing posts with label scrabulous. Show all posts

Thursday, June 5, 2008

Does Cross-Promoting a Game Work?



Did you know the makers of Scrabulous also had a Chess app?

Yep. It's called Chess Pro and has about 14,000 daily actives users as of today. Now 14,000 DAU isn't bad at all unless you compare it to Scrabulous' 500k+ daily active users.

Here's the thing. Scrabulous ran a link on Scrabulous for about 2-4 weeks (possibly more), saying something like "Try Chess Pro, the new game from the makers of Scrabulous!". It was fairly prominently placed under the Scrabulous playing area. Nothing egregious, Rajat and Jayant are very conservative with their promotional activity, always opting for the understated, classy aesthetic.

Now, how many installs do you think an app cross-promoted from a top ten app would acquire?
You'd probably say "a helluva lot". But of course, you're wrong. As of today, Chess Pro has ~111,000 installs. For perspective, Chess Pro doesn't even rank in the top 1000 for number of installs.

Only 20% of the daily audience of Scrabulous even bothered to install Chess Pro, and arguably less since Chess Pro grew some on its own.

So in this case, I'd suggest that the cross-promotion didn't work.

So how do you effectively cross-promote a game?

By genre. Make sure that players of one game will actually want to play the other game. For instance, there's a significant overlap of users between Scrabulous and Scramble because they are both word games. Yes, it's shocking. People who like to play one word game also like to play another word game. However, they are not necessarily going to want to play Chess. Or Speed Racing.

By demographic. Courtesy of the casual game industry, we know that women like card, puzzle, word, and quiz games. And men like action and strategy games. Obviously there are exceptions, but as a general rule, these stereotypes hold. Use them to your advantage.

And even still, there's no guarantees that the new game will succeed. As Mark Pincus, CEO of Zynga, pointed out at Interplay, (and I paraphrase), no matter how much traffic you sent a game, it won't succeed unless it's good. By good, I think he means viral, since there are a lot of good games with paltry traffic.

The core problem in the social games industry is that making a viral game that's also engaging is really hard. No one is doing it consistently (except Playfish, and even their current model of affixing a light social component to one-player flash games will stale eventually.)

The fact is, if you can't consistently make viral games that are also engaging, then it doesn't matter if you cross-promote from Scrabulous, you're not going to grow your network.

Wednesday, April 9, 2008

Scrabulous v. Scrabble - Why Mattel and Hasbro Have No Case - A Law Professor's Opinion

Wendy Seltzer, visiting assistant professor at the Northeastern University School of Law, has an excellent blog post about the lack of merit behind Mattel/Hasbro's legal position in their fight against Scrabulous. She breaks down the three possible legal arguments that Mattel/Hasbro might have and summarily dismisses each argument. It's a quick and enjoyable read, i highly recommend it.

If you don't enjoy the finer points of copyright law, here's her summation, and I don't need to tell you kids why it's relevant:

The Internet provides a host of new opportunities to reimplement classic games, without the barriers of physical distribution. As entrepreneurs rush to capitalize on the opportunies, they shouldn’t be scared off by vague legal threats. Hasbro and Mattel may have their trademark, but we all have the right to cross words.
So, great, the door is wide open for more board game clones, how exciting.

Thursday, March 20, 2008

Scrabulous back on top.

Friends For Sale's reign as #1 game on Facebook lasted all of one day. Scrabulous has been up by ~20,000 daily active users all week.

Current:
Scrabulous: 687,955 DAU (up 50,000 DAU from last week)
Friends For Sale!: 664,587 DAU (up 21,000 DAU from last week)

I don't plan to cover this story blow-by-blow, but since I did announce Friends For Sale's triumph last week, I figured I should keep you all updated.

In other news...I found an excellent presentation by the creators of Friends For Sale. Enjoy!

http://highscalability.com/docs/EmergingTechSIGPresentation.pdf

Tuesday, March 18, 2008

Friends For Sale! displaces Scrabulous as the top game on Facebook

That was quick. Last Tuesday I predicted that Friends for Sale! would be the top game on Facebook. At that point, Friends for Sale! was about 60,000 daily active users behind Scrabulous. As of today, Friends For Sale! is up by 11,000 users making it the top game on Facebook


Friends For Sale!: 643,877 DAU
Scrabulous: 632,372 DAU

In the long run, I think Scrabulous will return to the top. After all it's been on Facebook since last June and still holds on to 23% of its audience daily. It's around for the long haul.

It's yet to be seen if Friends For Sale! has that level of retention. It's still acquiring new users at a rapid rate which may could be masking any retention problems they might have (see Andrew Chen's excellent essay on this phenomenon).

So I until I see how things shake out, I'm not declaring a victory for social game design, but I will say this: if you're still porting old games from other platforms, you may want to rethink that strategy.

Here's an excerpt from an interview from 2006 with Trip Hawkins, founder of EA and mobile games company, Digital Chocolate, from the Hollywood Reporter that pretty much sums it up:

THR: But isn't it important for the cell phone deck -- or menu -- to carry instantly recognizable licensed game titles? Is anyone going to want to play, say, "Alien Shoot" when, say, "King Kong" or "Harry Potter" is available to them?
Hawkins: You know, we went through exactly the same phenomenon in the '80s. Atari paid $20 million for the rights to build an "ET" game for the Atari 2600 console figuring that such a game couldn't miss. Then they gave the programmers seven weeks to build the game and, of course, it never lived up to the public's expectations. It sounds like mythology but it's true -- Atari had so much excess inventory of the stupid game that it had to bury them all in an Arizona landfill site.
Okay, so I just like the E.T. reference. In any case, he has a lot to say about the folly of not designing for the platform (in his case, mobile). Read the interview and take heed.

Friday, March 14, 2008

Interview with the Agarwalla Brothers, creators of Scrabulous - Highlights

No, not my interview. The guys from Developer Analytics conducted it (I'm starting to feel like a pimp for those guys I mention them so much.)

Anyway, you have to be a member to read the interview(conducted March 8th), so I thought I'd post a few highlights.

On scaling: ...we have re-written the code from scratch exactly four times. When you have such a high traffic load, it’s not just about adding more hardware. You need to improve your software as well to complement that.

On metrics: ...Well, in the Facebook space, the number of installs isn’t really that meaningful. Instead, we really track app activity, such as return usage. In fact, even metrics measured on a daily basis really aren’t that useful. For instance, activity drops quite a bit on the weekends and also during holidays, so it’d be much more useful to see metrics on a weekly basis. Also, it’s interesting that Facebook tracks unique adds for the current day and include them as a ‘user,’ but if a user just added an app, is he/she really a user? What is a user? Someone who uses the app 5 times? 10 times? There’s really no standard there. Another thing I’d love to see is – sure, Scrabulous has ~3 million installs, but how many of those installed users actually have come back?

On marketing: [we] haven’t spent more than $500 on marketing.

On ad networks: We use four ad networks: VideoEgg, Google Adsense, SocialMedia, and Advertising.com. With VideoEgg, they have the highest payout by far, but they don’t have the inventory to handle the kind of impressions a game like Scrabulous gets.

On social networks: Yeah, we’ve looked at Bebo and hi5 which is coming out soon. Though honestly, we really like Facebook. We think things on the other platforms are still a bit disorganized. We really think Facebook is very clean and organized, so we think we will be there for the time being.

My favorite factoid: We [Scrabulous] currently have about 25 full-time developers.

Twenty-five full-time developers!!!! Last I checked SGN only had six employees! Though I'm sure with that 10 million in funding SGN has been doing some hiring lately.

Thursday, February 21, 2008

Scrabulous is Back!

In case you didn't notice.